Add anim delta compression
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cb92687573
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18b7e607bc
@ -61,7 +61,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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exp_convTexToPNG = BoolProperty(
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name = "Convert images to PNG",
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description = "Use installed Image Magick's convert tool to convert images to PNG.",
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default = False
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default = True
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)
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exp_TIMbpp = BoolProperty(
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name = "Use 4bpp TIMs",
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@ -95,6 +95,11 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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description = "Where should we look for mkpsxiso's config file ?",
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default= "." + os.sep + "config" + os.sep + "3dcam.xml"
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)
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exp_CompressAnims = BoolProperty(
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name="Compress animation data",
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description="Use Delta/RLE compression on animations 's data.",
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default=False,
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)
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exp_mixOverlapingStrips = BoolProperty(
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name="Mix overlaping nla animation tracks",
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description="If set, the resulting animation will be an interpolation between the overlapping nla tracks.",
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@ -463,15 +468,16 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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f.write("\t}\n};\n\n")
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return str( "MESH_ANIMS_TRACKS " + symbolName )
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def writeVANIM(f, obj, strip, fileName, strip_start, strip_end):
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def writeVANIM(f, obj, strip, fileName, strip_start, strip_end, compress=False):
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# write the VANIM portion of a MESH_ANIMS struct declaration
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# Get strip total length
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print(strip.name)
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# ~ print(strip.name)
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strip_len = strip_end - strip_start
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# Iteration counter
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i = 0;
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# Store temporary mesh in list for cleaning later
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tmp_mesh = []
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frameList = []
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for frame in range(int(strip_start), int(strip_end)):
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# Set current frame
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bpy.context.scene.frame_set(frame)
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@ -495,17 +501,35 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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"\t1, // playback direction (1 or -1)\n" +
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"\t0, // ping pong animation (A>B>A)\n" +
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"\t" + str(lerp) + ", // use lerp to interpolate keyframes\n" +
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"\t{ // vertex pos as SVECTORs e.g 20 * 21 SVECTORS\n"
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"\t{ // vertex pos as BVECTORs e.g 20 * 21 BVECTORS\n"
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)
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# Get vertices coordinates as VECTORs
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for vertIndex in range(len(objMod.vertices)):
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# Add an empty list to the frame list
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frameList.append([])
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currentFrameNbr = int(frame - strip_start)
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currentFrameItem = frameList[currentFrameNbr]
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if currentFrameNbr > 0:
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previousFrameItem = frameList[currentFrameNbr - 1]
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else:
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# If first iteration, use currentFrameItem
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previousFrameItem = currentFrameItem
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# Get vertices coordinates as a VECTORs
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for vertIndex in range(len(objMod.vertices)):
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# Store current vertex coords
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currentVertex = Vector( ( round( objMod.vertices[ vertIndex ].co.x * scale), round( -objMod.vertices[ vertIndex ].co.z * scale), round( objMod.vertices[ vertIndex ].co.y * scale) ) )
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# Add current vertex to current frame item
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currentFrameItem.append(currentVertex)
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# If compressing anim
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if self.exp_CompressAnims:
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# Find delta between current frame and previous frame
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delta = currentFrameItem[vertIndex] - previousFrameItem[vertIndex]
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currentVertex = delta
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# Readability : if first vertex of the frame, write frame number as a comment
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if vertIndex == 0:
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f.write("\t\t//Frame " + str(int(frame - strip_start)) + "\n")
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f.write("\t\t//Frame " + str(currentFrameNbr) + "\n")
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# Write vertex coordinates x,z,y
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f.write( "\t\t{ " + str(round( objMod.vertices[ vertIndex ].co.x * scale) ) +
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"," + str(round(-objMod.vertices[ vertIndex ].co.z * scale) ) +
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"," + str(round( objMod.vertices[ vertIndex ].co.y * scale) ) +
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f.write( "\t\t{ " + str(int(currentVertex.x)) +
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"," + str(int(currentVertex.y)) +
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"," + str(int(currentVertex.z)) +
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" }" )
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# If vertex is not the last in the list, write a comma
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if i != ( len(objMod.vertices) * (strip_len) * 3 ) - 3:
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@ -519,6 +543,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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tmp_mesh.append( objMod )
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# Close anim declaration
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f.write("\t}\n};\n\n")
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# ~ print(frameList)
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# Remove temporary meshes
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for o in tmp_mesh:
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bpy.data.meshes.remove( o )
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@ -889,10 +914,12 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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"#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 <stdint.h>\n" +
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"#include <libgpu.h>\n\n"
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)
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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 BVECTOR;\n" +
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"struct VANIM;\n" +
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"struct MESH_ANIMS_TRACKS;\n" +
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"struct PRIM;\n" +
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@ -913,7 +940,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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"struct SOUND_OBJECT;\n" +
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"struct LEVEL_SOUNDS;\n" +
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"\n")
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# BODY
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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" +
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@ -926,6 +953,12 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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# ~ "\tstruct NODE * curNode; \n" +
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"\t} BODY;\n\n")
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# VANIM
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h.write("typedef struct BVECTOR {\n" +
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"\tint8_t vx, vy;\n" +
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"\tint8_t vz;\n" +
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"\t// int8_t factor; // could be useful for anims where delta is > 256 \n" +
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"} BVECTOR;\n\n")
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h.write("typedef struct VANIM { \n" +
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"\tint nframes; // number of frames e.g 20\n" +
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"\tint nvert; // number of vertices e.g 21\n" +
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@ -935,7 +968,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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"\tint dir; // playback direction (1 or -1)\n" +
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"\tint pingpong; // ping pong animation (A>B>A)\n" +
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"\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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"\tBVECTOR data[]; // vertex pos as SVECTORs e.g 20 * 21 SVECTORS\n" +
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"\t} VANIM;\n\n")
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h.write("typedef struct MESH_ANIMS_TRACKS {\n" +
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