blender_io_export_psx_mesh/io_export_psx_tmesh.py

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# bpy. app. debug = True
bl_info = {
"name": "PSX TMesh exporter",
"author": "Schnappy, TheDukeOfZill",
"blender": (2,7,9),
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"version": (0,0,4),
"location": "File > Import-Export",
"description": "Export psx data format",
"category": "Import-Export"
}
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import os
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import bpy
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import bmesh
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import unicodedata
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import subprocess
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from math import radians, degrees, floor, cos, sin, sqrt, ceil
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from mathutils import Vector
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from collections import defaultdict
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from bpy.props import (CollectionProperty,
StringProperty,
BoolProperty,
EnumProperty,
FloatProperty,
IntProperty
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)
from bpy_extras.io_utils import (ExportHelper,
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axis_conversion)
from bpy_extras.object_utils import world_to_camera_view
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from re import sub
class ExportMyFormat(bpy.types.Operator, ExportHelper):
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bl_idname = "export_psx.c";
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bl_label = "PSX compatible scene exporter";
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bl_options = {'PRESET'};
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filename_ext = ".c";
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exp_Triangulate = BoolProperty(
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name="Triangulate meshes ( Destructive ! )",
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description="Triangulate meshes (destructive ! Do not use your original file)",
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default=False,
)
exp_Scale = FloatProperty(
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name="Scale",
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description="Scale of exported mesh.",
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min=1, max=1000,
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default=65,
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)
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exp_Precalc = BoolProperty(
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name="Use precalculated BGs",
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description="Render backgrounds and converts them to TIMs",
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default=False,
)
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# ~ exp_ShowPortals = BoolProperty(
# ~ name="Render Portals in precalculated BGs",
# ~ description="Useful for debugging",
# ~ default=False,
# ~ )
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exp_useIMforTIM = BoolProperty(
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name = "Use ImageMagick",
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description = "Use installed Image Magick's convert tool to convert PNGs to 8/4bpp",
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default = False
)
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exp_TIMbpp = BoolProperty(
name = "Use 4bpp TIMs",
description = "Converts rendered backgrounds to 4bpp TIMs instead of the default 8bpp",
default = False
)
exp_LvlNbr = IntProperty(
name="Level number",
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description="That number is used in the symbols name.",
min=1, max=10,
default=0,
)
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exp_expMode = BoolProperty(
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name="Use blend file directory for export",
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description="Files will be exported in the same folder as the blend file.",
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default=False,
)
exp_CustomTexFolder = StringProperty(
name = "Textures Dir",
description = "By default, the script looks for / saves textures in the ./TEX folder. You can tell it to use a different folder.",
default="TEX"
)
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def execute(self, context):
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### Globals declaration
global nextTpage, freeTpage
global nextClutSlot, freeClutSlot
global tpageY
global TIMbpp
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global timFolder
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### Functions
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def triangulate_object(obj):
# Triangulate an object's mesh
# Source : https://blender.stackexchange.com/questions/45698/triangulate-mesh-in-python/45722#45722
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me = obj.data
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# Get a BMesh representation
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bm = bmesh.new()
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bm.from_mesh(me)
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bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method=0, ngon_method=0)
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# Finish up, write the bmesh back to the mesh
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bm.to_mesh(me)
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bm.free()
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def CleanName(strName):
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# Removes specials characters, dots ans space from string
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name = strName.replace(' ','_')
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name = name.replace('.','_')
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name = unicodedata.normalize('NFKD',name).encode('ASCII', 'ignore').decode()
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return name
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def isInFrame(scene, cam, target):
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# Checks if an object is in view frame
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position = world_to_camera_view(scene, cam, target.location)
if (
(position.x < 0 or position.x > 1 ) or
(position.y < 0 or position.y > 1 ) or
(position.z < 0 )
) :
return False
else:
return True
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def isInPlane(plane, obj):
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# Checks if 'obj' has its coordinates contained between the plane's coordinate.
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# Obj is a dict
# If 'obj' is contained, returns 1.
# If 'obj' is partly contained, returns which side (S == 2, W == 4, N == 8, E == 6) it's overlapping.
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# If 'obj' is not contained in 'plane', returns 0.
if (
(plane.get('x1') <= obj.get('x1') and plane.get('x2') >= obj.get('x2') ) and
(plane.get('y1') <= obj.get('y1') and plane.get('y2') >= obj.get('y2') )
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):
return 1
# Overlap on the West side of the plane
if (
( plane.get('x1') >= obj.get('x1') and plane.get('x1') <= obj.get('x2') ) and
( plane.get('y1') <= obj.get('y2') and plane.get('y2') >= obj.get('y1') )
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):
return 4
# Overlap on the East side of the plane
if (
( plane.get('x2') <= obj.get('x2') and plane.get('x2') >= obj.get('x1') ) and
( plane.get('y1') <= obj.get('y2') and plane.get('y2') >= obj.get('y1') )
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):
return 6
# Overlap on the North side of the plane
if (
( plane.get('y2') <= obj.get('y2') and plane.get('y2') >= obj.get('y1') ) and
( plane.get('x1') <= obj.get('x1') and plane.get('x2') >= obj.get('x2') )
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):
return 8
# Overlap on the South side of the plane
if (
( plane.get('y1') >= obj.get('y1') and plane.get('y1') <= obj.get('y2') ) and
( plane.get('x1') <= obj.get('x1') and plane.get('x2') >= obj.get('x2') )
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):
return 2
else:
return 0
def getSepLine(plane, side):
# Construct the line used for BSP generation from 'plane' 's coordinates, on specified side (S, W, N, E)
# Returns an array of 3 values
if side == 'N':
return [ LvlPlanes[plane]['x1'], LvlPlanes[plane]['y2'], LvlPlanes[plane]['x2'], LvlPlanes[plane]['y2'] ]
if side == 'S':
return [ LvlPlanes[plane]['x1'], LvlPlanes[plane]['y1'], LvlPlanes[plane]['x2'], LvlPlanes[plane]['y1'] ]
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if side == 'W':
return [ LvlPlanes[plane]['x1'], LvlPlanes[plane]['y1'], LvlPlanes[plane]['x1'], LvlPlanes[plane]['y2'] ]
if side == 'E':
return [ LvlPlanes[plane]['x2'], LvlPlanes[plane]['y1'], LvlPlanes[plane]['x2'], LvlPlanes[plane]['y2'] ]
def checkLine(lineX1, lineY1 ,lineX2 ,lineY2, objX1, objY1, objX2, objY2):
# Returns wether object spanning from objXY1 to objXY2 is Back, Front, Same or Intersecting the line
# defined by points (lineXY1, lineXY2)
val1 = ( objX1 - lineX1 ) * ( lineY2-lineY1 ) - ( objY1 - lineY1 ) * ( lineX2 - lineX1 )
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# Rounding to avoid false positives
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val1 = round(val1, 4)
val2 = ( objX2 - lineX1 ) * ( lineY2-lineY1 ) - ( objY2 - lineY1 ) * ( lineX2 - lineX1 )
val2 = round(val2, 4)
if ( (val1 > 0) and (val2 > 0) ):
return "front"
elif ( (val1 < 0) and (val2 < 0) ):
return "back"
elif ( (val1 == 0) and (val2 == 0) ):
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return "connected"
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elif (
( (val1>0) and (val2==0) ) or
( (val1==0) and (val2>0) )
):
return "front"
elif (
( (val1<0) and (val2==0) ) or
( (val1==0) and (val2<0) )
):
return "back"
elif (
( (val1<0) and (val2>0) ) or
( (val1>0) and (val2<0) )
):
return "intersect"
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def objVertLtoW(target):
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# Converts an object's vertices coordinates from local to global
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worldPos = []
mw = target.matrix_world
mesh = bpy.data.meshes[ target.name ]
for vertex in mesh.vertices:
worldPos.append( mw * vertex.co * scale )
return worldPos
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def objVertWtoS(scene, cam, target, toScale = 1):
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# Converts an object's vertices coordinates from local to screen coordinates
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screenPos = []
# Get objects world matrix
mw = target.matrix_world
# Get object's mesh
mesh = bpy.data.meshes[ target.name ]
# For each vertex in mesh, get screen coordinates
for vertex in mesh.vertices:
# Get meshes world coordinates
screenPos.append( world_to_camera_view( scene, cam, ( mw * vertex.co ) ) )
if toScale:
# Get current scene rsolution
resX = scene.render.resolution_x
resY = scene.render.resolution_y
# Scale values
for vector in screenPos:
# ~ vector.x = int( resX * vector.x ) < 0 ? 0 : int( resX * vector.x ) > 320 ? 320 : int( resX * vector.x )
vector.x = max ( 0, min ( resX, int( resX * vector.x ) ) )
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vector.y = resY - max ( 0, min ( resY, int( resY * vector.y ) ) )
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vector.z = int( vector.z )
return screenPos
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def convertBGtoTIM( filePathWithExt, colors = 256, bpp = 8, timX = 640, timY = 0, clutX = 0, clutY = 480, transparency = 'alpha'):
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global timFolder
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# By default, converts a RGB to 8bpp, 256 colors indexed PNG, then to a 8bpp TIM image
filePathWithoutExt = filePathWithExt[ : filePathWithExt.rfind('.') ]
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fileBaseName = os.path.basename(filePathWithoutExt)
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# For windows users, add '.exe' to the command
exe = ""
if os.name == 'nt':
exe = ".exe"
# 8bpp TIM needs < 256 colors
if bpp == 8:
# Clamp number of colors to 256
colors = min( 256, colors )
elif bpp == 4:
# 4bpp TIM needs < 16 colors
# Clamp number of colors to 16
colors = min( 16, colors )
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if transparency == "alpha":
transpMethod = "-usealpha"
elif transparency == "black":
transpMethod = "-b"
elif transparency == "nonblack":
transpMethod = "-t"
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# Quantization of colors with pngquant ( https://pngquant.org/ )
subprocess.call( [ "pngquant" + exe, str( colors ), filePathWithExt, "-o", filePathWithExt, "--force" ] )
# Image magick's convert can be used alternatively ( https://imagemagick.org/ )
if self.exp_useIMforTIM :
# ImageMagick alternative
subprocess.call( [ "convert" + exe, filePathWithExt, "-colors", str( colors ), filePathWithExt ] )
# Convert to tim with img2tim ( https://github.com/Lameguy64/img2tim )
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subprocess.call( [ "img2tim" + exe, transpMethod, "-bpp", str( bpp ), "-org", str( timX ), str( timY ), "-plt" , str( clutX ), str( clutY ),"-o", timFolder + os.sep + fileBaseName + ".tim", filePathWithExt ] )
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def VramIsFull( size ):
# Returns True if not enough space in Vram for image
# Transpose bpp to bitshift value
global nextTpage, freeTpage
global nextClutSlot, freeClutSlot
global tpageY
if TIMbpp == 8:
shift = 1
elif TIMbpp == 4:
shift = 2
else:
shift = 0
# Get image width in vram
if not size:
imageWidth = size[0] >> shift
else:
imageWidth = size >> shift
# Divide by cell width ( 64 pixels )
imageWidthInTPage = ceil( imageWidth / 64 )
if ( tpageY == 0 and
nextTpage + ( imageWidthInTPage * 64 ) < 1024 and
freeTpage - imageWidthInTPage > 0
) :
return False
elif ( tpageY == 256 and
nextTpage + ( imageWidthInTPage * 64 ) < 960 and
freeTpage - imageWidthInTPage > 1
) :
return False
else:
return True
def setNextTimPos( image ):
# Sets nextTpage, freeTpage, tpageY, nextClutSlot, freeClutSlot to next free space in Vram
# Transpose bpp to bitshift value
global nextTpage, freeTpage
global nextClutSlot, freeClutSlot
global tpageY
if TIMbpp == 8:
shift = 1
elif TIMbpp == 4:
shift = 2
else:
shift = 0
# Get image width in vram
imageWidth = image.size[0] >> shift
# Divide by cell width ( 64 pixels )
imageWidthInTPage = ceil( imageWidth / 64 )
if ( tpageY == 0 and
nextTpage + ( imageWidthInTPage * 64 ) < 1024 and
freeTpage - imageWidthInTPage > 0
) :
nextTpage += imageWidthInTPage * 64
freeTpage -= imageWidthInTPage
nextClutSlot += 1
freeClutSlot -= 1
elif ( tpageY == 256 and
nextTpage + ( imageWidthInTPage * 64 ) < 960 and
freeTpage - imageWidthInTPage > 1
) :
nextTpage += imageWidthInTPage * 64
freeTpage -= imageWidthInTPage
nextClutSlot += 1
freeClutSlot -= 1
else:
tpageY = 256
nextTpage = 320
nextClutSlot += 1
freeClutSlot -= 1
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def linearToRGB(component):
# Convert linear Color in range 0.0-1.0 to range 0-255
# https://www.color.org/bgsrgb.pdf
a = 0.055
if component <= 0.0031308:
linear = component * 12.92
else:
linear = ( 1 + a ) * pow( component, 1 / 2.4 ) - a
return linear
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# Set rendering resolution to 320x240
bpy.context.scene.render.resolution_x = 320
bpy.context.scene.render.resolution_y = 240
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### VRam Layout
nextTpage = 320
nextClutSlot = 480
freeTpage = 21
freeClutSlot = 32
tpageY = 0
# Set TIMs default bpp value
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TIMbpp = 8
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TIMshift = 1
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if self.exp_TIMbpp:
TIMbpp = 4
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TIMshift = 2
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# Set context area to 3d view
previousAreaType = bpy.context.area.type
bpy.context.area.type="VIEW_3D"
# Leave edit mode to avoid errors
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bpy.ops.object.mode_set(mode='OBJECT')
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# If set, triangulate objects of type mesh
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if self.exp_Triangulate:
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for o in range(len(bpy.data.objects)):
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if bpy.data.objects[o].type == 'MESH':
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triangulate_object(bpy.data.objects[o])
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# Set Scale
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scale = self.exp_Scale
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# Get working directory path
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# ~ workFolder = os.path.dirname(bpy.path.abspath(bpy.data.filepath))
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# ~ if workFolder == "":
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# ~ workFolder = os.getcwd()
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# Get export directory path
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filepath = self.filepath
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if self.exp_expMode:
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filepath = bpy.data.filepath
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expFolder = os.path.dirname(bpy.path.abspath(filepath))
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# If the file wasn't saved before, expFolder will be empty. Default to current directory in that case
if expFolder == "":
expFolder = os.getcwd()
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# Get texture folder, default to ./TEX
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textureFolder = os.path.join( expFolder, "TEX")
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if self.exp_CustomTexFolder != "TEX":
textureFolder = os.path.join( expFolder, self.exp_CustomTexFolder)
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timFolder = os.path.join( expFolder, "TIM")
# If the TIM folder doesn't exist, create it
if not os.path.exists(timFolder):
os.mkdir(timFolder)
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### Export pre-calculated backgrounds and construct a list of visible objects for each camera angle
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camAngles = []
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defaultCam = 'NULL'
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# List of Rigid/Static bodies to ray a cast upon
rayTargets = []
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# If using precalculated BG, render and export them to ./TIM/
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if self.exp_Precalc:
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# Get BGs TIM size depending on mode
timSize = bpy.context.scene.render.resolution_x >> TIMshift
timSizeInCell = ceil( timSize / 64 )
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# Create folder if it doesn't exist
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# ~ os.makedirs(timFolder, exist_ok = 1)
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# Set file format config
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bpy.context.scene.render.image_settings.file_format = 'PNG'
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# ~ bpy.context.scene.render.image_settings.quality = 100
# ~ bpy.context.scene.render.image_settings.compression = 0
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bpy.context.scene.render.image_settings.color_depth = '8'
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bpy.context.scene.render.image_settings.color_mode = 'RGB'
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# Get active cam
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scene = bpy.context.scene
cam = scene.camera
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# Find default cam, and cameras in camPath
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for o in bpy.data.objects:
# If orphan, ignore
if o.users == 0:
continue
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if o.type == 'CAMERA' and o.data.get('isDefault'):
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defaultCam = o.name
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if o.type == 'CAMERA' and o.name.startswith("camPath"):
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filepath = textureFolder + os.sep
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filename = "bg_" + CleanName(o.name)
fileext = "." + str(bpy.context.scene.render.image_settings.file_format).lower()
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# Set camera as active
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bpy.context.scene.camera = o
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# Render and save image
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bpy.ops.render.render()
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bpy.data.images["Render Result"].save_render( filepath + filename + fileext )
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# Convert PNG to TIM
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if not VramIsFull( bpy.context.scene.render.resolution_x ):
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convertBGtoTIM( filepath + filename + fileext , bpp = TIMbpp, timX = nextTpage, timY = tpageY, clutY = nextClutSlot, transparency = "nonblack" )
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else:
tpageY = 256
nextTpage = 320
if not VramIsFull( bpy.context.scene.render.resolution_x ):
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convertBGtoTIM( filepath + filename + fileext , bpp = TIMbpp, timX = nextTpage, timY = tpageY, clutY = nextClutSlot, transparency = "nonblack" )
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# Add camera object to camAngles
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camAngles.append(o)
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# Notify layout change to vars
nextTpage += timSizeInCell * 64
freeTpage -= timSizeInCell
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nextClutSlot += 1
freeClutSlot -= 1
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### Start writing output files
# Stolen from Lameguy64 : https://github.com/Lameguy64/Blender-RSD-Plugin/blob/b3b6fd4475aed4ca38587ca83d34000f60b68a47/io_export_rsd.py#L68
filepath = self.filepath
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filepath = filepath.replace(self.filename_ext, "") # Quick fix to get around the aforementioned 'bugfix'
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# TODO : add option to export scenes as levels
# ~ if self.exp_UseScenesAsLevels:
# ~ fileName = cleanName(bpy.data.scenes[0].name)
# ~ else:
# We're writing a few files:
# - custom_types.h contains the 'engine' 's specific struct definitions
# - level.h contains the forward declaration of the level's variables
# - level.c contains the initialization and data of those variables
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# 'custom_types.h' goes in export folder
custom_types_h = expFolder + os.sep + 'custom_types.h'
# If export mode is set to Use blender file name
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# ~ if self.exp_expMode:
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# ~ fileName = bpy.path.basename(filepath)
# ~ filepath = self.filepath
# ~ folder = os.path.dirname(bpy.path.abspath(filepath))
# ~ levels_folder = folder + os.sep
# ~ else:
lvlNbr = self.exp_LvlNbr
fileName = 'level' + str( lvlNbr )
# Levels files go in ./levels/
# If ./levels does not exist, create it
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if not os.path.exists( expFolder + os.sep + 'levels'):
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os.mkdir( expFolder + os.sep + 'levels')
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levels_folder = expFolder + os.sep + 'levels' + os.sep
# TODO : dynamic filenaming
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level_h = levels_folder + fileName + '.h'
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level_c = levels_folder + fileName + '.c'
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### Custom types Header (custom_types.h)
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# Open file
h = open(os.path.normpath(custom_types_h),"w+")
2020-12-30 11:23:36 +01:00
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## Add C structures definitions
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h.write(
"#pragma once\n" +
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"#include <sys/types.h>\n" +
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"#include <libgte.h>\n" +
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"#include <libgpu.h>\n\n"
)
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# Partial declaration of structures to avoid inter-dependencies issues
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h.write("struct BODY;\n" +
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"struct VANIM;\n" +
"struct PRIM;\n" +
"struct MESH;\n" +
"struct CAMPOS;\n" +
"struct CAMPATH;\n" +
"struct CAMANGLE;\n" +
"struct SIBLINGS;\n" +
"struct CHILDREN;\n" +
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"struct NODE;\n" +
"struct QUAD;\n" +
"\n")
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# BODY
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h.write("typedef struct BODY {\n" +
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"\tVECTOR gForce;\n" +
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"\tVECTOR position;\n" +
"\tSVECTOR velocity;\n" +
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"\tint mass;\n" +
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"\tint invMass;\n" +
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"\tVECTOR min; \n" +
"\tVECTOR max; \n" +
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"\tint restitution; \n" +
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# ~ "\tstruct NODE * curNode; \n" +
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"\t} BODY;\n\n")
2021-03-12 12:13:08 +01:00
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# VANIM
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h.write("typedef struct VANIM { \n" +
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"\tint nframes; // number of frames e.g 20\n" +
"\tint nvert; // number of vertices e.g 21\n" +
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"\tint cursor; // anim cursor\n" +
"\tint lerpCursor; // anim cursor\n" +
"\tint dir; // playback direction (1 or -1)\n" +
"\tint interpolate; // use lerp to interpolate keyframes\n" +
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"\tSVECTOR data[]; // vertex pos as SVECTORs e.g 20 * 21 SVECTORS\n" +
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# ~ "\tSVECTOR normals[]; // vertex pos as SVECTORs e.g 20 * 21 SVECTORS\n" +
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"\t} VANIM;\n\n")
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# PRIM
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h.write("typedef struct PRIM {\n" +
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"\tVECTOR order;\n" +
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"\tint code; // Same as POL3/POL4 codes : Code (F3 = 1, FT3 = 2, G3 = 3,\n// GT3 = 4) Code (F4 = 5, FT4 = 6, G4 = 7, GT4 = 8)\n" +
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"\t} PRIM;\n\n")
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# MESH
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h.write("typedef struct MESH { \n"+
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"\tTMESH * tmesh;\n" +
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"\tPRIM * index;\n" +
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"\tTIM_IMAGE * tim; \n" +
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"\tunsigned long * tim_data;\n"+
"\tMATRIX mat;\n" +
"\tVECTOR pos;\n" +
"\tSVECTOR rot;\n" +
"\tshort isRigidBody;\n" +
"\tshort isStaticBody;\n" +
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"\tshort isRound;\n" +
"\tshort isPrism;\n" +
"\tshort isAnim;\n" +
"\tshort isActor;\n" +
"\tshort isLevel;\n" +
"\tshort isBG;\n" +
"\tshort isSprite;\n" +
"\tlong p;\n" +
"\tlong OTz;\n" +
"\tBODY * body;\n" +
"\tVANIM * anim;\n" +
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"\tstruct NODE * node;\n" +
"\tVECTOR pos2D;\n" +
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"\t} MESH;\n\n")
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#QUAD
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h.write("typedef struct QUAD {\n" +
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"\tVECTOR v0, v1;\n" +
"\tVECTOR v2, v3;\n" +
"\t} QUAD;\n\n")
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# CAMPOS
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h.write("typedef struct CAMPOS {\n" +
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"\tVECTOR pos;\n" +
"\tSVECTOR rot;\n" +
"\t} CAMPOS;\n\n" +
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"\n// Blender cam ~= PSX cam with these settings : \n" +
"// NTSC - 320x240, PAL 320x256, pixel ratio 1:1,\n" +
"// cam focal length : perspective 90° ( 16 mm ))\n" +
"// With a FOV of 1/2, camera focal length is ~= 16 mm / 90°\n" +
"// Lower values mean wider angle\n\n")
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# CAMANGLE
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h.write("typedef struct CAMANGLE {\n" +
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"\tCAMPOS * campos;\n" +
"\tTIM_IMAGE * BGtim;\n" +
"\tunsigned long * tim_data;\n" +
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"\tQUAD bw, fw;\n" +
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"\tint index;\n" +
"\tMESH * objects[];\n" +
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"\t} CAMANGLE;\n\n")
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# CAMPATH
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h.write("typedef struct CAMPATH {\n" +
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"\tshort len, cursor, pos;\n" +
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"\tVECTOR points[];\n" +
"\t} CAMPATH;\n\n")
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# SIBLINGS
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h.write("typedef struct SIBLINGS {\n" +
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"\tint index;\n" +
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"\tstruct NODE * list[];\n" +
"\t} SIBLINGS ;\n\n")
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2021-03-16 16:18:05 +01:00
# CHILDREN
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h.write("typedef struct CHILDREN {\n" +
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"\tint index;\n" +
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"\tMESH * list[];\n" +
"\t} CHILDREN ;\n\n")
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# NODE
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h.write("typedef struct NODE {\n" +
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"\tMESH * plane;\n" +
"\tSIBLINGS * siblings;\n" +
"\tCHILDREN * objects;\n" +
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"\tCHILDREN * rigidbodies;\n" +
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"\t} NODE;\n\n")
# LEVEL
h.write("typedef struct LEVEL {\n" +
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"\tCVECTOR * BGc;\n" +
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"\tVECTOR * BKc;\n" +
"\tMATRIX * cmat;\n" +
"\tMATRIX * lgtmat;\n" +
"\tMESH ** meshes;\n" +
"\tint * meshes_length;\n" +
"\tMESH * actorPtr;\n" +
"\tMESH * levelPtr;\n" +
"\tMESH * propPtr;\n" +
"\tCAMANGLE * camPtr;\n" +
"\tCAMPATH * camPath;\n" +
"\tCAMANGLE ** camAngles;\n" +
"\tNODE * curNode;\n" +
"\tMESH * meshPlan; // This one is temporary\n" +
"\t} LEVEL;\n")
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h.close()
## Level Data (level.c)
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# Store every variable name in a list so that we can populate the level.h file later
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level_symbols = []
level_symbols.append("LEVEL " + fileName)
f = open(os.path.normpath(level_c),"w+")
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f.write(
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'#include "' + fileName + '.h"\n\n' +
"NODE_DECLARATION\n"
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)
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## Horizon & Ambient color
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2021-06-24 20:41:44 +02:00
# Get world horizon colors
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BGr = str( round( linearToRGB( bpy.data.worlds[0].horizon_color.r ) * 255 ) )
BGg = str( round( linearToRGB( bpy.data.worlds[0].horizon_color.g ) * 255) )
BGb = str( round( linearToRGB( bpy.data.worlds[0].horizon_color.b ) * 255 ) )
f.write(
"CVECTOR " + fileName + "_BGc = { " + BGr + ", " + BGg + ", " + BGb + ", 0 };\n\n"
)
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level_symbols.append( "CVECTOR " + fileName + "_BGc" )
# Get ambient color
BKr = str( round( linearToRGB( bpy.data.worlds[0].ambient_color.r ) * 255 ) )
BKg = str( round( linearToRGB( bpy.data.worlds[0].ambient_color.g ) * 255) )
BKb = str( round( linearToRGB( bpy.data.worlds[0].ambient_color.b ) * 255 ) )
f.write(
"VECTOR " + fileName + "_BKc = { " + BKr + ", " + BKg + ", " + BKb + ", 0 };\n\n"
)
level_symbols.append( "VECTOR " + fileName + "_BKc" )
2021-06-23 16:18:44 +02:00
2021-03-12 13:06:21 +01:00
## Camera setup
# List of points defining the camera path
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camPathPoints = []
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# Define first mesh. Will be used as default if no properties are found in meshes
2021-02-19 18:00:42 +01:00
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first_mesh = CleanName( bpy.data.meshes[ 0 ].name )
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# Set camera position and rotation in the scene
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for o in range( len( bpy.data.objects ) ):
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# Add objects of type MESH with a Rigidbody or StaticBody flag set to a list
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if bpy.data.objects[ o ].type == 'MESH':
2021-03-25 10:50:54 +01:00
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if (
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bpy.data.objects[ o ].data.get('isRigidBody') or
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bpy.data.objects[ o ].data.get('isStaticBody')
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#or bpy.data.objects[o].data.get('isPortal')
):
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rayTargets.append(bpy.data.objects[o])
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# Set object of type CAMERA with isDefault flag as default camera
2021-03-23 14:33:38 +01:00
2021-03-01 20:05:38 +01:00
if bpy.data.objects[o].type == 'CAMERA' and bpy.data.objects[o].data.get('isDefault'):
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defaultCam = bpy.data.objects[o].name
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# Declare each blender camera as a CAMPOS
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if bpy.data.objects[o].type == 'CAMERA':
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f.write("CAMPOS " + fileName + "_camPos_" + CleanName( bpy.data.objects[ o ].name ) + " = {\n" +
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"\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" +
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"\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" +
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"};\n\n")
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level_symbols.append( "CAMPOS " + fileName + "_camPos_" + CleanName( bpy.data.objects[ o ].name ) )
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# Find camera path points and append them to camPathPoints[]
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if bpy.data.objects[o].type == 'CAMERA' :
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if ( bpy.data.objects[ o ].name.startswith( "camPath" )
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and not bpy.data.objects[ o ].data.get( 'exclude' )
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) :
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camPathPoints.append(bpy.data.objects[o].name)
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# Write the CAMPATH structure
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if camPathPoints:
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# Populate with points found above
2021-02-02 12:15:11 +01:00
# ~ camPathPoints = list(reversed(camPathPoints))
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for point in range(len(camPathPoints)):
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if point == 0:
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f.write("CAMPATH " + fileName + "_camPath = {\n" +
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"\t" + str( len( camPathPoints ) ) + ",\n" +
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"\t0,\n" +
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"\t0,\n" +
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"\t{\n")
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level_symbols.append( "CAMPATH " + fileName + "_camPath" )
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f.write( "\t\t{ " + str( round( -bpy.data.objects[ camPathPoints[ point ] ].location.x * scale ) ) +
"," + str( round( bpy.data.objects[ camPathPoints[ point ] ].location.z * scale ) ) +
"," + str( round( -bpy.data.objects[ camPathPoints[ point ] ].location.y * scale ) ) +
" }" )
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if point != len( camPathPoints ) - 1:
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f.write(",\n")
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f.write("\n\t}\n};\n\n")
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else:
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# If no camera path points are found, use default
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f.write("CAMPATH " + fileName + "_camPath = {\n" +
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"\t0,\n" +
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"\t0,\n" +
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2021-02-19 18:00:42 +01:00
"\t0\n" +
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"};\n\n" )
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level_symbols.append( "CAMPATH " + fileName + "_camPath" )
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## Lighting setup
# Light sources will be similar to Blender's sunlamp
# A maximum of 3 light sources will be used
# LLM : Local Light Matrix
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if len( bpy.data.lamps ) is not None:
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# ~ f.write( "static MATRIX lgtmat = {\n" +
# ~ "\t 4096, 4096, 4096,\n" +
# ~ "\t -4096, 4096, 4096,\n" +
# ~ "\t -4096, 4096, -4096\n" +
# ~ "};\n")
cnt = 0
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pad = 3 - len( bpy.data.lamps )
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f.write( "MATRIX " + fileName + "_lgtmat = {\n")
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for l in range(len(bpy.data.lamps)):
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# Lightsource energy
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energy = int( bpy.data.lamps[ l ].energy * 4096 )
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# Get lightsource's world orientation
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lightdir = bpy.data.objects[ bpy.data.lamps[ l ].name ].matrix_world * Vector( ( 0, 0, -1, 0 ) )
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f.write(
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"\t" + str( int( lightdir.x * energy ) ) + "," +
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"\t" + str( int( -lightdir.z * energy ) ) + "," +
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"\t" + str( int( lightdir.y * energy ) )
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)
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if l != len( bpy.data.lamps ) - 1:
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f.write(",\n")
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# If less than 3 light sources exist in blender, fill the matrix with 0s.
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if pad:
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f.write(",\n")
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while cnt < pad:
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f.write("\t0,0,0")
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if cnt != pad:
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f.write(",\n")
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cnt += 1
f.write("\n\t};\n\n")
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level_symbols.append( "MATRIX " + fileName + "_lgtmat" )
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# LCM : Local Color Matrix
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f.write( "MATRIX " + fileName + "_cmat = {\n")
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LCM = []
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for l in bpy.data.lamps:
# If orphan, get on with it
if l.users == 0:
continue
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LCM.append( str( int( l.color.r * 4096 ) if l.color.r else 0 ) )
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LCM.append( str( int( l.color.g * 4096 ) if l.color.g else 0 ) )
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LCM.append( str( int( l.color.b * 4096 ) if l.color.b else 0 ) )
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if len(LCM) < 9:
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while len(LCM) < 9:
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LCM.append('0')
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# Write LC matrix
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f.write(
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"\t" + LCM[ 0 ] + "," + LCM[ 3 ] + "," + LCM[ 6 ] + ",\n" +
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"\t" + LCM[ 1 ] + "," + LCM[ 4 ] + "," + LCM[ 7 ] + ",\n" +
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"\t" + LCM[ 2 ] + "," + LCM[ 5 ] + "," + LCM[ 8 ] + "\n" )
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f.write("\t};\n\n")
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level_symbols.append( "MATRIX " + fileName + "_cmat" )
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## Meshes
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actorPtr = first_mesh
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levelPtr = first_mesh
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propPtr = first_mesh
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nodePtr = first_mesh
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timList = []
for m in bpy.data.meshes:
# If orphan, ignore
if m.users == 0:
continue
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if not m.get('isPortal') :
# Store vertices coordinates by axis to find max/min coordinates
Xvals = []
Yvals = []
Zvals = []
cleanName = CleanName(m.name)
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# Write vertices vectors
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f.write( "SVECTOR " + fileName + "_model" + cleanName + "_mesh[] = {\n" )
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level_symbols.append( "SVECTOR " + "model" + cleanName + "_mesh[]" )
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for i in range( len( m.vertices ) ):
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v = m.vertices[ i ].co
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# Append vertex coords to lists
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Xvals.append( v.x )
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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")
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# Write normals vectors
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f.write("SVECTOR " + fileName + "_model"+cleanName+"_normal[] = {\n")
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level_symbols.append( "SVECTOR " + fileName + "_model"+cleanName+"_normal[]" )
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for i in range(len(m.vertices)):
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poly = m.vertices[i]
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f.write( "\t"+ str( round( -poly.normal.x * 4096 ) ) +
"," + str( round( poly.normal.z * 4096 ) ) +
"," + str( round( -poly.normal.y * 4096 ) ) + ", 0" )
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if i != len(m.vertices) - 1:
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f.write(",")
f.write("\n")
f.write("};\n\n")
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# Write UV textures coordinates
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if len(m.uv_textures) != None:
for t in range(len(m.uv_textures)):
if m.uv_textures[t].data[0].image != None:
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f.write("SVECTOR " + fileName + "_model"+cleanName+"_uv[] = {\n")
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level_symbols.append( "SVECTOR " + fileName + "_model" + cleanName + "_uv[]" )
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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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# Clamp values to 0-255 to avoid tpage overflow
f.write("\t" + str( max( 0, min( round( ux ) , 255 ) ) ) +
"," + str( max( 0, min( round( tex_height - uy ) , 255 ) ) ) +
", 0, 0" )
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if i != len(uv_layer) - 1:
f.write(",")
f.write("\n")
f.write("};\n\n")
# Save UV texture to a file in ./TIM
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# It will have to be converted to a tim file
2021-03-12 13:06:21 +01:00
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if texture_image.filepath == '':
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# ~ os.makedirs(dirpath, exist_ok = 1)
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texture_image.filepath_raw = textureFolder + os.sep + CleanName(texture_image.name) + "." + texture_image.file_format
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texture_image.save()
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# Write vertex colors vectors
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f.write("CVECTOR " + fileName + "_model" + cleanName + "_color[] = {\n" )
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level_symbols.append( "CVECTOR " + fileName + "_model" + cleanName + "_color[]" )
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# If vertex colors exist, use them
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if len(m.vertex_colors) != 0:
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colors = m.vertex_colors[0].data
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for i in range(len(colors)):
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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" )
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if i != len(colors) - 1:
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f.write(",")
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f.write("\n")
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# If no vertex colors, default to 2 whites, 1 grey
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else:
for i in range(len(m.polygons) * 3):
if i % 3 == 0:
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f.write("\t80, 80, 80, 0" )
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else:
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f.write("\t128, 128, 128, 0" )
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if i != (len(m.polygons) * 3) - 1:
f.write(",")
f.write("\n")
f.write("};\n\n")
# Write polygons index + type
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f.write( "PRIM " + fileName + "_model" + cleanName + "_index[] = {\n" )
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level_symbols.append( "PRIM " + fileName + "_model" + cleanName + "_index[]" )
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for i in range(len(m.polygons)):
poly = m.polygons[i]
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f.write( "\t" + str( poly.vertices[ 0 ] ) + "," + str( poly.vertices[ 1 ] ) + "," + str( poly.vertices[ 2 ] ) )
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if len(poly.vertices) > 3:
f.write("," + str(poly.vertices[3]) + ",8")
else:
f.write(",0,4")
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if i != len(m.polygons) - 1:
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f.write(",")
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2021-03-31 20:28:02 +02:00
f.write("\n")
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f.write("};\n\n")
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# Get object's custom properties
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# Set defaults values
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chkProp = {
'isAnim':0,
'isRigidBody':0,
'isStaticBody':0,
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'isRound':0,
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'isPrism':0,
'isActor':0,
'isLevel':0,
'isBG':0,
'isSprite':0,
'mass': 1,
'restitution': 0,
'lerp': 0
}
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# Get real values from object
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for prop in chkProp:
if m.get(prop) is not None:
chkProp[prop] = m[prop]
# put isBG back to 0 if using precalculated BGs
if not self.exp_Precalc:
chkProp['isBG'] = 0;
if m.get('isActor'):
actorPtr = m.name
if m.get('isLevel'):
levelPtr = cleanName
if m.get('isProp'):
propPtr = cleanName
## Vertex animation
# write vertex anim if isAnim != 0
# Source : https://stackoverflow.com/questions/9138637/vertex-animation-exporter-for-blender
if m.get("isAnim") is not None and m["isAnim"] != 0:
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# Write vertex pos
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o = bpy.data.objects[m.name]
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# If an action exists with the same name as the object, use that
if m.name in bpy.data.actions:
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frame_start = int(bpy.data.actions[m.name].frame_range[0])
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frame_end = int(bpy.data.actions[m.name].frame_range[1])
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else:
# Use scene's Start/End frames
frame_start = int( bpy.context.scene.frame_start )
frame_end = int( bpy.context.scene.frame_end )
nFrame = frame_end - frame_start
c = 0;
tmp_meshes = []
for i in range(frame_start, frame_end):
bpy.context.scene.frame_set(i)
bpy.context.scene.update()
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nm = o.to_mesh(bpy.context.scene, True, 'PREVIEW')
if i == frame_start :
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f.write("VANIM " + fileName + "_model"+cleanName+"_anim = {\n" +
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"\t" + str(nFrame) + ",\n" +
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"\t" + str(len(nm.vertices)) + ",\n" +
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"\t0,\n" +
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2021-03-31 20:28:02 +02:00
"\t0,\n" +
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2021-03-31 20:28:02 +02:00
"\t1,\n" +
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2021-03-31 20:28:02 +02:00
"\t" + str(chkProp['lerp']) + ",\n" +
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"\t{\n"
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)
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level_symbols.append( "VANIM " + fileName + "_model"+cleanName+"_anim" )
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for v in range(len(nm.vertices)):
if v == 0:
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f.write("\t\t//Frame %d\n" % i)
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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)) + " }")
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if c != len(nm.vertices) * (nFrame) * 3 - 3:
2021-03-12 13:06:21 +01:00
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f.write(",\n")
2021-03-12 13:06:21 +01:00
2021-03-31 20:28:02 +02:00
if v == len(nm.vertices) - 1:
2021-03-12 13:06:21 +01:00
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f.write("\n")
2021-03-12 13:06:21 +01:00
2021-03-31 20:28:02 +02:00
c += 3;
2021-03-12 13:06:21 +01:00
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tmp_meshes.append(nm)
2021-03-12 13:06:21 +01:00
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f.write("\n\t}\n};\n")
2021-03-12 13:06:21 +01:00
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# Remove meshe's working copies
for nm in tmp_meshes:
bpy.data.meshes.remove(nm)
# bpy.data.objects[bpy.data.meshes[0].name].active_shape_key.value : access shape_key
2021-02-19 18:00:42 +01:00
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## Mesh world transform setup
# Write object matrix, rot and pos vectors
f.write(
# ~ "MATRIX " + fileName + "_model"+cleanName+"_matrix = {0};\n" +
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# ~ "VECTOR " + fileName + "_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" +
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# ~ "SVECTOR " + fileName + "_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" +
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# ~ "short " + fileName + "_model"+cleanName+"_isRigidBody = " + str(int(chkProp['isRigidBody'])) + ";\n" +
2021-04-03 14:14:01 +02:00
# ~ "short " + fileName + "_model"+cleanName+"_isStaticBody = " + str(int(chkProp['isStaticBody'])) + ";\n" +
2021-04-03 14:14:01 +02:00
# ~ "short " + fileName + "_model"+cleanName+"_isPrism = " + str(int(chkProp['isPrism'])) + ";\n" +
2021-04-03 14:14:01 +02:00
# ~ "short " + fileName + "_model"+cleanName+"_isAnim = " + str(int(chkProp['isAnim'])) + ";\n" +
2021-04-03 14:14:01 +02:00
# ~ "short " + fileName + "_model"+cleanName+"_isActor = " + str(int(chkProp['isActor'])) + ";\n" +
2021-04-03 14:14:01 +02:00
# ~ "short " + fileName + "_model"+cleanName+"_isLevel = " + str(int(chkProp['isLevel'])) + ";\n" +
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# ~ "short " + fileName + "_model"+cleanName+"_isBG = " + str(int(chkProp['isBG'])) + ";\n" +
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# ~ "short " + fileName + "_model"+cleanName+"_isSprite = " + str(int(chkProp['isSprite'])) + ";\n" +
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# ~ "long " + fileName + "_model"+cleanName+"_p = 0;\n" +
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# ~ "long " + fileName + "_model"+cleanName+"_OTz = 0;\n" +
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"BODY " + fileName + "_model"+cleanName+"_body = {\n" +
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"\t{0, 0, 0, 0},\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" +
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"\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" +
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"\t" + str(int(chkProp['mass'])) + ",\n" +
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"\tONE/" + 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" +
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"\t" + str(round(max(Xvals) * scale)) + "," + str(round(max(Zvals) * scale)) + "," + str(round(max(Yvals) * scale)) + ", 0,\n" +
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"\t" + str(int(chkProp['restitution'])) + ",\n" +
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# ~ "\tNULL\n" +
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"\t};\n\n")
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level_symbols.append( "BODY " + fileName + "_model"+cleanName+"_body" )
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# Write TMESH struct
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f.write( "TMESH " + fileName + "_model" + cleanName + " = {\n" )
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f.write( "\t" + fileName + "_model" + cleanName + "_mesh,\n" )
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f.write( "\t" + fileName + "_model" + cleanName + "_normal,\n" )
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level_symbols.append( "TMESH " + fileName + "_model" + cleanName )
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# ~ level_symbols.append( "model" + cleanName + "_mesh" )
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# ~ level_symbols.append( "model" + cleanName + "_normal" )
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if len(m.uv_textures) != 0:
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for t in range(len(m.uv_textures)):
if m.uv_textures[0].data[0].image != None:
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f.write("\t" + fileName + "_model"+cleanName+"_uv,\n")
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# ~ level_symbols.append( "model" + cleanName + "_uv" )
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else:
f.write("\t0,\n")
else:
f.write("\t0,\n")
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f.write( "\t" + fileName + "_model" + cleanName + "_color, \n" )
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# ~ level_symbols.append( "model" + cleanName + "_color" )
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# According to libgte.h, TMESH.len should be # of vertices. Meh...
f.write( "\t" + str( len ( m.polygons ) ) + "\n" )
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f.write( "};\n\n" )
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# Write texture binary name and declare TIM_IMAGE
# By default, loads the file from the ./TIM folder
if len(m.uv_textures) != None:
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for t in range(len(m.uv_textures)):
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if m.uv_textures[0].data[0].image != None:
tex_name = texture_image.name
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prefix = str.partition(tex_name, ".")[0].replace('-','_')
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prefix = CleanName(prefix)
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# Add Tex name to list if it's not in there already
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if prefix in timList:
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break
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else:
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# Convert PNG to TIM
# If filename contains a dot, remove extension
if tex_name.find('.') != -1:
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tex_name = tex_name[ : tex_name.rfind( '.' ) ]
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filePathWithExt = textureFolder + os.sep + CleanName( tex_name ) + "." + texture_image.file_format.lower()
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if not VramIsFull( bpy.context.scene.render.resolution_x ):
convertBGtoTIM( filePathWithExt, bpp = TIMbpp, timX = nextTpage, timY = tpageY, clutY = nextClutSlot )
setNextTimPos( texture_image )
elif VramIsFull( bpy.context.scene.render.resolution_x ) and tpageY == 0:
tpageY = 256
nextTpage = 320
if not VramIsFull( bpy.context.scene.render.resolution_x ):
convertBGtoTIM( filePathWithExt, bpp = TIMbpp, timX = nextTpage, timY = tpageY, clutY = nextClutSlot )
setNextTimPos( texture_image )
else:
self.report({'ERROR'}, "Not enough space in VRam !")
else:
self.report({'ERROR'}, "Not enough space in VRam !")
# ~ print( str(freeTpage) + " : " + str(nextTpage) + " : " + str(nextClutSlot) + " : " + str(freeClutSlot) )
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# Write corresponding TIM declaration
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f.write("extern unsigned long " + "_binary_TIM_" + prefix + "_tim_start[];\n")
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f.write("extern unsigned long " + "_binary_TIM_" + prefix + "_tim_end[];\n")
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f.write("extern unsigned long " + "_binary_TIM_" + prefix + "_tim_length;\n\n")
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f.write("TIM_IMAGE " + fileName + "_tim_" + prefix + ";\n\n")
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level_symbols.append( "unsigned long " + "_binary_TIM_" + prefix + "_tim_start[]" )
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level_symbols.append( "unsigned long " + "_binary_TIM_" + prefix + "_tim_end[]" )
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level_symbols.append( "unsigned long " + "_binary_TIM_" + prefix + "_tim_length" )
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level_symbols.append( "TIM_IMAGE " + fileName + "_tim_" + prefix )
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timList.append(prefix)
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# ~ f.write("NODE_DECLARATION\n")
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f.write( "MESH " + fileName + "_mesh" + cleanName + " = {\n" )
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f.write("\t&" + fileName + "_model"+ cleanName +",\n")
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f.write("\t" + fileName + "_model" + cleanName + "_index,\n")
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if len(m.uv_textures) != 0:
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for t in range(len(m.uv_textures)):
if m.uv_textures[0].data[0].image != None:
tex_name = texture_image.name
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prefix = str.partition(tex_name, ".")[0].replace('-','_')
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prefix = CleanName(prefix)
f.write("\t&" + fileName + "_tim_"+ prefix + ",\n")
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f.write("\t_binary_TIM_" + prefix + "_tim_start,\n")
else:
f.write("\t0,\n" +
"\t0,\n")
else:
f.write("\t0,\n" +
"\t0,\n")
f.write(
"\t{0},\n" +
"\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)) + "},\n" +
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"\t" + str( int( chkProp[ 'isRigidBody' ] ) ) + ", // isRigidBody\n" +
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"\t" + str(int(chkProp['isStaticBody'])) + ", // isStaticBody\n" +
"\t" + str(int(chkProp['isRound'])) + ", // isRound \n" +
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"\t" + str(int(chkProp['isPrism'])) + ", // isPrism\n" +
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"\t" + str(int(chkProp['isAnim'])) + ", // isAnim\n" +
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"\t" + str(int(chkProp['isActor'])) + ", // isActor\n" +
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"\t" + str(int(chkProp['isLevel'])) + ", // isLevel\n" +
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"\t" + str(int(chkProp['isBG'])) + ", // isBG\n" +
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"\t" + str(int(chkProp['isSprite'])) + ",// isSprite\n" +
"\t0,\n" +
"\t0,\n" +
"\t&" + fileName + "_model"+cleanName+"_body,\n"
)
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if m.get("isAnim") is not None and m["isAnim"] != 0:
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f.write("\t&" + fileName + "_model"+cleanName+"_anim,\n")
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else:
f.write("\t0,\n")
f.write(
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"\t" + "subs_" + m.name + ",\n" +
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"\t0" +
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"\n};\n\n"
)
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level_symbols.append( "MESH " + fileName + "_mesh" + cleanName )
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# Remove portals from mesh list as we don't want them to be exported
meshList = list(bpy.data.meshes)
portalList = []
for mesh in meshList:
if mesh.get('isPortal'):
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meshList = [i for i in meshList if i != mesh]
# Nasty way of removing all occurrences of the mesh
# ~ try:
# ~ while True:
# ~ meshList.remove(mesh)
# ~ except ValueError:
# ~ pass
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portalList.append( bpy.data.objects[mesh.name] )
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f.write("MESH * " + fileName + "_meshes[" + str( len(meshList ) ) + "] = {\n")
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for k in range(len(meshList)):
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cleanName = CleanName(meshList[k].name)
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f.write("\t&" + fileName + "_mesh" + cleanName)
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if k != len(meshList) - 1:
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2020-12-30 11:23:36 +01:00
f.write(",\n")
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f.write("\n}; \n\n")
f.write("int " + fileName + "_meshes_length = " + str( len( meshList ) ) + ";\n\n")
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level_symbols.append( "MESH * " + fileName + "_meshes[" + str(len(meshList)) + "]")
level_symbols.append( "int " + fileName + "_meshes_length" )
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# If camAngles is empty, use default camera, and do not include pre-calculated backgrounds
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if not camAngles:
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f.write("CAMANGLE " + fileName + "_camAngle_" + CleanName(defaultCam) + " = {\n" +
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"\t&" + fileName + "_camPos_" + CleanName(defaultCam) + ",\n" +
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"\t0,\n\t 0,\n\t { 0 },\n\t { 0 },\n\t 0,\n\t 0\n" +
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"};\n\n")
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level_symbols.append( "CAMANGLE " + fileName + "_camAngle_" + CleanName(defaultCam) )
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# If camAngles is populated, use backgrounds and camera angles
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for camera in camAngles:
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# Get current scene
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scene = bpy.context.scene
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# List of portals
visiblePortal = []
for portal in portalList:
if isInFrame(scene, camera, portal):
# Get normalized direction vector between camera and portal
dirToTarget = portal.location - camera.location
dirToTarget.normalize()
# Cast a ray from camera to body to determine visibility
result, location, normal, index, hitObject, matrix = scene.ray_cast( camera.location, dirToTarget )
# If hitObject is portal, nothing is obstructing it's visibility
if hitObject is not None:
if hitObject in portalList:
if hitObject == portal:
visiblePortal.append(hitObject)
# If more than one portal is visible, only keep the two closest ones
if len( visiblePortal ) > 2:
# Store the tested portals distance to camera
testDict = {}
for tested in visiblePortal:
# Get distance between cam and tested portal
distToTested = sqrt( ( tested.location - camera.location ) * ( tested.location - camera.location ) )
# Store distance
testDict[distToTested] = tested
# If dictionary has more than 2 portals, remove the farthest ones
while len( testDict ) > 2:
del testDict[max(testDict)]
# Reset visible portal
visiblePortal.clear()
# Get the portals stored in the dict and store them in the list
for Dportal in testDict:
visiblePortal.append(testDict[Dportal])
# Revert to find original order back
visiblePortal.reverse()
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# List of target found visible
visibleTarget = []
for target in rayTargets:
# Chech object is in view frame
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if isInFrame(scene, camera, target):
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# Get normalized direction vector between camera and object
dirToTarget = target.location - camera.location
dirToTarget.normalize()
# Cast ray from camera to object
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# Unpack results into several variables.
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# We're only interested in 'hitObject' though
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result, hitLocation, normal, index, hitObject, matrix = scene.ray_cast( camera.location, dirToTarget )
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# If hitObject is the same as target, nothing is obstructing it's visibility
if hitObject is not None:
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# If hit object is a portal, cast a new ray from hit location to target
if hitObject.data.get('isPortal'):
# Find out if we're left or right of portal
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# Get vertices world coordinates
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v0 = hitObject.matrix_world * hitObject.data.vertices[0].co
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v1 = hitObject.matrix_world * hitObject.data.vertices[1].co
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# Check side :
# 'back' : portal in on the right of the cam, cam is on left of portal
# 'front' : portal in on the left of the cam, cam is on right of portal
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side = checkLine(v0.x, v0.y, v1.x, v1.y , camera.location.x, camera.location.y, camera.location.x, camera.location.y )
if side == 'front':
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# we're on the right of the portal, origin.x must be > hitLocation.x
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offset = [ 1.001, 0.999, 0.999 ]
else :
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# we're on the left of the portal, origin.x must be < hitLocation.x
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offset = [ 0.999, 1.001, 1.001 ]
# Add offset to hitLocation, so that the new ray won't hit the same portal
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origin = Vector( ( hitLocation.x * offset[0], hitLocation.y * offset[1], hitLocation.z * offset[2] ) )
result, hitLocationPort, normal, index, hitObjectPort, matrix = scene.ray_cast( origin , dirToTarget )
if hitObjectPort is not None:
if hitObjectPort in rayTargets:
visibleTarget.append(target)
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# If hitObject is not a portal, just add it
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elif hitObject in rayTargets:
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visibleTarget.append(target)
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if bpy.data.objects[ actorPtr ] not in visibleTarget:
visibleTarget.append( bpy.data.objects[ actorPtr ] )
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# If visiblePortal length is under 2, this means there's only one portal
# Empty strings to be populated depending on portal position (left/right of screen)
before = ''
after = ''
if len( visiblePortal ) < 2 :
# Find wich side of screen the portal is on. left side : portal == bw, right side : portal == fw
screenCenterX = int( scene.render.resolution_x / 2 )
screenY = int( scene.render.resolution_y )
# Get vertices screen coordinates
s = objVertWtoS(scene, camera, visiblePortal[0])
# Check line
side = checkLine(
screenCenterX, 0, screenCenterX, screenY,
s[1].x,
s[1].y,
s[3].x,
s[3].y
)
# If front == right of screen : fw
if side == "front":
before = "\t{\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 }\n\t},\n"
# If back == left of screen : bw
else :
after = "\t{\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 }\n\t},\n"
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prefix = CleanName(camera.name)
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# Include Tim data
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f.write("extern unsigned long "+"_binary_TIM_bg_" + prefix + "_tim_start[];\n")
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f.write("extern unsigned long "+"_binary_TIM_bg_" + prefix + "_tim_end[];\n")
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f.write("extern unsigned long "+"_binary_TIM_bg_" + prefix + "_tim_length;\n\n")
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# Write corresponding TIM_IMAGE struct
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f.write("TIM_IMAGE tim_bg_" + prefix + ";\n\n")
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# Write corresponding CamAngle struct
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f.write("CAMANGLE " + fileName + "_camAngle_" + prefix + " = {\n" +
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"\t&" + fileName + "_camPos_" + prefix + ",\n" +
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"\t&tim_bg_" + prefix + ",\n" +
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"\t_binary_TIM_bg_" + prefix + "_tim_start,\n" +
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"\t// Write quad NW, NE, SE, SW\n")
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f.write( before )
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# Feed to level_symbols
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level_symbols.append( "unsigned long "+"_binary_TIM_bg_" + prefix + "_tim_start[]")
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level_symbols.append( "unsigned long "+"_binary_TIM_bg_" + prefix + "_tim_end[]")
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level_symbols.append( "unsigned long "+"_binary_TIM_bg_" + prefix + "_tim_length")
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level_symbols.append( "TIM_IMAGE tim_bg_" + prefix )
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level_symbols.append( "CAMANGLE " + fileName + "_camAngle_" + prefix )
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for portal in visiblePortal:
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w = objVertLtoW(portal)
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# ~ f.write("\t// " + str(portal) + "\n" )
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# Write portal'vertices world coordinates NW, NE, SE, SW
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f.write("\t{\n\t\t" +
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"{ " + str( int (w[3].x ) ) + ", " + str( int (w[3].y ) ) + ", " + str( int (w[3].z ) ) + ", 0 },\n\t\t" +
"{ " + str( int (w[2].x ) ) + ", " + str( int (w[2].y ) ) + ", " + str( int (w[2].z ) ) + ", 0 },\n\t\t" +
"{ " + str( int (w[0].x ) ) + ", " + str( int (w[0].y ) ) + ", " + str( int (w[0].z ) ) + ", 0 },\n\t\t" +
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"{ " + str( int (w[1].x ) ) + ", " + str( int (w[1].y ) ) + ", " + str( int (w[1].z ) ) + ", 0 }\n" +
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"\t},\n" )
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f.write( after )
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# UNUSED : Screen coords
# ~ s = objVertWtoS( scene, camera, portal )
# ~ f.write("\t{\n\t\t" +
# ~ "{ " + str( int (s[3].x ) ) + ", " + str( int (s[3].y ) ) + ", " + str( int (s[3].z ) ) + ", 0 },\n\t\t" +
# ~ "{ " + str( int (s[2].x ) ) + ", " + str( int (s[2].y ) ) + ", " + str( int (s[2].z ) ) + ", 0 },\n\t\t" +
# ~ "{ " + str( int (s[0].x ) ) + ", " + str( int (s[0].y ) ) + ", " + str( int (s[0].z ) ) + ", 0 },\n\t\t" +
# ~ "{ " + str( int (s[1].x ) ) + ", " + str( int (s[1].y ) ) + ", " + str( int (s[1].z ) ) + ", 0 }\n" +
# ~ "\t},\n" )
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f.write("\t" + str( len( visibleTarget ) ) + ",\n" +
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"\t{\n")
for target in range( len( visibleTarget ) ) :
f.write( "\t\t&" + fileName + "_mesh" + CleanName(visibleTarget[target].name) )
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if target < len(visibleTarget) - 1:
f.write(",\n")
f.write("\n\t}\n" +
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"};\n\n")
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# Write camera angles in an array for loops
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f.write("CAMANGLE * " + fileName + "_camAngles[" + str(len(camAngles)) + "] = {\n")
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for camera in camAngles:
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prefix = CleanName(camera.name)
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f.write("\t&" + fileName + "_camAngle_" + prefix + ",\n")
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f.write("};\n\n")
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# Feed to level_symbols
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level_symbols.append( "CAMANGLE * " + fileName + "_camAngles[" + str(len(camAngles)) + "]" )
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## Spatial Partitioning
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# Planes in the level - dict of strings
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LvlPlanes = {}
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# Objects in the level - dict of strings
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LvlObjects = {}
# Link objects to their respective plane
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PlanesObjects = defaultdict(dict)
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PlanesRigidBodies = defaultdict(dict)
# List of objects that can travel ( actor , moveable props...)
Moveables = []
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# Store starting plane for moveables
PropPlane = defaultdict(dict)
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# Store XY1, XY2 values
Xvalues = []
Yvalues = []
# Find planes and objects bounding boxes
# Planes first
for o in bpy.data.objects:
# If orphan, ignore
if o.users == 0:
continue
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# Only loop through meshes
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if o.type == 'MESH' and not o.data.get('isPortal'):
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# Get Level planes coordinates
if o.data.get('isLevel'):
# World matrix is used to convert local to global coordinates
mw = o.matrix_world
for v in bpy.data.objects[o.name].data.vertices:
# Convert local to global coords
Xvalues.append( (mw * v.co).x )
Yvalues.append( (mw * v.co).y )
LvlPlanes[o.name] = {'x1' : min(Xvalues),
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'y1' : min(Yvalues),
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'x2' : max(Xvalues),
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'y2' : max(Yvalues)}
# Clear X/Y lists for next iteration
Xvalues = []
Yvalues = []
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# For each object not a plane, get its coordinates
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if not o.data.get('isLevel'):
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# World matrix is used to convert local to global coordinates
mw = o.matrix_world
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for v in bpy.data.objects[o.name].data.vertices:
# Convert local to global coords
Xvalues.append( (mw * v.co).x )
Yvalues.append( (mw * v.co).y )
LvlObjects[o.name] = {'x1' : min(Xvalues),
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'y1' : min(Yvalues),
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'x2' : max(Xvalues),
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'y2' : max(Yvalues)}
# Clear X/Y lists for next iteration
Xvalues = []
Yvalues = []
# Add objects that can travel to the
if o.data.get("isRigidBody"):
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Moveables.append(o)
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# Declare LvlPlanes nodes to avoid declaration dependency issues
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# ~ for k in LvlPlanes.keys():
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# ~ f.write("NODE node" + CleanName(k) + ";\n\n")
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# Sides of the plane to check
checkSides = [
['N','S'],
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['S','N'],
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['W','E'],
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['E','W']
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]
# Generate a dict :
# ~ {
# ~ 'S' : []
# ~ 'N' : [] list of planes connected to this plane, and side they're on
# ~ 'W' : []
# ~ 'E' : []
# ~ 'objects' : [] list of objects on this plane
# ~ ''
# ~ }
overlappingObject = []
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for p in LvlPlanes:
# Find objects on plane
for o in LvlObjects:
# If object is overlapping between several planes
if isInPlane(LvlPlanes[p], LvlObjects[o]) > 1:
# Object not actor
if o != actorPtr:
# Object not in list
if o not in overlappingObject:
overlappingObject.append(o)
else:
overlappingObject.remove(o)
# Add this object to the plane's list
if 'objects' in PlanesObjects[p]:
PlanesObjects[p]['objects'].append(o)
else:
PlanesObjects[p] = { 'objects' : [o] }
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# If object is above plane
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if isInPlane(LvlPlanes[p], LvlObjects[o]) == 1:
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# Add all objects but the actor
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if o != actorPtr:
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# Add this object to the plane's list
if 'objects' in PlanesObjects[p]:
PlanesObjects[p]['objects'].append(o)
else:
PlanesObjects[p] = { 'objects' : [o] }
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else:
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# If actor is on this plane, use it as starting node
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levelPtr = p
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nodePtr = p
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# Add moveable objects in every plane
for moveable in Moveables:
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# If moveable is not actor
if moveable.data.get( 'isProp' ):
# If is in current plane, add it to the list
if isInPlane( LvlPlanes[ p ], LvlObjects[ moveable.name ] ) :
PropPlane[moveable] = p
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if 'rigidbodies' in PlanesRigidBodies[p]:
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if moveable.name not in PlanesRigidBodies[p]['rigidbodies']:
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PlanesRigidBodies[ p ][ 'rigidbodies' ].append(CleanName( moveable.name ) )
else:
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PlanesRigidBodies[p] = { 'rigidbodies' : [ CleanName(moveable.name) ] }
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# Find surrounding planes
for op in LvlPlanes:
# Loop on other planes
if op is not p:
# Check each side
for s in checkSides:
# If connected ('connected') plane exists...
if checkLine(
getSepLine(p, s[0])[0],
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getSepLine(p, s[0])[1],
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getSepLine(p, s[0])[2],
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getSepLine(p, s[0])[3],
getSepLine(op, s[1])[0],
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getSepLine(op, s[1])[1],
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getSepLine(op, s[1])[2],
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getSepLine(op, s[1])[3]
) == 'connected' and (
isInPlane( LvlPlanes[p], LvlPlanes[op] )
):
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# ... add it to the list
if 'siblings' not in PlanesObjects[p]:
PlanesObjects[p]['siblings'] = {}
# If more than one plane is connected on the same side of the plane,
# add it to the corresponding list
if s[0] in PlanesObjects[p]['siblings']:
PlanesObjects[p]['siblings'][s[0]].append(op)
else:
PlanesObjects[p]['siblings'][s[0]] = [op]
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pName = CleanName(p)
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# Write SIBLINGS structure
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nSiblings = 0
if 'siblings' in PlanesObjects[p]:
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if 'S' in PlanesObjects[ p ][ 'siblings' ]:
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nSiblings += len( PlanesObjects[ p ][ 'siblings' ][ 'S' ] )
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if 'N' in PlanesObjects[ p ][ 'siblings' ]:
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nSiblings += len( PlanesObjects[ p ][ 'siblings' ][ 'N' ] )
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if 'E' in PlanesObjects[ p ][ 'siblings' ]:
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nSiblings += len( PlanesObjects[ p ][ 'siblings' ][ 'E' ] )
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if 'W' in PlanesObjects[ p ][ 'siblings' ]:
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nSiblings += len( PlanesObjects[ p ][ 'siblings' ][ 'W' ] )
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f.write("SIBLINGS " + fileName + "_node" + pName + "_siblings = {\n" +
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"\t" + str(nSiblings) + ",\n" +
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"\t{\n")
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if 'siblings' in PlanesObjects[p]:
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i = 0
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for side in PlanesObjects[p]['siblings']:
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for sibling in PlanesObjects[p]['siblings'][side]:
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f.write("\t\t&" + fileName + "_node" + CleanName(sibling) )
if i < ( nSiblings - 1 ) :
f.write(",")
i += 1
f.write("\n")
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else:
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f.write("\t\t0\n")
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f.write("\t}\n" +
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"};\n\n")
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# Feed to level_symbols
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level_symbols.append( "SIBLINGS " + fileName + "_node" + pName + "_siblings" )
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# Write CHILDREN static objects structure
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f.write("CHILDREN " + fileName + "_node" + pName + "_objects = {\n")
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if 'objects' in PlanesObjects[p]:
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f.write("\t" + str(len(PlanesObjects[p]['objects'])) + ",\n" +
"\t{\n")
i = 0
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for obj in PlanesObjects[p]['objects']:
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f.write( "\t\t&" + fileName + "_mesh" + CleanName(obj))
if i < len(PlanesObjects[p]['objects']) - 1:
f.write(",")
i += 1
f.write("\n")
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else:
f.write("\t0,\n" +
"\t{\n\t\t0\n")
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f.write("\t}\n" +
"};\n\n")
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# Feed to level_symbols
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level_symbols.append( "CHILDREN " + fileName + "_node" + pName + "_objects" )
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# Write CHILDREN rigidbodies structure
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f.write("CHILDREN " + fileName + "_node" + pName + "_rigidbodies = {\n")
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if 'rigidbodies' in PlanesRigidBodies[p]:
f.write("\t" + str(len(PlanesRigidBodies[p]['rigidbodies'])) + ",\n" +
"\t{\n")
i = 0
for obj in PlanesRigidBodies[p]['rigidbodies']:
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f.write( "\t\t&" + fileName + "_mesh" + CleanName(obj))
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if i < len(PlanesRigidBodies[p]['rigidbodies']) - 1:
f.write(",")
i += 1
f.write("\n")
else:
f.write("\t0,\n" +
"\t{\n\t\t0\n")
f.write("\t}\n" +
"};\n\n")
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# Feed to level_symbols
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level_symbols.append( "CHILDREN " + fileName + "_node" + pName + "_rigidbodies" )
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# Write NODE structure
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f.write( "NODE " + fileName + "_node" + pName + " = {\n" +
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"\t&" + fileName + "_mesh" + pName + ",\n" +
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"\t&" + fileName + "_node" + pName + "_siblings,\n" +
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"\t&" + fileName + "_node" + pName + "_objects,\n" +
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"\t&" + fileName + "_node" + pName + "_rigidbodies\n" +
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"};\n\n" )
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# Feed to level_symbols
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level_symbols.append( "NODE " + fileName + "_node" + pName )
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f.write("MESH * " + fileName + "_actorPtr = &" + fileName + "_mesh" + CleanName(actorPtr) + ";\n")
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f.write("MESH * " + fileName + "_levelPtr = &" + fileName + "_mesh" + CleanName(levelPtr) + ";\n")
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f.write("MESH * " + fileName + "_propPtr = &" + fileName + "_mesh" + propPtr + ";\n\n")
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f.write("CAMANGLE * " + fileName + "_camPtr = &" + fileName + "_camAngle_" + CleanName(defaultCam) + ";\n\n")
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f.write("NODE * " + fileName + "_curNode = &" + fileName + "_node" + CleanName(nodePtr) + ";\n\n")
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# Feed to level_symbols
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level_symbols.append( "MESH * " + fileName + "_actorPtr" )
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level_symbols.append( "MESH * " + fileName + "_levelPtr" )
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level_symbols.append( "MESH * " + fileName + "_propPtr" )
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level_symbols.append( "CAMANGLE * " + fileName + "_camPtr" )
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level_symbols.append( "NODE * " + fileName + "_curNode" )
# Write LEVEL struct
f.write(
"LEVEL " + fileName + " = {\n" +
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"\t&" + fileName + "_BGc,\n" +
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"\t&" + fileName + "_BKc,\n" +
"\t&" + fileName + "_cmat,\n" +
"\t&" + fileName + "_lgtmat,\n" +
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"\t(MESH **)&" + fileName + "_meshes,\n" +
"\t&" + fileName + "_meshes_length,\n" +
"\t&" + fileName + "_mesh" + CleanName(actorPtr)+ ",\n" +
"\t&" + fileName + "_mesh" + CleanName(levelPtr)+ ",\n" +
"\t&" + fileName + "_mesh" + propPtr + ",\n" +
"\t&" + fileName + "_camAngle_" + CleanName(defaultCam) + ",\n" +
"\t&" + fileName + "_camPath,\n" +
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"\t(CAMANGLE **)&" + fileName + "_camAngles,\n" +
"\t&" + fileName + "_node" + CleanName(nodePtr) + ",\n" +
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# ~ "\t&" + fileName + "_meshPlan\n" +
"};\n\n")
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# Set default camera back in Blender
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if defaultCam != 'NULL':
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bpy.context.scene.camera = bpy.data.objects[ defaultCam ]
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f.close()
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# Using a UGLY method here , sorry !
# We're re-opening the file we just closed to substracts some values that were not available
# Fill in node in MESH structs
# Get the file content
f = open(os.path.normpath(level_c),"r")
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filedata = f.read()
f.close()
# Declare LvlPlanes nodes to avoid declaration dependency issues
# Constuct and store the new string
Node_declaration = ''
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for k in LvlPlanes.keys():
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Node_declaration += "NODE " + fileName + "_node" + CleanName(k) + ";\n\n"
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level_symbols.append( "NODE " + fileName + "_node" + CleanName(k) )
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# Do the substitution only once
newdata = filedata.replace("NODE_DECLARATION\n", Node_declaration, 1)
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newdata = filedata.replace("NODE_DECLARATION\n", "")
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# Now substitute mesh name for corresponding plane's NODE
for moveable in PropPlane:
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newdata = newdata.replace("subs_" + moveable.name, "&" + fileName + "_node" + PropPlane[moveable])
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# Subsitute mesh name with 0 in the other MESH structs
newdata = sub("(?m)^\tsubs_.*$", "\t0,", newdata )
# Open and write file
f = open(os.path.normpath(level_c),"w")
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f.write( newdata )
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f.close()
## Level forward declarations (level.h)
h = open(os.path.normpath(level_h),"w+")
h.write(
'#pragma once\n\n' +
'#include "../custom_types.h"\n\n'
)
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for symbol in level_symbols:
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h.write( "extern " + symbol + ";\n\n")
h.close()
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# Restore previous area type
bpy.context.area.type = previousAreaType
return {'FINISHED'};
def menu_func(self, context):
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self.layout.operator(ExportMyFormat.bl_idname, text="PSX Format(.c)");
def register():
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bpy.utils.register_module(__name__);
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bpy.types.INFO_MT_file_export.append(menu_func);
def unregister():
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bpy.utils.unregister_module(__name__);
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bpy.types.INFO_MT_file_export.remove(menu_func);
if __name__ == "__main__":
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register()