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
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from math import degrees, floor, cos, sin
from mathutils import Vector
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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])
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scale = 65
f = open(os.path.normpath(self.filepath),"w+")
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# write BODY struct def
f.write("typedef struct {\n" +
"\tVECTOR position;\n" +
"\tSVECTOR velocity;\n" +
"\tint mass;\n" +
"\tVECTOR min; \n" +
"\tVECTOR max; \n" +
"\t} BODY;\n\n")
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# VERTEX ANIM struct
f.write("typedef struct { \n" +
"\tint nframes; // number of frames e.g 20\n" +
"\tint nvert; // number of vertices e.g 21\n" +
"\tSVECTOR data[]; // vertex pos as SVECTORs e.g 20 * 21 SVECTORS\n" +
"\t} VANIM;\n\n")
# MESH struct
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f.write("typedef struct { \n"+
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"\tTMESH * tmesh;\n" +
"\tint * index;\n" +
"\tTIM_IMAGE * tim; \n" +
"\tu_long * tim_data;\n"+
"\tMATRIX * mat;\n" +
"\tVECTOR * pos;\n" +
"\tSVECTOR * rot;\n" +
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"\tshort * isRigidBody;\n" +
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"\tshort * isPrism;\n" +
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"\tshort * isAnim;\n" +
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"\tlong * p;\n" +
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"\tBODY * body;\n" +
"\tVANIM * anim;\n" +
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"\t} MESH;\n\n")
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# CAM POSITION struct
f.write("typedef struct {\n" +
"\tVECTOR pos;\n" +
"\tSVECTOR rot;\n" +
"\t} CAMPOS;\n\n" +
"\n// Blender cam ~= PSX cam with these settings : TV NTSC 4:3, Cam focal length : 100° ( 13.43 mm ))\n")
# CAM PATH struct
f.write("typedef struct {\n" +
"\tshort len, cursor;\n" +
"\tVECTOR points[];\n" +
"\t} CAMPATH;\n\n")
camPathPoints = []
# set camera position and rotation in the scene
for o in range(len(bpy.data.objects)):
if bpy.data.objects[o].type == 'CAMERA':
f.write("CAMPOS camStartPos = {\n" +
"\t{" + str(round(-bpy.data.objects[o].location.x * scale)) + "," + str(round(bpy.data.objects[o].location.z * scale)) + "," +str(round(-bpy.data.objects[o].location.y * scale)) + "},\n" +
"\t{" + str(round(-(degrees(bpy.data.objects[o].rotation_euler.x)-90)/360 * 4096)) + "," + str(round(degrees(bpy.data.objects[o].rotation_euler.z)/360 * 4096)) + "," + str(round(-(degrees(bpy.data.objects[o].rotation_euler.y))/360 * 4096)) + "},\n" +
"};\n\n")
# find camStart and camEnd empties for camera trajectory
if bpy.data.objects[o].type == 'EMPTY' :
if bpy.data.objects[o].name.startswith("camPath"):
camPathPoints.append(bpy.data.objects[o].name)
if camPathPoints:
# ~ camPathPoints = list(reversed(camPathPoints))
for p in range(len(camPathPoints)):
if p == 0:
f.write("CAMPATH camPath = {\n" +
"\t" + str(len(camPathPoints)) + ",\n" +
"\t0,\n" +
"\t{\n")
f.write("\t\t{" + str(round(-bpy.data.objects[camPathPoints[p]].location.x * scale)) + "," + str(round(bpy.data.objects[camPathPoints[p]].location.z * scale)) + "," +str(round(-bpy.data.objects[camPathPoints[p]].location.y * scale)) + "}")
if p != len(camPathPoints) - 1:
f.write(",\n")
f.write("\n\t}\n};\n\n")
# Lights : max 3 sunlamp, no space coords
# LLM : Local Light Matrix
if len(bpy.data.lamps) is not None:
# ~ f.write( "static MATRIX lgtmat = {\n" +
# ~ "\t 4096, 4096, 4096,\n" +
# ~ "\t -4096, 4096, 4096,\n" +
# ~ "\t -4096, 4096, -4096\n" +
# ~ "};\n")
cnt = 0
pad = 3 - len(bpy.data.lamps)
f.write( "static MATRIX lgtmat = {\n")
for l in range(len(bpy.data.lamps)):
## intensity
energy = int(bpy.data.lamps[l].energy * 4096)
# Euler based
# get a direction vector from world matrix
lightdir = bpy.data.objects[bpy.data.lamps[l].name].matrix_world * Vector((0,0,-1,0))
f.write(
"\t" + str(int(lightdir.x * energy)) + "," +
"\t" + str(int(-lightdir.z * energy)) + "," +
"\t" + str(int(lightdir.y * energy))
)
if l != len(bpy.data.lamps) - 1:
f.write(",\n")
if pad:
while cnt < pad:
f.write("\t0,0,0")
if cnt != 1:
f.write(",\n")
cnt += 1
f.write("\n\t};\n\n")
# LCM : Local Color Matrix
f.write( "static MATRIX cmat = {\n")
LCM = []
for l in bpy.data.lamps:
LCM.append(str(int(l.color.r * 4096) if l.color.r else 0))
LCM.append(str(int(l.color.g * 4096) if l.color.g else 0))
LCM.append(str(int(l.color.b * 4096) if l.color.b else 0))
if len(LCM) < 9:
while len(LCM) < 9:
LCM.append('0')
f.write(
"\t" + LCM[0] + "," + LCM[3] + "," + LCM[6] + ",\n" +
"\t" + LCM[1] + "," + LCM[4] + "," + LCM[7] + ",\n" +
"\t" + LCM[2] + "," + LCM[5] + "," + LCM[8] + "\n" )
f.write("\t};\n\n")
for m in bpy.data.meshes:
# Write vertices vectors
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# AABB : Store vertices coordinates by axis
Xvals = []
Yvals = []
Zvals = []
# remove '.' from mesh name
cleanName = m.name.replace('.','_')
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f.write("SVECTOR "+"model"+cleanName+"_mesh[] = {\n")
for i in range(len(m.vertices)):
v = m.vertices[i].co
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# AABB : append vertices coords by axis
Xvals.append(v.x)
Yvals.append(v.y)
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Zvals.append(-v.z)
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f.write("\t{"+str(round(v.x*scale))+","+str(round(-v.z*scale)) + "," + str(round(v.y*scale)) +"}")
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if i != len(m.vertices) - 1:
f.write(",")
f.write("\n")
f.write("};\n\n")
# Write normals vectors
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f.write("SVECTOR "+"model"+cleanName+"_normal[] = {\n")
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for i in range(len(m.vertices)):
poly = m.vertices[i]
f.write("\t"+str(round(-poly.normal.x * 4096))+","+str(round(poly.normal.z * 4096))+","+str(round(-poly.normal.y * 4096))+",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 len(m.uv_textures) != 0:
for t in range(len(m.uv_textures)):
if m.uv_textures[t].data[0].image != None:
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f.write("SVECTOR "+"model"+cleanName+"_uv[] = {\n")
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texture_image = m.uv_textures[t].data[0].image
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
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f.write("\t"+str(max(0, min( round(ux) , 255 )))+","+str(max(0, min(round(tex_height - uy) , 255 )))+", 0, 0") # Clamp values to 0-255 to avoid tpage overflow
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if i != len(uv_layer) - 1:
f.write(",")
f.write("\n")
f.write("};\n\n")
# Write vertex colors vectors
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f.write("CVECTOR "+"model"+cleanName+"_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
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f.write("int "+"model"+cleanName+"_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")
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# get custom properties isRigidBody, isPrism, isAnim
chkProp = {
'isAnim':0,
'isRigidBody':0,
'isPrism':0,
'mass':1000
}
for prop in chkProp:
if m.get(prop) is not None:
chkProp[prop] = m[prop]
# write vertex anim if isAnim != 0 # https://stackoverflow.com/questions/9138637/vertex-animation-exporter-for-blender
if m.get("isAnim") is not None and m["isAnim"] != 0:
#write vertex pos
o = bpy.data.objects[m.name]
frame_start = bpy.context.scene.frame_start
frame_end = bpy.context.scene.frame_end
nFrame = frame_end - frame_start
# ~ f.write("int "+"model"+cleanName+"_anim_nframes = " + str(nFrame) + ";\n")
# ~ f.write("int "+"model"+cleanName+"_anim_nvert = {" + str(len(nm.vertices)) + "};")
# ~ f.write("SVECTOR "+"model"+cleanName+"_anim_data[")
c = 0;
tmp_meshes = []
for i in range(frame_start - 1, frame_end):
bpy.context.scene.frame_set(i)
bpy.context.scene.update()
nm = o.to_mesh(bpy.context.scene, True, 'PREVIEW')
# ~ f.write(str(len(nm.vertices)))
if i == 0 :
f.write("VANIM modelCylindre_anim = {\n" +
"\t" + str(nFrame) + ",\n" +
"\t" + str(len(nm.vertices)) + ",\n" +
"\t{\n"
)
for v in range(len(nm.vertices)):
if v == 0:
# ~ f.write("{\n")
f.write("\t\t//Frame %d\n" % i)
f.write("\t\t{ " + str(round(nm.vertices[v].co.x*scale)) + "," + str(round(-nm.vertices[v].co.z*scale)) + "," + str(round(nm.vertices[v].co.y*scale)) + " }")
if c != len(nm.vertices) * (nFrame + 1) * 3 - 3:
f.write(",\n")
if v == len(nm.vertices) - 1:
f.write("\n")
c += 3;
# ~ if i != (frame_end - frame_start):
# ~ f.write(",")
tmp_meshes.append(nm)
# ~ tmp_meshes.remove(nm)
f.write("\n\t}\n};\n\n")
for nm in tmp_meshes:
# ~ f.write(str(nm))
bpy.data.meshes.remove(nm)
#Stuff # ~ bpy.data.objects[bpy.data.meshes[0].name].active_shape_key.value : access shape_key
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#write object matrix, rot and pos vectors
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f.write("MATRIX model"+cleanName+"_matrix = {0};\n" +
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"VECTOR model"+cleanName+"_pos = {"+ str(round(bpy.data.objects[m.name].location.x * scale)) + "," + str(round(-bpy.data.objects[m.name].location.z * scale)) + "," + str(round(bpy.data.objects[m.name].location.y * scale)) + ", 0};\n" +
"SVECTOR model"+cleanName+"_rot = {"+ str(round(degrees(bpy.data.objects[m.name].rotation_euler.x)/360 * 4096)) + "," + str(round(degrees(-bpy.data.objects[m.name].rotation_euler.z)/360 * 4096)) + "," + str(round(degrees(bpy.data.objects[m.name].rotation_euler.y)/360 * 4096)) + "};\n" +
"short model"+cleanName+"_isRigidBody =" + str(int(chkProp['isRigidBody'])) + ";\n" +
"short model"+cleanName+"_isPrism =" + str(int(chkProp['isPrism'])) + ";\n" +
"short model"+cleanName+"_isAnim =" + str(int(chkProp['isAnim'])) + ";\n" +
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"long model"+cleanName+"_p = 0;\n" +
"BODY model"+cleanName+"_body = {\n" +
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"\t" + str(round(bpy.data.objects[m.name].location.x * scale)) + "," + str(round(-bpy.data.objects[m.name].location.z * scale)) + "," + str(round(bpy.data.objects[m.name].location.y * scale)) + ", 0,\n" +
"\t"+ str(round(degrees(bpy.data.objects[m.name].rotation_euler.x)/360 * 4096)) + "," + str(round(degrees(-bpy.data.objects[m.name].rotation_euler.z)/360 * 4096)) + "," + str(round(degrees(bpy.data.objects[m.name].rotation_euler.y)/360 * 4096)) + ", 0,\n" +
"\t" + str(int(chkProp['mass'])) + ",\n" +
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# write min and max values of AABBs on each axis
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"\t" + str(round(min(Xvals) * scale)) + "," + str(round(min(Zvals) * scale)) + "," + str(round(min(Yvals) * scale)) + ", 0,\n" +
"\t" + str(round(max(Xvals) * scale)) + "," + str(round(max(Zvals) * scale)) + "," + str(round(max(Yvals) * scale)) + ", 0,\n" +
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"\t};\n\n")
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# Write TMESH struct
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f.write("TMESH "+"model"+cleanName+" = {\n")
f.write("\t"+"model"+cleanName+"_mesh, \n")
f.write("\t"+"model"+cleanName+"_normal,\n")
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if len(m.uv_textures) != 0:
for t in range(len(m.uv_textures)):
if m.uv_textures[0].data[0].image != None:
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f.write("\t"+"model"+cleanName+"_uv,\n")
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else:
f.write("\t0,\n")
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f.write("\t"+"model"+cleanName+"_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:
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if len(m.uv_textures) != 0:
for t in range(len(m.uv_textures)):
if m.uv_textures[0].data[0].image != None:
tex_name = texture_image.name
prefix = str.partition(tex_name, ".")[0].replace('-','_')
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"+cleanName+" = {\n")
f.write("\t&model"+ cleanName +",\n")
f.write("\tmodel" + cleanName + "_index,\n")
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if len(m.uv_textures) != 0:
for t in range(len(m.uv_textures)):
if m.uv_textures[0].data[0].image != None:
f.write("\t&tim_"+ prefix + ",\n")
f.write("\t_binary_TIM_" + prefix + "_tim_start,\n")
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else:
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f.write("\t0,\n" +
"\t0,\n")
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f.write("\t&model"+cleanName+"_matrix,\n" +
"\t&model"+cleanName+"_pos,\n" +
"\t&model"+cleanName+"_rot,\n" +
"\t&model"+cleanName+"_isRigidBody,\n" +
"\t&model"+cleanName+"_isPrism,\n" +
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"\t&model"+cleanName+"_isAnim,\n" +
"\t&model"+cleanName+"_p,\n" +
"\t&model"+cleanName+"_body")
if m.get("isAnim") is not None and m["isAnim"] != 0:
f.write(",\n\t&model"+cleanName+"_anim\n")
else:
f.write("\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)):
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f.write("\t&mesh" + bpy.data.meshes[k].name.replace('.','_'))
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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()