Refactor animation export
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4fed7806c0
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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_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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default = False,
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)
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def execute(self, context):
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### Globals declaration
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global nextTpage, freeTpage
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@ -102,6 +107,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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global tpageY
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global TIMbpp
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global timFolder
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global objAnims
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XAmode = self.exp_XAmode
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# Set Scale
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scale = self.exp_Scale
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@ -282,7 +288,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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subprocess.call( [ "convert" + exe, filePathWithExt, "-colors", str( colors ), filePathWithoutExt + ".png" ] )
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filePathWithExt = filePathWithoutExt + ".png"
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# Quantization of colors with pngquant ( https://pngquant.org/ )
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subprocess.run( [ "pngquant" + exe, "-v", str( colors ), filePathWithExt, "--ext", ".pngq" ] )
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subprocess.run( [ "pngquant" + exe, "-v", "--force", str( colors ), filePathWithExt, "--ext", ".pngq" ] )
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# 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 + "q" ] )
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### VRAM utilities
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@ -408,6 +414,115 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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# If it doesn't, create dict item 'track' and initialize it to a list that contains the current strip
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else:
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objAnims[parent][track] = [strip]
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def getStripsTotal(objList):
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stripsTotal = []
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for track in objList:
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for strip in objList[track]:
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stripsTotal.append(strip)
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return stripsTotal
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def findOverlappingTrack(obj):
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# Find overlapping strips through all the tracks
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# Get all strips
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tmpStrips = []
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overlappingStrips = defaultdict(dict)
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for track in obj:
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for strip in obj[track]:
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tmpStrips.append(strip)
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# Check each strip for overlapping
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for tmpStrip in tmpStrips:
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# Find other strips
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otherStrips = [ otherStrip for otherStrip in tmpStrips if otherStrip is not tmpStrip ]
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for otherStrip in otherStrips:
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# If strips are overlapping
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if otherStrip.frame_start < tmpStrip.frame_end :
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if otherStrip.frame_end > tmpStrip.frame_start:
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# Add to list, unless already there
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if otherStrip in overlappingStrips:
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if tmpStrip not in overlappingStrips:
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overlappingStrips[otherStrip].append(tmpStrip)
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else:
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if tmpStrip not in overlappingStrips:
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overlappingStrips[otherStrip] = [tmpStrip]
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return overlappingStrips
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def writeMESH_ANIMS(f, obj, stripList, fileName):
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stripsTotal = len(stripList)
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symbolName = fileName + "_model" + CleanName(obj.data.name) + "_anims"
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f.write("MESH_ANIMS_TRACKS " + symbolName + " = {\n" +
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"\t" + str( stripsTotal ) + ",\n" +
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"\t{\n")
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i = 0
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for strip in stripList:
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f.write("\t\t&" + fileName + "_model" + CleanName(obj.data.name) + "_anim_" + CleanName(strip.name))
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if i < stripsTotal - 1:
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f.write(",\n")
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else:
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f.write("\n")
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i += 1
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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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# 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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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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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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# Update scene view
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bpy.context.scene.update()
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# Create a copy of the mesh with modifiers applied
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objMod = obj.to_mesh(bpy.context.scene, True, 'PREVIEW')
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# Get isLerp flag
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lerp = 0
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if 'isLerp' in obj.data:
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lerp = obj.data['isLerp']
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# Write VANIM struct
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symbolName = fileName + "_model" + CleanName(obj.data.name) + "_anim_" + CleanName(strip.name)
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if frame == strip_start :
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f.write("VANIM " + symbolName + " = {\n" +
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"\t" + str(int(strip_len)) + ", // number of frames e.g 20\n" +
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"\t" + str(len(objMod.vertices)) + ", // number of vertices e.g 21\n" +
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"\t-1, // anim cursor : -1 means not playing back\n" +
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"\t0, // lerp cursor\n" +
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"\t0, // loop : if -1 , infinite loop, if n > 0, loop n times\n" +
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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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)
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# Get vertices coordinates as VECTORs
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for vertIndex in range(len(objMod.vertices)):
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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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# 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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" }" )
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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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f.write(",\n")
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# Readability : If vertex is the last in frame, insert a blank line
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if vertIndex == len(objMod.vertices) - 1:
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f.write("\n")
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# Increment counter
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i += 3;
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# Add temporary mesh to the cleaning list
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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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# 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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return str( "VANIM " + symbolName )
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### Sound utilities
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class Sound:
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@ -779,6 +894,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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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" +
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"struct MESH_ANIMS_TRACKS;\n" +
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"struct PRIM;\n" +
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"struct MESH;\n" +
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"struct CAMPOS;\n" +
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@ -813,13 +929,19 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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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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"\tint cursor; // anim cursor\n" +
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"\tint cursor; // anim cursor : -1 == not playing, n>=0 == current frame number\n" +
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"\tint lerpCursor; // anim cursor\n" +
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"\tint loop; // loop anim : -1 == infinite, n>0 == play n times\n" +
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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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# ~ "\tSVECTOR normals[]; // 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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"\tu_short index;\n" +
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"\tVANIM * strips[];\n" +
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"} MESH_ANIMS_TRACKS;\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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@ -849,7 +971,8 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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"\tlong p;\n" +
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"\tlong OTz;\n" +
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"\tBODY * body;\n" +
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"\tVANIM * anim;\n" +
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"\tMESH_ANIMS_TRACKS * anim_tracks;\n" +
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"\tVANIM * currentAnim;\n" +
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"\tstruct NODE * node;\n" +
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"\tVECTOR pos2D;\n" +
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"\t} MESH;\n\n")
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@ -1007,6 +1130,13 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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lmpObjects = {}
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# Meshes
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mshObjects = {}
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# Vertex animation
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# ~ mixOverlapingStrips = True
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objAnims = defaultdict(dict)
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# Use scene's Start/End frames as default
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frame_start = int( bpy.context.scene.frame_start )
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frame_end = int( bpy.context.scene.frame_end )
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# Loop
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for obj in bpy.data.objects:
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# Build a dictionary of objects that have child SPEAKER objects
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if obj.type == 'SPEAKER':
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@ -1015,15 +1145,8 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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if obj.parent is not None:
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if obj.parent.type == 'MESH':
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parent = obj.parent
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# if parent exists in parent list, append to child list
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# ~ if obj.parent.name in spkrParents:
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# ~ spkrParents[obj.parent.name].append(obj.name)
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# ~ else:
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# if parent does not exist in list yet, create array
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# ~ spkrParents[obj.parent.name] = [obj.name]
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# has no parent
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else:
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# ~ spkrOrphans.append(obj.name)
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parent = 0
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# get sound informations
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objName = obj.name
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@ -1053,12 +1176,59 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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else:
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convertedSoundPath = sound2VAG(soundPath, soundName)
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soundFiles.append( Sound( objName, soundName, soundPath, convertedSoundPath, parent, location, volume, volume_min, volume_max, -1 ) )
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# Build dict of LAMPs objects
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# We want to be able to find an object based on it's data name.
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# Build dict of objects <> data correspondance
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# We want to be able to find an object based on it's data name.
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if obj.type == 'LAMP':
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lmpObjects[obj.data.name] = obj.name
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if obj.type == 'MESH':
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mshObjects[obj.data.name] = obj.name
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## Vertex Animation
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# If isAnim flag is set, export object's vertex animations
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# Vertex animation is possible using keyframes or shape keys
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# Using nla tracks allows to export several animation for the same mesh
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# If the mixAnim flag is set, the resulting animation will be an interpolation between the overlapping nla tracks.
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#if len(bpy.data.actions):
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# Find shape key based animations
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if obj.active_shape_key:
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# Get shape key name
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shapeKeyName = obj.active_shape_key.id_data.name
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# Get shape_key object
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shapeKey = bpy.data.shape_keys[shapeKeyName]
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# Bake action to LNA
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if bakeActionToNLA(shapeKey):
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getTrackList(shapeKey, obj)
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# Find object based animation
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if bakeActionToNLA(obj):
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getTrackList(obj, obj)
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## Export anim tracks and strips
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for obj in objAnims:
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# If mixing nla tracks, only export one track
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if self.exp_mixOverlapingStrips:
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overlappingStrips = findOverlappingTrack(objAnims[obj])
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level_symbols.append( writeMESH_ANIMS( f, obj, overlappingStrips, fileName ) )
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for strip in overlappingStrips:
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# Min frame start
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strip_start = min( strip.frame_start , min([ action.frame_start for action in overlappingStrips[strip] ]) )
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# Max frame end
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strip_end = max( strip.frame_start , max([ action.frame_end for action in overlappingStrips[strip] ]) )
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level_symbols.append( writeVANIM(f, obj, strip, fileName, strip_start, strip_end) )
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else:
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allStrips = getStripsTotal(objAnims[obj])
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level_symbols.append( writeMESH_ANIMS( f, obj, allStrips, fileName ) )
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for track in objAnims[obj]:
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# if flag is set, hide others nla_tracks
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track.is_solo = True
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for strip in objAnims[obj][track]:
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# Use scene's Start/End frames as default
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strip_start = strip.frame_start
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strip_end = strip.frame_end
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level_symbols.append( writeVANIM(f, obj, strip, fileName, strip_start, strip_end) )
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track.is_solo = False
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# Close struct declaration
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# ~ f.write("\t\t},\n")
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# ~ f.write("\t}\n};\n")
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# ~ level_symbols.append( "MESH_ANIMS_TRACKS " + fileName + "_model" + CleanName(obj.data.name) + "_anims" )
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## Camera setup
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# List of points defining the camera path
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camPathPoints = []
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@ -1315,8 +1485,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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'isBG':0,
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'isSprite':0,
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'mass': 10,
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'restitution': 0,
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'lerp': 0
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'restitution': 0
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}
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# Get real values from object
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for prop in chkProp:
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@ -1334,70 +1503,6 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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if chkProp['mass'] == 0:
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chkProp['mass'] = 1
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## Vertex animation
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# write vertex anim if isAnim != 0
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# Source : https://stackoverflow.com/questions/9138637/vertex-animation-exporter-for-blender
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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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# Find object from mesh
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o = bpy.data.objects[mshObjects[m.name]]
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# If has actions, create animation_data, nla_track and convert action to strip
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# Get object's key name
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# shapeKeyName = bpy.data.objects['Cube'].active_shape_key.id_data.name
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# shapeKey = bpy.data.shape_keys[shapeKeyName]
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# Get action name
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# bpy.data.shape_keys['Key.001'].animation_data.action.name
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# Get nla_tracks
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# nlaTrackName = shapeKey.animation_data.nla_tracks[0].name
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# Get strips on nlaTrack
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# strip = shapeKey.animation_data.nla_tracks[nlaTrackName].strips[0]
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# get strip start and end
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# strip.frame_start # strip.frame_end
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# for strip in strips:
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# print(str(strip.frame_start) + " - " + str(strip.frame_end))
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#
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# If an action exists with the same name as the object, use that
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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:
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# Use scene's Start/End frames
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frame_start = int( bpy.context.scene.frame_start )
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frame_end = int( bpy.context.scene.frame_end )
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nFrame = frame_end - frame_start
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c = 0;
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tmp_meshes = []
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for i in range(frame_start, frame_end):
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bpy.context.scene.frame_set(i)
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bpy.context.scene.update()
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nm = o.to_mesh(bpy.context.scene, True, 'PREVIEW')
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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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"\t0,\n" +
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"\t1,\n" +
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"\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)):
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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:
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f.write(",\n")
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if v == len(nm.vertices) - 1:
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f.write("\n")
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c += 3;
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tmp_meshes.append(nm)
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f.write("\n\t}\n};\n")
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# Remove meshe's working copies
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for nm in tmp_meshes:
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bpy.data.meshes.remove(nm)
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# bpy.data.objects[bpy.data.meshes[0].name].active_shape_key.value : access shape_key
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## Mesh world transform setup
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# Write object matrix, rot and pos vectors
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f.write(
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@ -1480,7 +1585,6 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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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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"\t" + str(totalVerts) + ",\n" +
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"\t&" + fileName + "_model"+ cleanName +",\n" +
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@ -1500,6 +1604,12 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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else:
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f.write("\t0,\n" +
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"\t0,\n")
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# Find out if object as animations
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symbol_name = "MESH_ANIMS_TRACKS " + fileName + "_model" + CleanName(obj.data.name) + "_anims"
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if symbol_name in level_symbols:
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symbol_name = "&" + fileName + "_model" + CleanName(obj.data.name) + "_anims"
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else:
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symbol_name = "0"
|
||||
f.write(
|
||||
"\t{0}, // Matrix\n" +
|
||||
"\t{" + str(round(bpy.data.objects[mshObjects[m.name]].location.x * scale)) + ","
|
||||
@ -1518,16 +1628,12 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
|
||||
"\t" + str(int(chkProp['isLevel'])) + ", // isLevel\n" +
|
||||
"\t" + str(int(chkProp['isWall'])) + ", // isWall\n" +
|
||||
"\t" + str(int(chkProp['isBG'])) + ", // isBG\n" +
|
||||
"\t" + str(int(chkProp['isSprite'])) + ",// isSprite\n" +
|
||||
"\t" + str(int(chkProp['isSprite'])) + ", // isSprite\n" +
|
||||
"\t0, // p\n" +
|
||||
"\t0, // otz\n" +
|
||||
"\t&" + fileName + "_model"+cleanName+"_body,\n"
|
||||
)
|
||||
if m.get("isAnim") is not None and m["isAnim"] != 0:
|
||||
f.write("\t&" + fileName + "_model"+cleanName+"_anim, // Animation data\n")
|
||||
else:
|
||||
f.write("\t0, // No animation data\n")
|
||||
f.write(
|
||||
"\t&" + fileName + "_model" + cleanName + "_body,\n" +
|
||||
"\t" + symbol_name + ", // Mesh anim tracks\n" +
|
||||
"\t0, // Current VANIM\n" +
|
||||
"\t" + "subs_" + CleanName(m.name) + ",\n" +
|
||||
"\t0 // Screen space coordinates\n" +
|
||||
"};\n\n"
|
||||
@ -1973,7 +2079,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
|
||||
# Deal with VAGs
|
||||
VAGBank = writeVAGbank(f, soundFiles, level_symbols)
|
||||
if VAGBank and VAGBank != "0":
|
||||
VAGBank = fileName + "_VAGBank"
|
||||
VAGBank = "&" + fileName + "_VAGBank"
|
||||
# Deal with XA
|
||||
XAlist = writeXAbank(f, soundFiles, level_symbols)
|
||||
writeXAfiles(f, XAlist, fileName)
|
||||
@ -1984,10 +2090,13 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
|
||||
configFile = expFolder + os.sep + os.path.relpath(self.exp_isoCfg)
|
||||
addXAtoISO(XAlist, configFile)
|
||||
XAFiles = len(XAlist)
|
||||
if XAFiles and XAFiles != "0":
|
||||
XAFiles = "&" + fileName + "_XAFiles"
|
||||
# Write Sound obj
|
||||
level_sounds = writeSoundObj(f, soundFiles, level_symbols)
|
||||
if level_sounds and level_sounds != "0":
|
||||
level_sounds = fileName + "_sounds"
|
||||
level_sounds = "&" + fileName + "_sounds"
|
||||
|
||||
# Write LEVEL struct
|
||||
f.write(
|
||||
"LEVEL " + fileName + " = {\n" +
|
||||
@ -2004,9 +2113,9 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
|
||||
"\t&" + fileName + "_camPath,\n" +
|
||||
"\t(CAMANGLE **)&" + fileName + "_camAngles,\n" +
|
||||
"\t&" + fileName + "_node" + CleanName(nodePtr) + ",\n" +
|
||||
"\t&" + level_sounds + ",\n" +
|
||||
"\t&" + VAGBank + ",\n" +
|
||||
"\t&" + fileName + "_XAFiles\n" +
|
||||
"\t" + level_sounds + ",\n" +
|
||||
"\t" + VAGBank + ",\n" +
|
||||
"\t" + XAFiles + "\n" +
|
||||
"};\n\n")
|
||||
# Set default camera back in Blender
|
||||
if defaultCam != 'NULL':
|
||||
|
Loading…
Reference in New Issue
Block a user