From 6c2b090e730c99cf592cfc707d999bfc01dc74bb Mon Sep 17 00:00:00 2001 From: ABelliqueux Date: Tue, 2 Feb 2021 12:15:11 +0100 Subject: [PATCH] Add vertex anim, light pos export --- io_export_psx_tmesh.py | 233 +++++++++++++++++++++++++++++++++++++---- 1 file changed, 211 insertions(+), 22 deletions(-) diff --git a/io_export_psx_tmesh.py b/io_export_psx_tmesh.py index eda48da..db9bebd 100644 --- a/io_export_psx_tmesh.py +++ b/io_export_psx_tmesh.py @@ -22,7 +22,8 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper): def execute(self, context): import bmesh - from math import degrees + from math import degrees, floor, cos, sin + from mathutils import Vector def triangulate_object(obj): # Stolen from here : https://blender.stackexchange.com/questions/45698/triangulate-mesh-in-python/45722#45722 me = obj.data @@ -42,7 +43,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper): if bpy.data.objects[m].type == 'MESH': triangulate_object(bpy.data.objects[m]) - scale = 200 + scale = 65 f = open(os.path.normpath(self.filepath),"w+") # write BODY struct def @@ -53,8 +54,14 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper): "\tVECTOR min; \n" + "\tVECTOR max; \n" + "\t} BODY;\n\n") - - # write typedef struct + # VERTEX ANIM struct + f.write("typedef struct { \n" + + "\tint nframes; // number of frames e.g 20\n" + + "\tint nvert; // number of vertices e.g 21\n" + + "\tSVECTOR data[]; // vertex pos as SVECTORs e.g 20 * 21 SVECTORS\n" + + "\t} VANIM;\n\n") + + # MESH struct f.write("typedef struct { \n"+ "\tTMESH * tmesh;\n" + "\tint * index;\n" + @@ -65,9 +72,117 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper): "\tSVECTOR * rot;\n" + "\tshort * isRigidBody;\n" + "\tshort * isPrism;\n" + + "\tshort * isAnim;\n" + "\tlong * p;\n" + + "\tBODY * body;\n" + + "\tVANIM * anim;\n" + "\t} MESH;\n\n") + # CAM POSITION struct + f.write("typedef struct {\n" + + "\tVECTOR pos;\n" + + "\tSVECTOR rot;\n" + + "\t} CAMPOS;\n\n" + + "\n// Blender cam ~= PSX cam with these settings : TV NTSC 4:3, Cam focal length : 100° ( 13.43 mm ))\n") + # CAM PATH struct + f.write("typedef struct {\n" + + "\tshort len, cursor;\n" + + "\tVECTOR points[];\n" + + "\t} CAMPATH;\n\n") + + camPathPoints = [] + + # set camera position and rotation in the scene + for o in range(len(bpy.data.objects)): + if bpy.data.objects[o].type == 'CAMERA': + f.write("CAMPOS camStartPos = {\n" + + "\t{" + str(round(-bpy.data.objects[o].location.x * scale)) + "," + str(round(bpy.data.objects[o].location.z * scale)) + "," +str(round(-bpy.data.objects[o].location.y * scale)) + "},\n" + + "\t{" + str(round(-(degrees(bpy.data.objects[o].rotation_euler.x)-90)/360 * 4096)) + "," + str(round(degrees(bpy.data.objects[o].rotation_euler.z)/360 * 4096)) + "," + str(round(-(degrees(bpy.data.objects[o].rotation_euler.y))/360 * 4096)) + "},\n" + + "};\n\n") + + # find camStart and camEnd empties for camera trajectory + if bpy.data.objects[o].type == 'EMPTY' : + if bpy.data.objects[o].name.startswith("camPath"): + camPathPoints.append(bpy.data.objects[o].name) + + if camPathPoints: + + # ~ camPathPoints = list(reversed(camPathPoints)) + + for p in range(len(camPathPoints)): + if p == 0: + f.write("CAMPATH camPath = {\n" + + "\t" + str(len(camPathPoints)) + ",\n" + + "\t0,\n" + + "\t{\n") + f.write("\t\t{" + str(round(-bpy.data.objects[camPathPoints[p]].location.x * scale)) + "," + str(round(bpy.data.objects[camPathPoints[p]].location.z * scale)) + "," +str(round(-bpy.data.objects[camPathPoints[p]].location.y * scale)) + "}") + if p != len(camPathPoints) - 1: + f.write(",\n") + f.write("\n\t}\n};\n\n") + + # Lights : max 3 sunlamp, no space coords + + # LLM : Local Light Matrix + if len(bpy.data.lamps) is not None: + + # ~ f.write( "static MATRIX lgtmat = {\n" + + # ~ "\t 4096, 4096, 4096,\n" + + # ~ "\t -4096, 4096, 4096,\n" + + # ~ "\t -4096, 4096, -4096\n" + + # ~ "};\n") + + cnt = 0 + pad = 3 - len(bpy.data.lamps) + + f.write( "static MATRIX lgtmat = {\n") + + for l in range(len(bpy.data.lamps)): + ## intensity + energy = int(bpy.data.lamps[l].energy * 4096) + + # Euler based + + # get a direction vector from world matrix + lightdir = bpy.data.objects[bpy.data.lamps[l].name].matrix_world * Vector((0,0,-1,0)) + + + f.write( + "\t" + str(int(lightdir.x * energy)) + "," + + "\t" + str(int(-lightdir.z * energy)) + "," + + "\t" + str(int(lightdir.y * energy)) + ) + + if l != len(bpy.data.lamps) - 1: + f.write(",\n") + if pad: + while cnt < pad: + f.write("\t0,0,0") + if cnt != 1: + f.write(",\n") + cnt += 1 + + f.write("\n\t};\n\n") + + # LCM : Local Color Matrix + f.write( "static MATRIX cmat = {\n") + + LCM = [] + for l in bpy.data.lamps: + LCM.append(str(int(l.color.r * 4096) if l.color.r else 0)) + LCM.append(str(int(l.color.g * 4096) if l.color.g else 0)) + LCM.append(str(int(l.color.b * 4096) if l.color.b else 0)) + + if len(LCM) < 9: + while len(LCM) < 9: + LCM.append('0') + + f.write( + "\t" + LCM[0] + "," + LCM[3] + "," + LCM[6] + ",\n" + + "\t" + LCM[1] + "," + LCM[4] + "," + LCM[7] + ",\n" + + "\t" + LCM[2] + "," + LCM[5] + "," + LCM[8] + "\n" ) + f.write("\t};\n\n") + + for m in bpy.data.meshes: # Write vertices vectors @@ -88,9 +203,9 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper): # AABB : append vertices coords by axis Xvals.append(v.x) Yvals.append(v.y) - Zvals.append(v.z) + Zvals.append(-v.z) - f.write("\t{"+str(v.x*scale)+","+str(v.y*scale)+","+str(v.z*scale)+"}") + f.write("\t{"+str(round(v.x*scale))+","+str(round(-v.z*scale)) + "," + str(round(v.y*scale)) +"}") if i != len(m.vertices) - 1: f.write(",") @@ -100,9 +215,9 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper): # Write normals vectors f.write("SVECTOR "+"model"+cleanName+"_normal[] = {\n") - for i in range(len(m.polygons)): - poly = m.polygons[i] - f.write("\t"+str(poly.normal.x)+","+str(poly.normal.y)+","+str(poly.normal.z)+",0") + for i in range(len(m.vertices)): + poly = m.vertices[i] + f.write("\t"+str(round(-poly.normal.x * 4096))+","+str(round(poly.normal.z * 4096))+","+str(round(-poly.normal.y * 4096))+",0") if i != len(m.polygons) - 1: f.write(",") f.write("\n") @@ -130,7 +245,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper): u = uv_layer[i].uv ux = u.x * tex_width uy = u.y * tex_height - f.write("\t"+str(ux)+","+str(tex_height - uy)+", 0, 0") + f.write("\t"+str(max(0, min( round(ux) , 255 )))+","+str(max(0, min(round(tex_height - uy) , 255 )))+", 0, 0") # Clamp values to 0-255 to avoid tpage overflow if i != len(uv_layer) - 1: f.write(",") f.write("\n") @@ -168,21 +283,90 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper): f.write(",") f.write("\n") f.write("};\n\n") - + + # get custom properties isRigidBody, isPrism, isAnim + chkProp = { + 'isAnim':0, + 'isRigidBody':0, + 'isPrism':0, + 'mass':1000 + } + + for prop in chkProp: + if m.get(prop) is not None: + chkProp[prop] = m[prop] + + # write vertex anim if isAnim != 0 # https://stackoverflow.com/questions/9138637/vertex-animation-exporter-for-blender + if m.get("isAnim") is not None and m["isAnim"] != 0: + + #write vertex pos + o = bpy.data.objects[m.name] + + frame_start = bpy.context.scene.frame_start + frame_end = bpy.context.scene.frame_end + + nFrame = frame_end - frame_start + + # ~ f.write("int "+"model"+cleanName+"_anim_nframes = " + str(nFrame) + ";\n") + # ~ f.write("int "+"model"+cleanName+"_anim_nvert = {" + str(len(nm.vertices)) + "};") + # ~ f.write("SVECTOR "+"model"+cleanName+"_anim_data[") + c = 0; + + tmp_meshes = [] + + for i in range(frame_start - 1, frame_end): + + bpy.context.scene.frame_set(i) + bpy.context.scene.update() + + nm = o.to_mesh(bpy.context.scene, True, 'PREVIEW') + + # ~ f.write(str(len(nm.vertices))) + if i == 0 : + f.write("VANIM modelCylindre_anim = {\n" + + "\t" + str(nFrame) + ",\n" + + "\t" + str(len(nm.vertices)) + ",\n" + + "\t{\n" + ) + for v in range(len(nm.vertices)): + if v == 0: + # ~ f.write("{\n") + f.write("\t\t//Frame %d\n" % i) + f.write("\t\t{ " + str(round(nm.vertices[v].co.x*scale)) + "," + str(round(-nm.vertices[v].co.z*scale)) + "," + str(round(nm.vertices[v].co.y*scale)) + " }") + if c != len(nm.vertices) * (nFrame + 1) * 3 - 3: + f.write(",\n") + if v == len(nm.vertices) - 1: + f.write("\n") + c += 3; + # ~ if i != (frame_end - frame_start): + # ~ f.write(",") + tmp_meshes.append(nm) + # ~ tmp_meshes.remove(nm) + + f.write("\n\t}\n};\n\n") + + for nm in tmp_meshes: + # ~ f.write(str(nm)) + bpy.data.meshes.remove(nm) + + + #Stuff # ~ bpy.data.objects[bpy.data.meshes[0].name].active_shape_key.value : access shape_key + #write object matrix, rot and pos vectors f.write("MATRIX model"+cleanName+"_matrix = {0};\n" + - "VECTOR model"+cleanName+"_pos = {"+ str(bpy.data.objects[m.name].location.x * 100) + "," + str(bpy.data.objects[m.name].location.y * 100) + "," + str(bpy.data.objects[m.name].location.z * 100) + ", 0};\n" + - "SVECTOR model"+cleanName+"_rot = {"+ str(degrees(bpy.data.objects[m.name].rotation_euler.x)/360 * 4096) + "," + str(degrees(bpy.data.objects[m.name].rotation_euler.y)/360 * 4096) + "," + str(degrees(bpy.data.objects[m.name].rotation_euler.z)/360 * 4096) + "};\n" + - "short model"+cleanName+"_isRigidBody = 0;\n" + - "short model"+cleanName+"_isPrism = 0;\n" + + "VECTOR model"+cleanName+"_pos = {"+ str(round(bpy.data.objects[m.name].location.x * scale)) + "," + str(round(-bpy.data.objects[m.name].location.z * scale)) + "," + str(round(bpy.data.objects[m.name].location.y * scale)) + ", 0};\n" + + "SVECTOR model"+cleanName+"_rot = {"+ str(round(degrees(bpy.data.objects[m.name].rotation_euler.x)/360 * 4096)) + "," + str(round(degrees(-bpy.data.objects[m.name].rotation_euler.z)/360 * 4096)) + "," + str(round(degrees(bpy.data.objects[m.name].rotation_euler.y)/360 * 4096)) + "};\n" + + "short model"+cleanName+"_isRigidBody =" + str(int(chkProp['isRigidBody'])) + ";\n" + + "short model"+cleanName+"_isPrism =" + str(int(chkProp['isPrism'])) + ";\n" + + "short model"+cleanName+"_isAnim =" + str(int(chkProp['isAnim'])) + ";\n" + "long model"+cleanName+"_p = 0;\n" + "BODY model"+cleanName+"_body = {\n" + - "\t0, 0, 0, 0,\n" + - "\t0, 0, 0, 0,\n" + - "\t1,\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)) + ", 0,\n" + + "\t" + str(int(chkProp['mass'])) + ",\n" + # write min and max values of AABBs on each axis - "\t" + str(min(Xvals) * scale) + "," + str(min(Yvals) * scale) + "," + str(min(Zvals) * scale) + ", 0,\n" + - "\t" + str(max(Xvals) * scale) + "," + str(max(Yvals) * scale) + "," + str(max(Zvals) * scale) + ", 0,\n" + + "\t" + str(round(min(Xvals) * scale)) + "," + str(round(min(Zvals) * scale)) + "," + str(round(min(Yvals) * scale)) + ", 0,\n" + + "\t" + str(round(max(Xvals) * scale)) + "," + str(round(max(Zvals) * scale)) + "," + str(round(max(Yvals) * scale)) + ", 0,\n" + "\t};\n\n") # Write TMESH struct @@ -233,8 +417,13 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper): "\t&model"+cleanName+"_rot,\n" + "\t&model"+cleanName+"_isRigidBody,\n" + "\t&model"+cleanName+"_isPrism,\n" + - "\t&model"+cleanName+"_p\n") - + "\t&model"+cleanName+"_isAnim,\n" + + "\t&model"+cleanName+"_p,\n" + + "\t&model"+cleanName+"_body") + if m.get("isAnim") is not None and m["isAnim"] != 0: + f.write(",\n\t&model"+cleanName+"_anim\n") + else: + f.write("\n") f.write("};\n\n")