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{"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_270.py","language":"python","identifier":"util_is_header_valid","parameters":"(filename, file_ext, chunk_id, error_callback)","argument_list":"","return_statement":"return True","docstring":"Return True if chunk_id is a valid psk\/psa (file_ext) 'magick number'.","docstring_summary":"Return True if chunk_id is a valid psk\/psa (file_ext) 'magick number'.","docstring_tokens":["Return","True","if","chunk_id","is","a","valid","psk","\/","psa","(","file_ext",")","magick","number","."],"function":"def util_is_header_valid(filename, file_ext, chunk_id, error_callback):\n    '''Return True if chunk_id is a valid psk\/psa (file_ext) 'magick number'.'''\n    if chunk_id != PSKPSA_FILE_HEADER[file_ext]:\n        error_callback(\n            \"File %s is not a %s file. (header mismach)\\nExpected: %s \\nPresent %s\"  % ( \n                filename, file_ext,\n                PSKPSA_FILE_HEADER[file_ext], chunk_id)\n        )    \n        return False\n    return True","function_tokens":["def","util_is_header_valid","(","filename",",","file_ext",",","chunk_id",",","error_callback",")",":","if","chunk_id","!=","PSKPSA_FILE_HEADER","[","file_ext","]",":","error_callback","(","\"File %s is not a %s file. (header mismach)\\nExpected: %s \\nPresent %s\"","%","(","filename",",","file_ext",",","PSKPSA_FILE_HEADER","[","file_ext","]",",","chunk_id",")",")","return","False","return","True"],"url":"https:\/\/github.com\/Befzz\/blender3d_import_psk_psa\/blob\/47f1418aef7642f300e0fccbe3c96654ab275a52\/addons\/io_import_scene_unreal_psa_psk_270.py#L162-L171"}
{"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_270.py","language":"python","identifier":"util_gen_name_part","parameters":"(filepath)","argument_list":"","return_statement":"return re.match(r'.*[\/\\\\]([^\/\\\\]+?)(\\..{2,5})?$', filepath).group(1)","docstring":"Return file name without extension","docstring_summary":"Return file name without extension","docstring_tokens":["Return","file","name","without","extension"],"function":"def util_gen_name_part(filepath):\n    '''Return file name without extension'''\n    return re.match(r'.*[\/\\\\]([^\/\\\\]+?)(\\..{2,5})?$', filepath).group(1)","function_tokens":["def","util_gen_name_part","(","filepath",")",":","return","re",".","match","(","r'.*[\/\\\\]([^\/\\\\]+?)(\\..{2,5})?$'",",","filepath",")",".","group","(","1",")"],"url":"https:\/\/github.com\/Befzz\/blender3d_import_psk_psa\/blob\/47f1418aef7642f300e0fccbe3c96654ab275a52\/addons\/io_import_scene_unreal_psa_psk_270.py#L174-L176"}
{"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_270.py","language":"python","identifier":"vec_to_axis_vec","parameters":"(vec_in, vec_out)","argument_list":"","return_statement":"","docstring":"Make **vec_out** to be an axis-aligned unit vector that is closest to vec_in. (basis?)","docstring_summary":"Make **vec_out** to be an axis-aligned unit vector that is closest to vec_in. (basis?)","docstring_tokens":["Make","**","vec_out","**","to","be","an","axis","-","aligned","unit","vector","that","is","closest","to","vec_in",".","(","basis?",")"],"function":"def vec_to_axis_vec(vec_in, vec_out):\n    '''Make **vec_out** to be an axis-aligned unit vector that is closest to vec_in. (basis?)'''\n    x, y, z = vec_in\n    if abs(x) > abs(y):\n        if abs(x) > abs(z):\n            vec_out.x = 1 if x >= 0 else -1\n        else:\n            vec_out.z = 1 if z >= 0 else -1\n    else:\n        if abs(y) > abs(z):\n            vec_out.y = 1 if y >= 0 else -1\n        else:\n            vec_out.z = 1 if z >= 0 else -1","function_tokens":["def","vec_to_axis_vec","(","vec_in",",","vec_out",")",":","x",",","y",",","z","=","vec_in","if","abs","(","x",")",">","abs","(","y",")",":","if","abs","(","x",")",">","abs","(","z",")",":","vec_out",".","x","=","1","if","x",">=","0","else","-","1","else",":","vec_out",".","z","=","1","if","z",">=","0","else","-","1","else",":","if","abs","(","y",")",">","abs","(","z",")",":","vec_out",".","y","=","1","if","y",">=","0","else","-","1","else",":","vec_out",".","z","=","1","if","z",">=","0","else","-","1"],"url":"https:\/\/github.com\/Befzz\/blender3d_import_psk_psa\/blob\/47f1418aef7642f300e0fccbe3c96654ab275a52\/addons\/io_import_scene_unreal_psa_psk_270.py#L179-L191"}
{"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_270.py","language":"python","identifier":"pskimport","parameters":"(filepath,\n        context = bpy.context,\n        bImportmesh = True,\n        bImportbone = True,\n        bSpltiUVdata = False,\n        fBonesize = 5.0,\n        fBonesizeRatio = 0.6,\n        bDontInvertRoot = False,\n        bReorientBones = False,\n        bReorientDirectly = False,\n        error_callback = None)","argument_list":"","return_statement":"return True","docstring":"Import mesh and skeleton from .psk\/.pskx files\n    \n    Args:\n        bReorientBones:\n            Axis based bone orientation to children\n            \n        error_callback:\n            Called when importing is failed.\n            \n            __name__('?', error_callback = lambda msg: print('reason:',msg)","docstring_summary":"Import mesh and skeleton from .psk\/.pskx files\n    \n    Args:\n        bReorientBones:\n            Axis based bone orientation to children\n            \n        error_callback:\n            Called when importing is failed.\n            \n            __name__('?', error_callback = lambda msg: print('reason:',msg)","docstring_tokens":["Import","mesh","and","skeleton","from",".","psk","\/",".","pskx","files","Args",":","bReorientBones",":","Axis","based","bone","orientation","to","children","error_callback",":","Called","when","importing","is","failed",".","__name__","(","?","error_callback","=","lambda","msg",":","print","(","reason",":","msg",")"],"function":"def pskimport(filepath,\n        context = bpy.context,\n        bImportmesh = True,\n        bImportbone = True,\n        bSpltiUVdata = False,\n        fBonesize = 5.0,\n        fBonesizeRatio = 0.6,\n        bDontInvertRoot = False,\n        bReorientBones = False,\n        bReorientDirectly = False,\n        error_callback = None):\n    '''\n    Import mesh and skeleton from .psk\/.pskx files\n    \n    Args:\n        bReorientBones:\n            Axis based bone orientation to children\n            \n        error_callback:\n            Called when importing is failed.\n            \n            __name__('?', error_callback = lambda msg: print('reason:',msg)\n            \n    '''\n    if not hasattr( error_callback, '__call__'):\n        error_callback = __pass\n        \n    # ref_time = time.process_time()\n    if not bImportbone and not bImportmesh:\n        error_callback(\"Nothing to do.\\nSet something for import.\")\n        return False\n    file_ext = 'psk'\n    \n    print (\"-----------------------------------------------\")\n    print (\"---------EXECUTING PSK PYTHON IMPORTER---------\")\n    print (\"-----------------------------------------------\")\n\n    #file may not exist\n    try:\n        file = open(filepath,'rb')\n    except IOError:\n        error_callback('Error while opening file for reading:\\n  \"'+filepath+'\"')\n        return False\n\n    if not util_check_file_header(file, 'psk'):\n        error_callback('Not psk file:\\n  \"'+filepath+'\"')\n        return False\n        \n    Vertices = None\n    Wedges = None\n    Faces = None\n    UV_by_face = None\n    Materials = None\n    Bones = None\n    Weights = None\n    Extrauvs = []\n    Normals = None\n        \n    #================================================================================================== \n    # Materials   MaterialNameRaw | TextureIndex | PolyFlags | AuxMaterial | AuxFlags |  LodBias | LodStyle \n    # Only Name is usable.\n    def read_materials():\n    \n        nonlocal Materials\n        \n        Materials = []\n        \n        for counter in range(chunk_datacount):\n\n            (MaterialNameRaw,) = unpack_from('64s24x', chunk_data, chunk_datasize * counter)\n            \n            Materials.append( util_bytes_to_str( MaterialNameRaw ) )\n            \n            \n    #================================================================================================== \n    # Faces WdgIdx1 | WdgIdx2 | WdgIdx3 | MatIdx | AuxMatIdx | SmthGrp\n    def read_faces():\n        nonlocal Faces, UV_by_face\n        \n        if not bImportmesh:\n            return True\n        \n        UV_by_face = [None] * chunk_datacount\n        Faces = [None] * chunk_datacount\n        \n        if len(Wedges) > 65536:\n            unpack_format = '=IIIBBI'\n        else:\n            unpack_format = '=HHHBBI'\n            \n        unpack_data = Struct(unpack_format).unpack_from\n        \n        for counter in range(chunk_datacount):\n            (WdgIdx1, WdgIdx2, WdgIdx3,\n             MatIndex, \n             AuxMatIndex, #unused\n             SmoothingGroup # Umodel is not exporting SmoothingGroups\n             ) = unpack_data(chunk_data, counter * chunk_datasize)\n             \n            # looks ugly\n            # Wedges is (point_index, u, v, MatIdx)\n            ((vertid0, u0, v0, matid0), (vertid1, u1, v1, matid1), (vertid2, u2, v2, matid2)) = Wedges[WdgIdx1], Wedges[WdgIdx2], Wedges[WdgIdx3]\n            \n            # note order: C,B,A\n            Faces[counter] = (vertid2,  vertid1, vertid0)\n            \n            uv = ( ( u2, 1.0 - v2 ), ( u1, 1.0 - v1 ), ( u0, 1.0 - v0 ) )\n            \n            # Mapping: FaceIndex <=> UV data <=> FaceMatIndex\n            UV_by_face[counter] = (uv, MatIndex, (matid2, matid1, matid0))\n            \n            \n    #==================================================================================================\n    # Vertices X | Y | Z\n    def read_vertices():\n        nonlocal bImportbone, bImportmesh\n        \n        if not bImportmesh:\n            return True\n            \n        nonlocal Vertices\n        \n        Vertices = [None] * chunk_datacount\n        \n        unpack_data = Struct('3f').unpack_from\n        \n        for counter in range( chunk_datacount ):\n            (vec_x, vec_y, vec_z) = unpack_data(chunk_data, counter * chunk_datasize)\n            Vertices[counter]  = (vec_x, vec_y, vec_z)\n            \n            \n    #================================================================================================== \n    # Wedges (UV)   VertexId |  U |  V | MatIdx \n    def read_wedges():\n    \n        nonlocal bImportbone, bImportmesh\n        if not bImportmesh:\n            return True\n            \n        nonlocal Wedges\n        \n        Wedges = [None] * chunk_datacount\n        \n        unpack_data = Struct('=IffBxxx').unpack_from\n        \n        for counter in range( chunk_datacount ):\n            (vertex_id,\n             u, v,\n             material_index) = unpack_data( chunk_data, counter * chunk_datasize )\n             \n            # print(vertex_id, u, v, material_index)\n            # Wedges[counter] = (vertex_id, u, v, material_index)\n            Wedges[counter] = [vertex_id, u, v, material_index]\n            \n    #================================================================================================== \n    # Bones (VBone .. VJointPos ) Name|Flgs|NumChld|PrntIdx|Qw|Qx|Qy|Qz|LocX|LocY|LocZ|Lngth|XSize|YSize|ZSize\n    def read_bones():\n    \n        nonlocal Bones, bImportbone\n        \n        if chunk_datacount == 0:\n            bImportbone = False\n            \n        if bImportbone:\n            unpack_data = Struct('64s3i11f').unpack_from\n        else:\n            unpack_data = Struct('64s56x').unpack_from\n            \n        Bones = [None] * chunk_datacount\n        \n        for counter in range( chunk_datacount ):\n            Bones[counter] = unpack_data( chunk_data, chunk_datasize * counter)\n          \n    \n    #================================================================================================== \n    # Influences (Bone Weight) (VRawBoneInfluence) ( Weight | PntIdx | BoneIdx)\n    def read_weights():\n        # nonlocal Weights, bImportmesh\n        nonlocal Weights\n        \n        if not bImportmesh:\n            return True\n            \n        Weights = [None] * chunk_datacount\n        \n        unpack_data = Struct('fii').unpack_from\n        \n        for counter in range(chunk_datacount):\n            Weights[counter] = unpack_data(chunk_data, chunk_datasize * counter)\n             \n    \n    #================================================================================================== \n    # Extra UV. U | V\n    def read_extrauvs():\n        unpack_data = Struct(\"=2f\").unpack_from\n        \n        uvdata = [None] * chunk_datacount\n        \n        for counter in range( chunk_datacount ):\n            uvdata[counter] = unpack_data(chunk_data, chunk_datasize * counter) \n            \n        Extrauvs.append(uvdata)\n\n    #==================================================================================================\n    # Vertex Normals NX | NY | NZ\n    def read_normals():\n        if not bImportmesh:\n            return True\n\n        nonlocal Normals\n        Normals = [None] * chunk_datacount\n\n        unpack_data = Struct('3f').unpack_from\n\n        for counter in range(chunk_datacount):\n            Normals[counter] = unpack_data(chunk_data, counter * chunk_datasize)\n \n             \n    CHUNKS_HANDLERS = {\n        'PNTS0000': read_vertices,\n        'VTXW0000': read_wedges,\n        'VTXW3200': read_wedges,#?\n        'FACE0000': read_faces,\n        'FACE3200': read_faces,\n        'MATT0000': read_materials,\n        'REFSKELT': read_bones,\n        'REFSKEL0': read_bones, #?\n        'RAWW0000': read_weights,\n        'RAWWEIGH': read_weights,\n        'EXTRAUVS': read_extrauvs,\n        'VTXNORMS': read_normals\n    }\n    \n    #===================================================================================================\n    # File. Read all needed data.\n    #         VChunkHeader Struct\n    # ChunkID|TypeFlag|DataSize|DataCount\n    # 0      |1       |2       |3\n    \n    while True:\n    \n        header_bytes = file.read(32)\n        \n        if len(header_bytes) < 32:\n            \n            if len(header_bytes) != 0:\n                error_callback(\"Unexpected end of file.(%s\/32 bytes)\" % len(header_bytes))\n            break\n            \n        (chunk_id, chunk_type, chunk_datasize, chunk_datacount) = unpack('20s3i', header_bytes)\n        \n        chunk_id_str = util_bytes_to_str(chunk_id)\n        chunk_id_str = chunk_id_str[:8]\n        \n        if chunk_id_str in CHUNKS_HANDLERS:\n        \n            chunk_data = file.read( chunk_datasize * chunk_datacount)\n            \n            if len(chunk_data) < chunk_datasize * chunk_datacount:\n                error_callback('Psk chunk %s is broken.' % chunk_id_str)\n                return False\n                \n            CHUNKS_HANDLERS[chunk_id_str]()\n            \n        else:\n        \n            print('Unknown chunk: ', chunk_id_str)\n            file.seek(chunk_datasize * chunk_datacount, 1)\n            \n            \n        # print(chunk_id_str, chunk_datacount)\n            \n    file.close()\n         \n    print(\" Importing file:\", filepath)\n    \n    if not bImportmesh and (Bones is None or len(Bones) == 0):\n        error_callback(\"Psk: no skeleton data.\")\n        return False\n\n    MAX_UVS = 8\n    NAME_UV_PREFIX = \"UV\"\n    \n    # file name w\/out extension\n    gen_name_part = util_gen_name_part(filepath)\n    gen_names = {\n        'armature_object':  gen_name_part + '.ao',\n        'armature_data':    gen_name_part + '.ad',\n            'mesh_object':  gen_name_part + '.mo',\n            'mesh_data':    gen_name_part + '.md'\n    }\n    \n    if bImportmesh:\n        mesh_data = bpy.data.meshes.new(gen_names['mesh_data'])\n        mesh_obj = bpy.data.objects.new(gen_names['mesh_object'], mesh_data)\n        \n    \n    #==================================================================================================\n    # UV. Prepare\n    if bImportmesh:\n        if bSpltiUVdata:\n        # store how much each \"matrial index\" have vertices\n        \n            uv_mat_ids = {}\n            \n            for (_, _, _, material_index) in Wedges:\n            \n                if not (material_index in uv_mat_ids):\n                    uv_mat_ids[material_index] = 1\n                else:\n                    uv_mat_ids[material_index] += 1\n                    \n                    \n            # if we have more UV material indexes than blender UV maps, then...\n            if bSpltiUVdata and len(uv_mat_ids) > MAX_UVS :\n            \n                uv_mat_ids_len = len(uv_mat_ids)\n                \n                print('UVs: %s out of %s is combined in a first UV map(%s0)' % (uv_mat_ids_len - 8, uv_mat_ids_len, NAME_UV_PREFIX))\n                \n                mat_idx_proxy = [0] * len(uv_mat_ids)\n                \n                counts_sorted = sorted(uv_mat_ids.values(), reverse = True)\n                \n                new_mat_index = MAX_UVS - 1\n                \n                for c in counts_sorted:\n                    for mat_idx, counts in uv_mat_ids.items():\n                        if c == counts:\n                            mat_idx_proxy[mat_idx] = new_mat_index\n                            if new_mat_index > 0:\n                                new_mat_index -= 1\n                            # print('MatIdx remap: %s > %s' % (mat_idx,new_mat_index))\n                            \n                for i in range(len(Wedges)):\n                    Wedges[i][3] = mat_idx_proxy[Wedges[i][3]]\n\n        # print('Wedges:', chunk_datacount)\n        # print('uv_mat_ids', uv_mat_ids)\n        # print('uv_mat_ids', uv_mat_ids)\n        # for w in Wedges:\n        \n    if bImportmesh:\n        # print(\"-- Materials -- (index, name, faces)\")\n        blen_materials = []\n        for materialname in Materials:\n            matdata = bpy.data.materials.get(materialname)\n            \n            if matdata is None:\n                matdata = bpy.data.materials.new( materialname )\n            # matdata = bpy.data.materials.new( materialname )\n                \n            blen_materials.append( matdata )\n            mesh_data.materials.append( matdata )\n            # print(counter,materialname,TextureIndex)\n            # if mat_groups.get(counter) is not None:\n                # print(\"%i: %s\" % (counter, materialname), len(mat_groups[counter]))\n\n    #==================================================================================================\n    # Prepare bone data\n    psk_bone_name_toolong = False\n\n    def init_psk_bone(i, psk_bones, name_raw):\n        psk_bone = class_psk_bone()\n        psk_bone.children = []\n        psk_bone.name = util_bytes_to_str(name_raw)\n        psk_bones[i] = psk_bone\n        return psk_bone\n        \n    # indexed by bone index. array of psk_bone\n    psk_bones = [None] * len(Bones)\n    \n    if not bImportbone: #data needed for mesh-only import\n    \n        for counter,(name_raw,) in enumerate(Bones):\n            init_psk_bone(counter, psk_bones, name_raw)\n            \n    if bImportbone:  #else?\n    \n        # average bone length\n        sum_bone_pos = 0\n        \n        for counter, (name_raw, flags, NumChildren, ParentIndex, #0 1 2 3\n             quat_x, quat_y, quat_z, quat_w,            #4 5 6 7\n             vec_x, vec_y, vec_z,                       #8 9 10\n             joint_length,                              #11\n             scale_x, scale_y, scale_z) in enumerate(Bones):\n        \n            psk_bone = init_psk_bone(counter, psk_bones, name_raw)\n            \n            psk_bone.bone_index = counter\n            psk_bone.parent_index = ParentIndex\n\n            if len(psk_bone.name) > 60:\n                psk_bone_name_toolong = True\n\n            # print(psk_bone.bone_index, psk_bone.parent_index, psk_bone.name)            \n            # make sure we have valid parent_index\n            if psk_bone.parent_index < 0:\n                psk_bone.parent_index = 0\n\n            # psk_bone.scale = (scale_x, scale_y, scale_z)\n\n            # store bind pose to make it available for psa-import via CustomProperty of the Blender bone\n            psk_bone.orig_quat = Quaternion((quat_w, quat_x, quat_y, quat_z))\n            psk_bone.orig_loc = Vector((vec_x, vec_y, vec_z))\n\n            # root bone must have parent_index = 0 and selfindex = 0\n            if psk_bone.parent_index == 0 and psk_bone.bone_index == psk_bone.parent_index:\n                if bDontInvertRoot:\n                    psk_bone.mat_world_rot = psk_bone.orig_quat.to_matrix()\n                else:\n                    psk_bone.mat_world_rot = psk_bone.orig_quat.conjugated().to_matrix()\n                psk_bone.mat_world = Matrix.Translation(psk_bone.orig_loc)\n\n            sum_bone_pos += psk_bone.orig_loc.length\n            \n    \n    #==================================================================================================\n    # Bones. Calc World-space matrix\n    \n        # TODO optimize math.\n        for psk_bone in psk_bones:\n                \n            if psk_bone.parent_index == 0:\n                if psk_bone.bone_index == 0:\n                    psk_bone.parent = None\n                    continue\n                    \n            parent = psk_bones[psk_bone.parent_index]\n            \n            psk_bone.parent = parent\n            \n            parent.children.append(psk_bone)\n            \n            # mat_world -     world space bone matrix WITHOUT own rotation\n            # mat_world_rot - world space bone rotation WITH own rotation\n            psk_bone.mat_world = parent.mat_world_rot.to_4x4()\n            psk_bone.mat_world.translation = parent.mat_world.translation + parent.mat_world_rot * psk_bone.orig_loc\n            psk_bone.mat_world_rot = parent.mat_world_rot * psk_bone.orig_quat.conjugated().to_matrix()\n            \n            # psk_bone.mat_world =  ( parent.mat_world_rot.to_4x4() * psk_bone.trans)\n            # psk_bone.mat_world.translation += parent.mat_world.translation\n            # psk_bone.mat_world_rot = parent.mat_world_rot * psk_bone.orig_quat.conjugated().to_matrix()\n            \n    \n    #==================================================================================================\n    # Skeleton. Prepare.\n            \n        armature_data = bpy.data.armatures.new(gen_names['armature_data'])\n        armature_obj = bpy.data.objects.new(gen_names['armature_object'], armature_data)\n        # TODO: options for axes and x_ray?\n        armature_data.show_axes = False\n        armature_data.draw_type = 'STICK'\n        armature_obj.show_x_ray = True\n\n        util_obj_link(context, armature_obj)\n\n        util_select_all(False)\n        util_obj_select(context, armature_obj)\n        util_obj_set_active(context, armature_obj)\n        \n        utils_set_mode('EDIT')\n        \n        \n        sum_bone_pos \/= len(Bones) # average\n        sum_bone_pos *= fBonesizeRatio # corrected\n        \n        bone_size_choosen = max(0.01, round((min(sum_bone_pos, fBonesize))))\n\n        if not bReorientBones:\n            new_bone_size = bone_size_choosen\n    #==================================================================================================\n    # Skeleton. Build.\n        if psk_bone_name_toolong:\n            for psk_bone in psk_bones:\n\n\n                # TODO too long name cutting options?\n                long_name = psk_bone.name\n                psk_bone.name = psk_bone.name[-60:]\n\n                edit_bone = armature_obj.data.edit_bones.new(psk_bone.name)\n                edit_bone[\"long_name\"] = long_name\n\n                psk_bone.name = edit_bone.name\n\n                # print(psk_bone.name)\n                # print(edit_bone.name)\n        else:\n            for psk_bone in psk_bones:\n                edit_bone = armature_obj.data.edit_bones.new(psk_bone.name)\n                psk_bone.name = edit_bone.name\n\n\n        for psk_bone in psk_bones:\n            edit_bone = armature_obj.data.edit_bones[psk_bone.name]\n\n            armature_obj.data.edit_bones.active = edit_bone\n\n            if psk_bone.parent is not None:\n                edit_bone.parent = armature_obj.data.edit_bones[psk_bone.parent.name]\n            else:\n                if bDontInvertRoot:\n                    psk_bone.orig_quat.conjugate()\n                \n            if bReorientBones:\n                (new_bone_size, quat_orient_diff) = calc_bone_rotation(psk_bone, bone_size_choosen, bReorientDirectly, sum_bone_pos)\n                post_quat = psk_bone.orig_quat.conjugated() * quat_orient_diff\n            else:\n                post_quat = psk_bone.orig_quat.conjugated()\n            \n            # only length of this vector is matter?\n            edit_bone.tail = Vector(( 0.0, new_bone_size, 0.0))\n            # edit_bone.tail = Vector((0.0, 0.0, new_bone_size))\n            \n            # edit_bone.matrix = psk_bone.mat_world * quat_diff.to_matrix().to_4x4()\n            edit_bone.matrix = psk_bone.mat_world * post_quat.to_matrix().to_4x4()\n            \n            \n            # some dev code...\n            #### FINAL\n            # post_quat = psk_bone.orig_quat.conjugated() * quat_diff\n            # edit_bone.matrix = psk_bone.mat_world * test_quat.to_matrix().to_4x4()\n            # edit_bone[\"post_quat\"] = test_quat\n            #### \n\n            # edit_bone[\"post_quat\"] = Quaternion((1,0,0,0))\n            # edit_bone.matrix = psk_bone.mat_world* psk_bone.rot\n     \n\n            # if edit_bone.parent:\n              # edit_bone.matrix = edit_bone.parent.matrix * psk_bone.trans * (psk_bone.orig_quat.conjugated().to_matrix().to_4x4())\n              # edit_bone.matrix = edit_bone.parent.matrix * psk_bone.trans * (test_quat.to_matrix().to_4x4())\n            # else:\n              # edit_bone.matrix = psk_bone.orig_quat.to_matrix().to_4x4()\n              \n              \n            # save bindPose information for .psa import\n            edit_bone[\"orig_quat\"] = psk_bone.orig_quat\n            edit_bone[\"orig_loc\"]  = psk_bone.orig_loc\n            edit_bone[\"post_quat\"] = post_quat\n            \n    utils_set_mode('OBJECT')\n         \n    #==================================================================================================\n    # Weights\n    if bImportmesh: \n    \n        vertices_total = len(Vertices)\n        \n        for ( _, PointIndex, BoneIndex ) in Weights:\n            if PointIndex < vertices_total: # can it be not?\n                psk_bones[BoneIndex].have_weight_data = True\n            # else:\n                # print(psk_bones[BoneIndex].name, 'for other mesh',PointIndex ,vertices_total)\n                \n            #print(\"weight:\", PointIndex, BoneIndex, Weight)\n        # Weights.append(None)\n        # print(Weights.count(None))\n        \n        \n    # Original vertex colorization code\n    '''\n    # Weights.sort( key = lambda wgh: wgh[0])\n    if bImportmesh:\n        VtxCol = []\n        bones_count = len(psk_bones)\n        for x in range(bones_count):\n            #change the overall darkness of each material in a range between 0.1 and 0.9\n            tmpVal = ((float(x) + 1.0) \/ bones_count * 0.7) + 0.1\n            tmpVal = int(tmpVal * 256)\n            tmpCol = [tmpVal, tmpVal, tmpVal, 0]\n            #Change the color of each material slightly\n            if x % 3 == 0:\n                if tmpCol[0] < 128:\n                    tmpCol[0] += 60\n                else:\n                    tmpCol[0] -= 60\n            if x % 3 == 1:\n                if tmpCol[1] < 128:\n                    tmpCol[1] += 60\n                else:\n                    tmpCol[1] -= 60\n            if x % 3 == 2:\n                if tmpCol[2] < 128:\n                    tmpCol[2] += 60\n                else:\n                    tmpCol[2] -= 60\n            #Add the material to the mesh\n            VtxCol.append(tmpCol)\n            \n    for x in range(len(Tmsh.faces)):\n        for y in range(len(Tmsh.faces[x].v)):\n            #find v in Weights[n][0]\n            findVal = Tmsh.faces[x].v[y].index\n            n = 0\n            while findVal != Weights[n][0]:\n                n = n + 1\n            TmpCol = VtxCol[Weights[n][1]]\n            #check if a vertex has more than one influence\n            if n != len(Weights) - 1:\n                if Weights[n][0] == Weights[n + 1][0]:\n                    #if there is more than one influence, use the one with the greater influence\n                    #for simplicity only 2 influences are checked, 2nd and 3rd influences are usually very small\n                    if Weights[n][2] < Weights[n + 1][2]:\n                        TmpCol = VtxCol[Weights[n + 1][1]]\n        Tmsh.faces[x].col.append(NMesh.Col(TmpCol[0], TmpCol[1], TmpCol[2], 0))\n    '''\n\n    #===================================================================================================\n    # UV. Setup.\n    \n    if bImportmesh:\n        # Trick! Create UV maps BEFORE mesh and get (0,0) coordinates for free!\n        #   ...otherwise UV coords will be copied from active, or calculated from mesh...\n        \n        if bSpltiUVdata:\n            \n            for i in range(len(uv_mat_ids)):\n                get_uv_layers(mesh_data).new(name = NAME_UV_PREFIX + str(i))\n                \n        else:\n        \n            get_uv_layers(mesh_data).new(name = NAME_UV_PREFIX+\"_SINGLE\")\n        \n        \n        for counter, uv_data in enumerate(Extrauvs):\n            \n            if len(mesh_data.uv_layers) < MAX_UVS:\n                    \n                get_uv_layers(mesh_data).new(name = \"EXTRAUVS\"+str(counter))\n                \n            else:\n            \n                Extrauvs.remove(uv_data)\n                print('Extra UV layer %s is ignored. Re-import without \"Split UV data\".' % counter)\n          \n    #================================================================================================== \n    # Mesh. Build.\n    \n        mesh_data.from_pydata(Vertices,[],Faces)\n\n    #==================================================================================================\n    # Vertex Normal. Set.\n\n        if Normals is not None:\n            mesh_data.polygons.foreach_set(\"use_smooth\", [True] * len(mesh_data.polygons))\n            mesh_data.normals_split_custom_set_from_vertices(Normals)\n            mesh_data.use_auto_smooth = True\n                \n    #===================================================================================================\n    # UV. Set.\n    \n    if bImportmesh:\n\n        for face in mesh_data.polygons:\n            face.material_index = UV_by_face[face.index][1]\n\n        uv_layers = mesh_data.uv_layers\n        \n        if not bSpltiUVdata:\n           uvLayer = uv_layers[0]\n           \n        # per face\n        # for faceIdx, (faceUVs, faceMatIdx, _, _, wmidx) in enumerate(UV_by_face):\n        for faceIdx, (faceUVs, faceMatIdx, WedgeMatIds) in enumerate(UV_by_face):\n        \n            # per vertex\n            for vertN, uv in enumerate(faceUVs):\n                loopId = faceIdx * 3 + vertN\n                \n                if bSpltiUVdata:\n                    uvLayer = uv_layers[WedgeMatIds[vertN]]\n                    \n                uvLayer.data[loopId].uv = uv\n\n    #===================================================================================================\n    # Extra UVs. Set.\n        \n        for counter, uv_data in enumerate(Extrauvs):\n        \n            uvLayer = mesh_data.uv_layers[ counter - len(Extrauvs) ]\n            \n            for uv_index, uv_coords in enumerate(uv_data):\n            \n                uvLayer.data[uv_index].uv = (uv_coords[0], 1.0 - uv_coords[1])\n                \n    #===================================================================================================\n    # Mesh. Vertex Groups. Bone Weights.\n        \n        for psk_bone in psk_bones:\n            if psk_bone.have_weight_data:\n                psk_bone.vertex_group = mesh_obj.vertex_groups.new(psk_bone.name)\n            # else:\n                # print(psk_bone.name, 'have no influence on this mesh')\n        \n        for weight, vertex_id, bone_index_w in filter(None, Weights):\n            psk_bones[bone_index_w].vertex_group.add((vertex_id,), weight, 'ADD')\n        \n    \n    #===================================================================================================\n    # Skeleton. Colorize.\n    \n    if bImportbone:\n    \n        bone_group_unused = armature_obj.pose.bone_groups.new(\"Unused bones\")\n        bone_group_unused.color_set = 'THEME14'\n\n        bone_group_nochild = armature_obj.pose.bone_groups.new(\"No children\")\n        bone_group_nochild.color_set = 'THEME03'\n\n        armature_data.show_group_colors = True\n\n        for psk_bone in psk_bones:\n        \n            pose_bone = armature_obj.pose.bones[psk_bone.name]\n            \n            if psk_bone.have_weight_data:\n            \n                if len(psk_bone.children) == 0:\n                    pose_bone.bone_group = bone_group_nochild\n                    \n            else:\n                pose_bone.bone_group = bone_group_unused\n            \n                    \n    #===================================================================================================\n    # Final\n    \n    if bImportmesh:\n    \n        util_obj_link(context, mesh_obj)\n        util_select_all(False)\n        \n            \n        if not bImportbone:   \n        \n            util_obj_select(context, mesh_obj)\n            util_obj_set_active(context, mesh_obj)\n            \n        else:\n            # select_all(False)\n            util_obj_select(context, armature_obj)\n            \n            # parenting mesh to armature object\n            mesh_obj.parent = armature_obj\n            mesh_obj.parent_type = 'OBJECT'\n            \n            # add armature modifier\n            blender_modifier = mesh_obj.modifiers.new( armature_obj.data.name, type = 'ARMATURE')\n            blender_modifier.show_expanded = False\n            blender_modifier.use_vertex_groups = True\n            blender_modifier.use_bone_envelopes = False\n            blender_modifier.object = armature_obj\n            \n            # utils_set_mode('OBJECT')\n            # select_all(False)\n            util_obj_select(context, armature_obj)\n            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{"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_270.py","language":"python","identifier":"psaimport","parameters":"(filepath,\n        context = bpy.context,\n        oArmature = None,\n        bFilenameAsPrefix = False,\n        bActionsToTrack = False,\n        first_frames = 0,\n        bDontInvertRoot = False,\n        bUpdateTimelineRange = False,\n        fcurve_interpolation = 'LINEAR',\n        error_callback = __pass\n        )","argument_list":"","return_statement":"","docstring":"Import animation data from 'filepath' using 'oArmature'\n    \n    Args:\n        first_frames: (0 - import all)\n            Import only 'first_frames' from each action\n          \n        bActionsToTrack:\n            Put all imported actions in one NLAtrack.\n          \n        oArmature:\n            Skeleton used to calculate keyframes","docstring_summary":"Import animation data from 'filepath' using 'oArmature'\n    \n    Args:\n        first_frames: (0 - import all)\n            Import only 'first_frames' from each action\n          \n        bActionsToTrack:\n            Put all imported actions in one NLAtrack.\n          \n        oArmature:\n            Skeleton used to calculate keyframes","docstring_tokens":["Import","animation","data","from","filepath","using","oArmature","Args",":","first_frames",":","(","0","-","import","all",")","Import","only","first_frames","from","each","action","bActionsToTrack",":","Put","all","imported","actions","in","one","NLAtrack",".","oArmature",":","Skeleton","used","to","calculate","keyframes"],"function":"def psaimport(filepath,\n        context = bpy.context,\n        oArmature = None,\n        bFilenameAsPrefix = False,\n        bActionsToTrack = False,\n        first_frames = 0,\n        bDontInvertRoot = False,\n        bUpdateTimelineRange = False,\n        fcurve_interpolation = 'LINEAR',\n        error_callback = __pass\n        ):\n    \"\"\"Import animation data from 'filepath' using 'oArmature'\n    \n    Args:\n        first_frames: (0 - import all)\n            Import only 'first_frames' from each action\n          \n        bActionsToTrack:\n            Put all imported actions in one NLAtrack.\n          \n        oArmature:\n            Skeleton used to calculate keyframes\n    \"\"\"\n    print (\"-----------------------------------------------\")\n    print (\"---------EXECUTING PSA PYTHON IMPORTER---------\")\n    print (\"-----------------------------------------------\")\n    \n    file_ext = 'psa'\n    try:\n        psafile = open(filepath, 'rb')\n    except IOError:\n        error_callback('Error while opening file for reading:\\n  \"'+filepath+'\"')\n        return False\n   \n    print (\"Importing file: \", filepath)\n    \n    armature_obj = oArmature\n    \n    if armature_obj is None:  \n        armature_obj = blen_get_armature_from_selection()\n        if armature_obj is None:\n            error_callback(\"No armature selected.\")\n            return False\n\n\n    chunk_id = None\n    chunk_type = None\n    chunk_datasize = None\n    chunk_datacount = None\n    chunk_data = None\n\n    def read_chunk():\n        nonlocal chunk_id, chunk_type,\\\n                 chunk_datasize, chunk_datacount,\\\n                 chunk_data\n\n        (chunk_id, chunk_type,\n         chunk_datasize, chunk_datacount) = unpack('20s3i', psafile.read(32))\n        \n        chunk_data = psafile.read(chunk_datacount * chunk_datasize)\n    #============================================================================================== \n    # General Header\n    #============================================================================================== \n    read_chunk()\n    \n    if not util_is_header_valid(filepath, file_ext, chunk_id, error_callback):\n        return False\n    \n    #============================================================================================== \n    # Bones (FNamedBoneBinary)\n    #============================================================================================== \n    read_chunk()\n        \n    psa_bones = {}\n    \n    def new_psa_bone(bone, pose_bone):\n        psa_bone = class_psa_bone()\n        \n        psa_bones[pose_bone.name] = psa_bone\n        \n        psa_bone.name = pose_bone.name\n        \n        psa_bone.pose_bone = pose_bone\n        \n        if bone.parent != None:\n            # does needed parent bone was added from psa file\n            if bone.parent.name in psa_bones:\n                psa_bone.parent = psa_bones[bone.parent.name]\n            # no. armature doesnt match\n            else:\n                psa_bone.parent = None\n        # else:\n            # psa_bone.parent = None\n            \n        psa_bone.orig_quat = Quaternion(bone['orig_quat'])\n        psa_bone.orig_loc  =     Vector(bone['orig_loc'])\n        psa_bone.post_quat = Quaternion(bone['post_quat'])\n        return psa_bone\n        \n    #Bones Data\n    BoneIndex2Name = [None] * chunk_datacount\n    BoneNotFoundList = []\n    BonesWithoutAnimation = []\n    PsaBonesToProcess = [None] * chunk_datacount\n\n    # printlog(\"Name\\tFlgs\\tNumChld\\tPrntIdx\\tQx\\tQy\\tQz\\tQw\\tLocX\\tLocY\\tLocZ\\tLength\\tXSize\\tYSize\\tZSize\\n\")\n\n    \n    # for case insensetive comparison\n    # key = lowered name\n    # value = orignal name\n    skeleton_bones_lowered = {}\n    \n    for blender_bone_name in armature_obj.data.bones.keys():\n      skeleton_bones_lowered[blender_bone_name.lower()] = blender_bone_name\n\n    \n    for counter in range(chunk_datacount):\n        \n        # tPrntIdx is -1 for parent; and 0 for other; no more useful data\n        # indata = unpack_from('64s3i11f', chunk_data, chunk_datasize * counter)\n        (indata) = unpack_from('64s56x', chunk_data, chunk_datasize * counter)\n        in_name = util_bytes_to_str(indata[0])\n        # bonename = util_bytes_to_str(indata[0]).upper()\n        \n        in_name_lowered = in_name.lower()\n        if in_name_lowered in skeleton_bones_lowered:\n            orig_name = skeleton_bones_lowered[in_name_lowered]\n            \n            # use a skeleton bone name \n            BoneIndex2Name[counter] = orig_name\n            PsaBonesToProcess[counter] = new_psa_bone(armature_obj.data.bones[orig_name], \n                                                      armature_obj.pose.bones[orig_name])\n        else:\n            # print(\"Can't find the bone:\", bonename)\n            BoneNotFoundList.append(counter)\n            \n    \n    if len(psa_bones) == 0:\n        error_callback('No bone was match!\\nSkip import!')\n        return False\n    \n    # does anyone care?\n    for blender_bone_name in armature_obj.data.bones.keys():\n        if BoneIndex2Name.count(blender_bone_name) == 0:\n            BonesWithoutAnimation.append(blender_bone_name)\n            \n    if len(BoneNotFoundList) > 0:\n      print('Not found bones: %i.' % len(BoneNotFoundList));\n      \n    if len(BonesWithoutAnimation) > 0:\n      print('Bones(%i) without animation data:\\n' % len(BonesWithoutAnimation), ', '.join(BonesWithoutAnimation))\n    #============================================================================================== \n    # Animations (AniminfoBinary)\n    #============================================================================================== \n    read_chunk()\n\n    Raw_Key_Nums = 0\n    Action_List = [None] * chunk_datacount\n    \n    for counter in range(chunk_datacount):\n        (action_name_raw,        #0\n         group_name_raw,         #1\n         Totalbones,             #2\n         RootInclude,            #3\n         KeyCompressionStyle,    #4\n         KeyQuotum,              #5\n         KeyReduction,           #6\n         TrackTime,              #7\n         AnimRate,               #8\n         StartBone,              #9\n         FirstRawFrame,          #10\n         NumRawFrames            #11\n        ) = unpack_from('64s64s4i3f3i', chunk_data, chunk_datasize * counter)\n                       \n        action_name = util_bytes_to_str( action_name_raw )\n        group_name = util_bytes_to_str( group_name_raw  )\n\n        Raw_Key_Nums += Totalbones * NumRawFrames\n        Action_List[counter] = ( action_name, group_name, Totalbones, NumRawFrames)\n        \n    #============================================================================================== \n    # Raw keys (VQuatAnimKey) 3f vec, 4f quat, 1f time\n    #============================================================================================== \n    read_chunk()\n    \n    if(Raw_Key_Nums != chunk_datacount):\n        error_callback(\n                'Raw_Key_Nums Inconsistent.'\n                '\\nData count found: '+chunk_datacount+\n                '\\nRaw_Key_Nums:' + Raw_Key_Nums\n                )\n        return False\n\n    Raw_Key_List = [None] * chunk_datacount\n    \n    unpack_data = Struct('3f4f4x').unpack_from\n \n    for counter in range(chunk_datacount):\n        pos = Vector()\n        quat = Quaternion()\n        \n        ( pos.x,  pos.y,  pos.z,\n         quat.x, quat.y, quat.z, quat.w\n        ) = unpack_data( chunk_data, chunk_datasize * counter)\n        \n        Raw_Key_List[counter] = (pos, quat)\n    \n    psafile.close()\n    \n    utils_set_mode('OBJECT')\n\n    # index of current frame in raw input data\n    raw_key_index = 0\n    \n    util_obj_set_active(context, armature_obj)\n    \n    gen_name_part = util_gen_name_part(filepath)\n    \n    armature_obj.animation_data_create()\n    \n    if bActionsToTrack:\n        nla_track = armature_obj.animation_data.nla_tracks.new()\n        nla_track.name = gen_name_part\n        nla_stripes = nla_track.strips\n        nla_track_last_frame = 0\n    else:\n        is_first_action = True\n        first_action = None\n        \n    for counter, (Name, Group, Totalbones, NumRawFrames) in enumerate(Action_List):\n        ref_time = time.process_time()\n        \n        if Group != 'None':\n            Name = \"(%s) %s\" % (Group,Name)\n        if bFilenameAsPrefix:\n            Name = \"(%s) %s\" % (gen_name_part, Name)\n            \n        action = bpy.data.actions.new(name = Name)\n        \n        # force print usefull information to console(due to possible long execution)\n        print(\"Action {0:>3d}\/{1:<3d} frames: {2:>4d} {3}\".format(\n                counter+1, len(Action_List), NumRawFrames, Name)\n              )\n        \n        if first_frames > 0:\n            maxframes = first_frames\n            keyframes = min(first_frames, NumRawFrames)\n            #dev\n            # keyframes += 1\n        else:\n            maxframes = 99999999\n            keyframes = NumRawFrames\n            \n        # create all fcurves(for all bones) for an action\n        # for pose_bone in armature_obj.pose.bones:\n        for psa_bone in PsaBonesToProcess:\n            if psa_bone is None:\n                continue\n            pose_bone = psa_bone.pose_bone\n            \n            data_path = pose_bone.path_from_id(\"rotation_quaternion\")\n            psa_bone.fcurve_quat_w = action.fcurves.new(data_path, index = 0)\n            psa_bone.fcurve_quat_x = action.fcurves.new(data_path, index = 1)\n            psa_bone.fcurve_quat_y = action.fcurves.new(data_path, index = 2)\n            psa_bone.fcurve_quat_z = action.fcurves.new(data_path, index = 3)\n        \n            data_path = pose_bone.path_from_id(\"location\")\n            psa_bone.fcurve_loc_x = action.fcurves.new(data_path, index = 0)\n            psa_bone.fcurve_loc_y = action.fcurves.new(data_path, index = 1)\n            psa_bone.fcurve_loc_z = action.fcurves.new(data_path, index = 2)\n            \n            # 1. Pre-add keyframes! \\0\/\n            # 2. Set data: keyframe_points[].co[0..1]\n            # 3. If 2 is not done, do 4: (important!!!)\n            # 4. \"Apply\" data: fcurve.update()\n            # added keyframes points by default is breaking fcurve somehow\n            # bcs they are all at the same position?\n            psa_bone.fcurve_quat_w.keyframe_points.add(keyframes)\n            psa_bone.fcurve_quat_x.keyframe_points.add(keyframes)\n            psa_bone.fcurve_quat_y.keyframe_points.add(keyframes)\n            psa_bone.fcurve_quat_z.keyframe_points.add(keyframes)\n\n            psa_bone.fcurve_loc_x.keyframe_points.add(keyframes) \n            psa_bone.fcurve_loc_y.keyframe_points.add(keyframes) \n            psa_bone.fcurve_loc_z.keyframe_points.add(keyframes) \n            \n        for i in range(0,min(maxframes, NumRawFrames)):\n            # raw_key_index+= Totalbones * 5 #55\n            for j in range(Totalbones):\n                if j in BoneNotFoundList:\n                    raw_key_index += 1\n                    continue\n                \n                psa_bone = PsaBonesToProcess[j]\n                pose_bone = psa_bone.pose_bone\n                \n                p_pos = Raw_Key_List[raw_key_index][0]\n                p_quat = Raw_Key_List[raw_key_index][1]\n                \n                ##### Worked with no bone rotation\n                # quat = p_quat.conjugated() * psa_bone.orig_quat\n                # loc = p_pos - psa_bone.orig_loc\n                #####\n                    \n\n                if psa_bone.parent:\n                    ##### Correct\n                    # orig_prot = pose_bone.bone.parent.matrix_local.to_3x3().to_quaternion()\n                    # orig_rot = pose_bone.bone.matrix_local.to_3x3().to_quaternion()\n                    # orig_rot = (orig_prot.conjugated() * orig_rot)\n                    ######\n\n                    #### FINAL\n                    quat = (p_quat * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n                    # loc = psa_bone.post_quat.conjugated() * p_pos -  psa_bone.post_quat.conjugated() * psa_bone.orig_loc\n                    ####\n                else:\n                    if bDontInvertRoot:\n                        quat = (p_quat.conjugated() * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n                    else:\n                        quat = (p_quat * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n                        \n                loc = psa_bone.post_quat.conjugated() * p_pos -  psa_bone.post_quat.conjugated() * psa_bone.orig_loc\n                    \n                pose_bone.rotation_quaternion = quat\n                pose_bone.location = loc\n                    # pose_bone.rotation_quaternion = orig_rot.conjugated()\n                    # pose_bone.location = p_pos - (pose_bone.bone.matrix_local.translation - pose_bone.bone.parent.matrix_local.translation)\n                \n                ##### Works + post_quat (without location works)\n                # quat = (p_quat * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n                # loc = psa_bone.post_quat.conjugated() * (p_pos - psa_bone.orig_loc)\n\n                \n                psa_bone.fcurve_quat_w.keyframe_points[i].co = i, quat.w\n                psa_bone.fcurve_quat_x.keyframe_points[i].co = i, quat.x\n                psa_bone.fcurve_quat_y.keyframe_points[i].co = i, quat.y\n                psa_bone.fcurve_quat_z.keyframe_points[i].co = i, quat.z\n                \n                psa_bone.fcurve_quat_w.keyframe_points[i].interpolation = fcurve_interpolation\n                psa_bone.fcurve_quat_x.keyframe_points[i].interpolation = fcurve_interpolation\n                psa_bone.fcurve_quat_y.keyframe_points[i].interpolation = fcurve_interpolation\n                psa_bone.fcurve_quat_z.keyframe_points[i].interpolation = fcurve_interpolation\n                \n                psa_bone.fcurve_loc_x.keyframe_points[i].co = i, loc.x\n                psa_bone.fcurve_loc_y.keyframe_points[i].co = i, loc.y\n                psa_bone.fcurve_loc_z.keyframe_points[i].co = i, loc.z\n                \n                psa_bone.fcurve_loc_x.keyframe_points[i].interpolation = fcurve_interpolation\n                psa_bone.fcurve_loc_y.keyframe_points[i].interpolation = fcurve_interpolation\n                psa_bone.fcurve_loc_z.keyframe_points[i].interpolation = fcurve_interpolation\n                \n                # Old path. Slower.\n                # psa_bone.fcurve_quat_w.keyframe_points.insert(i,quat.w,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n                # psa_bone.fcurve_quat_x.keyframe_points.insert(i,quat.x,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n                # psa_bone.fcurve_quat_y.keyframe_points.insert(i,quat.y,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n                # psa_bone.fcurve_quat_z.keyframe_points.insert(i,quat.z,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n\n                # psa_bone.fcurve_loc_x.keyframe_points.insert(i,loc.x,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n                # psa_bone.fcurve_loc_y.keyframe_points.insert(i,loc.y,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n                # psa_bone.fcurve_loc_z.keyframe_points.insert(i,loc.z,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n                raw_key_index += 1\n            \n            # on first frame\n            # break\n        raw_key_index += (NumRawFrames-min(maxframes,NumRawFrames)) * Totalbones\n\n        # Add action to tail of the nla track\n        if bActionsToTrack:\n            if nla_track_last_frame == 0:\n                nla_stripes.new(Name, 0, action)\n            else:\n                nla_stripes.new(Name, nla_stripes[-1].frame_end, action)\n\n            nla_track_last_frame += NumRawFrames\n        elif is_first_action:\n            first_action = action\n            is_first_action = False\n            \n        print(\"Done: %f sec.\" % (time.process_time() - ref_time))\n        # break on first animation set\n        # break\n        \n    scene = util_get_scene(context)\n    \n    if not bActionsToTrack:\n        if not scene.is_nla_tweakmode:\n            armature_obj.animation_data.action = first_action\n    \n    if bUpdateTimelineRange:\n\n        scene.frame_start = 0\n\n        if bActionsToTrack:\n            scene.frame_end = sum(frames for _, _, _, frames in Action_List) - 1\n        else:\n            scene.frame_end = max(frames for _, _, _, frames in Action_List) - 1\n\n\n    util_select_all(False)\n    util_obj_select(context, armature_obj)\n    util_obj_set_active(context, armature_obj)\n    \n    # 2.8 crashes\n    if not is_blen_280:\n        scene.frame_set(0)","function_tokens":["def","psaimport","(","filepath",",","context","=","bpy",".","context",",","oArmature","=","None",",","bFilenameAsPrefix","=","False",",","bActionsToTrack","=","False",",","first_frames","=","0",",","bDontInvertRoot","=","False",",","bUpdateTimelineRange","=","False",",","fcurve_interpolation","=","'LINEAR'",",","error_callback","=","__pass",")",":","print","(","\"-----------------------------------------------\"",")","print","(","\"---------EXECUTING PSA PYTHON 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{"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_280.py","language":"python","identifier":"vec_to_axis_vec","parameters":"(vec_in, vec_out)","argument_list":"","return_statement":"","docstring":"Make **vec_out** to be an axis-aligned unit vector that is closest to vec_in. (basis?)","docstring_summary":"Make **vec_out** to be an axis-aligned unit vector that is closest to vec_in. (basis?)","docstring_tokens":["Make","**","vec_out","**","to","be","an","axis","-","aligned","unit","vector","that","is","closest","to","vec_in",".","(","basis?",")"],"function":"def vec_to_axis_vec(vec_in, vec_out):\n    '''Make **vec_out** to be an axis-aligned unit vector that is closest to vec_in. (basis?)'''\n    x, y, z = vec_in\n    if abs(x) > abs(y):\n        if abs(x) > abs(z):\n            vec_out.x = 1 if x >= 0 else -1\n        else:\n            vec_out.z = 1 if z >= 0 else -1\n    else:\n        if abs(y) > abs(z):\n            vec_out.y = 1 if y >= 0 else -1\n        else:\n            vec_out.z = 1 if z >= 0 else -1","function_tokens":["def","vec_to_axis_vec","(","vec_in",",","vec_out",")",":","x",",","y",",","z","=","vec_in","if","abs","(","x",")",">","abs","(","y",")",":","if","abs","(","x",")",">","abs","(","z",")",":","vec_out",".","x","=","1","if","x",">=","0","else","-","1","else",":","vec_out",".","z","=","1","if","z",">=","0","else","-","1","else",":","if","abs","(","y",")",">","abs","(","z",")",":","vec_out",".","y","=","1","if","y",">=","0","else","-","1","else",":","vec_out",".","z","=","1","if","z",">=","0","else","-","1"],"url":"https:\/\/github.com\/Befzz\/blender3d_import_psk_psa\/blob\/47f1418aef7642f300e0fccbe3c96654ab275a52\/addons\/io_import_scene_unreal_psa_psk_280.py#L188-L200"}
{"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_280.py","language":"python","identifier":"color_linear_to_srgb","parameters":"(c)","argument_list":"","return_statement":"","docstring":"Convert from linear to sRGB color space.\n    Source: Cycles addon implementation, node_color.h.","docstring_summary":"Convert from linear to sRGB color space.\n    Source: Cycles addon implementation, node_color.h.","docstring_tokens":["Convert","from","linear","to","sRGB","color","space",".","Source",":","Cycles","addon","implementation","node_color",".","h","."],"function":"def color_linear_to_srgb(c):\n    \"\"\"\n    Convert from linear to sRGB color space.\n    Source: Cycles addon implementation, node_color.h.\n    \"\"\"\n    if c < 0.0031308:\n        return 0.0 if c < 0.0 else c * 12.92\n    else:\n        return 1.055 * pow(c, 1.0 \/ 2.4) - 0.055","function_tokens":["def","color_linear_to_srgb","(","c",")",":","if","c","<","0.0031308",":","return","0.0","if","c","<","0.0","else","c","*","12.92","else",":","return","1.055","*","pow","(","c",",","1.0","\/","2.4",")","-","0.055"],"url":"https:\/\/github.com\/Befzz\/blender3d_import_psk_psa\/blob\/47f1418aef7642f300e0fccbe3c96654ab275a52\/addons\/io_import_scene_unreal_psa_psk_280.py#L295-L303"}
{"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_280.py","language":"python","identifier":"pskimport","parameters":"(filepath,\n        context = None,\n        bImportmesh = True,\n        bImportbone = True,\n        bSpltiUVdata = False,\n        fBonesize = 5.0,\n        fBonesizeRatio = 0.6,\n        bDontInvertRoot = True,\n        bReorientBones = False,\n        bReorientDirectly = False,\n        bScaleDown = True,\n        bToSRGB = True,\n        error_callback = None)","argument_list":"","return_statement":"return True","docstring":"Import mesh and skeleton from .psk\/.pskx files\n    \n    Args:\n        bReorientBones:\n            Axis based bone orientation to children\n            \n        error_callback:\n            Called when importing is failed.\n            \n            error_callback = lambda msg: print('reason:', msg)","docstring_summary":"Import mesh and skeleton from .psk\/.pskx files\n    \n    Args:\n        bReorientBones:\n            Axis based bone orientation to children\n            \n        error_callback:\n            Called when importing is failed.\n            \n            error_callback = lambda msg: print('reason:', msg)","docstring_tokens":["Import","mesh","and","skeleton","from",".","psk","\/",".","pskx","files","Args",":","bReorientBones",":","Axis","based","bone","orientation","to","children","error_callback",":","Called","when","importing","is","failed",".","error_callback","=","lambda","msg",":","print","(","reason",":","msg",")"],"function":"def pskimport(filepath,\n        context = None,\n        bImportmesh = True,\n        bImportbone = True,\n        bSpltiUVdata = False,\n        fBonesize = 5.0,\n        fBonesizeRatio = 0.6,\n        bDontInvertRoot = True,\n        bReorientBones = False,\n        bReorientDirectly = False,\n        bScaleDown = True,\n        bToSRGB = True,\n        error_callback = None):\n    '''\n    Import mesh and skeleton from .psk\/.pskx files\n    \n    Args:\n        bReorientBones:\n            Axis based bone orientation to children\n            \n        error_callback:\n            Called when importing is failed.\n            \n            error_callback = lambda msg: print('reason:', msg)\n            \n    '''\n    if not hasattr( error_callback, '__call__'):\n        # error_callback = __pass\n        error_callback = print\n        \n    # ref_time = time.process_time()\n    if not bImportbone and not bImportmesh:\n        error_callback(\"Nothing to do.\\nSet something for import.\")\n        return False\n        \n    print (\"-----------------------------------------------\")\n    print (\"---------EXECUTING PSK PYTHON IMPORTER---------\")\n    print (\"-----------------------------------------------\")\n\n    #file may not exist\n    try:\n        file = open(filepath,'rb')\n    except IOError:\n        error_callback('Error while opening file for reading:\\n  \"'+filepath+'\"')\n        return False\n\n    if not util_check_file_header(file, 'psk'):\n        error_callback('Not psk file:\\n  \"'+filepath+'\"')\n        return False\n        \n    Vertices = None\n    Wedges = None\n    Faces = None\n    UV_by_face = None\n    Materials = None\n    Bones = None\n    Weights = None\n    VertexColors = None\n    Extrauvs = []\n    Normals = None\n    WedgeIdx_by_faceIdx = None\n     \n    if not context:\n        context = bpy.context\n    #================================================================================================== \n    # Materials   MaterialNameRaw | TextureIndex | PolyFlags | AuxMaterial | AuxFlags |  LodBias | LodStyle \n    # Only Name is usable.\n    def read_materials():\n    \n        nonlocal Materials\n        \n        Materials = []\n        \n        for counter in range(chunk_datacount):\n\n            (MaterialNameRaw,) = unpack_from('64s24x', chunk_data, chunk_datasize * counter)\n            \n            Materials.append( util_bytes_to_str( MaterialNameRaw ) )\n            \n            \n    #================================================================================================== \n    # Faces WdgIdx1 | WdgIdx2 | WdgIdx3 | MatIdx | AuxMatIdx | SmthGrp\n    def read_faces():\n        \n        if not bImportmesh:\n            return True\n        \n        nonlocal Faces, UV_by_face, WedgeIdx_by_faceIdx\n\n        UV_by_face = [None] * chunk_datacount\n        Faces = [None] * chunk_datacount\n        WedgeIdx_by_faceIdx = [None] * chunk_datacount\n        \n        if len(Wedges) > 65536:\n            unpack_format = '=IIIBBI'\n        else:\n            unpack_format = '=HHHBBI'\n            \n        unpack_data = Struct(unpack_format).unpack_from\n        \n        for counter in range(chunk_datacount):\n            (WdgIdx1, WdgIdx2, WdgIdx3,\n             MatIndex, \n             AuxMatIndex, #unused\n             SmoothingGroup # Umodel is not exporting SmoothingGroups\n             ) = unpack_data(chunk_data, counter * chunk_datasize)\n             \n            # looks ugly\n            # Wedges is (point_index, u, v, MatIdx)\n            ((vertid0, u0, v0, matid0), (vertid1, u1, v1, matid1), (vertid2, u2, v2, matid2)) = Wedges[WdgIdx1], Wedges[WdgIdx2], Wedges[WdgIdx3]\n            \n            # note order: C,B,A\n            # Faces[counter] = (vertid2,  vertid1, vertid0)\n\n            Faces[counter] = (vertid1,  vertid0, vertid2)\n            # Faces[counter] = (vertid1,  vertid2, vertid0)\n            # Faces[counter] = (vertid0,  vertid1, vertid2)\n            \n            # uv = ( ( u2, 1.0 - v2 ), ( u1, 1.0 - v1 ), ( u0, 1.0 - v0 ) )\n            uv = ( ( u1, 1.0 - v1 ), ( u0, 1.0 - v0 ), ( u2, 1.0 - v2 ) )\n            \n            # Mapping: FaceIndex <=> UV data <=> FaceMatIndex\n            UV_by_face[counter] = (uv, MatIndex, (matid2, matid1, matid0))\n            \n            # We need this for EXTRA UVs\n            WedgeIdx_by_faceIdx[counter] = (WdgIdx3, WdgIdx2, WdgIdx1)\n\n            \n    #==================================================================================================\n    # Vertices X | Y | Z\n    def read_vertices():\n        \n        if not bImportmesh:\n            return True\n            \n        nonlocal Vertices\n        \n        Vertices = [None] * chunk_datacount\n        \n        unpack_data = Struct('3f').unpack_from\n        \n        if bScaleDown:\n            for counter in range( chunk_datacount ):\n                (vec_x, vec_y, vec_z) = unpack_data(chunk_data, counter * chunk_datasize)\n                Vertices[counter]  = (vec_x*0.01, vec_y*0.01, vec_z*0.01)\n                # equal to gltf\n                # Vertices[counter]  = (vec_x*0.01, vec_z*0.01, -vec_y*0.01)\n        else:\n            for counter in range( chunk_datacount ):\n                Vertices[counter]  =  unpack_data(chunk_data, counter * chunk_datasize)\n            \n            \n    #================================================================================================== \n    # Wedges (UV)   VertexId |  U |  V | MatIdx \n    def read_wedges():\n    \n        if not bImportmesh:\n            return True\n            \n        nonlocal Wedges\n        \n        Wedges = [None] * chunk_datacount\n        \n        unpack_data = Struct('=IffBxxx').unpack_from\n        \n        for counter in range( chunk_datacount ):\n            (vertex_id,\n             u, v,\n             material_index) = unpack_data( chunk_data, counter * chunk_datasize )\n             \n            # print(vertex_id, u, v, material_index)\n            # Wedges[counter] = (vertex_id, u, v, material_index)\n            Wedges[counter] = [vertex_id, u, v, material_index]\n            \n    #================================================================================================== \n    # Bones (VBone .. VJointPos ) Name|Flgs|NumChld|PrntIdx|Qw|Qx|Qy|Qz|LocX|LocY|LocZ|Lngth|XSize|YSize|ZSize\n    def read_bones():\n    \n        nonlocal Bones, bImportbone\n        \n        if chunk_datacount == 0:\n            bImportbone = False\n            \n        if bImportbone:\n            # unpack_data = Struct('64s3i11f').unpack_from\n            unpack_data = Struct('64s3i7f16x').unpack_from\n        else:\n            unpack_data = Struct('64s56x').unpack_from\n            \n        Bones = [None] * chunk_datacount\n        \n        for counter in range( chunk_datacount ):\n            Bones[counter] = unpack_data( chunk_data, chunk_datasize * counter)\n          \n    \n    #================================================================================================== \n    # Influences (Bone Weight) (VRawBoneInfluence) ( Weight | PntIdx | BoneIdx)\n    def read_weights():\n\n        nonlocal Weights\n        \n        if not bImportmesh:\n            return True\n            \n        Weights = [None] * chunk_datacount\n        \n        unpack_data = Struct('fii').unpack_from\n        \n        for counter in range(chunk_datacount):\n            Weights[counter] = unpack_data(chunk_data, chunk_datasize * counter)\n             \n    #================================================================================================== \n    # Vertex colors. R G B A bytes. NOTE: it is Wedge color.(uses Wedges index)\n    def read_vertex_colors():\n    \n        nonlocal VertexColors\n        \n        unpack_data = Struct(\"=4B\").unpack_from\n        \n        VertexColors = [None] * chunk_datacount\n        \n        for counter in range( chunk_datacount ):\n            VertexColors[counter] = unpack_data(chunk_data, chunk_datasize * counter) \n            \n    \n    #================================================================================================== \n    # Extra UV. U | V\n    def read_extrauvs():\n\n        unpack_data = Struct(\"=2f\").unpack_from\n        \n        uvdata = [None] * chunk_datacount\n        \n        for counter in range( chunk_datacount ):\n            uvdata[counter] = unpack_data(chunk_data, chunk_datasize * counter) \n            \n        Extrauvs.append(uvdata)\n\n    #==================================================================================================\n    # Vertex Normals NX | NY | NZ\n    def read_normals():\n        if not bImportmesh:\n            return True\n\n        nonlocal Normals\n        Normals = [None] * chunk_datacount\n\n        unpack_data = Struct('3f').unpack_from\n\n        for counter in range(chunk_datacount):\n            Normals[counter] = unpack_data(chunk_data, counter * chunk_datasize)\n \n             \n    CHUNKS_HANDLERS = {\n        'PNTS0000': read_vertices,\n        'VTXW0000': read_wedges,\n        'VTXW3200': read_wedges,#?\n        'FACE0000': read_faces,\n        'FACE3200': read_faces,\n        'MATT0000': read_materials,\n        'REFSKELT': read_bones,\n        'REFSKEL0': read_bones, #?\n        'RAWW0000': read_weights,\n        'RAWWEIGH': read_weights,\n        'VERTEXCO': read_vertex_colors, # VERTEXCOLOR\n        'EXTRAUVS': read_extrauvs,\n        'VTXNORMS': read_normals\n    }\n    \n    #===================================================================================================\n    # File. Read all needed data.\n    #         VChunkHeader Struct\n    # ChunkID|TypeFlag|DataSize|DataCount\n    # 0      |1       |2       |3\n    \n    while True:\n    \n        header_bytes = file.read(32)\n        \n        if len(header_bytes) < 32:\n            \n            if len(header_bytes) != 0:\n                error_callback(\"Unexpected end of file.(%s\/32 bytes)\" % len(header_bytes))\n            break\n            \n        (chunk_id, chunk_type, chunk_datasize, chunk_datacount) = unpack('20s3i', header_bytes)\n        \n        chunk_id_str = util_bytes_to_str(chunk_id)\n        chunk_id_str = chunk_id_str[:8]\n        \n        if chunk_id_str in CHUNKS_HANDLERS:\n        \n            chunk_data = file.read( chunk_datasize * chunk_datacount)\n            \n            if len(chunk_data) < chunk_datasize * chunk_datacount:\n                error_callback('Psk chunk %s is broken.' % chunk_id_str)\n                return False\n                \n            CHUNKS_HANDLERS[chunk_id_str]()\n            \n        else:\n        \n            print('Unknown chunk: ', chunk_id_str)\n            file.seek(chunk_datasize * chunk_datacount, 1)\n            \n            \n        # print(chunk_id_str, chunk_datacount)\n            \n    file.close()\n         \n    print(\" Importing file:\", filepath)\n    \n    if not bImportmesh and (Bones is None or len(Bones) == 0):\n        error_callback(\"Psk: no skeleton data.\")\n        return False\n\n    MAX_UVS = 8\n    NAME_UV_PREFIX = \"UV\"\n    \n    # file name w\/out extension\n    gen_name_part = util_gen_name_part(filepath)\n    gen_names = {\n        'armature_object':  gen_name_part + '.ao',\n        'armature_data':    gen_name_part + '.ad',\n            'mesh_object':  gen_name_part + '.mo',\n            'mesh_data':    gen_name_part + '.md'\n    }\n    \n    if bImportmesh:\n        mesh_data = bpy.data.meshes.new(gen_names['mesh_data'])\n        mesh_obj = bpy.data.objects.new(gen_names['mesh_object'], mesh_data)\n        \n    \n    #==================================================================================================\n    # UV. Prepare\n    if bImportmesh:\n        if bSpltiUVdata:\n        # store how much each \"matrial index\" have vertices\n        \n            uv_mat_ids = {}\n            \n            for (_, _, _, material_index) in Wedges:\n            \n                if not (material_index in uv_mat_ids):\n                    uv_mat_ids[material_index] = 1\n                else:\n                    uv_mat_ids[material_index] += 1\n                    \n                    \n            # if we have more UV material indexes than blender UV maps, then...\n            if bSpltiUVdata and len(uv_mat_ids) > MAX_UVS :\n            \n                uv_mat_ids_len = len(uv_mat_ids)\n                \n                print('UVs: %s out of %s is combined in a first UV map(%s0)' % (uv_mat_ids_len - 8, uv_mat_ids_len, NAME_UV_PREFIX))\n                \n                mat_idx_proxy = [0] * len(uv_mat_ids)\n                \n                counts_sorted = sorted(uv_mat_ids.values(), reverse = True)\n                \n                new_mat_index = MAX_UVS - 1\n                \n                for c in counts_sorted:\n                    for mat_idx, counts in uv_mat_ids.items():\n                        if c == counts:\n                            mat_idx_proxy[mat_idx] = new_mat_index\n                            if new_mat_index > 0:\n                                new_mat_index -= 1\n                            # print('MatIdx remap: %s > %s' % (mat_idx,new_mat_index))\n                            \n                for i in range(len(Wedges)):\n                    Wedges[i][3] = mat_idx_proxy[Wedges[i][3]]\n\n        # print('Wedges:', chunk_datacount)\n        # print('uv_mat_ids', uv_mat_ids)\n        # print('uv_mat_ids', uv_mat_ids)\n        # for w in Wedges:\n        \n    if bImportmesh:\n        # print(\"-- Materials -- (index, name, faces)\")\n        blen_materials = []\n        for materialname in Materials:\n            matdata = bpy.data.materials.get(materialname)\n            \n            if matdata is None:\n                matdata = bpy.data.materials.new( materialname )\n            # matdata = bpy.data.materials.new( materialname )\n                \n            blen_materials.append( matdata )\n            mesh_data.materials.append( matdata )\n            # print(counter,materialname,TextureIndex)\n            # if mat_groups.get(counter) is not None:\n                # print(\"%i: %s\" % (counter, materialname), len(mat_groups[counter]))\n\n    #==================================================================================================\n    # Prepare bone data\n    def init_psk_bone(i, psk_bones, name_raw):\n        psk_bone = class_psk_bone()\n        psk_bone.children = []\n        psk_bone.name = util_bytes_to_str(name_raw)\n        psk_bones[i] = psk_bone\n        return psk_bone\n\n    psk_bone_name_toolong = False\n        \n    # indexed by bone index. array of psk_bone\n    psk_bones = [None] * len(Bones)\n    \n    if not bImportbone: #data needed for mesh-only import\n    \n        for counter,(name_raw,) in enumerate(Bones):\n            init_psk_bone(counter, psk_bones, name_raw)\n            \n    if bImportbone:  #else?\n    \n        # average bone length\n        sum_bone_pos = 0\n        \n        for counter, (name_raw, flags, NumChildren, ParentIndex, #0 1 2 3\n             quat_x, quat_y, quat_z, quat_w,            #4 5 6 7\n             vec_x, vec_y, vec_z\n            #  ,                       #8 9 10\n            #  joint_length,                              #11\n            #  scale_x, scale_y, scale_z\n             ) in enumerate(Bones):\n        \n            psk_bone = init_psk_bone(counter, psk_bones, name_raw)\n            \n            psk_bone.bone_index = counter\n            psk_bone.parent_index = ParentIndex\n            \n            # Tested. 64 is getting cut to 63\n            if len(psk_bone.name) > 63:\n                psk_bone_name_toolong = True\n                # print('Warning. Bone name is too long:', psk_bone.name)\n\n            # make sure we have valid parent_index\n            if psk_bone.parent_index < 0:\n                psk_bone.parent_index = 0\n            \n            # psk_bone.scale = (scale_x, scale_y, scale_z)\n            # print(\"%s: %03f %03f | %f\" % (psk_bone.name, scale_x, scale_y, joint_length),scale_x)\n            # print(\"%s:\" % (psk_bone.name), vec_x, quat_x)\n\n            # store bind pose to make it available for psa-import via CustomProperty of the Blender bone\n            psk_bone.orig_quat = Quaternion((quat_w, quat_x, quat_y, quat_z))\n\n            if bScaleDown:\n                psk_bone.orig_loc = Vector((vec_x * 0.01, vec_y * 0.01, vec_z * 0.01))\n            else:\n                psk_bone.orig_loc = Vector((vec_x, vec_y, vec_z))\n\n            # root bone must have parent_index = 0 and selfindex = 0\n            if psk_bone.parent_index == 0 and psk_bone.bone_index == psk_bone.parent_index:\n                if bDontInvertRoot:\n                    psk_bone.mat_world_rot = psk_bone.orig_quat.to_matrix()\n                else:\n                    psk_bone.mat_world_rot = psk_bone.orig_quat.conjugated().to_matrix()\n                psk_bone.mat_world = Matrix.Translation(psk_bone.orig_loc)\n\n            sum_bone_pos += psk_bone.orig_loc.length\n            \n    \n    #==================================================================================================\n    # Bones. Calc World-space matrix\n    \n        # TODO optimize math.\n        for psk_bone in psk_bones:\n                \n            if psk_bone.parent_index == 0:\n                if psk_bone.bone_index == 0:\n                    psk_bone.parent = None\n                    continue\n                    \n            parent = psk_bones[psk_bone.parent_index]\n            \n            psk_bone.parent = parent\n            \n            parent.children.append(psk_bone)\n            \n            # mat_world -     world space bone matrix WITHOUT own rotation\n            # mat_world_rot - world space bone rotation WITH own rotation\n\n            # psk_bone.mat_world = parent.mat_world_rot.to_4x4()\n            # psk_bone.mat_world.translation = parent.mat_world.translation + parent.mat_world_rot * psk_bone.orig_loc\n            # psk_bone.mat_world_rot = parent.mat_world_rot * psk_bone.orig_quat.conjugated().to_matrix()\n\n            psk_bone.mat_world = parent.mat_world_rot.to_4x4()\n\n            v = psk_bone.orig_loc.copy()\n            v.rotate( parent.mat_world_rot )\n            psk_bone.mat_world.translation = parent.mat_world.translation + v\n\n\n            psk_bone.mat_world_rot = psk_bone.orig_quat.conjugated().to_matrix()\n            psk_bone.mat_world_rot.rotate( parent.mat_world_rot )\n\n\n            # psk_bone.mat_world =  ( parent.mat_world_rot.to_4x4() * psk_bone.trans)\n            # psk_bone.mat_world.translation += parent.mat_world.translation\n            # psk_bone.mat_world_rot = parent.mat_world_rot * psk_bone.orig_quat.conjugated().to_matrix()\n            \n    \n    #==================================================================================================\n    # Skeleton. Prepare.\n            \n        armature_data = bpy.data.armatures.new(gen_names['armature_data'])\n        armature_obj = bpy.data.objects.new(gen_names['armature_object'], armature_data)\n        # TODO: options for axes and x_ray?\n        armature_data.show_axes = False\n\n        armature_data.display_type = 'STICK'\n        armature_obj.show_in_front = True\n\n        util_obj_link(context, armature_obj)\n\n        util_select_all(False)\n        util_obj_select(context, armature_obj)\n        util_obj_set_active(context, armature_obj)\n        \n        utils_set_mode('EDIT')\n        \n        \n        sum_bone_pos \/= len(Bones) # average\n        sum_bone_pos *= fBonesizeRatio # corrected\n        \n        # bone_size_choosen = max(0.01, round((min(sum_bone_pos, fBonesize))))\n        bone_size_choosen = max(0.01, round((min(sum_bone_pos, fBonesize))*100)\/100)\n        # bone_size_choosen = max(0.01, min(sum_bone_pos, fBonesize))\n        # print(\"Bonesize %f | old: %f round: %f\" % (bone_size_choosen, max(0.01, min(sum_bone_pos, fBonesize)),max(0.01, round((min(sum_bone_pos, fBonesize))*100)\/100)))\n\n        if not bReorientBones:\n            new_bone_size = bone_size_choosen\n        \n    #==================================================================================================\n    # Skeleton. Build.\n        if psk_bone_name_toolong:\n            print('Warning. Some bones will be renamed(names are too long). Animation import may be broken.')\n            for psk_bone in psk_bones:\n\n                # TODO too long name cutting options?\n                orig_long_name = psk_bone.name\n\n                # Blender will cut the name here (>63 chars)\n                edit_bone = armature_obj.data.edit_bones.new(psk_bone.name)\n                edit_bone[\"orig_long_name\"] = orig_long_name\n\n                # if orig_long_name != edit_bone.name:\n                #     print('--')\n                #     print(len(orig_long_name),orig_long_name)\n                #     print(len(edit_bone.name),edit_bone.name)\n\n                # Use the bone name made by blender (.001 , .002 etc.)\n                psk_bone.name = edit_bone.name\n\n        else:\n            for psk_bone in psk_bones:\n                edit_bone = armature_obj.data.edit_bones.new(psk_bone.name)\n                psk_bone.name = edit_bone.name\n\n        for psk_bone in psk_bones:\n            edit_bone = armature_obj.data.edit_bones[psk_bone.name]\n\n            armature_obj.data.edit_bones.active = edit_bone\n\n            if psk_bone.parent is not None:\n                edit_bone.parent = armature_obj.data.edit_bones[psk_bone.parent.name]\n            else:\n                if bDontInvertRoot:\n                    psk_bone.orig_quat.conjugate()\n                \n            if bReorientBones:\n                (new_bone_size, quat_orient_diff) = calc_bone_rotation(psk_bone, bone_size_choosen, bReorientDirectly, sum_bone_pos)\n                # @\n                # post_quat = psk_bone.orig_quat.conjugated() * quat_orient_diff\n\n                post_quat = quat_orient_diff\n                post_quat.rotate( psk_bone.orig_quat.conjugated() )\n            else:\n                post_quat = psk_bone.orig_quat.conjugated()\n            \n            # only length of this vector is matter?\n            edit_bone.tail = Vector(( 0.0, new_bone_size, 0.0))\n\n            # @\n            # edit_bone.matrix = psk_bone.mat_world * post_quat.to_matrix().to_4x4()\n\n            m = post_quat.copy()\n            m.rotate( psk_bone.mat_world )\n\n            m = m.to_matrix().to_4x4()\n            m.translation = psk_bone.mat_world.translation\n\n            edit_bone.matrix = m\n            \n            \n            # some dev code...\n            #### FINAL\n            # post_quat = psk_bone.orig_quat.conjugated() * quat_diff\n            # edit_bone.matrix = psk_bone.mat_world * test_quat.to_matrix().to_4x4()\n            # edit_bone[\"post_quat\"] = test_quat\n            #### \n\n            # edit_bone[\"post_quat\"] = Quaternion((1,0,0,0))\n            # edit_bone.matrix = psk_bone.mat_world* psk_bone.rot\n     \n\n            # if edit_bone.parent:\n              # edit_bone.matrix = edit_bone.parent.matrix * psk_bone.trans * (psk_bone.orig_quat.conjugated().to_matrix().to_4x4())\n              # edit_bone.matrix = edit_bone.parent.matrix * psk_bone.trans * (test_quat.to_matrix().to_4x4())\n            # else:\n              # edit_bone.matrix = psk_bone.orig_quat.to_matrix().to_4x4()\n              \n              \n            # save bindPose information for .psa import\n            # dev\n            edit_bone[\"orig_quat\"] = psk_bone.orig_quat\n            edit_bone[\"orig_loc\"]  = psk_bone.orig_loc\n            edit_bone[\"post_quat\"] = post_quat\n\n            '''\n            bone = edit_bone\n            if psk_bone.parent is not None:\n                orig_loc  =  bone.matrix.translation - bone.parent.matrix.translation\n                orig_loc.rotate( bone.parent.matrix.to_quaternion().conjugated() )\n\n                \n                orig_quat = bone.matrix.to_quaternion()\n                orig_quat.rotate( bone.parent.matrix.to_quaternion().conjugated()  )\n                orig_quat.conjugate()\n\n                if orig_quat.dot( psk_bone.orig_quat ) < 0.95:\n                    print(bone.name, psk_bone.orig_quat, orig_quat, orig_quat.dot( psk_bone.orig_quat ))\n                    print('parent:', bone.parent.matrix.to_quaternion(), bone.parent.matrix.to_quaternion().rotation_difference(bone.matrix.to_quaternion()) )\n\n\n                if (psk_bone.orig_loc - orig_loc).length > 0.02:\n                    print(bone.name, psk_bone.orig_loc, orig_loc, (psk_bone.orig_loc - orig_loc).length)\n            '''\n    utils_set_mode('OBJECT')\n         \n    #==================================================================================================\n    # Weights\n    if bImportmesh: \n    \n        vertices_total = len(Vertices)\n        \n        for ( _, PointIndex, BoneIndex ) in Weights:\n            if PointIndex < vertices_total: # can it be not?\n                psk_bones[BoneIndex].have_weight_data = True\n            # else:\n                # print(psk_bones[BoneIndex].name, 'for other mesh',PointIndex ,vertices_total)\n                \n            #print(\"weight:\", PointIndex, BoneIndex, Weight)\n        # Weights.append(None)\n        # print(Weights.count(None))\n        \n        \n    # Original vertex colorization code\n    '''\n    # Weights.sort( key = lambda wgh: wgh[0])\n    if bImportmesh:\n        VtxCol = []\n        bones_count = len(psk_bones)\n        for x in range(bones_count):\n            #change the overall darkness of each material in a range between 0.1 and 0.9\n            tmpVal = ((float(x) + 1.0) \/ bones_count * 0.7) + 0.1\n            tmpVal = int(tmpVal * 256)\n            tmpCol = [tmpVal, tmpVal, tmpVal, 0]\n            #Change the color of each material slightly\n            if x % 3 == 0:\n                if tmpCol[0] < 128:\n                    tmpCol[0] += 60\n                else:\n                    tmpCol[0] -= 60\n            if x % 3 == 1:\n                if tmpCol[1] < 128:\n                    tmpCol[1] += 60\n                else:\n                    tmpCol[1] -= 60\n            if x % 3 == 2:\n                if tmpCol[2] < 128:\n                    tmpCol[2] += 60\n                else:\n                    tmpCol[2] -= 60\n            #Add the material to the mesh\n            VtxCol.append(tmpCol)\n            \n    for x in range(len(Tmsh.faces)):\n        for y in range(len(Tmsh.faces[x].v)):\n            #find v in Weights[n][0]\n            findVal = Tmsh.faces[x].v[y].index\n            n = 0\n            while findVal != Weights[n][0]:\n                n = n + 1\n            TmpCol = VtxCol[Weights[n][1]]\n            #check if a vertex has more than one influence\n            if n != len(Weights) - 1:\n                if Weights[n][0] == Weights[n + 1][0]:\n                    #if there is more than one influence, use the one with the greater influence\n                    #for simplicity only 2 influences are checked, 2nd and 3rd influences are usually very small\n                    if Weights[n][2] < Weights[n + 1][2]:\n                        TmpCol = VtxCol[Weights[n + 1][1]]\n        Tmsh.faces[x].col.append(NMesh.Col(TmpCol[0], TmpCol[1], TmpCol[2], 0))\n    '''\n\n    #===================================================================================================\n    # UV. Setup.\n    \n    if bImportmesh:\n        # Trick! Create UV maps BEFORE mesh and get (0,0) coordinates for free!\n        #   ...otherwise UV coords will be copied from active, or calculated from mesh...\n        \n        if bSpltiUVdata:\n            \n            for i in range(len(uv_mat_ids)):\n                get_uv_layers(mesh_data).new(name = NAME_UV_PREFIX + str(i))\n                \n        else:\n        \n            get_uv_layers(mesh_data).new(name = NAME_UV_PREFIX+\"_SINGLE\")\n        \n        \n        for counter, uv_data in enumerate(Extrauvs):\n            \n            if len(mesh_data.uv_layers) < MAX_UVS:\n                    \n                get_uv_layers(mesh_data).new(name = \"EXTRAUVS\"+str(counter))\n                \n            else:\n            \n                Extrauvs.remove(uv_data)\n                print('Extra UV layer %s is ignored. Re-import without \"Split UV data\".' % counter)\n          \n    #================================================================================================== \n    # Mesh. Build.\n    \n        mesh_data.from_pydata(Vertices,[],Faces)\n\n    #==================================================================================================\n    # Vertex Normal. Set.\n\n        if Normals is not None:\n            mesh_data.polygons.foreach_set(\"use_smooth\", [True] * len(mesh_data.polygons))\n            mesh_data.normals_split_custom_set_from_vertices(Normals)\n            mesh_data.use_auto_smooth = True\n                \n    #===================================================================================================\n    # UV. Set.\n    \n    if bImportmesh:\n\n        for face in mesh_data.polygons:\n            face.material_index = UV_by_face[face.index][1]\n\n        uv_layers = mesh_data.uv_layers\n        \n        if not bSpltiUVdata:\n           uvLayer = uv_layers[0]\n           \n        # per face\n        # for faceIdx, (faceUVs, faceMatIdx, _, _, wmidx) in enumerate(UV_by_face):\n        for faceIdx, (faceUVs, faceMatIdx, WedgeMatIds) in enumerate(UV_by_face):\n        \n            # per vertex\n            for vertN, uv in enumerate(faceUVs):\n                loopId = faceIdx * 3 + vertN\n                \n                if bSpltiUVdata:\n                    uvLayer = uv_layers[WedgeMatIds[vertN]]\n                    \n                uvLayer.data[loopId].uv = uv\n\n    #==================================================================================================\n    # VertexColors\n    \n        if VertexColors is not None:\n        \n            vtx_color_layer = mesh_data.vertex_colors.new(name = \"PSKVTXCOL_0\", do_init = False)\n            \n            pervertex = [None] * len(Vertices)\n            \n            for counter, (vertexid,_,_,_) in enumerate(Wedges):\n            \n                # Is it possible ?\n                if (pervertex[vertexid] is not None) and (pervertex[vertexid] != VertexColors[counter]):\n                    print('Not equal vertex colors. ', vertexid, pervertex[vertexid], VertexColors[counter])\n                \n                pervertex[vertexid] = VertexColors[counter]\n            \n            \n            for counter, loop in enumerate(mesh_data.loops):\n            \n                color = pervertex[ loop.vertex_index ]\n                \n                if color is None:\n                    vtx_color_layer.data[ counter ].color = (1.,1.,1.,1.)\n                else:\n                    if bToSRGB:\n                        vtx_color_layer.data[ counter ].color = (\n                            color_linear_to_srgb(color[0] \/ 255),\n                            color_linear_to_srgb(color[1] \/ 255),\n                            color_linear_to_srgb(color[2] \/ 255),\n                            color[3] \/ 255\n                        )\n                    else:\n                        vtx_color_layer.data[ counter ].color = (\n                            color[0] \/ 255,\n                            color[1] \/ 255,\n                            color[2] \/ 255,\n                            color[3] \/ 255\n                        )\n                        \n    #===================================================================================================\n    # Extra UVs. Set.\n        \n        # for counter, uv_data in enumerate(Extrauvs):\n        \n        #     uvLayer = mesh_data.uv_layers[ counter - len(Extrauvs) ]\n            \n        #     for uv_index, uv_coords in enumerate(uv_data):\n            \n        #         uvLayer.data[uv_index].uv = (uv_coords[0], 1.0 - uv_coords[1])\n\n\n        for counter, uv_data in enumerate(Extrauvs):\n\n            uvLayer = mesh_data.uv_layers[ counter - len(Extrauvs) ]\n\n            for faceIdx, (WedgeIdx3,WedgeIdx2,WedgeIdx1) in enumerate(WedgeIdx_by_faceIdx):\n                \n                # equal to gltf\n                uvLayer.data[faceIdx*3  ].uv = (uv_data[WedgeIdx2][0], 1.0 - uv_data[WedgeIdx2][1])\n                uvLayer.data[faceIdx*3+1].uv = (uv_data[WedgeIdx1][0], 1.0 - uv_data[WedgeIdx1][1])\n                uvLayer.data[faceIdx*3+2].uv = (uv_data[WedgeIdx3][0], 1.0 - uv_data[WedgeIdx3][1])\n                # uvLayer.data[faceIdx*3  ].uv = (uv_data[WedgeIdx3][0], 1.0 - uv_data[WedgeIdx3][1])\n                # uvLayer.data[faceIdx*3+1].uv = (uv_data[WedgeIdx2][0], 1.0 - uv_data[WedgeIdx2][1])\n                # uvLayer.data[faceIdx*3+2].uv = (uv_data[WedgeIdx1][0], 1.0 - uv_data[WedgeIdx1][1])\n        \n                \n    #===================================================================================================\n    # Mesh. Vertex Groups. Bone Weights.\n        \n        for psk_bone in psk_bones:\n            if psk_bone.have_weight_data:\n                psk_bone.vertex_group = mesh_obj.vertex_groups.new(name = psk_bone.name)\n            # else:\n                # print(psk_bone.name, 'have no influence on this mesh')\n        \n        for weight, vertex_id, bone_index_w in filter(None, Weights):\n            psk_bones[bone_index_w].vertex_group.add((vertex_id,), weight, 'ADD')\n        \n    \n    #===================================================================================================\n    # Skeleton. Colorize.\n    \n    if bImportbone:\n    \n        bone_group_unused = armature_obj.pose.bone_groups.new(name = \"Unused bones\")\n        bone_group_unused.color_set = 'THEME14'\n\n        bone_group_nochild = armature_obj.pose.bone_groups.new(name = \"No children\")\n        bone_group_nochild.color_set = 'THEME03'\n\n        armature_data.show_group_colors = True\n\n        for psk_bone in psk_bones:\n        \n            pose_bone = armature_obj.pose.bones[psk_bone.name]\n            \n            if psk_bone.have_weight_data:\n            \n                if len(psk_bone.children) == 0:\n                    pose_bone.bone_group = bone_group_nochild\n                    \n            else:\n                pose_bone.bone_group = bone_group_unused\n            \n                    \n    #===================================================================================================\n    # Final\n    \n    if bImportmesh:\n    \n        util_obj_link(context, mesh_obj)\n        util_select_all(False)\n        \n            \n        if not bImportbone:   \n        \n            util_obj_select(context, mesh_obj)\n            util_obj_set_active(context, mesh_obj)\n            \n        else:\n            # select_all(False)\n            util_obj_select(context, armature_obj)\n            \n            # parenting mesh to armature object\n            mesh_obj.parent = armature_obj\n            mesh_obj.parent_type = 'OBJECT'\n            \n            # add armature modifier\n            blender_modifier = mesh_obj.modifiers.new( armature_obj.data.name, type = 'ARMATURE')\n            blender_modifier.show_expanded = False\n            blender_modifier.use_vertex_groups = True\n            blender_modifier.use_bone_envelopes = False\n            blender_modifier.object = armature_obj\n            \n            # utils_set_mode('OBJECT')\n            # select_all(False)\n            util_obj_select(context, armature_obj)\n            util_obj_set_active(context, armature_obj)\n    \n    # print(\"Done: %f sec.\" % (time.process_time() - ref_time))\n    utils_set_mode('OBJECT')\n    return True","function_tokens":["def","pskimport","(","filepath",",","context","=","None",",","bImportmesh","=","True",",","bImportbone","=","True",",","bSpltiUVdata","=","False",",","fBonesize","=","5.0",",","fBonesizeRatio","=","0.6",",","bDontInvertRoot","=","True",",","bReorientBones","=","False",",","bReorientDirectly","=","False",",","bScaleDown","=","True",",","bToSRGB","=","True",",","error_callback","=","None",")",":","if","not","hasattr","(","error_callback",",","'__call__'",")",":","# error_callback = __pass","error_callback","=","print","# ref_time = time.process_time()","if","not","bImportbone","and","not","bImportmesh",":","error_callback","(","\"Nothing to do.\\nSet something for import.\"",")","return","False","print","(","\"-----------------------------------------------\"",")","print","(","\"---------EXECUTING PSK PYTHON IMPORTER---------\"",")","print","(","\"-----------------------------------------------\"",")","#file may not exist","try",":","file","=","open","(","filepath",",","'rb'",")","except","IOError",":","error_callback","(","'Error while opening file for reading:\\n  \"'","+","filepath","+","'\"'",")","return","False","if","not","util_check_file_header","(","file",",","'psk'",")",":","error_callback","(","'Not psk file:\\n  \"'","+","filepath","+","'\"'",")","return","False","Vertices","=","None","Wedges","=","None","Faces","=","None","UV_by_face","=","None","Materials","=","None","Bones","=","None","Weights","=","None","VertexColors","=","None","Extrauvs","=","[","]","Normals","=","None","WedgeIdx_by_faceIdx","=","None","if","not","context",":","context","=","bpy",".","context","#================================================================================================== ","# Materials   MaterialNameRaw | TextureIndex | PolyFlags | AuxMaterial | AuxFlags |  LodBias | LodStyle ","# Only Name is usable.","def","read_materials","(",")",":","nonlocal","Materials","Materials","=","[","]","for","counter","in","range","(","chunk_datacount",")",":","(","MaterialNameRaw",",",")","=","unpack_from","(","'64s24x'",",","chunk_data",",","chunk_datasize","*","counter",")","Materials",".","append","(","util_bytes_to_str","(","MaterialNameRaw",")",")","#================================================================================================== ","# Faces WdgIdx1 | WdgIdx2 | WdgIdx3 | MatIdx | AuxMatIdx | SmthGrp","def","read_faces","(",")",":","if","not","bImportmesh",":","return","True","nonlocal","Faces",",","UV_by_face",",","WedgeIdx_by_faceIdx","UV_by_face","=","[","None","]","*","chunk_datacount","Faces","=","[","None","]","*","chunk_datacount","WedgeIdx_by_faceIdx","=","[","None","]","*","chunk_datacount","if","len","(","Wedges",")",">","65536",":","unpack_format","=","'=IIIBBI'","else",":","unpack_format","=","'=HHHBBI'","unpack_data","=","Struct","(","unpack_format",")",".","unpack_from","for","counter","in","range","(","chunk_datacount",")",":","(","WdgIdx1",",","WdgIdx2",",","WdgIdx3",",","MatIndex",",","AuxMatIndex",",","#unused","SmoothingGroup","# Umodel is not exporting SmoothingGroups",")","=","unpack_data","(","chunk_data",",","counter","*","chunk_datasize",")","# looks ugly","# Wedges is (point_index, u, v, MatIdx)","(","(","vertid0",",","u0",",","v0",",","matid0",")",",","(","vertid1",",","u1",",","v1",",","matid1",")",",","(","vertid2",",","u2",",","v2",",","matid2",")",")","=","Wedges","[","WdgIdx1","]",",","Wedges","[","WdgIdx2","]",",","Wedges","[","WdgIdx3","]","# note order: C,B,A","# Faces[counter] = (vertid2,  vertid1, vertid0)","Faces","[","counter","]","=","(","vertid1",",","vertid0",",","vertid2",")","# Faces[counter] = (vertid1,  vertid2, vertid0)","# Faces[counter] = (vertid0,  vertid1, vertid2)","# uv = ( ( u2, 1.0 - v2 ), ( u1, 1.0 - v1 ), ( u0, 1.0 - v0 ) )","uv","=","(","(","u1",",","1.0","-","v1",")",",","(","u0",",","1.0","-","v0",")",",","(","u2",",","1.0","-","v2",")",")","# Mapping: FaceIndex <=> UV data <=> FaceMatIndex","UV_by_face","[","counter","]","=","(","uv",",","MatIndex",",","(","matid2",",","matid1",",","matid0",")",")","# We need this for EXTRA UVs","WedgeIdx_by_faceIdx","[","counter","]","=","(","WdgIdx3",",","WdgIdx2",",","WdgIdx1",")","#==================================================================================================","# Vertices X | Y | Z","def","read_vertices","(",")",":","if","not","bImportmesh",":","return","True","nonlocal","Vertices","Vertices","=","[","None","]","*","chunk_datacount","unpack_data","=","Struct","(","'3f'",")",".","unpack_from","if","bScaleDown",":","for","counter","in","range","(","chunk_datacount",")",":","(","vec_x",",","vec_y",",","vec_z",")","=","unpack_data","(","chunk_data",",","counter","*","chunk_datasize",")","Vertices","[","counter","]","=","(","vec_x","*","0.01",",","vec_y","*","0.01",",","vec_z","*","0.01",")","# equal to gltf","# Vertices[counter]  = (vec_x*0.01, vec_z*0.01, -vec_y*0.01)","else",":","for","counter","in","range","(","chunk_datacount",")",":","Vertices","[","counter","]","=","unpack_data","(","chunk_data",",","counter","*","chunk_datasize",")","#================================================================================================== ","# Wedges (UV)   VertexId |  U |  V | MatIdx ","def","read_wedges","(",")",":","if","not","bImportmesh",":","return","True","nonlocal","Wedges","Wedges","=","[","None","]","*","chunk_datacount","unpack_data","=","Struct","(","'=IffBxxx'",")",".","unpack_from","for","counter","in","range","(","chunk_datacount",")",":","(","vertex_id",",","u",",","v",",","material_index",")","=","unpack_data","(","chunk_data",",","counter","*","chunk_datasize",")","# print(vertex_id, u, v, material_index)","# Wedges[counter] = (vertex_id, u, v, material_index)","Wedges","[","counter","]","=","[","vertex_id",",","u",",","v",",","material_index","]","#================================================================================================== ","# Bones (VBone .. 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bone.parent.matrix.translation\n                orig_loc.rotate( bone.parent.matrix.to_quaternion().conjugated() )\n\n                \n                orig_quat = bone.matrix.to_quaternion()\n                orig_quat.rotate( bone.parent.matrix.to_quaternion().conjugated()  )\n                orig_quat.conjugate()\n\n                if orig_quat.dot( psk_bone.orig_quat ) < 0.95:\n                    print(bone.name, psk_bone.orig_quat, orig_quat, orig_quat.dot( psk_bone.orig_quat ))\n                    print('parent:', bone.parent.matrix.to_quaternion(), bone.parent.matrix.to_quaternion().rotation_difference(bone.matrix.to_quaternion()) )\n\n\n                if (psk_bone.orig_loc - orig_loc).length > 0.02:\n                    print(bone.name, psk_bone.orig_loc, orig_loc, (psk_bone.orig_loc - orig_loc).length)\n            '''","utils_set_mode","(","'OBJECT'",")","#==================================================================================================","# Weights","if","bImportmesh",":","vertices_total","=","len","(","Vertices",")","for","(","_",",","PointIndex",",","BoneIndex",")","in","Weights",":","if","PointIndex","<","vertices_total",":","# can it be not?","psk_bones","[","BoneIndex","]",".","have_weight_data","=","True","# else:","# print(psk_bones[BoneIndex].name, 'for other mesh',PointIndex ,vertices_total)","#print(\"weight:\", PointIndex, BoneIndex, Weight)","# Weights.append(None)","# print(Weights.count(None))","# Original vertex colorization code","'''\n    # Weights.sort( key = lambda wgh: wgh[0])\n    if bImportmesh:\n        VtxCol = []\n        bones_count = len(psk_bones)\n        for x in range(bones_count):\n            #change the overall darkness of each material in a range between 0.1 and 0.9\n            tmpVal = ((float(x) + 1.0) \/ bones_count * 0.7) + 0.1\n            tmpVal = int(tmpVal * 256)\n            tmpCol = [tmpVal, tmpVal, tmpVal, 0]\n            #Change the color of each material slightly\n            if x % 3 == 0:\n                if tmpCol[0] < 128:\n                    tmpCol[0] += 60\n                else:\n                    tmpCol[0] -= 60\n            if x % 3 == 1:\n                if tmpCol[1] < 128:\n                    tmpCol[1] += 60\n                else:\n                    tmpCol[1] -= 60\n            if x % 3 == 2:\n                if tmpCol[2] < 128:\n                    tmpCol[2] += 60\n                else:\n                    tmpCol[2] -= 60\n            #Add the material to the mesh\n            VtxCol.append(tmpCol)\n            \n    for x in range(len(Tmsh.faces)):\n        for y in range(len(Tmsh.faces[x].v)):\n            #find v in Weights[n][0]\n            findVal = Tmsh.faces[x].v[y].index\n            n = 0\n            while findVal != Weights[n][0]:\n                n = n + 1\n            TmpCol = VtxCol[Weights[n][1]]\n            #check if a vertex has more than one influence\n            if n != len(Weights) - 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'",",","vertexid",",","pervertex","[","vertexid","]",",","VertexColors","[","counter","]",")","pervertex","[","vertexid","]","=","VertexColors","[","counter","]","for","counter",",","loop","in","enumerate","(","mesh_data",".","loops",")",":","color","=","pervertex","[","loop",".","vertex_index","]","if","color","is","None",":","vtx_color_layer",".","data","[","counter","]",".","color","=","(","1.",",","1.",",","1.",",","1.",")","else",":","if","bToSRGB",":","vtx_color_layer",".","data","[","counter","]",".","color","=","(","color_linear_to_srgb","(","color","[","0","]","\/","255",")",",","color_linear_to_srgb","(","color","[","1","]","\/","255",")",",","color_linear_to_srgb","(","color","[","2","]","\/","255",")",",","color","[","3","]","\/","255",")","else",":","vtx_color_layer",".","data","[","counter","]",".","color","=","(","color","[","0","]","\/","255",",","color","[","1","]","\/","255",",","color","[","2","]","\/","255",",","color","[","3","]","\/","255",")","#===================================================================================================","# Extra UVs. Set.","# for counter, uv_data in enumerate(Extrauvs):","#     uvLayer = mesh_data.uv_layers[ counter - len(Extrauvs) ]","#     for uv_index, uv_coords in enumerate(uv_data):","#         uvLayer.data[uv_index].uv = (uv_coords[0], 1.0 - uv_coords[1])","for","counter",",","uv_data","in","enumerate","(","Extrauvs",")",":","uvLayer","=","mesh_data",".","uv_layers","[","counter","-","len","(","Extrauvs",")","]","for","faceIdx",",","(","WedgeIdx3",",","WedgeIdx2",",","WedgeIdx1",")","in","enumerate","(","WedgeIdx_by_faceIdx",")",":","# equal to gltf","uvLayer",".","data","[","faceIdx","*","3","]",".","uv","=","(","uv_data","[","WedgeIdx2","]","[","0","]",",","1.0","-","uv_data","[","WedgeIdx2","]","[","1","]",")","uvLayer",".","data","[","faceIdx","*","3","+","1","]",".","uv","=","(","uv_data","[","WedgeIdx1","]","[","0","]",",","1.0","-","uv_data","[","WedgeIdx1","]","[","1","]",")","uvLayer",".","data","[","faceIdx","*","3","+","2","]",".","uv","=","(","uv_data","[","WedgeIdx3","]","[","0","]",",","1.0","-","uv_data","[","WedgeIdx3","]","[","1","]",")","# uvLayer.data[faceIdx*3  ].uv = (uv_data[WedgeIdx3][0], 1.0 - uv_data[WedgeIdx3][1])","# uvLayer.data[faceIdx*3+1].uv = (uv_data[WedgeIdx2][0], 1.0 - uv_data[WedgeIdx2][1])","# uvLayer.data[faceIdx*3+2].uv = (uv_data[WedgeIdx1][0], 1.0 - uv_data[WedgeIdx1][1])","#===================================================================================================","# Mesh. Vertex Groups. Bone Weights.","for","psk_bone","in","psk_bones",":","if","psk_bone",".","have_weight_data",":","psk_bone",".","vertex_group","=","mesh_obj",".","vertex_groups",".","new","(","name","=","psk_bone",".","name",")","# else:","# print(psk_bone.name, 'have no influence on this mesh')","for","weight",",","vertex_id",",","bone_index_w","in","filter","(","None",",","Weights",")",":","psk_bones","[","bone_index_w","]",".","vertex_group",".","add","(","(","vertex_id",",",")",",","weight",",","'ADD'",")","#===================================================================================================","# Skeleton. Colorize.","if","bImportbone",":","bone_group_unused","=","armature_obj",".","pose",".","bone_groups",".","new","(","name","=","\"Unused bones\"",")","bone_group_unused",".","color_set","=","'THEME14'","bone_group_nochild","=","armature_obj",".","pose",".","bone_groups",".","new","(","name","=","\"No children\"",")","bone_group_nochild",".","color_set","=","'THEME03'","armature_data",".","show_group_colors","=","True","for","psk_bone","in","psk_bones",":","pose_bone","=","armature_obj",".","pose",".","bones","[","psk_bone",".","name","]","if","psk_bone",".","have_weight_data",":","if","len","(","psk_bone",".","children",")","==","0",":","pose_bone",".","bone_group","=","bone_group_nochild","else",":","pose_bone",".","bone_group","=","bone_group_unused","#===================================================================================================","# Final","if","bImportmesh",":","util_obj_link","(","context",",","mesh_obj",")","util_select_all","(","False",")","if","not","bImportbone",":","util_obj_select","(","context",",","mesh_obj",")","util_obj_set_active","(","context",",","mesh_obj",")","else",":","# select_all(False)","util_obj_select","(","context",",","armature_obj",")","# parenting mesh to armature object","mesh_obj",".","parent","=","armature_obj","mesh_obj",".","parent_type","=","'OBJECT'","# add armature modifier","blender_modifier","=","mesh_obj",".","modifiers",".","new","(","armature_obj",".","data",".","name",",","type","=","'ARMATURE'",")","blender_modifier",".","show_expanded","=","False","blender_modifier",".","use_vertex_groups","=","True","blender_modifier",".","use_bone_envelopes","=","False","blender_modifier",".","object","=","armature_obj","# utils_set_mode('OBJECT')","# select_all(False)","util_obj_select","(","context",",","armature_obj",")","util_obj_set_active","(","context",",","armature_obj",")","# print(\"Done: %f sec.\" % (time.process_time() - ref_time))","utils_set_mode","(","'OBJECT'",")","return","True"],"url":"https:\/\/github.com\/Befzz\/blender3d_import_psk_psa\/blob\/47f1418aef7642f300e0fccbe3c96654ab275a52\/addons\/io_import_scene_unreal_psa_psk_280.py#L305-L1220"}
{"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_280.py","language":"python","identifier":"psaimport","parameters":"(filepath,\n        context = None,\n        oArmature = None,\n        bFilenameAsPrefix = False,\n        bActionsToTrack = False,\n        first_frames = 0,\n        bDontInvertRoot = True,\n        bUpdateTimelineRange = False,\n        bRotationOnly = False,\n        bScaleDown = True,\n        fcurve_interpolation = 'LINEAR',\n        # error_callback = __pass\n        error_callback = print\n        )","argument_list":"","return_statement":"","docstring":"Import animation data from 'filepath' using 'oArmature'\n    \n    Args:\n        first_frames: (0 - import all)\n            Import only 'first_frames' from each action\n          \n        bActionsToTrack:\n            Put all imported actions in one NLAtrack.\n          \n        oArmature:\n            Skeleton used to calculate keyframes","docstring_summary":"Import animation data from 'filepath' using 'oArmature'\n    \n    Args:\n        first_frames: (0 - import all)\n            Import only 'first_frames' from each action\n          \n        bActionsToTrack:\n            Put all imported actions in one NLAtrack.\n          \n        oArmature:\n            Skeleton used to calculate keyframes","docstring_tokens":["Import","animation","data","from","filepath","using","oArmature","Args",":","first_frames",":","(","0","-","import","all",")","Import","only","first_frames","from","each","action","bActionsToTrack",":","Put","all","imported","actions","in","one","NLAtrack",".","oArmature",":","Skeleton","used","to","calculate","keyframes"],"function":"def psaimport(filepath,\n        context = None,\n        oArmature = None,\n        bFilenameAsPrefix = False,\n        bActionsToTrack = False,\n        first_frames = 0,\n        bDontInvertRoot = True,\n        bUpdateTimelineRange = False,\n        bRotationOnly = False,\n        bScaleDown = True,\n        fcurve_interpolation = 'LINEAR',\n        # error_callback = __pass\n        error_callback = print\n        ):\n    \"\"\"Import animation data from 'filepath' using 'oArmature'\n    \n    Args:\n        first_frames: (0 - import all)\n            Import only 'first_frames' from each action\n          \n        bActionsToTrack:\n            Put all imported actions in one NLAtrack.\n          \n        oArmature:\n            Skeleton used to calculate keyframes\n    \"\"\"\n    print (\"-----------------------------------------------\")\n    print (\"---------EXECUTING PSA PYTHON IMPORTER---------\")\n    print (\"-----------------------------------------------\")\n    \n    file_ext = 'psa'\n    try:\n        psafile = open(filepath, 'rb')\n    except IOError:\n        error_callback('Error while opening file for reading:\\n  \"'+filepath+'\"')\n        return False\n   \n    print (\"Importing file: \", filepath)\n    \n    \n    if not context:\n        context = bpy.context\n        \n    armature_obj = oArmature\n    \n    if armature_obj is None:  \n        armature_obj = blen_get_armature_from_selection()\n        if armature_obj is None:\n            error_callback(\"No armature selected.\")\n            return False\n\n\n    chunk_id = None\n    chunk_type = None\n    chunk_datasize = None\n    chunk_datacount = None\n    chunk_data = None\n\n    def read_chunk():\n        nonlocal chunk_id, chunk_type,\\\n                 chunk_datasize, chunk_datacount,\\\n                 chunk_data\n\n        (chunk_id, chunk_type,\n         chunk_datasize, chunk_datacount) = unpack('20s3i', psafile.read(32))\n        \n        chunk_data = psafile.read(chunk_datacount * chunk_datasize)\n    #============================================================================================== \n    # General Header\n    #============================================================================================== \n    read_chunk()\n    \n    if not util_is_header_valid(filepath, file_ext, chunk_id, error_callback):\n        return False\n    \n    #============================================================================================== \n    # Bones (FNamedBoneBinary)\n    #============================================================================================== \n    read_chunk()\n        \n    psa_bones = {}\n    \n    def new_psa_bone(bone, pose_bone):\n        psa_bone = class_psa_bone()\n        \n        psa_bones[pose_bone.name] = psa_bone\n        \n        psa_bone.name = pose_bone.name\n        \n        psa_bone.pose_bone = pose_bone\n        \n        if bone.parent != None:\n            # does needed parent bone was added from psa file\n            if bone.parent.name in psa_bones:\n                psa_bone.parent = psa_bones[bone.parent.name]\n            # no. armature doesnt match\n            else:\n                psa_bone.parent = None\n        # else:\n            # psa_bone.parent = None\n\n        # brute fix for non psk skeletons\n        if bone.get('orig_quat') is None:\n\n            if bone.parent != None:\n                \n                psa_bone.orig_loc  =  bone.matrix_local.translation - bone.parent.matrix_local.translation\n                psa_bone.orig_loc.rotate( bone.parent.matrix_local.to_quaternion().conjugated() )\n\n                psa_bone.orig_quat = bone.matrix_local.to_quaternion()\n                psa_bone.orig_quat.rotate( bone.parent.matrix_local.to_quaternion().conjugated()  )\n                psa_bone.orig_quat.conjugate()\n            else:\n                psa_bone.orig_loc  = bone.matrix_local.translation.copy()\n                psa_bone.orig_quat = bone.matrix_local.to_quaternion()\n\n            psa_bone.post_quat = psa_bone.orig_quat.conjugated()\n        else:\n            psa_bone.orig_quat = Quaternion(bone['orig_quat'])\n            psa_bone.orig_loc  =     Vector(bone['orig_loc'])\n            psa_bone.post_quat = Quaternion(bone['post_quat'])\n\n        return psa_bone\n        \n    #Bones Data\n    BoneIndex2Name = [None] * chunk_datacount\n    BoneNotFoundList = []\n    BonesWithoutAnimation = []\n    PsaBonesToProcess = [None] * chunk_datacount\n    BonePsaImportedNames = []\n\n    # printlog(\"Name\\tFlgs\\tNumChld\\tPrntIdx\\tQx\\tQy\\tQz\\tQw\\tLocX\\tLocY\\tLocZ\\tLength\\tXSize\\tYSize\\tZSize\\n\")\n\n    \n    # for case insensetive comparison\n    # key = lowered name\n    # value = orignal name\n    skeleton_bones_lowered = {}\n    \n    for blender_bone_name in armature_obj.data.bones.keys():\n      skeleton_bones_lowered[blender_bone_name.lower()] = blender_bone_name\n\n    \n    for counter in range(chunk_datacount):\n        \n        # tPrntIdx is -1 for parent; and 0 for other; no more useful data\n        # indata = unpack_from('64s3i11f', chunk_data, chunk_datasize * counter)\n        (indata) = unpack_from('64s56x', chunk_data, chunk_datasize * counter)\n        in_name = util_bytes_to_str(indata[0])\n        # bonename = util_bytes_to_str(indata[0]).upper()\n        \n        in_name_lowered = in_name.lower()\n        if in_name_lowered in skeleton_bones_lowered:\n            orig_name = skeleton_bones_lowered[in_name_lowered]\n            \n            count_duplicates = BonePsaImportedNames.count( in_name_lowered )\n\n            if count_duplicates > 0:\n\n                duplicate_name_numbered = in_name_lowered + ('.%03d' % count_duplicates)\n\n                # print('Dup:', in_name_lowered, '~',duplicate_name_numbered)\n\n                # Skeleton have duplicate name too?\n                if duplicate_name_numbered in skeleton_bones_lowered:\n                    orig_name = orig_name + ('.%03d' % count_duplicates)\n                else:\n                    # Skip animation import for that bone\n                    print(\" PSK do not have numbered duplicate name(but PSA have!):\", duplicate_name_numbered)\n                    BonePsaImportedNames.append(in_name_lowered)\n                    continue\n                    \n                \n            # use a skeleton bone name \n            BoneIndex2Name[counter] = orig_name\n            PsaBonesToProcess[counter] = new_psa_bone(armature_obj.data.bones[orig_name], \n                                                    armature_obj.pose.bones[orig_name])\n            BonePsaImportedNames.append(in_name_lowered)\n        else:\n            # print(\"Can't find the bone:\", orig_name, in_name_lowered)\n            BoneNotFoundList.append(counter)\n            \n    \n    if len(psa_bones) == 0:\n        error_callback('No bone was match!\\nSkip import!')\n        return False\n    \n    # does anyone care?\n    for blender_bone_name in armature_obj.data.bones.keys():\n        if BoneIndex2Name.count(blender_bone_name) == 0:\n            BonesWithoutAnimation.append(blender_bone_name)\n            \n    if len(BoneNotFoundList) > 0:\n        print('PSA have data for more bones: %i.' % len(BoneNotFoundList))\n      \n    if len(BonesWithoutAnimation) > 0:\n        print('PSA do not have data for %i bones:\\n' % len(BonesWithoutAnimation), ', '.join(BonesWithoutAnimation))\n    #============================================================================================== \n    # Animations (AniminfoBinary)\n    #============================================================================================== \n    read_chunk()\n\n    Raw_Key_Nums = 0\n    Action_List = [None] * chunk_datacount\n    \n    for counter in range(chunk_datacount):\n        (action_name_raw,        #0\n         group_name_raw,         #1\n         Totalbones,             #2\n         RootInclude,            #3\n         KeyCompressionStyle,    #4\n         KeyQuotum,              #5\n         KeyReduction,           #6\n         TrackTime,              #7\n         AnimRate,               #8\n         StartBone,              #9\n         FirstRawFrame,          #10\n         NumRawFrames            #11\n        ) = unpack_from('64s64s4i3f3i', chunk_data, chunk_datasize * counter)\n                       \n        action_name = util_bytes_to_str( action_name_raw )\n        group_name = util_bytes_to_str( group_name_raw  )\n\n        Raw_Key_Nums += Totalbones * NumRawFrames\n        Action_List[counter] = ( action_name, group_name, Totalbones, NumRawFrames)\n        \n    #============================================================================================== \n    # Raw keys (VQuatAnimKey) 3f vec, 4f quat, 1f time\n    #============================================================================================== \n    read_chunk()\n    \n    if(Raw_Key_Nums != chunk_datacount):\n        error_callback(\n                'Raw_Key_Nums Inconsistent.'\n                '\\nData count found: '+chunk_datacount+\n                '\\nRaw_Key_Nums:' + Raw_Key_Nums\n                )\n        return False\n\n    Raw_Key_List = [None] * chunk_datacount\n    \n    unpack_data = Struct('3f4f4x').unpack_from\n \n    for counter in range(chunk_datacount):\n        pos = Vector()\n        quat = Quaternion()\n        \n        ( pos.x,  pos.y,  pos.z,\n         quat.x, quat.y, quat.z, quat.w\n        ) = unpack_data( chunk_data, chunk_datasize * counter)\n        \n        if bScaleDown:\n            Raw_Key_List[counter] = (pos * 0.01, quat)\n        else:\n            Raw_Key_List[counter] = (pos, quat)\n    \n    psafile.close()\n    \n    utils_set_mode('OBJECT')\n\n    # index of current frame in raw input data\n    raw_key_index = 0\n    \n    util_obj_set_active(context, armature_obj)\n    \n    gen_name_part = util_gen_name_part(filepath)\n    \n    armature_obj.animation_data_create()\n    \n    if bActionsToTrack:\n        nla_track = armature_obj.animation_data.nla_tracks.new()\n        nla_track.name = gen_name_part\n        nla_stripes = nla_track.strips\n\n        nla_track_last_frame = 0\n\n        if len(armature_obj.animation_data.nla_tracks) > 0:\n            for track in armature_obj.animation_data.nla_tracks:\n                if len(track.strips) > 0:\n                    if track.strips[-1].frame_end > nla_track_last_frame:\n                        nla_track_last_frame = track.strips[-1].frame_end\n\n    \n    is_first_action = True\n    first_action = None\n        \n    for counter, (Name, Group, Totalbones, NumRawFrames) in enumerate(Action_List):\n        ref_time = time.process_time()\n        \n        if Group != 'None':\n            Name = \"(%s) %s\" % (Group,Name)\n        if bFilenameAsPrefix:\n            Name = \"(%s) %s\" % (gen_name_part, Name)\n            \n        action = bpy.data.actions.new(name = Name)\n        \n        # force print usefull information to console(due to possible long execution)\n        print(\"Action {0:>3d}\/{1:<3d} frames: {2:>4d} {3}\".format(\n                counter+1, len(Action_List), NumRawFrames, Name)\n              )\n        \n        if first_frames > 0:\n            maxframes = first_frames\n            keyframes = min(first_frames, NumRawFrames)\n            #dev\n            # keyframes += 1\n        else:\n            maxframes = 99999999\n            keyframes = NumRawFrames\n            \n        # create all fcurves(for all bones) for an action\n        # for pose_bone in armature_obj.pose.bones:\n        for psa_bone in PsaBonesToProcess:\n            if psa_bone is None:\n                continue\n            pose_bone = psa_bone.pose_bone\n            \n            data_path = pose_bone.path_from_id(\"rotation_quaternion\")\n            psa_bone.fcurve_quat_w = action.fcurves.new(data_path, index = 0)\n            psa_bone.fcurve_quat_x = action.fcurves.new(data_path, index = 1)\n            psa_bone.fcurve_quat_y = action.fcurves.new(data_path, index = 2)\n            psa_bone.fcurve_quat_z = action.fcurves.new(data_path, index = 3)\n        \n            if not bRotationOnly:\n                data_path = pose_bone.path_from_id(\"location\")\n                psa_bone.fcurve_loc_x = action.fcurves.new(data_path, index = 0)\n                psa_bone.fcurve_loc_y = action.fcurves.new(data_path, index = 1)\n                psa_bone.fcurve_loc_z = action.fcurves.new(data_path, index = 2)\n            \n            # 1. Pre-add keyframes! \\0\/\n            # 2. Set data: keyframe_points[].co[0..1]\n            # 3. If 2 is not done, do 4: (important!!!)\n            # 4. \"Apply\" data: fcurve.update()\n            #      # added keyframes points by default is breaking fcurve somehow\n            #      # bcs they are all at the same position?\n            psa_bone.fcurve_quat_w.keyframe_points.add(keyframes)\n            psa_bone.fcurve_quat_x.keyframe_points.add(keyframes)\n            psa_bone.fcurve_quat_y.keyframe_points.add(keyframes)\n            psa_bone.fcurve_quat_z.keyframe_points.add(keyframes)\n\n            if not bRotationOnly:\n                psa_bone.fcurve_loc_x.keyframe_points.add(keyframes) \n                psa_bone.fcurve_loc_y.keyframe_points.add(keyframes) \n                psa_bone.fcurve_loc_z.keyframe_points.add(keyframes) \n            \n        for i in range(0,min(maxframes, NumRawFrames)):\n            # raw_key_index+= Totalbones * 5 #55\n            for j in range(Totalbones):\n                if j in BoneNotFoundList:\n                    raw_key_index += 1\n                    continue\n                \n                psa_bone = PsaBonesToProcess[j]\n                # pose_bone = psa_bone.pose_bone\n                \n                p_pos = Raw_Key_List[raw_key_index][0]\n                p_quat = Raw_Key_List[raw_key_index][1]\n                \n                # @\n                # if psa_bone.parent:\n                    # quat = (p_quat * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n                # else:\n                #     if bDontInvertRoot:\n                #         quat = (p_quat.conjugated() * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n                #     else:\n                        # quat = (p_quat * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n\n                q = psa_bone.post_quat.copy()\n                q.rotate( psa_bone.orig_quat )\n\n                quat = q\n\n                q = psa_bone.post_quat.copy()\n\n                if psa_bone.parent == None and bDontInvertRoot:\n                    q.rotate( p_quat.conjugated() )\n                else:\n                    q.rotate( p_quat )\n\n                quat.rotate( q.conjugated() )\n                        \n                # @\n                # loc = psa_bone.post_quat.conjugated() * p_pos -  psa_bone.post_quat.conjugated() * psa_bone.orig_loc\n                \n                if not bRotationOnly:\n                    loc = (p_pos - psa_bone.orig_loc)\n                    # \"edit bone\" location is in \"parent space\"\n                    # but \"pose bone\" location is in \"local space(bone)\"\n                    # so we need to transform from parent(edit_bone) to local space (pose_bone)\n                    loc.rotate( psa_bone.post_quat.conjugated() )\n                    \n                # if not bRotationOnly:\n                    # loc = (p_pos - psa_bone.orig_loc)\n                    # if psa_bone.parent is not None:\n                        # q = psa_bone.parent.post_quat.copy()\n                        # q.rotate( psa_bone.parent.orig_quat )\n                        # print(q)\n                        # loc.rotate( psa_bone.parent.post_quat.conjugated() )\n                        # loc.rotate( q.conjugated() )\n                        # loc.rotate( q )\n                        # pass\n                \n                # quat = p_quat.conjugated()\n                # quat = p_quat\n                # quat.rotate( psa_bone.orig_quat.conjugated() )\n                # quat = Quaternion()\n                # loc = -p_pos\n                # loc = (p_pos - psa_bone.orig_loc)\n                # loc = Vector()\n                # loc.rotate( psa_bone.post_quat.conjugated() )\n\n                # Set it?\n                # pose_bone.rotation_quaternion = quat\n                # pose_bone.location = loc\n\n                    # pose_bone.rotation_quaternion = orig_rot.conjugated()\n                    # pose_bone.location = p_pos - (pose_bone.bone.matrix_local.translation - pose_bone.bone.parent.matrix_local.translation)\n                \n                ##### Works + post_quat (without location works)\n                # quat = (p_quat * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n                # loc = psa_bone.post_quat.conjugated() * (p_pos - psa_bone.orig_loc)\n\n                \n                psa_bone.fcurve_quat_w.keyframe_points[i].co = i, quat.w\n                psa_bone.fcurve_quat_x.keyframe_points[i].co = i, quat.x\n                psa_bone.fcurve_quat_y.keyframe_points[i].co = i, quat.y\n                psa_bone.fcurve_quat_z.keyframe_points[i].co = i, quat.z\n                \n                psa_bone.fcurve_quat_w.keyframe_points[i].interpolation = fcurve_interpolation\n                psa_bone.fcurve_quat_x.keyframe_points[i].interpolation = fcurve_interpolation\n                psa_bone.fcurve_quat_y.keyframe_points[i].interpolation = fcurve_interpolation\n                psa_bone.fcurve_quat_z.keyframe_points[i].interpolation = fcurve_interpolation\n                \n                \n                if not bRotationOnly:\n                    psa_bone.fcurve_loc_x.keyframe_points[i].co = i, loc.x\n                    psa_bone.fcurve_loc_y.keyframe_points[i].co = i, loc.y\n                    psa_bone.fcurve_loc_z.keyframe_points[i].co = i, loc.z\n                    \n                    psa_bone.fcurve_loc_x.keyframe_points[i].interpolation = fcurve_interpolation\n                    psa_bone.fcurve_loc_y.keyframe_points[i].interpolation = fcurve_interpolation\n                    psa_bone.fcurve_loc_z.keyframe_points[i].interpolation = fcurve_interpolation\n                \n                # Old path. Slower.\n                # psa_bone.fcurve_quat_w.keyframe_points.insert(i,quat.w,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n                # psa_bone.fcurve_quat_x.keyframe_points.insert(i,quat.x,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n                # psa_bone.fcurve_quat_y.keyframe_points.insert(i,quat.y,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n                # psa_bone.fcurve_quat_z.keyframe_points.insert(i,quat.z,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n\n                # psa_bone.fcurve_loc_x.keyframe_points.insert(i,loc.x,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n                # psa_bone.fcurve_loc_y.keyframe_points.insert(i,loc.y,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n                # psa_bone.fcurve_loc_z.keyframe_points.insert(i,loc.z,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n                raw_key_index += 1\n            \n            # on first frame\n            # break\n        raw_key_index += (NumRawFrames-min(maxframes,NumRawFrames)) * Totalbones\n\n        # Add action to tail of the nla track\n        if bActionsToTrack:\n            \n            if len(nla_track.strips) == 0:\n                strip = nla_stripes.new(Name, nla_track_last_frame, action)\n            else:\n                strip = nla_stripes.new(Name, nla_stripes[-1].frame_end, action)\n\n            # Do not pollute track. Makes other tracks 'visible' through 'empty space'.\n            strip.extrapolation = 'NOTHING'\n\n            nla_track_last_frame += NumRawFrames\n\n        if is_first_action:\n            first_action = action\n            is_first_action = False\n            \n        print(\"Done: %f sec.\" % (time.process_time() - ref_time))\n        # break on first animation set\n        # break\n        \n    scene = util_get_scene(context)\n\n    if not bActionsToTrack:\n        if not scene.is_nla_tweakmode:\n            armature_obj.animation_data.action = first_action\n    \n    if bUpdateTimelineRange:\n\n        scene.frame_start = 0\n\n        if bActionsToTrack:\n            scene.frame_end = sum(frames for _, _, _, frames in Action_List) - 1\n        else:\n            scene.frame_end = max(frames for _, _, _, frames in Action_List) - 1\n\n\n    util_select_all(False)\n    util_obj_select(context, armature_obj)\n    util_obj_set_active(context, 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