light mat, cam pos

This commit is contained in:
ABelliqueux 2021-02-19 18:00:42 +01:00
parent 6c2b090e73
commit 9e1139ec6d

View File

@ -12,14 +12,37 @@ bl_info = {
}
import bpy
from bpy_extras.io_utils import ExportHelper
import unicodedata
from bpy.props import (CollectionProperty,
StringProperty,
BoolProperty,
EnumProperty,
FloatProperty
)
from bpy_extras.io_utils import (ExportHelper,
axis_conversion
)
class ExportMyFormat(bpy.types.Operator, ExportHelper):
bl_idname = "export_psx.c";
bl_label = "PSX compatible format exporter";
bl_label = "PSX compatible scene exporter";
bl_options = {'PRESET'};
filename_ext = ".c";
exp_Triangulate = BoolProperty(
name="Triangulate meshes ( Destructive ! )",
description="Triangulate meshes (destructive ! Do not use your original file)",
default=False,
)
exp_Scale = FloatProperty(
name="Scale",
description="Scale of exported mesh.",
min=1, max=1000,
default=65,
)
def execute(self, context):
import bmesh
from math import degrees, floor, cos, sin
@ -34,45 +57,72 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
# Finish up, write the bmesh back to the mesh
bm.to_mesh(me)
bm.free()
# ~ return bm
def CleanName(strName):
name = strName.replace(' ','_')
name = name.replace('.','_')
name = unicodedata.normalize('NFKD',name).encode('ASCII', 'ignore').decode()
return name
# Leave edit mode to avoid errors
bpy.ops.object.mode_set(mode='OBJECT')
# triangulate objects of type mesh
for m in range(len(bpy.data.objects)):
if bpy.data.objects[m].type == 'MESH':
triangulate_object(bpy.data.objects[m])
if self.exp_Triangulate:
for o in range(len(bpy.data.objects)):
if bpy.data.objects[o].type == 'MESH':
triangulate_object(bpy.data.objects[o])
# ~ obj = bpy.data.objects[bpy.data.objects[o].name]
# ~ tm = obj.to_mesh(bpy.context.scene, False, 'PREVIEW')
# ~ work_meshes.append(tm)
scale = self.exp_Scale
scale = 65
f = open(os.path.normpath(self.filepath),"w+")
# write BODY struct def
f.write("typedef struct {\n" +
"\tVECTOR gForce;\n" +
"\tVECTOR position;\n" +
"\tSVECTOR velocity;\n" +
"\tint mass;\n" +
"\tint invMass;\n" +
"\tVECTOR min; \n" +
"\tVECTOR max; \n" +
"\tint restitution; \n" +
"\t} BODY;\n\n")
# 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" +
# ~ "\tSVECTOR normals[]; // vertex pos as SVECTORs e.g 20 * 21 SVECTORS\n" +
"\t} VANIM;\n\n")
# PRIM struc
f.write("typedef struct {\n" +
"\tVECTOR order;\n" +
"\tint code; // Same as POL3/POL4 codes : Code (F3 = 1, FT3 = 2, G3 = 3, GT3 = 4) Code (F4 = 5, FT4 = 6, G4 = 7, GT4 = 8)\n" +
"\t} PRIM;\n\n")
# MESH struct
f.write("typedef struct { \n"+
"\tTMESH * tmesh;\n" +
"\tint * index;\n" +
"\tPRIM * index;\n" +
"\tTIM_IMAGE * tim; \n" +
"\tu_long * tim_data;\n"+
"\tMATRIX * mat;\n" +
"\tVECTOR * pos;\n" +
"\tSVECTOR * rot;\n" +
"\tshort * isRigidBody;\n" +
"\tshort * isStaticBody;\n" +
"\tshort * isPrism;\n" +
"\tshort * isAnim;\n" +
"\tshort * isActor;\n" +
"\tshort * isLevel;\n" +
"\tlong * p;\n" +
"\tBODY * body;\n" +
"\tVANIM * anim;\n" +
@ -92,6 +142,8 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
camPathPoints = []
first_mesh = CleanName(bpy.data.meshes[0].name)
# set camera position and rotation in the scene
for o in range(len(bpy.data.objects)):
if bpy.data.objects[o].type == 'CAMERA':
@ -119,7 +171,12 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
if p != len(camPathPoints) - 1:
f.write(",\n")
f.write("\n\t}\n};\n\n")
else:
f.write("CAMPATH camPath = {\n" +
"\t0,\n" +
"\t0,\n" +
"\t0\n" +
"};\n\n")
# Lights : max 3 sunlamp, no space coords
# LLM : Local Light Matrix
@ -154,10 +211,12 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
if l != len(bpy.data.lamps) - 1:
f.write(",\n")
if pad:
f.write(",\n")
while cnt < pad:
f.write("\t0,0,0")
if cnt != 1:
if cnt != pad:
f.write(",\n")
cnt += 1
@ -182,6 +241,9 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
"\t" + LCM[2] + "," + LCM[5] + "," + LCM[8] + "\n" )
f.write("\t};\n\n")
actorPtr = first_mesh
levelPtr = first_mesh
propPtr = first_mesh
for m in bpy.data.meshes:
@ -193,8 +255,9 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
Zvals = []
# remove '.' from mesh name
cleanName = m.name.replace('.','_')
cleanName = CleanName(m.name)
# ~ cleanName = m.name.replace('.','_')
# ~ cleanName = unicodedata.normalize('NFKD',cleanName).encode('ASCII', 'ignore').decode()
f.write("SVECTOR "+"model"+cleanName+"_mesh[] = {\n")
for i in range(len(m.vertices)):
@ -218,7 +281,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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:
if i != len(m.vertices) - 1:
f.write(",")
f.write("\n")
f.write("};\n\n")
@ -233,7 +296,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
# get image size x, y
# print(bpy.data.meshes[0].uv_textures[0].data[0].image.size[0]) # x
# print(bpy.data.meshes[0].uv_textures[0].data[0].image.size[1]) # y
if len(m.uv_textures) != 0:
if len(m.uv_textures) != None:
for t in range(len(m.uv_textures)):
if m.uv_textures[t].data[0].image != None:
f.write("SVECTOR "+"model"+cleanName+"_uv[] = {\n")
@ -251,6 +314,11 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
f.write("\n")
f.write("};\n\n")
# save uv tex if needed - still have to convert them to tim...
if texture_image.filepath == '':
texture_image.filepath_raw = "./" + CleanName(texture_image.name) + "." + texture_image.file_format
texture_image.save()
# Write vertex colors vectors
f.write("CVECTOR "+"model"+cleanName+"_color[] = {\n")
@ -274,11 +342,17 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
f.write("\n")
f.write("};\n\n")
# Write polygons index
f.write("int "+"model"+cleanName+"_index[] = {\n")
# Write polygons index + type
f.write("PRIM "+"model"+cleanName+"_index[] = {\n")
for i in range(len(m.polygons)):
poly = m.polygons[i]
f.write("\t"+str(poly.vertices[0])+","+str(poly.vertices[1])+","+str(poly.vertices[2]))
if len(poly.vertices) > 3:
f.write("," + str(poly.vertices[3]) + ",8")
else:
f.write(",0,4")
if i != len(m.polygons) - 1:
f.write(",")
f.write("\n")
@ -288,18 +362,32 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
chkProp = {
'isAnim':0,
'isRigidBody':0,
'isStaticBody':0,
'isPrism':0,
'mass':1000
'isActor':0,
'isLevel':0,
'mass': 1,
'restitution': 0
}
for prop in chkProp:
if m.get(prop) is not None:
chkProp[prop] = m[prop]
if m.get('isActor'):
actorPtr = cleanName
if m.get('isLevel'):
levelPtr = cleanName
if m.get('isProp'):
propPtr = cleanName
# 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
@ -321,9 +409,8 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
nm = o.to_mesh(bpy.context.scene, True, 'PREVIEW')
# ~ f.write(str(len(nm.vertices)))
if i == 0 :
f.write("VANIM modelCylindre_anim = {\n" +
f.write("VANIM model"+cleanName+"_anim = {\n" +
"\t" + str(nFrame) + ",\n" +
"\t" + str(len(nm.vertices)) + ",\n" +
"\t{\n"
@ -342,13 +429,48 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
# ~ f.write(",")
tmp_meshes.append(nm)
# ~ tmp_meshes.remove(nm)
f.write("\n\t}\n};\n\n")
f.write("\n\t}\n};\n")
for nm in tmp_meshes:
# ~ f.write(str(nm))
bpy.data.meshes.remove(nm)
# ~ c = 0
# ~ tmp_meshes_n = []
# ~ for i in range(frame_start - 1, frame_end):
# ~ bpy.context.scene.frame_set(i)
# ~ bpy.context.scene.update()
# ~ nm_n = o.to_mesh(bpy.context.scene, True, 'PREVIEW')
# ~ if i == 0 :
# ~ f.write("\t{\n")
# ~ for v in range(len(nm_n.vertices)):
# ~ poly = m.polygons[v]
# ~ if v == 0:
# ~ f.write("\t\t//Frame %d\n" % i)
# ~ f.write("\t\t{ " + str(round(-poly.normal.x * 4096)) + "," + str(round(poly.normal.z * 4096)) + "," + str(round(-poly.normal.y * 4096) ) + ",0 }")
# ~ if c != len(nm_n.vertices) * (nFrame + 1) * 3 - 3:
# ~ f.write(",\n")
# ~ if v == len(nm_n.vertices) - 1:
# ~ f.write("\n")
# ~ c += 3;
# ~ tmp_meshes_n.append(nm_n)
# ~ f.write("\t\n}\n};\n")
# ~ for nm_n in tmp_meshes_n:
# ~ bpy.data.meshes.remove(nm_n)
#Stuff # ~ bpy.data.objects[bpy.data.meshes[0].name].active_shape_key.value : access shape_key
@ -357,16 +479,21 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
"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+"_isStaticBody =" + str(int(chkProp['isStaticBody'])) + ";\n" +
"short model"+cleanName+"_isPrism =" + str(int(chkProp['isPrism'])) + ";\n" +
"short model"+cleanName+"_isAnim =" + str(int(chkProp['isAnim'])) + ";\n" +
"short model"+cleanName+"_isActor =" + str(int(chkProp['isActor'])) + ";\n" +
"short model"+cleanName+"_isLevel =" + str(int(chkProp['isLevel'])) + ";\n" +
"long model"+cleanName+"_p = 0;\n" +
"BODY model"+cleanName+"_body = {\n" +
"\t{0, 0, 0, 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)) + ", 0,\n" +
"\t" + str(int(chkProp['mass'])) + ",\n" +
"\tONE/" + str(int(chkProp['mass'])) + ",\n" +
# write min and max values of AABBs on each axis
"\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" + str(int(chkProp['restitution'])) + "\n" +
"\t};\n\n")
# Write TMESH struct
@ -374,12 +501,14 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
f.write("\t"+"model"+cleanName+"_mesh, \n")
f.write("\t"+"model"+cleanName+"_normal,\n")
if len(m.uv_textures) != 0:
if len(m.uv_textures) != None:
for t in range(len(m.uv_textures)):
if m.uv_textures[0].data[0].image != None:
f.write("\t"+"model"+cleanName+"_uv,\n")
else:
f.write("\t0,\n")
else:
f.write("\t0,\n")
f.write("\t"+"model"+cleanName+"_color, \n")
@ -390,11 +519,13 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
# write texture binary name and declare TIM_IMAGE
# by default, load the file from the TIM folder
# ~ if len(m.uv_textures) != 0:
if len(m.uv_textures) != 0:
if len(m.uv_textures) != None:
for t in range(len(m.uv_textures)):
if m.uv_textures[0].data[0].image != None:
tex_name = texture_image.name
prefix = str.partition(tex_name, ".")[0].replace('-','_')
prefix = CleanName(prefix)
f.write("extern unsigned long "+"_binary_TIM_" + prefix + "_tim_start[];\n")
f.write("extern unsigned long "+"_binary_TIM_" + prefix + "_tim_end[];\n")
f.write("extern unsigned long "+"_binary_TIM_" + prefix + "_tim_length;\n\n")
@ -404,7 +535,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
f.write("\t&model"+ cleanName +",\n")
f.write("\tmodel" + cleanName + "_index,\n")
if len(m.uv_textures) != 0:
if len(m.uv_textures) != None:
for t in range(len(m.uv_textures)):
if m.uv_textures[0].data[0].image != None:
f.write("\t&tim_"+ prefix + ",\n")
@ -412,12 +543,19 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
else:
f.write("\t0,\n" +
"\t0,\n")
else:
f.write("\t0,\n" +
"\t0,\n")
f.write("\t&model"+cleanName+"_matrix,\n" +
"\t&model"+cleanName+"_pos,\n" +
"\t&model"+cleanName+"_rot,\n" +
"\t&model"+cleanName+"_isRigidBody,\n" +
"\t&model"+cleanName+"_isStaticBody,\n" +
"\t&model"+cleanName+"_isPrism,\n" +
"\t&model"+cleanName+"_isAnim,\n" +
"\t&model"+cleanName+"_isActor,\n" +
"\t&model"+cleanName+"_isLevel,\n" +
"\t&model"+cleanName+"_p,\n" +
"\t&model"+cleanName+"_body")
if m.get("isAnim") is not None and m["isAnim"] != 0:
@ -429,11 +567,19 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
f.write("MESH * meshes[" + str(len(bpy.data.meshes)) + "] = {\n")
for k in range(len(bpy.data.meshes)):
f.write("\t&mesh" + bpy.data.meshes[k].name.replace('.','_'))
cleanName = CleanName(bpy.data.meshes[k].name)
# ~ cleanName = bpy.data.meshes[k].name.replace('.','_')
# ~ cleanName = unicodedata.normalize('NFKD',cleanName).encode('ASCII', 'ignore').decode()
f.write("\t&mesh" + cleanName)
if k != len(bpy.data.meshes) - 1:
f.write(",\n")
f.write("\n}; \n")
f.write("MESH * actorPtr = &mesh" + actorPtr + ";\n")
f.write("MESH * levelPtr = &mesh" + levelPtr + ";\n")
f.write("MESH * propPtr = &mesh" + propPtr + ";\n")
f.close()
return {'FINISHED'};