Add anim delta compression

This commit is contained in:
ABelliqueux 2021-10-13 12:38:37 +02:00
parent cb92687573
commit 18b7e607bc
1 changed files with 45 additions and 12 deletions

View File

@ -61,7 +61,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
exp_convTexToPNG = BoolProperty(
name = "Convert images to PNG",
description = "Use installed Image Magick's convert tool to convert images to PNG.",
default = False
default = True
)
exp_TIMbpp = BoolProperty(
name = "Use 4bpp TIMs",
@ -95,6 +95,11 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
description = "Where should we look for mkpsxiso's config file ?",
default= "." + os.sep + "config" + os.sep + "3dcam.xml"
)
exp_CompressAnims = BoolProperty(
name="Compress animation data",
description="Use Delta/RLE compression on animations 's data.",
default=False,
)
exp_mixOverlapingStrips = BoolProperty(
name="Mix overlaping nla animation tracks",
description="If set, the resulting animation will be an interpolation between the overlapping nla tracks.",
@ -463,15 +468,16 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
f.write("\t}\n};\n\n")
return str( "MESH_ANIMS_TRACKS " + symbolName )
def writeVANIM(f, obj, strip, fileName, strip_start, strip_end):
def writeVANIM(f, obj, strip, fileName, strip_start, strip_end, compress=False):
# write the VANIM portion of a MESH_ANIMS struct declaration
# Get strip total length
print(strip.name)
# ~ print(strip.name)
strip_len = strip_end - strip_start
# Iteration counter
i = 0;
# Store temporary mesh in list for cleaning later
tmp_mesh = []
frameList = []
for frame in range(int(strip_start), int(strip_end)):
# Set current frame
bpy.context.scene.frame_set(frame)
@ -495,17 +501,35 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
"\t1, // playback direction (1 or -1)\n" +
"\t0, // ping pong animation (A>B>A)\n" +
"\t" + str(lerp) + ", // use lerp to interpolate keyframes\n" +
"\t{ // vertex pos as SVECTORs e.g 20 * 21 SVECTORS\n"
"\t{ // vertex pos as BVECTORs e.g 20 * 21 BVECTORS\n"
)
# Get vertices coordinates as VECTORs
for vertIndex in range(len(objMod.vertices)):
# Add an empty list to the frame list
frameList.append([])
currentFrameNbr = int(frame - strip_start)
currentFrameItem = frameList[currentFrameNbr]
if currentFrameNbr > 0:
previousFrameItem = frameList[currentFrameNbr - 1]
else:
# If first iteration, use currentFrameItem
previousFrameItem = currentFrameItem
# Get vertices coordinates as a VECTORs
for vertIndex in range(len(objMod.vertices)):
# Store current vertex coords
currentVertex = Vector( ( round( objMod.vertices[ vertIndex ].co.x * scale), round( -objMod.vertices[ vertIndex ].co.z * scale), round( objMod.vertices[ vertIndex ].co.y * scale) ) )
# Add current vertex to current frame item
currentFrameItem.append(currentVertex)
# If compressing anim
if self.exp_CompressAnims:
# Find delta between current frame and previous frame
delta = currentFrameItem[vertIndex] - previousFrameItem[vertIndex]
currentVertex = delta
# Readability : if first vertex of the frame, write frame number as a comment
if vertIndex == 0:
f.write("\t\t//Frame " + str(int(frame - strip_start)) + "\n")
f.write("\t\t//Frame " + str(currentFrameNbr) + "\n")
# Write vertex coordinates x,z,y
f.write( "\t\t{ " + str(round( objMod.vertices[ vertIndex ].co.x * scale) ) +
"," + str(round(-objMod.vertices[ vertIndex ].co.z * scale) ) +
"," + str(round( objMod.vertices[ vertIndex ].co.y * scale) ) +
f.write( "\t\t{ " + str(int(currentVertex.x)) +
"," + str(int(currentVertex.y)) +
"," + str(int(currentVertex.z)) +
" }" )
# If vertex is not the last in the list, write a comma
if i != ( len(objMod.vertices) * (strip_len) * 3 ) - 3:
@ -519,6 +543,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
tmp_mesh.append( objMod )
# Close anim declaration
f.write("\t}\n};\n\n")
# ~ print(frameList)
# Remove temporary meshes
for o in tmp_mesh:
bpy.data.meshes.remove( o )
@ -889,10 +914,12 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
"#pragma once\n" +
"#include <sys/types.h>\n" +
"#include <libgte.h>\n" +
"#include <stdint.h>\n" +
"#include <libgpu.h>\n\n"
)
# Partial declaration of structures to avoid inter-dependencies issues
h.write("struct BODY;\n" +
"struct BVECTOR;\n" +
"struct VANIM;\n" +
"struct MESH_ANIMS_TRACKS;\n" +
"struct PRIM;\n" +
@ -913,7 +940,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
"struct SOUND_OBJECT;\n" +
"struct LEVEL_SOUNDS;\n" +
"\n")
# BODY
# BODY
h.write("typedef struct BODY {\n" +
"\tVECTOR gForce;\n" +
"\tVECTOR position;\n" +
@ -926,6 +953,12 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
# ~ "\tstruct NODE * curNode; \n" +
"\t} BODY;\n\n")
# VANIM
h.write("typedef struct BVECTOR {\n" +
"\tint8_t vx, vy;\n" +
"\tint8_t vz;\n" +
"\t// int8_t factor; // could be useful for anims where delta is > 256 \n" +
"} BVECTOR;\n\n")
h.write("typedef struct VANIM { \n" +
"\tint nframes; // number of frames e.g 20\n" +
"\tint nvert; // number of vertices e.g 21\n" +
@ -935,7 +968,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
"\tint dir; // playback direction (1 or -1)\n" +
"\tint pingpong; // ping pong animation (A>B>A)\n" +
"\tint interpolate; // use lerp to interpolate keyframes\n" +
"\tSVECTOR data[]; // vertex pos as SVECTORs e.g 20 * 21 SVECTORS\n" +
"\tBVECTOR data[]; // vertex pos as SVECTORs e.g 20 * 21 SVECTORS\n" +
"\t} VANIM;\n\n")
h.write("typedef struct MESH_ANIMS_TRACKS {\n" +