Initial Github Release

This commit is contained in:
John Wilbert M. Villamor 2017-11-23 09:24:10 +08:00
parent 3ea8566ce1
commit b3b6fd4475
2 changed files with 316 additions and 1 deletions

View File

@ -1,2 +1,15 @@
# Blender-RSD-Plugin
A Blender Plug-in for Exporting Models in PlayStation SDK RSD Format
A Blender Plug-in for Exporting Models in PlayStation SDK RSD Format.
This plug-in supports exporting flat shaded, gouraud shaded and texture mapped tris and quads in PlayStation SDK compatble RSD, PLY and MAT file formats. Semi-transparency attributes can also be set but per-polygon semi-transparency is currently not supported.
This plug-in is an improvemnt over the original Blender RSD export plug-in found in the psxdev forums. This version fixes the reocurring bug where texture coordinates for quads are sometimes not exported correctly as well as performing a lot faster than the original plug-in.
Should be compatible in Blender 2.69 and later (recently tested on 2.78c).
## Installation
Simply install the plug-in by using the Install from File option in the Add-ons tab in Blender User Preferences.
## Changelog
**Version 2.0.0**
* Initial github release.

302
io_export_rsd.py Normal file
View File

@ -0,0 +1,302 @@
"""
This script exports PlayStation SDK compatible RSD,PLY,MAT files from Blender.
Supports normals, colors and texture mapped triangles.
Only one mesh can be exported at a time.
"""
import os
import bpy
from bpy.props import (CollectionProperty,
StringProperty,
BoolProperty,
EnumProperty,
FloatProperty,
)
from bpy_extras.io_utils import (ImportHelper,
ExportHelper,
axis_conversion,
)
bl_info = {
"name": "Export: Playstation RSD,PLY,MAT Model Format",
"author": "Jobert 'Lameguy' Villamor (Lameguy64)",
"blender": (2,6,9),
"version": (2,0,0),
"location": "File > Export",
"description": "Export mesh to PlayStation SDK compatible RSD,PLY,MAT format",
"support": "COMMUNITY",
"category": "Import-Export"
}
class ExportRSD(bpy.types.Operator, ExportHelper):
bl_idname = "export_mesh.rsd";
bl_label = "Export RSD,PLY,MAT";
filename_ext = ".rsd";
filter_glob = StringProperty(default="*.rsd;*.ply;*.mat", options={'HIDDEN'})
# Export options
exp_applyModifiers = BoolProperty(
name="Apply Modifiers",
description="Apply modifiers to the exported mesh.",
default=True,
)
exp_coloredTexPolys = BoolProperty(
name="Colored Textured Polygons",
description="Export all textured faces as vertex colored, "
"light source calculation on such faces will be "
"disabled however due to libgs limitations.",
default=False,
)
exp_scaleFactor = FloatProperty(
name="Scale Factor",
description="Scale factor of exported mesh.",
min=0.01, max=1000.0,
default=1.0,
)
def execute(self, context):
bl_idname = "export_mesh.rsd";
bl_label = "Export RSD";
# Trivia: bpy.path.ensure_ext got borked in newer versions of Blender due to a 'fix' introduced in
# Thu Sep 3 13:09:16 2015 +0200 so I had to use this messy trick to get extensions to work properly
#
# Said 'bugfix' addresses the issue in bpy.path.ensure_ext with extensions with double periods (such as .tar.gz)
# but it also breaks its intended function of adding or replacing an existing file extension with the specified
# extension. This 'bugfix' still persists in 2.76b and no one but I (lameguy64) seems to notice this problem
# probably because I'm the only one making export plugins that output more than one file in different extensions
# so I doubt this will ever get fixed.
filepath = self.filepath
filepath = filepath.replace(self.filename_ext, "") # Quick fix to get around the aforementioned 'bugfix'
rsd_filepath = bpy.path.ensure_ext(filepath, self.filename_ext)
ply_filepath = bpy.path.ensure_ext(filepath, '.ply')
mat_filepath = bpy.path.ensure_ext(filepath, '.mat')
# Get object context
obj = context.object
# Get mesh
mesh = obj.to_mesh(context.scene, self.exp_applyModifiers, 'PREVIEW')
if not mesh.tessfaces and mesh.polygons:
mesh.calc_tessface()
# Write PLY file
with open(ply_filepath, "w") as f:
f.write("@PLY940102\n")
f.write("%d %d %d\n" % (len(mesh.vertices), (len(mesh.vertices)+len(mesh.polygons)), len(mesh.tessfaces)))
# Write vertices
f.write("# Vertices\n")
for v in mesh.vertices:
f.write("%E %E %E\n" % (v.co.x, -v.co.z, v.co.y))
# Write normals
f.write("# Normals\n")
f.write("# Smooth normals begin here\n")
for v in mesh.vertices:
f.write("%E %E %E\n" % (v.normal.x, -v.normal.z, v.normal.y))
f.write("# Flat normals begin here\n")
flatnorms_start = len(mesh.vertices)
for p in mesh.tessfaces:
f.write("%E %E %E\n" % (p.normal.x, -p.normal.z, p.normal.y))
# Write polygons
f.write("# Polygon\n")
for i,p in enumerate(mesh.tessfaces):
# Write vertex indices
if (len(p.vertices) == 3):
f.write("0 %d %d %d 0 " % (p.vertices[0], p.vertices[2], p.vertices[1]))
elif (len(p.vertices) == 4):
f.write("1 %d %d %d %d " % (p.vertices[3], p.vertices[2], p.vertices[0], p.vertices[1]))
# Write normal indices and shading mode
if p.use_smooth:
if (len(p.vertices) == 3):
f.write("%d %d %d 0" % (p.vertices[0], p.vertices[2], p.vertices[1]))
elif (len(p.vertices) == 4):
f.write("%d %d %d %d" % (p.vertices[3], p.vertices[2], p.vertices[0], p.vertices[1]))
else:
n = flatnorms_start+i
if (len(p.vertices) == 3):
f.write("%d %d %d 0" % (n, n, n))
elif (len(p.vertices) == 4):
f.write("%d %d %d %d" % (n, n, n, n))
f.write("\n")
# Write MAT file
with open(mat_filepath, "w") as f:
f.write("@MAT940801\n")
f.write("%d\n" % len(mesh.tessfaces))
# Get textures
mesh_uvs = mesh.tessface_uv_textures.active
if mesh_uvs is not None:
mesh_uvs = mesh_uvs.data
# Scan through all faces for assigned textures
if mesh_uvs is not None:
tex_table = []
tex_files = []
for uv in mesh_uvs:
if uv.image is not None:
addTex = True
texFileName = bpy.path.display_name_from_filepath(uv.image.filepath)
if len(tex_files)>0:
for c,t in enumerate(tex_files):
if t == texFileName:
tex_table.append(c+1)
addTex = False
break
if addTex:
tex_files.append(texFileName)
tex_table.append(len(tex_files))
else:
tex_table.append(0)
else:
tex_table = None
tex_files = None
if mesh.vertex_colors:
mesh_cols = mesh.tessface_vertex_colors.active.data
else:
mesh_cols = None
for i,p in enumerate(mesh.tessfaces):
f.write("%d\t 0 " % i)
# Set flat or gouraud
if p.use_smooth:
f.write("G ")
else:
f.write("F ")
# So that vertex colors will be correct for textured polys
if tex_table is not None:
if (tex_table[i] > 0):
color_mul = 128.0
pol_textured = True
else:
color_mul = 255.0
pol_textured = False
else:
color_mul = 255.0
pol_textured = False
# Check if polygon is flat or gouraud shaded
if mesh_cols is not None:
col = mesh_cols[i]
col = col.color1[:], col.color2[:], col.color3[:], col.color4[:]
# Check if polygon is flat shaded
if (col[0] == col[1]) and (col[1] == col[2]) and (col[2] == col[0]):
# is flat...
pol_gouraud = False
else:
# is gouraud...
pol_gouraud = True
else:
pol_gouraud = False
# Write texture coordinates
if pol_textured:
if self.exp_coloredTexPolys:
if pol_gouraud:
f.write("H ")
else:
f.write("D ")
else:
f.write("T ")
f.write("%d " % (tex_table[i]-1));
if (len(p.vertices) == 3):
uv = (mesh_uvs[i].uv1,
mesh_uvs[i].uv3,
mesh_uvs[i].uv2,
)
elif (len(p.vertices) == 4):
uv = (mesh_uvs[i].uv4,
mesh_uvs[i].uv3,
mesh_uvs[i].uv1,
mesh_uvs[i].uv2
)
tex_w = mesh_uvs[i].image.size[0]-0.85
tex_h = mesh_uvs[i].image.size[1]-0.85
for j,c in enumerate(p.vertices):
f.write("%d %d " % (round(tex_w*uv[j].x), round(tex_h-(tex_h*uv[j].y))))
if (len(p.vertices) == 3):
f.write("0 0 ")
else:
if pol_gouraud:
f.write("G ")
else:
f.write("C ")
# Write vertex colors
if mesh_cols is not None:
if (self.exp_coloredTexPolys) or (pol_textured == False):
if (pol_gouraud):
if (len(p.vertices) == 4):
index_tab = [ 3, 2, 0, 1 ]
else:
index_tab = [ 0, 2, 1 ]
for j,c in enumerate(p.vertices):
color = col[index_tab[j]]
color = (int(color[0]*color_mul), int(color[1]*color_mul), int(color[2]*color_mul))
f.write("%d %d %d " % (color[0], color[1], color[2]))
else:
color = col[0]
color = (int(color[0]*color_mul),
int(color[1]*color_mul),
int(color[2]*color_mul),
)
f.write("%d %d %d " % color[:])
else:
f.write("%d %d %d " % (color_mul, color_mul, color_mul))
f.write("\n")
# Write RSD file
with open(rsd_filepath, "w") as f:
f.write("@RSD940102\n")
f.write("PLY=%s\n" % bpy.path.basename(ply_filepath))
f.write("MAT=%s\n" % bpy.path.basename(mat_filepath))
# Write texture files
if tex_files is not None:
f.write("NTEX=%d\n" % len(tex_files))
for i,n in enumerate(tex_files):
f.write("TEX[%d]=%s\n" % (i, bpy.path.ensure_ext(n, '.tim')))
else:
f.write("NTEX=0\n")
f.close()
return {'FINISHED'};
# For registering to Blender menus
def menu_func(self, context):
self.layout.operator(ExportRSD.bl_idname, text="PlayStation RSD (.rsd,.ply,.mat)");
def register():
bpy.utils.register_module(__name__);
bpy.types.INFO_MT_file_export.append(menu_func);
def unregister():
bpy.utils.unregister_module(__name__);
bpy.types.INFO_MT_file_export.remove(menu_func);
if __name__ == "__main__":
register()