blender_io_export_psx_mesh/io_export_psx_tmesh.py

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import os
import bpy
bl_info = {
"name": "PSX TMesh exporter",
"author": "Schnappy, TheDukeOfZill",
"blender": (2,7,9),
"version": (0,0,2),
"location": "File > Import-Export",
"description": "Export psx data format",
"category": "Import-Export"
}
import bpy
from bpy_extras.io_utils import ExportHelper
class ExportMyFormat(bpy.types.Operator, ExportHelper):
bl_idname = "export_psx.c";
bl_label = "PSX compatible format exporter";
bl_options = {'PRESET'};
filename_ext = ".c";
def execute(self, context):
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import bmesh
def triangulate_object(obj): # Stolen from here : https://blender.stackexchange.com/questions/45698/triangulate-mesh-in-python/45722#45722
me = obj.data
# Get a BMesh representation
bm = bmesh.new()
bm.from_mesh(me)
bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method=0, ngon_method=0)
# Finish up, write the bmesh back to the mesh
bm.to_mesh(me)
bm.free()
# Leave edit mode to avoid errors
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bpy.ops.object.mode_set(mode='OBJECT')
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# triangulate objects of type mesh
for m in range(len(bpy.data.objects)):
if bpy.data.objects[m].type == 'MESH':
triangulate_object(bpy.data.objects[m])
scale = 120
f = open(os.path.normpath(self.filepath),"w+")
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# write typedef struct
f.write("typedef struct { \n"+
"\tTMESH * tmesh;\n" +
"\tint * index;\n" +
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"\tTIM_IMAGE * tim; \n" +
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"\tu_long * tim_data;\n"
"\t} MESH;\n\n")
for m in bpy.data.meshes:
# Write vertices vectors
f.write("SVECTOR "+"model"+m.name+"_mesh[] = {\n")
for i in range(len(m.vertices)):
v = m.vertices[i].co
f.write("\t{"+str(v.x*scale)+","+str(v.y*scale)+","+str(v.z*scale)+"}")
if i != len(m.vertices) - 1:
f.write(",")
f.write("\n")
f.write("};\n\n")
# Write normals vectors
f.write("SVECTOR "+"model"+m.name+"_normal[] = {\n")
for i in range(len(m.polygons)):
poly = m.polygons[i]
f.write("\t"+str(poly.normal.x)+","+str(poly.normal.y)+","+str(poly.normal.z)+",0")
if i != len(m.polygons) - 1:
f.write(",")
f.write("\n")
f.write("};\n\n")
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# Write UVs vectors if a texture exists
# get name of texture image https://docs.blender.org/api/2.79b/bpy.types.Image.html#bpy.types.Image
# bpy.context.active_object.data.uv_textures.active.data[0].image.name
# bpy.context.active_object.data.uv_textures.active.data[0].image.filepath
# bpy.context.active_object.data.uv_textures.active.data[0].image.filepath_from_user()
#
# get image size x, y
# print(bpy.data.meshes[0].uv_textures[0].data[0].image.size[0]) # x
# print(bpy.data.meshes[0].uv_textures[0].data[0].image.size[1]) # y
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if m.uv_textures[0].data[0].image != None:
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f.write("SVECTOR "+"model"+m.name+"_uv[] = {\n")
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texture_image = m.uv_textures[0].data[0].image
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tex_width = texture_image.size[0]
tex_height = texture_image.size[1]
uv_layer = m.uv_layers[0].data
for i in range(len(uv_layer)):
u = uv_layer[i].uv
ux = u.x * tex_width
uy = u.y * tex_height
f.write("\t"+str(ux)+","+str(tex_height - uy)+", 0, 0")
if i != len(uv_layer) - 1:
f.write(",")
f.write("\n")
f.write("};\n\n")
# Write vertex colors vectors
f.write("CVECTOR "+"model"+m.name+"_color[] = {\n")
# If vertex colors exist, use them
if len(m.vertex_colors) != 0:
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colors = m.vertex_colors[0].data
for i in range(len(colors)):
f.write("\t"+str(int(colors[i].color.r*255))+","+str(int(colors[i].color.g*255))+","+str(int(colors[i].color.b*255))+", 0")
if i != len(colors) - 1:
f.write(",")
f.write("\n")
# If no vertex colors, default to 2 whites, 1 grey
else:
for i in range(len(m.polygons) * 3):
if i % 3 == 0:
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f.write("\t80,80,80,0") # Let's add a bit more relief with a shade of grey
else:
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f.write("\t128,128,128,0")
if i != (len(m.polygons) * 3) - 1:
f.write(",")
f.write("\n")
f.write("};\n\n")
# Write polygons index
f.write("int "+"model"+m.name+"_index[] = {\n")
for i in range(len(m.polygons)):
poly = m.polygons[i]
f.write("\t"+str(poly.vertices[0])+","+str(poly.vertices[1])+","+str(poly.vertices[2]))
if i != len(m.polygons) - 1:
f.write(",")
f.write("\n")
f.write("};\n\n")
# Write TMESH struct
f.write("TMESH "+"model"+m.name+" = {\n")
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f.write("\t"+"model"+m.name+"_mesh, \n")
f.write("\t"+"model"+m.name+"_normal,\n")
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if m.uv_textures[0].data[0].image != None:
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f.write("\t"+"model"+m.name+"_uv,\n")
else:
f.write("\t0,\n")
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f.write("\t"+"model"+m.name+"_color, \n")
# According to libgte.h, TMESH.len should be # of vertices. Meh...
f.write("\t"+str(len(m.polygons))+"\n")
f.write("};\n\n")
# write texture binary name and declare TIM_IMAGE
# by default, load the file from the TIM folder
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# ~ if len(m.uv_textures) != 0:
if m.uv_textures[0].data[0].image != None:
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tex_name = texture_image.name
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prefix = str.partition(tex_name, ".")[0].replace('-','_')
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f.write("extern unsigned long "+"_binary_TIM_" + prefix + "_tim_start[];\n")
f.write("extern unsigned long "+"_binary_TIM_" + prefix + "_tim_end[];\n")
f.write("extern unsigned long "+"_binary_TIM_" + prefix + "_tim_length;\n\n")
f.write("TIM_IMAGE tim_" + prefix + ";\n\n")
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f.write("MESH mesh"+m.name+" = {\n")
f.write("\t&model"+ m.name +",\n")
f.write("\tmodel" + m.name + "_index,\n")
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if m.uv_textures[0].data[0].image != None:
f.write("\t&tim_"+ prefix + ",\n")
f.write("\t_binary_TIM_" + prefix + "_tim_start\n")
else:
f.write("0,\n" +
"0,\n")
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f.write("};\n\n")
f.write("MESH * meshes[" + str(len(bpy.data.meshes)) + "] = {\n")
for k in range(len(bpy.data.meshes)):
f.write("\t&mesh" + bpy.data.meshes[k].name)
if k != len(bpy.data.meshes) - 1:
f.write(",\n")
f.write("\n}; \n")
f.close()
return {'FINISHED'};
def menu_func(self, context):
self.layout.operator(ExportMyFormat.bl_idname, text="PSX Format(.c)");
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()