2203 lines
112 KiB
Python
2203 lines
112 KiB
Python
# bpy. app. debug = True
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bl_info = {
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"name": "PSX TMesh exporter",
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"author": "Schnappy, TheDukeOfZill",
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"blender": (2,7,9),
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"version": (0,0,4),
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"location": "File > Import-Export",
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"description": "Export psx data format",
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"category": "Import-Export"
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}
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import os
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import bpy
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import bmesh
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import unicodedata
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import subprocess
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from math import radians, degrees, floor, cos, sin, sqrt, ceil
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from mathutils import Vector
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from collections import defaultdict
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from bpy.props import (CollectionProperty,
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StringProperty,
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BoolProperty,
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EnumProperty,
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FloatProperty,
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IntProperty
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)
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from bpy_extras.io_utils import (ExportHelper,
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axis_conversion)
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from bpy_extras.object_utils import world_to_camera_view
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from re import sub
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class ExportMyFormat(bpy.types.Operator, ExportHelper):
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bl_idname = "export_psx.c";
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bl_label = "PSX compatible scene exporter";
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bl_options = {'PRESET'};
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filename_ext = ".c";
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exp_Triangulate = BoolProperty(
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name="Triangulate meshes ( Destructive ! )",
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description="Triangulate meshes (destructive ! Do not use your original file)",
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default=False,
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)
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exp_Scale = FloatProperty(
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name="Scale",
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description="Scale of exported mesh.",
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min=1, max=1000,
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default=65.0,
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)
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exp_Precalc = BoolProperty(
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name="Use precalculated BGs",
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description="Render backgrounds and converts them to TIMs",
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default=False,
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)
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# ~ exp_ShowPortals = BoolProperty(
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# ~ name="Render Portals in precalculated BGs",
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# ~ description="Useful for debugging",
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# ~ default=False,
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# ~ )
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exp_useIMforTIM = BoolProperty(
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name = "Use ImageMagick",
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description = "Use installed Image Magick's convert tool to convert PNGs to 8/4bpp",
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default = False
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)
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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 = True
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)
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exp_TIMbpp = BoolProperty(
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name = "Use 4bpp TIMs",
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description = "Converts rendered backgrounds to 4bpp TIMs instead of the default 8bpp",
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default = False
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)
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exp_LvlNbr = IntProperty(
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name="Level number",
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description="That number is used in the symbols name.",
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min=1, max=10,
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default=0,
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)
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exp_expMode = BoolProperty(
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name="Use blend file directory for export",
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description="Files will be exported in the same folder as the blend file.",
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default=False,
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)
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exp_CustomTexFolder = StringProperty(
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name = "Textures Dir",
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description = "By default, the script looks for / saves textures in the ./TEX folder. You can tell it to use a different folder.",
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default="TEX"
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)
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exp_XAmode = IntProperty(
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name="XA mode",
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description ="XA sector size : 0 = 2352, 1=2336",
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min=0, max=1,
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default=1
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)
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exp_isoCfg = StringProperty(
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name="mkpsxiso config folder",
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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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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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global nextClutSlot, freeClutSlot
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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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### Functions
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def psxLoc(location, scale=scale):
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return round(location * scale)
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def triangulate_object(obj):
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# Triangulate an object's mesh
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# Source : https://blender.stackexchange.com/questions/45698/triangulate-mesh-in-python/45722#45722
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me = obj.data
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# Get a BMesh representation
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bm = bmesh.new()
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bm.from_mesh(me)
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bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method=0, ngon_method=0)
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# Finish up, write the bmesh back to the mesh
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bm.to_mesh(me)
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bm.free()
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def CleanName(strName):
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# Removes specials characters, dots ans space from string
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name = strName.replace(' ','_')
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name = name.replace('.','_')
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name = unicodedata.normalize('NFKD',name).encode('ASCII', 'ignore').decode()
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return name
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### Space utilities
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def isInFrame(scene, cam, target):
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# Checks if an object is in view frame
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position = world_to_camera_view(scene, cam, target.location)
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if (
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(position.x < 0 or position.x > 1 ) or
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(position.y < 0 or position.y > 1 ) or
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(position.z < 0 )
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) :
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return False
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else:
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return True
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def isInPlane(plane, obj):
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# Checks if 'obj' has its coordinates contained between the plane's coordinate.
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# Obj is a dict
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# If 'obj' is contained, returns 1.
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# If 'obj' is partly contained, returns which side (S == 2, W == 4, N == 8, E == 6) it's overlapping.
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# If 'obj' is not contained in 'plane', returns 0.
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if (
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(plane.get('x1') <= obj.get('x1') and plane.get('x2') >= obj.get('x2') ) and
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(plane.get('y1') <= obj.get('y1') and plane.get('y2') >= obj.get('y2') )
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):
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return 1
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# Overlap on the West side of the plane
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if (
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( plane.get('x1') >= obj.get('x1') and plane.get('x1') <= obj.get('x2') ) and
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( plane.get('y1') <= obj.get('y2') and plane.get('y2') >= obj.get('y1') )
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):
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return 4
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# Overlap on the East side of the plane
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if (
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( plane.get('x2') <= obj.get('x2') and plane.get('x2') >= obj.get('x1') ) and
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( plane.get('y1') <= obj.get('y2') and plane.get('y2') >= obj.get('y1') )
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):
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return 6
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# Overlap on the North side of the plane
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if (
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( plane.get('y2') <= obj.get('y2') and plane.get('y2') >= obj.get('y1') ) and
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( plane.get('x1') <= obj.get('x1') and plane.get('x2') >= obj.get('x2') )
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):
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return 8
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# Overlap on the South side of the plane
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if (
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( plane.get('y1') >= obj.get('y1') and plane.get('y1') <= obj.get('y2') ) and
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( plane.get('x1') <= obj.get('x1') and plane.get('x2') >= obj.get('x2') )
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):
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return 2
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else:
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return 0
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def getSepLine(plane, side):
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# Construct the line used for BSP generation from 'plane' 's coordinates, on specified side (S, W, N, E)
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# Returns an array of 3 values
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if side == 'N':
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return [ LvlPlanes[plane]['x1'], LvlPlanes[plane]['y2'], LvlPlanes[plane]['x2'], LvlPlanes[plane]['y2'] ]
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if side == 'S':
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return [ LvlPlanes[plane]['x1'], LvlPlanes[plane]['y1'], LvlPlanes[plane]['x2'], LvlPlanes[plane]['y1'] ]
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if side == 'W':
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return [ LvlPlanes[plane]['x1'], LvlPlanes[plane]['y1'], LvlPlanes[plane]['x1'], LvlPlanes[plane]['y2'] ]
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if side == 'E':
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return [ LvlPlanes[plane]['x2'], LvlPlanes[plane]['y1'], LvlPlanes[plane]['x2'], LvlPlanes[plane]['y2'] ]
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def checkLine(lineX1, lineY1 ,lineX2 ,lineY2, objX1, objY1, objX2, objY2):
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# Returns wether object spanning from objXY1 to objXY2 is Back, Front, Same or Intersecting the line
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# defined by points (lineXY1, lineXY2)
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val1 = ( objX1 - lineX1 ) * ( lineY2-lineY1 ) - ( objY1 - lineY1 ) * ( lineX2 - lineX1 )
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# Rounding to avoid false positives
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val1 = round(val1, 4)
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val2 = ( objX2 - lineX1 ) * ( lineY2-lineY1 ) - ( objY2 - lineY1 ) * ( lineX2 - lineX1 )
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val2 = round(val2, 4)
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if ( (val1 > 0) and (val2 > 0) ):
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return "front"
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elif ( (val1 < 0) and (val2 < 0) ):
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return "back"
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elif ( (val1 == 0) and (val2 == 0) ):
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return "connected"
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elif (
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( (val1>0) and (val2==0) ) or
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( (val1==0) and (val2>0) )
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):
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return "front"
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elif (
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( (val1<0) and (val2==0) ) or
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( (val1==0) and (val2<0) )
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):
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return "back"
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elif (
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( (val1<0) and (val2>0) ) or
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( (val1>0) and (val2<0) )
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):
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return "intersect"
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def objVertLtoW(target):
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# Converts an object's vertices coordinates from local to global
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worldPos = []
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mw = target.matrix_world
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mesh = bpy.data.meshes[ target.name ]
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for vertex in mesh.vertices:
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worldPos.append( mw * vertex.co * scale )
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return worldPos
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def objVertWtoS(scene, cam, target, toScale = 1):
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# Converts an object's vertices coordinates from local to screen coordinates
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screenPos = []
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# Get objects world matrix
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mw = target.matrix_world
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# Get object's mesh
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mesh = bpy.data.meshes[ target.name ]
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# For each vertex in mesh, get screen coordinates
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for vertex in mesh.vertices:
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# Get meshes world coordinates
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screenPos.append( world_to_camera_view( scene, cam, ( mw * vertex.co ) ) )
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if toScale:
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# Get current scene rsolution
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resX = scene.render.resolution_x
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resY = scene.render.resolution_y
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# Scale values
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for vector in screenPos:
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# ~ vector.x = int( resX * vector.x ) < 0 ? 0 : int( resX * vector.x ) > 320 ? 320 : int( resX * vector.x )
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vector.x = max ( 0, min ( resX, int( resX * vector.x ) ) )
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vector.y = resY - max ( 0, min ( resY, int( resY * vector.y ) ) )
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vector.z = int( vector.z )
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return screenPos
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### Texture utilities
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def convertBGtoTIM( filePathWithExt, colors = 256, bpp = 8, timX = 640, timY = 0, clutX = 0, clutY = 480, transparency = 'alpha'):
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global timFolder
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# By default, converts a RGB to 8bpp, 256 colors indexed PNG, then to a 8bpp TIM image
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filePathWithoutExt = filePathWithExt[ : filePathWithExt.rfind('.') ]
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ext = filePathWithExt[ filePathWithExt.rfind('.') + 1 : ]
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fileBaseName = os.path.basename(filePathWithoutExt)
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# For windows users, add '.exe' to the command
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exe = ""
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if os.name == 'nt':
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exe = ".exe"
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# 8bpp TIM needs < 256 colors
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if bpp == 8:
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# Clamp number of colors to 256
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colors = min( 255, colors )
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elif bpp == 4:
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# 4bpp TIM needs < 16 colors
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# Clamp number of colors to 16
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colors = min( 16, colors )
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if transparency == "alpha":
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transpMethod = "-usealpha"
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elif transparency == "black":
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transpMethod = "-b"
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elif transparency == "nonblack":
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transpMethod = "-t"
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# Image magick's convert can be used alternatively ( https://imagemagick.org/ )
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if self.exp_useIMforTIM :
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# ImageMagick alternative
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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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print("Using IM on " + filePathWithExt)
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else:
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if self.exp_convTexToPNG:
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if ext != "png" or ext != "PNG":
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# Convert images to PNG
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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", "--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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def VramIsFull( size ):
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# Returns True if not enough space in Vram for image
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# Transpose bpp to bitshift value
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global nextTpage, freeTpage
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global nextClutSlot, freeClutSlot
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global tpageY
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if TIMbpp == 8:
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shift = 1
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elif TIMbpp == 4:
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shift = 2
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else:
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shift = 0
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# Get image width in vram
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if not size:
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imageWidth = size[0] >> shift
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else:
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imageWidth = size >> shift
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# Divide by cell width ( 64 pixels )
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imageWidthInTPage = ceil( imageWidth / 64 )
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if ( tpageY == 0 and
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nextTpage + ( imageWidthInTPage * 64 ) < 1024 and
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freeTpage - imageWidthInTPage > 0
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) :
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return False
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elif ( tpageY == 256 and
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nextTpage + ( imageWidthInTPage * 64 ) < 960 and
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freeTpage - imageWidthInTPage > 1
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) :
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return False
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else:
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return True
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def setNextTimPos( image ):
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# Sets nextTpage, freeTpage, tpageY, nextClutSlot, freeClutSlot to next free space in Vram
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# Transpose bpp to bitshift value
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global nextTpage, freeTpage
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global nextClutSlot, freeClutSlot
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global tpageY
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if TIMbpp == 8:
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shift = 1
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elif TIMbpp == 4:
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shift = 2
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else:
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shift = 0
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# Get image width in vram
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imageWidth = image.size[0] >> shift
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# Divide by cell width ( 64 pixels )
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imageWidthInTPage = ceil( imageWidth / 64 )
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if ( tpageY == 0 and
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nextTpage + ( imageWidthInTPage * 64 ) < 1024 and
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freeTpage - imageWidthInTPage > 0
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) :
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nextTpage += imageWidthInTPage * 64
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freeTpage -= imageWidthInTPage
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nextClutSlot += 1
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freeClutSlot -= 1
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elif ( tpageY == 256 and
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nextTpage + ( imageWidthInTPage * 64 ) < 960 and
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freeTpage - imageWidthInTPage > 1
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) :
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nextTpage += imageWidthInTPage * 64
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freeTpage -= imageWidthInTPage
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nextClutSlot += 1
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freeClutSlot -= 1
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else:
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tpageY = 256
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nextTpage = 320
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nextClutSlot += 1
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freeClutSlot -= 1
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def linearToRGB(component):
|
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# Convert linear Color in range 0.0-1.0 to range 0-255
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|
# https://www.color.org/bgsrgb.pdf
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a = 0.055
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if component <= 0.0031308:
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linear = component * 12.92
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else:
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linear = ( 1 + a ) * pow( component, 1 / 2.4 ) - a
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return linear
|
|
### Animation utilities
|
|
def rmEmptyNLA( obj ):
|
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# Remove lna_tracks with no strips
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if obj.animation_data.nla_tracks:
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for track in obj.animation_data.nla_tracks:
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if not track.strips:
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obj.animation_data.nla_tracks.remove(track)
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|
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def bakeActionToNLA( obj ):
|
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# Bake action to nla_track
|
|
# Converting an action to nla_track makes it timeline independant.
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hasAnim = 0
|
|
if obj.animation_data:
|
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# Get action
|
|
objectAction = obj.animation_data.action
|
|
# If action exists
|
|
if objectAction:
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# Create new nla_track
|
|
nlaTrack = obj.animation_data.nla_tracks.new()
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# Create new strip from action
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nlaTrack.strips.new( objectAction.name, objectAction.frame_range[0], objectAction )
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# Remove action
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obj.animation_data.action = None
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hasAnim = 1
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rmEmptyNLA(obj)
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return hasAnim
|
|
|
|
def getTrackList(obj, parent):
|
|
# Build a dictionary of object's nla tracks and strips
|
|
# Dict data structure is like so:
|
|
# objDict[ <bpy_struct, Object("Object")> ][ <bpy_struct, NlaTrack("Track")> ][ <bpy_struct, NlaStrip("Action")> ]
|
|
# objAnims is a defaultdict(dict)
|
|
global objAnims
|
|
if obj.animation_data:
|
|
# Get nla tracks
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|
objTracks = obj.animation_data.nla_tracks
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|
for track in objTracks:
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for strip in track.strips:
|
|
# If track struct exists in objAnims[parent], add strip to list
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|
if track in objAnims[parent]:
|
|
if strip not in objAnims[parent][track]:
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objAnims[parent][track].append(strip)
|
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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):
|
|
stripsTotal = []
|
|
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
|
|
|
|
def findOverlappingTrack(obj):
|
|
# Find overlapping strips through all the tracks
|
|
# Get all strips
|
|
tmpStrips = []
|
|
overlappingStrips = defaultdict(dict)
|
|
for track in obj:
|
|
for strip in obj[track]:
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tmpStrips.append(strip)
|
|
# Check each strip for overlapping
|
|
for tmpStrip in tmpStrips:
|
|
# Find other strips
|
|
otherStrips = [ otherStrip for otherStrip in tmpStrips if otherStrip is not tmpStrip ]
|
|
for otherStrip in otherStrips:
|
|
# If strips are overlapping
|
|
if otherStrip.frame_start < tmpStrip.frame_end :
|
|
if otherStrip.frame_end > tmpStrip.frame_start:
|
|
# Add to list, unless already there
|
|
if otherStrip in overlappingStrips:
|
|
if tmpStrip not in overlappingStrips:
|
|
overlappingStrips[otherStrip].append(tmpStrip)
|
|
else:
|
|
if tmpStrip not in overlappingStrips:
|
|
overlappingStrips[otherStrip] = [tmpStrip]
|
|
return overlappingStrips
|
|
|
|
def writeMESH_ANIMS(f, obj, stripList, fileName):
|
|
stripsTotal = len(stripList)
|
|
symbolName = fileName + "_model" + CleanName(obj.data.name) + "_anims"
|
|
f.write("MESH_ANIMS_TRACKS " + symbolName + " = {\n" +
|
|
"\t" + str( stripsTotal ) + ",\n" +
|
|
"\t{\n")
|
|
i = 0
|
|
for strip in stripList:
|
|
f.write("\t\t&" + fileName + "_model" + CleanName(obj.data.name) + "_anim_" + CleanName(strip.name))
|
|
if i < stripsTotal - 1:
|
|
f.write(",\n")
|
|
else:
|
|
f.write("\n")
|
|
i += 1
|
|
f.write("\t}\n};\n\n")
|
|
return str( "MESH_ANIMS_TRACKS " + symbolName )
|
|
|
|
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)
|
|
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)
|
|
# Update scene view
|
|
bpy.context.scene.update()
|
|
# Create a copy of the mesh with modifiers applied
|
|
objMod = obj.to_mesh(bpy.context.scene, True, 'PREVIEW')
|
|
# Get isLerp flag
|
|
lerp = 0
|
|
if 'isLerp' in obj.data:
|
|
lerp = obj.data['isLerp']
|
|
# Write VANIM struct
|
|
symbolName = fileName + "_model" + CleanName(obj.data.name) + "_anim_" + CleanName(strip.name)
|
|
if frame == strip_start :
|
|
f.write("VANIM " + symbolName + " = {\n" +
|
|
"\t" + str(int(strip_len)) + ", // number of frames e.g 20\n" +
|
|
"\t" + str(len(objMod.vertices)) + ", // number of vertices e.g 21\n" +
|
|
"\t-1, // anim cursor : -1 means not playing back\n" +
|
|
"\t0, // lerp cursor\n" +
|
|
"\t0, // loop : if -1 , infinite loop, if n > 0, loop n times\n" +
|
|
"\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 BVECTORs e.g 20 * 21 BVECTORS\n"
|
|
)
|
|
# 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(currentFrameNbr) + "\n")
|
|
# Write vertex coordinates x,z,y
|
|
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:
|
|
f.write(",\n")
|
|
# Readability : If vertex is the last in frame, insert a blank line
|
|
if vertIndex == len(objMod.vertices) - 1:
|
|
f.write("\n")
|
|
# Increment counter
|
|
i += 3;
|
|
# Add temporary mesh to the cleaning list
|
|
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 )
|
|
return str( "VANIM " + symbolName )
|
|
|
|
### Sound utilities
|
|
class Sound:
|
|
def __init__(self, objName, soundName, soundPath, convertedSoundPath, parent, location, volume, volume_min, volume_max, index, XAfile=-1, XAchannel=-1, XAsize=-1, XAend=-1):
|
|
self.objName = objName
|
|
self.soundName = soundName
|
|
self.soundPath = soundPath
|
|
self.convertedSoundPath = convertedSoundPath
|
|
self.parent = parent
|
|
self.location = location
|
|
self.volume = volume
|
|
self.volume_min = volume_min
|
|
self.volume_max = volume_max
|
|
self.index = index
|
|
self.XAfile = XAfile
|
|
self.XAchannel = XAchannel
|
|
self.XAsize = XAsize
|
|
self.XAend = XAend
|
|
def __eq__(self, other):
|
|
return self.convertedSoundPath == other.convertedSoundPath
|
|
|
|
def sound2XA( soundPath, soundName, soundFolder="XA", bpp=4, XAfile=0, XAchannel=0 ):
|
|
# Convert sound file to XA
|
|
# exports in ./XA by default
|
|
# ffmpeg -i input.mp3 -acodec pcm_s16le -ac 2 -ar 44100 output.wav
|
|
# psxavenc -f 37800 -t xa -b 4 -c 2 -F 1 -C 0 "../hello_cdda/audio/beach.wav" "xa/beach.xa"
|
|
exe = ""
|
|
if os.name == 'nt':
|
|
exe = ".exe"
|
|
# find export folder
|
|
filepath = self.filepath
|
|
# ~ filepath = bpy.data.filepath
|
|
expFolder = os.path.dirname(bpy.path.abspath(filepath)) + os.sep + soundFolder + os.sep
|
|
# create if non-existent
|
|
if not os.path.exists(expFolder):
|
|
os.mkdir(expFolder)
|
|
# find file base name
|
|
basename = soundName.split('.')[0]
|
|
exportPath = expFolder + basename + ".xa"
|
|
# Convert to 16-B WAV
|
|
subprocess.call( [ "ffmpeg" + exe, "-i", soundPath, "-acodec", "pcm_s16le", "-ac", "2", "-ar", "44100", "-y", "/tmp/tmp.wav"] )
|
|
# Convert WAV to XA
|
|
subprocess.call( [ "psxavenc" + exe, "-f", "37800", "-t", "xa", "-b", str(bpp), "-c", "2", "-F", str(XAfile), "-C", str(XAchannel), "/tmp/tmp.wav", exportPath ] )
|
|
return exportPath
|
|
|
|
def XAmanifest(XAlist, soundFolder="XA", XAchannels=8):
|
|
# generate manifest file
|
|
# find export folder
|
|
filepath = self.filepath
|
|
expFolder = os.path.dirname(bpy.path.abspath(filepath)) + os.sep + soundFolder + os.sep
|
|
XAfiles = []
|
|
for file_index in range(len(XAlist)):
|
|
manifestFile = open(os.path.normpath(expFolder + "inter_" + str(file_index) + ".txt" ), "w+")
|
|
# ~ print("\nFile_" + str(file_index) + " :")
|
|
lines = XAchannels
|
|
for xa in XAlist[file_index]:
|
|
manifestFile.write( str(XAmode) + " xa " + xa.convertedSoundPath + " " + str(xa.XAfile) + " " + str(xa.XAchannel) + "\n" )
|
|
lines -= 1
|
|
while lines:
|
|
manifestFile.write( str(XAmode) + " null\n")
|
|
lines -= 1
|
|
manifestFile.close()
|
|
|
|
def writeIsoCfg(configFile, insertString):
|
|
# Write insertString one line above searchString
|
|
print(configFile)
|
|
print(insertString)
|
|
searchString = "<dummy sectors"
|
|
if os.path.exists(configFile):
|
|
with open(configFile,"r+") as fd:
|
|
content = fd.readlines()
|
|
for index, line in enumerate(content):
|
|
if insertString in content[index]:
|
|
break
|
|
if searchString in line and insertString not in content[index] and insertString not in content[index-1]:
|
|
content.insert(index, insertString)
|
|
break
|
|
fd.seek(0)
|
|
fd.writelines(content)
|
|
else:
|
|
print("No mkpsxiso config file were found.")
|
|
|
|
def addXAtoISO(XAinterList, configFile, soundFolder="XA"):
|
|
# Add XA file to mkpsxiso config file if it existsd
|
|
filepath = self.filepath
|
|
expFolder = os.path.dirname(bpy.path.abspath(filepath)) + os.sep + soundFolder + os.sep
|
|
for xa in range(len(XAlist)):
|
|
XAfilePath = expFolder + "inter_" + str(xa) + ".xa"
|
|
insertString = '\t\t\t<file name="INTER_' + str(xa) + '.XA" type="xa" source="' + XAfilePath + '"/>\n'
|
|
writeIsoCfg(configFile, insertString)
|
|
|
|
def XAinterleave(XAlist, soundFolder="XA"):
|
|
# Generate interleaved XA files from existing XA files referenced in soundFiles
|
|
exe = ""
|
|
if os.name == 'nt':
|
|
exe = ".exe"
|
|
# find export folder
|
|
filepath = self.filepath
|
|
for xa in range(len(XAlist)):
|
|
manifestFile = expFolder + "inter_" + str(xa) + ".txt"
|
|
outputFile = expFolder + "inter_" + str(xa) + ".xa"
|
|
subprocess.call( [ "xainterleave" + exe, str(XAmode), manifestFile, outputFile ])
|
|
|
|
def sound2VAG( soundPath, soundName, soundFolder="VAG"):
|
|
# Convert sound file to VAG
|
|
# exports in ./VAG by default
|
|
# For windows users, add '.exe' to the command
|
|
exe = ""
|
|
if os.name == 'nt':
|
|
exe = ".exe"
|
|
# find export folder
|
|
filepath = self.filepath
|
|
# ~ filepath = bpy.data.filepath
|
|
expFolder = os.path.dirname(bpy.path.abspath(filepath)) + os.sep + soundFolder + os.sep
|
|
# create if non-existent
|
|
if not os.path.exists(expFolder):
|
|
os.mkdir(expFolder)
|
|
# find file base name
|
|
basename = soundName.split('.')[0]
|
|
exportPath = expFolder + basename + ".vag"
|
|
# Convert to RAW WAV data
|
|
subprocess.call( [ "ffmpeg" + exe, "-i", soundPath, "-f", "s16le", "-ac", "1", "-ar", "44100", "-y", "/tmp/tmp.dat"] )
|
|
# Convert WAV to VAG
|
|
subprocess.call( [ "wav2vag" + exe, "/tmp/tmp.dat", exportPath, "-sraw16", "-freq=44100" ] )
|
|
return exportPath
|
|
|
|
def writeExtList(f, soundName, level_symbols):
|
|
soundName = soundName.split('.')[0]
|
|
f.write("extern u_char _binary_VAG_" + soundName + "_vag_start;\n")
|
|
|
|
def writeVAGbank(f, soundList, level_symbols):
|
|
index = 0
|
|
SPU = 0
|
|
dups = []
|
|
for file_index in range(len(soundList)):
|
|
if soundList[file_index].XAsize == -1 :
|
|
if soundList[file_index] not in dups:
|
|
writeExtList(f, soundList[file_index].soundName, level_symbols)
|
|
dups.append(soundList[file_index])
|
|
index += 1
|
|
f.write("\nVAGbank " + fileName + "_VAGBank = {\n" +
|
|
"\t" + str(index) + ",\n" +
|
|
"\t{\n")
|
|
for sound in soundList:
|
|
if sound.XAsize == -1:
|
|
f.write("\t\t{ &_binary_VAG_" + sound.soundName.split('.')[0] + "_vag_start, SPU_0" + str(SPU) + "CH, 0 }")
|
|
if SPU < index - 1:
|
|
f.write(",\n")
|
|
sound.index = SPU
|
|
SPU += 1
|
|
f.write("\n\t}\n};\n\n" )
|
|
level_symbols.append("VAGbank " + fileName + "_VAGBank")
|
|
# If SPU, we're using VAGs
|
|
return SPU
|
|
|
|
def writeXAbank(f, XAfiles, level_symbols):
|
|
index = 0
|
|
XAinter = []
|
|
# ~ soundName = objName.split('.')[0]
|
|
for file_index in range(len(XAfiles)):
|
|
if XAfiles[file_index].XAsize != -1:
|
|
index += 1
|
|
if XAfiles[file_index].XAfile not in range( len( XAinter ) ) :
|
|
XAinter.append( list() )
|
|
XAinter[ XAfiles[file_index].XAfile ].append(XAfiles[file_index])
|
|
for XAlistIndex in range(len(XAinter)):
|
|
f.write("XAbank " + fileName + "_XABank_" + str(XAlistIndex) + " = {\n" +
|
|
"\t\"\\\\INTER_" + str(XAlistIndex) + ".XA;1\",\n" +
|
|
"\t" + str(len(XAinter[XAlistIndex])) + ",\n" +
|
|
"\t0,\n" +
|
|
"\t{\n")
|
|
index = 0
|
|
for sound in XAinter[XAlistIndex]:
|
|
if sound.XAsize != -1:
|
|
f.write( "\t\t{ " + str(index) + ", " + str(sound.XAsize) + ", " + str(sound.XAfile) + ", " + str(sound.XAchannel) + ", 0, " + str(sound.XAend) + " * XA_CHANNELS, -1 },\n" )
|
|
sound.index = index
|
|
index += 1
|
|
f.write( "\t}\n};\n" )
|
|
level_symbols.append("XAbank " + fileName + "_XABank_" + str(XAlistIndex))
|
|
return XAinter
|
|
|
|
def writeXAfiles(f, XAlist, fileName):
|
|
# Write XAFiles struct
|
|
f.write("XAfiles " + fileName + "_XAFiles = {\n" +
|
|
"\t" + str(len(XAlist)) + ",\n" +
|
|
"\t{\n")
|
|
if XAlist:
|
|
for xa in range(len(XAlist)):
|
|
f.write("\t\t&" + fileName + "_XABank_" + str(xa))
|
|
if xa < len(XAlist) - 1:
|
|
f.write(",")
|
|
else:
|
|
f.write("\t\t0")
|
|
f.write("\n\t}\n};\n")
|
|
level_symbols.append("XAfiles " + fileName + "_XAFiles")
|
|
|
|
def writeSoundObj(f, soundFiles, level_symbols):
|
|
index = 0
|
|
# Write SOUND_OBJECT structures
|
|
for obj in soundFiles:
|
|
f.write("SOUND_OBJECT " + fileName + "_" + obj.objName.replace(".", "_") + " = {\n" +
|
|
"\t{" + str(psxLoc(obj.location.x)) + "," + str(psxLoc(obj.location.y)) + "," + str(psxLoc(obj.location.z)) + "},\n" +
|
|
"\t" + str(obj.volume * 0x3fff) + ", " + str(obj.volume * 0x3fff) + ", " + str(obj.volume_min * 0x3fff) + ", " + str(obj.volume_max * 0x3fff) + ",\n" )
|
|
if obj.XAsize == -1 :
|
|
f.write("\t&" + fileName + "_VAGBank.samples[" + str(obj.index) + "],\n" +
|
|
"\t0,\n")
|
|
else:
|
|
f.write("\t0,\n" +
|
|
"\t&" + fileName + "_XABank_" + str(obj.XAfile) + ".samples[" + str(obj.index) + "],\n")
|
|
if obj.parent:
|
|
f.write( "\t&" + fileName + "_mesh" + CleanName(obj.parent.name) + "\n")
|
|
else:
|
|
f.write("\t0\n")
|
|
f.write("};\n\n")
|
|
index += 1
|
|
level_symbols.append("SOUND_OBJECT " + fileName + "_" + obj.objName.replace(".", "_"))
|
|
f.write("LEVEL_SOUNDS " + fileName + "_sounds = {\n" +
|
|
"\t" + str(index) + ",\n" +
|
|
"\t{\n")
|
|
for obj in range(len(soundFiles)):
|
|
f.write( "\t\t&" + fileName + "_" + soundFiles[obj].objName.replace(".", "_"))
|
|
if obj < len(soundFiles) - 1 :
|
|
f.write(",\n")
|
|
f.write("\n\t}\n};\n\n")
|
|
level_symbols.append("LEVEL_SOUNDS " + fileName + "_sounds")
|
|
return index
|
|
# Set rendering resolution to 320x240
|
|
bpy.context.scene.render.resolution_x = 320
|
|
bpy.context.scene.render.resolution_y = 240
|
|
### VRam Layout
|
|
nextTpage = 320
|
|
nextClutSlot = 480
|
|
freeTpage = 21
|
|
freeClutSlot = 32
|
|
tpageY = 0
|
|
# Set TIMs default bpp value
|
|
TIMbpp = 8
|
|
TIMshift = 1
|
|
if self.exp_TIMbpp:
|
|
TIMbpp = 4
|
|
TIMshift = 2
|
|
# Set context area to 3d view
|
|
previousAreaType = 0
|
|
if bpy.context.mode != 'OBJECT' :
|
|
previousAreaType = bpy.context.area.type
|
|
bpy.context.area.type="VIEW_3D"
|
|
if bpy.context.object is None:
|
|
# select first object in scene
|
|
bpy.context.scene.objects.active = bpy.context.scene.objects[0]
|
|
# Leave edit mode to avoid errors
|
|
bpy.ops.object.mode_set(mode='OBJECT')
|
|
# restore previous area type
|
|
bpy.context.area.type = previousAreaType
|
|
# If set, triangulate objects of type mesh
|
|
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])
|
|
# Get export directory path
|
|
filepath = self.filepath
|
|
if self.exp_expMode:
|
|
filepath = bpy.data.filepath
|
|
expFolder = os.path.dirname(bpy.path.abspath(filepath))
|
|
# If the file wasn't saved before, expFolder will be empty. Default to current directory in that case
|
|
if expFolder == "":
|
|
expFolder = os.getcwd()
|
|
# Get texture folder, default to ./TEX
|
|
textureFolder = os.path.join( expFolder, "TEX")
|
|
if self.exp_CustomTexFolder != "TEX":
|
|
textureFolder = os.path.join( expFolder, self.exp_CustomTexFolder)
|
|
timFolder = os.path.join( expFolder, "TIM")
|
|
# If the TIM folder doesn't exist, create it
|
|
if not os.path.exists(timFolder):
|
|
os.mkdir(timFolder)
|
|
### Export pre-calculated backgrounds and construct a list of visible objects for each camera angle
|
|
camAngles = []
|
|
defaultCam = 'NULL'
|
|
# List of Rigid/Static bodies to ray a cast upon
|
|
rayTargets = []
|
|
# If using precalculated BG, render and export them to ./TIM/
|
|
if self.exp_Precalc:
|
|
# Get BGs TIM size depending on mode
|
|
timSize = bpy.context.scene.render.resolution_x >> TIMshift
|
|
timSizeInCell = ceil( timSize / 64 )
|
|
# Create folder if it doesn't exist
|
|
# ~ os.makedirs(timFolder, exist_ok = 1)
|
|
# Set file format config
|
|
bpy.context.scene.render.image_settings.file_format = 'PNG'
|
|
# ~ bpy.context.scene.render.image_settings.quality = 100
|
|
# ~ bpy.context.scene.render.image_settings.compression = 0
|
|
bpy.context.scene.render.image_settings.color_depth = '8'
|
|
bpy.context.scene.render.image_settings.color_mode = 'RGB'
|
|
# Get active cam
|
|
scene = bpy.context.scene
|
|
cam = scene.camera
|
|
# Find default cam, and cameras in camPath
|
|
for o in bpy.data.objects:
|
|
# If orphan, ignore
|
|
if o.users == 0:
|
|
continue
|
|
if o.type == 'CAMERA' and o.data.get('isDefault'):
|
|
defaultCam = o.name
|
|
if o.type == 'CAMERA' and o.name.startswith("camPath"):
|
|
filepath = textureFolder + os.sep
|
|
filename = "bg_" + CleanName(o.name)
|
|
fileext = "." + str(bpy.context.scene.render.image_settings.file_format).lower()
|
|
# Set camera as active
|
|
bpy.context.scene.camera = o
|
|
# Render and save image
|
|
bpy.ops.render.render()
|
|
bpy.data.images["Render Result"].save_render( filepath + filename + fileext )
|
|
# Convert PNG to TIM
|
|
if not VramIsFull( bpy.context.scene.render.resolution_x ):
|
|
convertBGtoTIM( filepath + filename + fileext , bpp = TIMbpp, timX = nextTpage, timY = tpageY, clutY = nextClutSlot, transparency = "nonblack" )
|
|
else:
|
|
tpageY = 256
|
|
nextTpage = 320
|
|
if not VramIsFull( bpy.context.scene.render.resolution_x ):
|
|
convertBGtoTIM( filepath + filename + fileext , bpp = TIMbpp, timX = nextTpage, timY = tpageY, clutY = nextClutSlot, transparency = "nonblack" )
|
|
# Add camera object to camAngles
|
|
camAngles.append(o)
|
|
# Notify layout change to vars
|
|
nextTpage += timSizeInCell * 64
|
|
freeTpage -= timSizeInCell
|
|
nextClutSlot += 1
|
|
freeClutSlot -= 1
|
|
### Start writing output files
|
|
# Stolen from Lameguy64 : https://github.com/Lameguy64/Blender-RSD-Plugin/blob/b3b6fd4475aed4ca38587ca83d34000f60b68a47/io_export_rsd.py#L68
|
|
filepath = self.filepath
|
|
filepath = filepath.replace(self.filename_ext, "") # Quick fix to get around the aforementioned 'bugfix'
|
|
# TODO : add option to export scenes as levels
|
|
# ~ if self.exp_UseScenesAsLevels:
|
|
# ~ fileName = cleanName(bpy.data.scenes[0].name)
|
|
# ~ else:
|
|
#
|
|
# We're writing a few files:
|
|
# - custom_types.h contains the 'engine' 's specific struct definitions
|
|
# - level.h contains the forward declaration of the level's variables
|
|
# - level.c contains the initialization and data of those variables
|
|
# 'custom_types.h' goes in export folder
|
|
custom_types_h = expFolder + os.sep + 'custom_types.h'
|
|
# If export mode is set to Use blender file name
|
|
# ~ if self.exp_expMode:
|
|
# ~ fileName = bpy.path.basename(filepath)
|
|
# ~ filepath = self.filepath
|
|
# ~ folder = os.path.dirname(bpy.path.abspath(filepath))
|
|
# ~ levels_folder = folder + os.sep
|
|
# ~ else:
|
|
lvlNbr = self.exp_LvlNbr
|
|
fileName = 'level' + str( lvlNbr )
|
|
# Levels files go in ./levels/
|
|
# If ./levels does not exist, create it
|
|
if not os.path.exists( expFolder + os.sep + 'levels'):
|
|
os.mkdir( expFolder + os.sep + 'levels')
|
|
levels_folder = expFolder + os.sep + 'levels' + os.sep
|
|
# TODO : dynamic filenaming
|
|
level_h = levels_folder + fileName + '.h'
|
|
level_c = levels_folder + fileName + '.c'
|
|
### Custom types Header (custom_types.h)
|
|
# Open file
|
|
h = open(os.path.normpath(custom_types_h),"w+")
|
|
## Add C structures definitions
|
|
h.write(
|
|
"#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" +
|
|
"struct MESH;\n" +
|
|
"struct CAMPOS;\n" +
|
|
"struct CAMPATH;\n" +
|
|
"struct CAMANGLE;\n" +
|
|
"struct SIBLINGS;\n" +
|
|
"struct CHILDREN;\n" +
|
|
"struct NODE;\n" +
|
|
"struct QUAD;\n" +
|
|
"struct LEVEL;\n" +
|
|
"struct VAGsound;\n" +
|
|
"struct VAGbank;\n" +
|
|
"struct XAsound;\n" +
|
|
"struct XAbank;\n" +
|
|
"struct XAfiles;\n" +
|
|
"struct SOUND_OBJECT;\n" +
|
|
"struct LEVEL_SOUNDS;\n" +
|
|
"\n")
|
|
# BODY
|
|
h.write("typedef struct BODY {\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" +
|
|
# ~ "\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" +
|
|
"\tint cursor; // anim cursor : -1 == not playing, n>=0 == current frame number\n" +
|
|
"\tint lerpCursor; // anim cursor\n" +
|
|
"\tint loop; // loop anim : -1 == infinite, n>0 == play n times\n" +
|
|
"\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" +
|
|
"\tBVECTOR data[]; // vertex pos as SVECTORs e.g 20 * 21 SVECTORS\n" +
|
|
"\t} VANIM;\n\n")
|
|
|
|
h.write("typedef struct MESH_ANIMS_TRACKS {\n" +
|
|
"\tu_short index;\n" +
|
|
"\tVANIM * strips[];\n" +
|
|
"} MESH_ANIMS_TRACKS;\n\n" )
|
|
# PRIM
|
|
h.write("typedef struct PRIM {\n" +
|
|
"\tVECTOR order;\n" +
|
|
"\tint code; // Same as POL3/POL4 codes : Code (F3 = 1, FT3 = 2, G3 = 3,\n// GT3 = 4) Code (F4 = 5, FT4 = 6, G4 = 7, GT4 = 8)\n" +
|
|
"\t} PRIM;\n\n")
|
|
# MESH
|
|
h.write("typedef struct MESH { \n"+
|
|
"\tint totalVerts;\n" +
|
|
"\tTMESH * tmesh;\n" +
|
|
"\tPRIM * index;\n" +
|
|
"\tTIM_IMAGE * tim; \n" +
|
|
"\tunsigned long * tim_data;\n"+
|
|
"\tMATRIX mat;\n" +
|
|
"\tVECTOR pos;\n" +
|
|
"\tSVECTOR rot;\n" +
|
|
"\tshort isProp;\n" +
|
|
"\tshort isRigidBody;\n" +
|
|
"\tshort isStaticBody;\n" +
|
|
"\tshort isRound;\n" +
|
|
"\tshort isPrism;\n" +
|
|
"\tshort isAnim;\n" +
|
|
"\tshort isActor;\n" +
|
|
"\tshort isLevel;\n" +
|
|
"\tshort isWall;\n" +
|
|
"\tshort isBG;\n" +
|
|
"\tshort isSprite;\n" +
|
|
"\tlong p;\n" +
|
|
"\tlong OTz;\n" +
|
|
"\tBODY * body;\n" +
|
|
"\tMESH_ANIMS_TRACKS * anim_tracks;\n" +
|
|
"\tVANIM * currentAnim;\n" +
|
|
"\tstruct NODE * node;\n" +
|
|
"\tVECTOR pos2D;\n" +
|
|
"\t} MESH;\n\n")
|
|
#QUAD
|
|
h.write("typedef struct QUAD {\n" +
|
|
"\tVECTOR v0, v1;\n" +
|
|
"\tVECTOR v2, v3;\n" +
|
|
"\t} QUAD;\n\n")
|
|
# CAMPOS
|
|
h.write("typedef struct CAMPOS {\n" +
|
|
"\tSVECTOR pos;\n" +
|
|
"\tSVECTOR rot;\n" +
|
|
"\t} CAMPOS;\n\n" +
|
|
"\n// Blender cam ~= PSX cam with these settings : \n" +
|
|
"// NTSC - 320x240, PAL 320x256, pixel ratio 1:1,\n" +
|
|
"// cam focal length : perspective 90° ( 16 mm ))\n" +
|
|
"// With a FOV of 1/2, camera focal length is ~= 16 mm / 90°\n" +
|
|
"// Lower values mean wider angle\n\n")
|
|
# CAMANGLE
|
|
h.write("typedef struct CAMANGLE {\n" +
|
|
"\tCAMPOS * campos;\n" +
|
|
"\tTIM_IMAGE * BGtim;\n" +
|
|
"\tunsigned long * tim_data;\n" +
|
|
"\tQUAD bw, fw;\n" +
|
|
"\tint index;\n" +
|
|
"\tMESH * objects[];\n" +
|
|
"\t} CAMANGLE;\n\n")
|
|
# CAMPATH
|
|
h.write("typedef struct CAMPATH {\n" +
|
|
"\tshort len, cursor, pos;\n" +
|
|
"\tVECTOR points[];\n" +
|
|
"\t} CAMPATH;\n\n")
|
|
# SIBLINGS
|
|
h.write("typedef struct SIBLINGS {\n" +
|
|
"\tint index;\n" +
|
|
"\tstruct NODE * list[];\n" +
|
|
"\t} SIBLINGS ;\n\n")
|
|
# CHILDREN
|
|
h.write("typedef struct CHILDREN {\n" +
|
|
"\tint index;\n" +
|
|
"\tMESH * list[];\n" +
|
|
"\t} CHILDREN ;\n\n")
|
|
# NODE
|
|
h.write("typedef struct NODE {\n" +
|
|
"\tMESH * plane;\n" +
|
|
"\tSIBLINGS * siblings;\n" +
|
|
"\tCHILDREN * objects;\n" +
|
|
"\tCHILDREN * rigidbodies;\n" +
|
|
"\t} NODE;\n\n")
|
|
# SOUND
|
|
# VAG
|
|
h.write("//VAG\n" +
|
|
"typedef struct VAGsound {\n" +
|
|
"\tu_char * VAGfile; // Pointer to VAG data address\n" +
|
|
"\tu_long spu_channel; // SPU voice to playback to\n" +
|
|
"\tu_long spu_address; // SPU address for memory freeing spu mem\n" +
|
|
"\t} VAGsound;\n\n" )
|
|
|
|
h.write("typedef struct VAGbank {\n" +
|
|
"\tu_int index;\n" +
|
|
"\tVAGsound samples[];\n" +
|
|
"\t} VAGbank;\n\n")
|
|
|
|
h.write("// XA\n" +
|
|
"typedef struct XAsound {\n" +
|
|
"\tu_int id;\n" +
|
|
"\tu_int size;\n" +
|
|
"\tu_char file, channel;\n" +
|
|
"\tu_int start, end;\n" +
|
|
"\tint cursor;\n" +
|
|
"\t} XAsound;\n\n")
|
|
|
|
h.write("typedef struct XAbank {\n" +
|
|
"\tchar name[16];\n" +
|
|
"\tu_int index;\n" +
|
|
"\tint offset;\n" +
|
|
"\tXAsound samples[];\n" +
|
|
"\t} XAbank;\n\n")
|
|
|
|
h.write("typedef struct XAfiles {\n" +
|
|
"\tu_int index;\n" +
|
|
"\tXAbank * banks[];\n" +
|
|
"\t} XAfiles;\n\n" )
|
|
|
|
h.write("typedef struct SOUND_OBJECT {\n" +
|
|
"\tVECTOR location;\n" +
|
|
"\tint volumeL, volumeR, volume_min, volume_max;\n" +
|
|
"\tVAGsound * VAGsample;\n" +
|
|
"\tXAsound * XAsample;\n" +
|
|
"\tMESH * parent;\n" +
|
|
"} SOUND_OBJECT;\n\n" )
|
|
|
|
h.write("typedef struct LEVEL_SOUNDS {\n" +
|
|
"\tint index;\n" +
|
|
"\tSOUND_OBJECT * sounds[];\n" +
|
|
"} LEVEL_SOUNDS;\n\n")
|
|
|
|
# LEVEL
|
|
h.write("typedef struct LEVEL {\n" +
|
|
"\tCVECTOR * BGc;\n" +
|
|
"\tVECTOR * BKc;\n" +
|
|
"\tMATRIX * cmat;\n" +
|
|
"\tMATRIX * lgtmat;\n" +
|
|
"\tMESH ** meshes;\n" +
|
|
"\tint * meshes_length;\n" +
|
|
"\tMESH * actorPtr;\n" +
|
|
"\tMESH * levelPtr;\n" +
|
|
"\tMESH * propPtr;\n" +
|
|
"\tCAMANGLE * camPtr;\n" +
|
|
"\tCAMPATH * camPath;\n" +
|
|
"\tCAMANGLE ** camAngles;\n" +
|
|
"\tNODE * curNode;\n" +
|
|
"\tLEVEL_SOUNDS * levelSounds;\n" +
|
|
"\tVAGbank * VAG;\n" +
|
|
"\tXAfiles * XA;\n" +
|
|
"\t} LEVEL;\n")
|
|
h.close()
|
|
## Level Data (level.c)
|
|
# Store every variable name in a list so that we can populate the level.h file later
|
|
level_symbols = []
|
|
level_symbols.append("LEVEL " + fileName)
|
|
f = open(os.path.normpath(level_c),"w+")
|
|
f.write(
|
|
'#include "' + fileName + '.h"\n\n' +
|
|
"NODE_DECLARATION\n"
|
|
)
|
|
## Horizon & Ambient color
|
|
# Get world horizon colors
|
|
BGr = str( round( linearToRGB( bpy.data.worlds[0].horizon_color.r ) * 192 ) + 63 )
|
|
BGg = str( round( linearToRGB( bpy.data.worlds[0].horizon_color.g ) * 192) + 63 )
|
|
BGb = str( round( linearToRGB( bpy.data.worlds[0].horizon_color.b ) * 192 ) + 63 )
|
|
f.write(
|
|
"CVECTOR " + fileName + "_BGc = { " + BGr + ", " + BGg + ", " + BGb + ", 0 };\n\n"
|
|
)
|
|
level_symbols.append( "CVECTOR " + fileName + "_BGc" )
|
|
# Get ambient color
|
|
BKr = str( round( linearToRGB( bpy.data.worlds[0].ambient_color.r ) * 192 ) + 63 )
|
|
BKg = str( round( linearToRGB( bpy.data.worlds[0].ambient_color.g ) * 192 ) + 63 )
|
|
BKb = str( round( linearToRGB( bpy.data.worlds[0].ambient_color.b ) * 192 ) + 63 )
|
|
f.write(
|
|
"VECTOR " + fileName + "_BKc = { " + BKr + ", " + BKg + ", " + BKb + ", 0 };\n\n"
|
|
)
|
|
level_symbols.append( "VECTOR " + fileName + "_BKc" )
|
|
# Dictionaries
|
|
# Sound
|
|
# These speaker objects's positions will have to be updated
|
|
spkrParents = defaultdict(dict)
|
|
spkrOrphans = []
|
|
# array of Sound objects
|
|
soundFiles = []
|
|
# current XA files and channel
|
|
freeXAfile = 0
|
|
freeXAchannel = 0
|
|
# Lights
|
|
lmpObjects = {}
|
|
# Meshes
|
|
mshObjects = {}
|
|
# Vertex animation
|
|
# ~ mixOverlapingStrips = True
|
|
objAnims = defaultdict(dict)
|
|
# Use scene's Start/End frames as default
|
|
frame_start = int( bpy.context.scene.frame_start )
|
|
frame_end = int( bpy.context.scene.frame_end )
|
|
# Loop
|
|
for obj in bpy.data.objects:
|
|
# Build a dictionary of objects that have child SPEAKER objects
|
|
if obj.type == 'SPEAKER':
|
|
if obj.data.sound is not None:
|
|
# and child of a mesh
|
|
if obj.parent is not None:
|
|
if obj.parent.type == 'MESH':
|
|
parent = obj.parent
|
|
# has no parent
|
|
else:
|
|
parent = 0
|
|
# get sound informations
|
|
objName = obj.name
|
|
soundName = obj.data.sound.name
|
|
soundPath = bpy.path.abspath(obj.data.sound.filepath)
|
|
location = obj.location
|
|
volume = int(obj.data.volume)
|
|
volume_min = int(obj.data.volume_min)
|
|
volume_max = int(obj.data.volume_max)
|
|
# convert sound
|
|
if obj.data.get('isXA'):
|
|
XAsectorsize = 2336 if XAmode else 2352
|
|
if freeXAchannel > 7:
|
|
freeXAfile += 1
|
|
freeXAchannel = 0
|
|
convertedSoundPath = sound2XA(soundPath, soundName, bpp=4, XAfile=freeXAfile, XAchannel=freeXAchannel)
|
|
XAfile = freeXAfile
|
|
XAchannel = freeXAchannel
|
|
freeXAchannel += 1
|
|
if os.path.exists(convertedSoundPath):
|
|
XAsize = os.path.getsize(convertedSoundPath)
|
|
XAend = int((( XAsize / XAsectorsize ) - 1))
|
|
else:
|
|
XAsize = -1
|
|
XAend = -1
|
|
soundFiles.append( Sound( objName, soundName, soundPath, convertedSoundPath, parent, location, volume, volume_min, volume_max, -1, XAfile, XAchannel, XAsize, XAend ) )
|
|
else:
|
|
convertedSoundPath = sound2VAG(soundPath, soundName)
|
|
soundFiles.append( Sound( objName, soundName, soundPath, convertedSoundPath, parent, location, volume, volume_min, volume_max, -1 ) )
|
|
# Build dict of objects <> data correspondance
|
|
# We want to be able to find an object based on it's data name.
|
|
if obj.type == 'LAMP':
|
|
lmpObjects[obj.data.name] = obj.name
|
|
if obj.type == 'MESH':
|
|
mshObjects[obj.data.name] = obj.name
|
|
## Vertex Animation
|
|
# If isAnim flag is set, export object's vertex animations
|
|
# Vertex animation is possible using keyframes or shape keys
|
|
# Using nla tracks allows to export several animation for the same mesh
|
|
# If the mixAnim flag is set, the resulting animation will be an interpolation between the overlapping nla tracks.
|
|
#if len(bpy.data.actions):
|
|
# Find shape key based animations
|
|
if obj.active_shape_key:
|
|
# Get shape key name
|
|
shapeKeyName = obj.active_shape_key.id_data.name
|
|
# Get shape_key object
|
|
shapeKey = bpy.data.shape_keys[shapeKeyName]
|
|
# Bake action to LNA
|
|
if bakeActionToNLA(shapeKey):
|
|
getTrackList(shapeKey, obj)
|
|
# Find object based animation
|
|
if bakeActionToNLA(obj):
|
|
getTrackList(obj, obj)
|
|
## Export anim tracks and strips
|
|
for obj in objAnims:
|
|
# If mixing nla tracks, only export one track
|
|
if self.exp_mixOverlapingStrips:
|
|
overlappingStrips = findOverlappingTrack(objAnims[obj])
|
|
level_symbols.append( writeMESH_ANIMS( f, obj, overlappingStrips, fileName ) )
|
|
for strip in overlappingStrips:
|
|
# Min frame start
|
|
strip_start = min( strip.frame_start , min([ action.frame_start for action in overlappingStrips[strip] ]) )
|
|
# Max frame end
|
|
strip_end = max( strip.frame_start , max([ action.frame_end for action in overlappingStrips[strip] ]) )
|
|
level_symbols.append( writeVANIM(f, obj, strip, fileName, strip_start, strip_end) )
|
|
else:
|
|
allStrips = getStripsTotal(objAnims[obj])
|
|
level_symbols.append( writeMESH_ANIMS( f, obj, allStrips, fileName ) )
|
|
for track in objAnims[obj]:
|
|
# if flag is set, hide others nla_tracks
|
|
track.is_solo = True
|
|
for strip in objAnims[obj][track]:
|
|
# Use scene's Start/End frames as default
|
|
strip_start = strip.frame_start
|
|
strip_end = strip.frame_end
|
|
level_symbols.append( writeVANIM(f, obj, strip, fileName, strip_start, strip_end) )
|
|
track.is_solo = False
|
|
# Close struct declaration
|
|
# ~ f.write("\t\t},\n")
|
|
# ~ f.write("\t}\n};\n")
|
|
# ~ level_symbols.append( "MESH_ANIMS_TRACKS " + fileName + "_model" + CleanName(obj.data.name) + "_anims" )
|
|
|
|
## Camera setup
|
|
# List of points defining the camera path
|
|
camPathPoints = []
|
|
# Define first mesh. Will be used as default if no properties are found in meshes
|
|
first_mesh = CleanName( bpy.data.meshes[ 0 ].name )
|
|
# Set camera position and rotation in the scene
|
|
for o in range( len( bpy.data.objects ) ):
|
|
# Add objects of type MESH with a Rigidbody or StaticBody flag set to a list
|
|
if bpy.data.objects[ o ].type == 'MESH':
|
|
if (
|
|
bpy.data.objects[ o ].data.get('isRigidBody') or
|
|
bpy.data.objects[ o ].data.get('isStaticBody')
|
|
#or bpy.data.objects[o].data.get('isPortal')
|
|
):
|
|
rayTargets.append(bpy.data.objects[o])
|
|
# Set object of type CAMERA with isDefault flag as default camera
|
|
if bpy.data.objects[o].type == 'CAMERA' and bpy.data.objects[o].data.get('isDefault'):
|
|
defaultCam = bpy.data.objects[o].name
|
|
# Declare each blender camera as a CAMPOS
|
|
if bpy.data.objects[o].type == 'CAMERA':
|
|
f.write("CAMPOS " + fileName + "_camPos_" + CleanName( bpy.data.objects[ o ].name ) + " = {\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")
|
|
level_symbols.append( "CAMPOS " + fileName + "_camPos_" + CleanName( bpy.data.objects[ o ].name ) )
|
|
# Find camera path points and append them to camPathPoints[]
|
|
if bpy.data.objects[o].type == 'CAMERA' :
|
|
if ( bpy.data.objects[ o ].name.startswith( "camPath" )
|
|
and not bpy.data.objects[ o ].data.get( 'exclude' )
|
|
) :
|
|
camPathPoints.append(bpy.data.objects[o].name)
|
|
# Write the CAMPATH structure
|
|
if camPathPoints:
|
|
# Populate with points found above
|
|
# ~ camPathPoints = list(reversed(camPathPoints))
|
|
for point in range(len(camPathPoints)):
|
|
if point == 0:
|
|
f.write("CAMPATH " + fileName + "_camPath = {\n" +
|
|
"\t" + str( len( camPathPoints ) ) + ",\n" +
|
|
"\t0,\n" +
|
|
"\t0,\n" +
|
|
"\t{\n")
|
|
level_symbols.append( "CAMPATH " + fileName + "_camPath" )
|
|
f.write( "\t\t{ " + str( round( -bpy.data.objects[ camPathPoints[ point ] ].location.x * scale ) ) +
|
|
"," + str( round( bpy.data.objects[ camPathPoints[ point ] ].location.z * scale ) ) +
|
|
"," + str( round( -bpy.data.objects[ camPathPoints[ point ] ].location.y * scale ) ) +
|
|
" }" )
|
|
if point != len( camPathPoints ) - 1:
|
|
f.write(",\n")
|
|
f.write("\n\t}\n};\n\n")
|
|
else:
|
|
# If no camera path points are found, use default
|
|
f.write("CAMPATH " + fileName + "_camPath = {\n" +
|
|
"\t0,\n" +
|
|
"\t0,\n" +
|
|
"\t0,\n" +
|
|
"\t{0}\n" +
|
|
"};\n\n" )
|
|
level_symbols.append( "CAMPATH " + fileName + "_camPath" )
|
|
## Lighting setup
|
|
# Light sources will be similar to Blender's sunlamp
|
|
# A maximum of 3 light sources will be used
|
|
# LLM : Local Light Matrix
|
|
if len( lmpObjects ) is not None:
|
|
cnt = 0
|
|
# ~ pad = 3 - len( lmpObjects ) if ( len( lmpObjects ) < 3 ) else 0
|
|
f.write( "MATRIX " + fileName + "_lgtmat = {\n")
|
|
for light in sorted(lmpObjects):
|
|
# Get rid of orphans
|
|
if bpy.data.lamps[light].users == 0:
|
|
continue
|
|
# PSX can only use 3 light sources
|
|
if cnt < 3 :
|
|
# Lightsource energy
|
|
energy = int( bpy.data.lamps[light].energy * 4096 )
|
|
# ~ energy = int( light.energy * 4096 )
|
|
# Get lightsource's world orientation
|
|
lightdir = bpy.data.objects[lmpObjects[light]].matrix_world * Vector( ( 0, 0, -1, 0 ) )
|
|
f.write(
|
|
"\t" + str( int( lightdir.x * energy ) ) + ", " +
|
|
str( int( -lightdir.z * energy ) ) + ", " +
|
|
str( int( lightdir.y * energy ) )
|
|
)
|
|
if cnt < 2:
|
|
f.write(",")
|
|
f.write(" // L" + str(cnt+1) + "\n")
|
|
cnt += 1
|
|
# If less than 3 light sources exist in blender, fill the matrix with 0s.
|
|
# ~ if pad:
|
|
while cnt < 3:
|
|
f.write("\t0, 0, 0")
|
|
if cnt < 2:
|
|
f.write(",")
|
|
f.write("\n")
|
|
cnt += 1
|
|
f.write("\t};\n\n")
|
|
level_symbols.append( "MATRIX " + fileName + "_lgtmat" )
|
|
# LCM : Local Color Matrix
|
|
f.write( "MATRIX " + fileName + "_cmat = {\n")
|
|
LCM = []
|
|
cnt = 0
|
|
# If more than 3 light sources exists, use the 3 first in alphabetic order (same as in Blender's outliner)
|
|
for light in sorted(lmpObjects):
|
|
# If orphan, get on with it
|
|
if bpy.data.lamps[light].users == 0:
|
|
continue
|
|
if cnt < 3 :
|
|
LCM.append( str( int( bpy.data.lamps[light].color.r * 4096 ) if bpy.data.lamps[light].color.r else 0 ) )
|
|
LCM.append( str( int( bpy.data.lamps[light].color.g * 4096 ) if bpy.data.lamps[light].color.g else 0 ) )
|
|
LCM.append( str( int( bpy.data.lamps[light].color.b * 4096 ) if bpy.data.lamps[light].color.b else 0 ) )
|
|
cnt += 1
|
|
if len(LCM) < 9:
|
|
while len(LCM) < 9:
|
|
LCM.append('0')
|
|
# Write LC matrix
|
|
f.write(
|
|
"// L1 L2 L3\n"
|
|
"\t" + LCM[ 0 ] + ", " + LCM[ 3 ] + ", " + LCM[ 6 ] + ", // R\n" +
|
|
"\t" + LCM[ 1 ] + ", " + LCM[ 4 ] + ", " + LCM[ 7 ] + ", // G\n" +
|
|
"\t" + LCM[ 2 ] + ", " + LCM[ 5 ] + ", " + LCM[ 8 ] + " // B\n" )
|
|
f.write("\t};\n\n")
|
|
level_symbols.append( "MATRIX " + fileName + "_cmat" )
|
|
## Meshes
|
|
actorPtr = first_mesh
|
|
levelPtr = first_mesh
|
|
propPtr = first_mesh
|
|
nodePtr = first_mesh
|
|
timList = []
|
|
for m in bpy.data.meshes:
|
|
# If orphan, ignore
|
|
if m.users == 0:
|
|
continue
|
|
if not m.get('isPortal') :
|
|
# Store vertices coordinates by axis to find max/min coordinates
|
|
Xvals = []
|
|
Yvals = []
|
|
Zvals = []
|
|
cleanName = CleanName(m.name)
|
|
# Write vertices vectors
|
|
f.write( "SVECTOR " + fileName + "_model" + cleanName + "_mesh[] = {\n" )
|
|
level_symbols.append( "SVECTOR " + "model" + cleanName + "_mesh[]" )
|
|
for i in range( len( m.vertices ) ):
|
|
v = m.vertices[ i ].co
|
|
# Append vertex coords to lists
|
|
Xvals.append( v.x )
|
|
Yvals.append( v.y )
|
|
Zvals.append( -v.z )
|
|
f.write("\t{ " + str( ceil( v.x * scale ) ) +
|
|
"," + str( ceil( -v.z * scale ) ) +
|
|
"," + str( ceil( v.y * scale ) ) + ",0 }" )
|
|
if i != len(m.vertices) - 1:
|
|
f.write(",")
|
|
f.write("\n")
|
|
f.write("};\n\n")
|
|
# Write normals vectors
|
|
f.write("SVECTOR " + fileName + "_model"+cleanName+"_normal[] = {\n")
|
|
level_symbols.append( "SVECTOR " + fileName + "_model"+cleanName+"_normal[]" )
|
|
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.vertices) - 1:
|
|
f.write(",")
|
|
f.write("\n")
|
|
f.write("};\n\n")
|
|
# Write UV textures coordinates
|
|
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 " + fileName + "_model"+cleanName+"_uv[] = {\n")
|
|
level_symbols.append( "SVECTOR " + fileName + "_model" + cleanName + "_uv[]" )
|
|
texture_image = m.uv_textures[t].data[0].image
|
|
tex_width = texture_image.size[0]
|
|
tex_height = texture_image.size[1]
|
|
uv_layer = m.uv_layers[0].data
|
|
for i in range(len(uv_layer)):
|
|
u = uv_layer[i].uv
|
|
ux = u.x * tex_width
|
|
uy = u.y * tex_height
|
|
# Clamp values to 0-255 to avoid tpage overflow
|
|
f.write("\t" + str( max( 0, min( round( ux ) , 255 ) ) ) +
|
|
"," + str( max( 0, min( round( tex_height - uy ) , 255 ) ) ) +
|
|
", 0, 0" )
|
|
if i != len(uv_layer) - 1:
|
|
f.write(",")
|
|
f.write("\n")
|
|
f.write("};\n\n")
|
|
# Save UV texture to a file in ./TEX
|
|
# It will have to be converted to a tim file
|
|
if texture_image.filepath == '':
|
|
# ~ os.makedirs(dirpath, exist_ok = 1)
|
|
texture_image.filepath_raw = textureFolder + os.sep + CleanName(texture_image.name) + "." + texture_image.file_format
|
|
texture_image.save()
|
|
# Write vertex colors vectors
|
|
f.write("CVECTOR " + fileName + "_model" + cleanName + "_color[] = {\n" )
|
|
level_symbols.append( "CVECTOR " + fileName + "_model" + cleanName + "_color[]" )
|
|
# If vertex colors exist, use them
|
|
if len(m.vertex_colors) != 0:
|
|
colors = m.vertex_colors[0].data
|
|
for i in range(len(colors)):
|
|
f.write("\t" + str( int( colors[ i ].color.r * 255 ) ) + "," +
|
|
str( int( colors[ i ].color.g * 255 ) ) + "," +
|
|
str( int( colors[ i ].color.b * 255 ) ) + ", 0" )
|
|
if i != len(colors) - 1:
|
|
f.write(",")
|
|
f.write("\n")
|
|
# If no vertex colors, default to 2 whites, 1 grey
|
|
else:
|
|
for i in range(len(m.polygons) * 3):
|
|
if i % 3 == 0:
|
|
f.write("\t80, 80, 80, 0" )
|
|
else:
|
|
f.write("\t128, 128, 128, 0" )
|
|
if i != (len(m.polygons) * 3) - 1:
|
|
f.write(",")
|
|
f.write("\n")
|
|
f.write("};\n\n")
|
|
# Write polygons index + type
|
|
# Keep track of total number of vertices in the mesh
|
|
totalVerts = 0
|
|
f.write( "PRIM " + fileName + "_model" + cleanName + "_index[] = {\n" )
|
|
level_symbols.append( "PRIM " + fileName + "_model" + cleanName + "_index[]" )
|
|
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 ] ) )
|
|
totalVerts += 3
|
|
if len(poly.vertices) > 3:
|
|
f.write("," + str(poly.vertices[3]) + ",8")
|
|
totalVerts += 1
|
|
else:
|
|
f.write(",0,4")
|
|
if i != len(m.polygons) - 1:
|
|
f.write(",")
|
|
f.write("\n")
|
|
f.write("};\n\n")
|
|
# Get object's custom properties
|
|
# Set defaults values
|
|
chkProp = {
|
|
'isAnim':0,
|
|
'isProp':0,
|
|
'isRigidBody':0,
|
|
'isStaticBody':0,
|
|
'isRound':0,
|
|
'isPrism':0,
|
|
'isActor':0,
|
|
'isLevel':0,
|
|
'isWall':0,
|
|
'isBG':0,
|
|
'isSprite':0,
|
|
'mass': 10,
|
|
'restitution': 0
|
|
}
|
|
# Get real values from object
|
|
for prop in chkProp:
|
|
if m.get(prop) is not None:
|
|
chkProp[prop] = m[prop]
|
|
# put isBG back to 0 if using precalculated BGs
|
|
if not self.exp_Precalc:
|
|
chkProp['isBG'] = 0;
|
|
if m.get('isActor'):
|
|
actorPtr = m.name
|
|
if m.get('isLevel'):
|
|
levelPtr = cleanName
|
|
if m.get('isProp'):
|
|
propPtr = cleanName
|
|
if chkProp['mass'] == 0:
|
|
chkProp['mass'] = 1
|
|
|
|
## Mesh world transform setup
|
|
# Write object matrix, rot and pos vectors
|
|
f.write(
|
|
"BODY " + fileName + "_model"+cleanName+"_body = {\n" +
|
|
"\t{0, 0, 0, 0},\n" +
|
|
"\t" + str(round(bpy.data.objects[mshObjects[m.name]].location.x * scale)) + "," + str(round(-bpy.data.objects[mshObjects[m.name]].location.z * scale)) + "," + str(round(bpy.data.objects[mshObjects[m.name]].location.y * scale)) + ", 0,\n" +
|
|
"\t"+ str(round(degrees(bpy.data.objects[mshObjects[m.name]].rotation_euler.x)/360 * 4096)) + "," + str(round(degrees(-bpy.data.objects[mshObjects[m.name]].rotation_euler.z)/360 * 4096)) + "," + str(round(degrees(bpy.data.objects[mshObjects[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" +
|
|
# ~ "\tNULL\n" +
|
|
"\t};\n\n")
|
|
level_symbols.append( "BODY " + fileName + "_model"+cleanName+"_body" )
|
|
# Write TMESH struct
|
|
f.write( "TMESH " + fileName + "_model" + cleanName + " = {\n" )
|
|
f.write( "\t" + fileName + "_model" + cleanName + "_mesh,\n" )
|
|
f.write( "\t" + fileName + "_model" + cleanName + "_normal,\n" )
|
|
level_symbols.append( "TMESH " + fileName + "_model" + cleanName )
|
|
# ~ level_symbols.append( "model" + cleanName + "_mesh" )
|
|
# ~ level_symbols.append( "model" + cleanName + "_normal" )
|
|
if len(m.uv_textures) != 0:
|
|
for t in range(len(m.uv_textures)):
|
|
if m.uv_textures[0].data[0].image != None:
|
|
f.write("\t" + fileName + "_model"+cleanName+"_uv,\n")
|
|
# ~ level_symbols.append( "model" + cleanName + "_uv" )
|
|
else:
|
|
f.write("\t0,\n")
|
|
else:
|
|
f.write("\t0,\n")
|
|
f.write( "\t" + fileName + "_model" + cleanName + "_color, \n" )
|
|
# According to libgte.h, TMESH.len should be # of vertices. Meh...
|
|
f.write( "\t" + str( len ( m.polygons ) ) + "\n" )
|
|
f.write( "};\n\n" )
|
|
# Write texture binary name and declare TIM_IMAGE
|
|
# By default, loads the file from the ./TIM folder
|
|
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
|
|
# extension defaults to the image file format
|
|
tex_ext = texture_image.file_format.lower()
|
|
prefix = str.partition(tex_name, ".")[0].replace('-','_')
|
|
prefix = CleanName(prefix)
|
|
# Add Tex name to list if it's not in there already
|
|
if prefix in timList:
|
|
break
|
|
else:
|
|
# Convert PNG to TIM
|
|
# If filename contains a dot, separate name and extension
|
|
if tex_name.find('.') != -1:
|
|
# store extension
|
|
tex_ext = tex_name[ tex_name.rfind( '.' ) + 1 : ]
|
|
# store name
|
|
tex_name = tex_name[ : tex_name.rfind( '.' ) ]
|
|
# ~ filePathWithExt = textureFolder + os.sep + CleanName( tex_name ) + "." + texture_image.file_format.lower()
|
|
filePathWithExt = textureFolder + os.sep + CleanName( tex_name ) + "." + tex_ext
|
|
if not VramIsFull( bpy.context.scene.render.resolution_x ):
|
|
convertBGtoTIM( filePathWithExt, bpp = TIMbpp, timX = nextTpage, timY = tpageY, clutY = nextClutSlot )
|
|
setNextTimPos( texture_image )
|
|
elif VramIsFull( bpy.context.scene.render.resolution_x ) and tpageY == 0:
|
|
tpageY = 256
|
|
nextTpage = 320
|
|
if not VramIsFull( bpy.context.scene.render.resolution_x ):
|
|
convertBGtoTIM( filePathWithExt, bpp = TIMbpp, timX = nextTpage, timY = tpageY, clutY = nextClutSlot )
|
|
setNextTimPos( texture_image )
|
|
else:
|
|
self.report({'ERROR'}, "Not enough space in VRam !")
|
|
else:
|
|
self.report({'ERROR'}, "Not enough space in VRam !")
|
|
# Write corresponding TIM declaration
|
|
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")
|
|
f.write("TIM_IMAGE " + fileName + "_tim_" + prefix + ";\n\n")
|
|
level_symbols.append( "unsigned long " + "_binary_TIM_" + prefix + "_tim_start[]" )
|
|
level_symbols.append( "unsigned long " + "_binary_TIM_" + prefix + "_tim_end[]" )
|
|
level_symbols.append( "unsigned long " + "_binary_TIM_" + prefix + "_tim_length" )
|
|
level_symbols.append( "TIM_IMAGE " + fileName + "_tim_" + prefix )
|
|
timList.append(prefix)
|
|
f.write( "MESH " + fileName + "_mesh" + cleanName + " = {\n" +
|
|
"\t" + str(totalVerts) + ",\n" +
|
|
"\t&" + fileName + "_model"+ cleanName +",\n" +
|
|
"\t" + fileName + "_model" + cleanName + "_index,\n"
|
|
)
|
|
if len(m.uv_textures) != 0:
|
|
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("\t&" + fileName + "_tim_"+ prefix + ",\n")
|
|
f.write("\t_binary_TIM_" + prefix + "_tim_start,\n")
|
|
else:
|
|
f.write("\t0,\n" +
|
|
"\t0,\n")
|
|
else:
|
|
f.write("\t0,\n" +
|
|
"\t0,\n")
|
|
# Find out if object as animations
|
|
symbol_name = "MESH_ANIMS_TRACKS " + fileName + "_model" + CleanName(obj.data.name) + "_anims"
|
|
if symbol_name in level_symbols:
|
|
symbol_name = "&" + fileName + "_model" + CleanName(obj.data.name) + "_anims"
|
|
else:
|
|
symbol_name = "0"
|
|
f.write(
|
|
"\t{0}, // Matrix\n" +
|
|
"\t{" + str(round(bpy.data.objects[mshObjects[m.name]].location.x * scale)) + ","
|
|
+ str(round(-bpy.data.objects[mshObjects[m.name]].location.z * scale)) + ","
|
|
+ str(round(bpy.data.objects[mshObjects[m.name]].location.y * scale)) + ", 0}, // position\n" +
|
|
"\t{"+ str(round(degrees(bpy.data.objects[mshObjects[m.name]].rotation_euler.x)/360 * 4096)) + ","
|
|
+ str(round(degrees(-bpy.data.objects[mshObjects[m.name]].rotation_euler.z)/360 * 4096)) + ","
|
|
+ str(round(degrees(bpy.data.objects[mshObjects[m.name]].rotation_euler.y)/360 * 4096)) + ", 0}, // rotation\n" +
|
|
"\t" + str( int( chkProp[ 'isProp' ] ) ) + ", // isProp\n" +
|
|
"\t" + str( int( chkProp[ 'isRigidBody' ] ) ) + ", // isRigidBody\n" +
|
|
"\t" + str(int(chkProp['isStaticBody'])) + ", // isStaticBody\n" +
|
|
"\t" + str(int(chkProp['isRound'])) + ", // isRound \n" +
|
|
"\t" + str(int(chkProp['isPrism'])) + ", // isPrism\n" +
|
|
"\t" + str(int(chkProp['isAnim'])) + ", // isAnim\n" +
|
|
"\t" + str(int(chkProp['isActor'])) + ", // isActor\n" +
|
|
"\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" +
|
|
"\t0, // p\n" +
|
|
"\t0, // otz\n" +
|
|
"\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"
|
|
)
|
|
level_symbols.append( "MESH " + fileName + "_mesh" + cleanName )
|
|
# Remove portals from mesh list as we don't want them to be exported
|
|
meshList = []
|
|
# Build list without orphans
|
|
for mesh in bpy.data.meshes:
|
|
if mesh.users != 0:
|
|
meshList.append(mesh)
|
|
portalList = []
|
|
for mesh in meshList:
|
|
if mesh.get('isPortal'):
|
|
meshList = [i for i in meshList if i != mesh]
|
|
# Nasty way of removing all occurrences of the mesh
|
|
# ~ try:
|
|
# ~ while True:
|
|
# ~ meshList.remove(mesh)
|
|
# ~ except ValueError:
|
|
# ~ pass
|
|
portalList.append( bpy.data.objects[mesh.name] )
|
|
f.write("MESH * " + fileName + "_meshes[" + str( len(meshList ) ) + "] = {\n")
|
|
for k in range(len(meshList)):
|
|
cleanName = CleanName(meshList[k].name)
|
|
f.write("\t&" + fileName + "_mesh" + cleanName)
|
|
if k != len(meshList) - 1:
|
|
f.write(",\n")
|
|
f.write("\n}; \n\n")
|
|
f.write("int " + fileName + "_meshes_length = " + str( len( meshList ) ) + ";\n\n")
|
|
level_symbols.append( "MESH * " + fileName + "_meshes[" + str(len(meshList)) + "]")
|
|
level_symbols.append( "int " + fileName + "_meshes_length" )
|
|
# If camAngles is empty, use default camera, and do not include pre-calculated backgrounds
|
|
if not camAngles:
|
|
f.write("CAMANGLE " + fileName + "_camAngle_" + CleanName(defaultCam) + " = {\n" +
|
|
"\t&" + fileName + "_camPos_" + CleanName(defaultCam) + ",\n" +
|
|
"\t0,\n\t 0,\n\t { 0 },\n\t { 0 },\n\t 0,\n\t 0\n" +
|
|
"};\n\n")
|
|
level_symbols.append( "CAMANGLE " + fileName + "_camAngle_" + CleanName(defaultCam) )
|
|
# If camAngles is populated, use backgrounds and camera angles
|
|
for camera in camAngles:
|
|
# Get current scene
|
|
scene = bpy.context.scene
|
|
# List of portals
|
|
visiblePortal = []
|
|
for portal in portalList:
|
|
if isInFrame(scene, camera, portal):
|
|
# Get normalized direction vector between camera and portal
|
|
dirToTarget = portal.location - camera.location
|
|
dirToTarget.normalize()
|
|
# Cast a ray from camera to body to determine visibility
|
|
result, location, normal, index, hitObject, matrix = scene.ray_cast( camera.location, dirToTarget )
|
|
# If hitObject is portal, nothing is obstructing it's visibility
|
|
if hitObject is not None:
|
|
if hitObject in portalList:
|
|
if hitObject == portal:
|
|
visiblePortal.append(hitObject)
|
|
# If more than one portal is visible, only keep the two closest ones
|
|
if len( visiblePortal ) > 2:
|
|
# Store the tested portals distance to camera
|
|
testDict = {}
|
|
for tested in visiblePortal:
|
|
# Get distance between cam and tested portal
|
|
distToTested = sqrt( ( tested.location - camera.location ) * ( tested.location - camera.location ) )
|
|
# Store distance
|
|
testDict[distToTested] = tested
|
|
# If dictionary has more than 2 portals, remove the farthest ones
|
|
while len( testDict ) > 2:
|
|
del testDict[max(testDict)]
|
|
# Reset visible portal
|
|
visiblePortal.clear()
|
|
# Get the portals stored in the dict and store them in the list
|
|
for Dportal in testDict:
|
|
visiblePortal.append(testDict[Dportal])
|
|
# Revert to find original order back
|
|
visiblePortal.reverse()
|
|
# List of target found visible
|
|
visibleTarget = []
|
|
for target in rayTargets:
|
|
# Chech object is in view frame
|
|
if isInFrame(scene, camera, target):
|
|
# Get normalized direction vector between camera and object
|
|
dirToTarget = target.location - camera.location
|
|
dirToTarget.normalize()
|
|
# Cast ray from camera to object
|
|
# Unpack results into several variables.
|
|
# We're only interested in 'hitObject' though
|
|
result, hitLocation, normal, index, hitObject, matrix = scene.ray_cast( camera.location, dirToTarget )
|
|
# If hitObject is the same as target, nothing is obstructing it's visibility
|
|
if hitObject is not None:
|
|
# If hit object is a portal, cast a new ray from hit location to target
|
|
if hitObject.data.get('isPortal'):
|
|
# Find out if we're left or right of portal
|
|
# Get vertices world coordinates
|
|
v0 = hitObject.matrix_world * hitObject.data.vertices[0].co
|
|
v1 = hitObject.matrix_world * hitObject.data.vertices[1].co
|
|
# Check side :
|
|
# 'back' : portal in on the right of the cam, cam is on left of portal
|
|
# 'front' : portal in on the left of the cam, cam is on right of portal
|
|
side = checkLine(v0.x, v0.y, v1.x, v1.y , camera.location.x, camera.location.y, camera.location.x, camera.location.y )
|
|
if side == 'front':
|
|
# we're on the right of the portal, origin.x must be > hitLocation.x
|
|
offset = [ 1.001, 0.999, 0.999 ]
|
|
else :
|
|
# we're on the left of the portal, origin.x must be < hitLocation.x
|
|
offset = [ 0.999, 1.001, 1.001 ]
|
|
# Add offset to hitLocation, so that the new ray won't hit the same portal
|
|
origin = Vector( ( hitLocation.x * offset[0], hitLocation.y * offset[1], hitLocation.z * offset[2] ) )
|
|
result, hitLocationPort, normal, index, hitObjectPort, matrix = scene.ray_cast( origin , dirToTarget )
|
|
if hitObjectPort is not None:
|
|
if hitObjectPort in rayTargets:
|
|
visibleTarget.append(target)
|
|
# If hitObject is not a portal, just add it
|
|
elif hitObject in rayTargets:
|
|
visibleTarget.append(target)
|
|
if bpy.data.objects[ actorPtr ] not in visibleTarget:
|
|
visibleTarget.append( bpy.data.objects[ actorPtr ] )
|
|
# If visiblePortal length is under 2, this means there's only one portal
|
|
# Empty strings to be populated depending on portal position (left/right of screen)
|
|
before = ''
|
|
after = ''
|
|
if len( visiblePortal ) < 2 :
|
|
# Find wich side of screen the portal is on. left side : portal == bw, right side : portal == fw
|
|
screenCenterX = int( scene.render.resolution_x / 2 )
|
|
screenY = int( scene.render.resolution_y )
|
|
# Get vertices screen coordinates
|
|
s = objVertWtoS(scene, camera, visiblePortal[0])
|
|
# Check line
|
|
side = checkLine(
|
|
screenCenterX, 0, screenCenterX, screenY,
|
|
s[1].x,
|
|
s[1].y,
|
|
s[3].x,
|
|
s[3].y
|
|
)
|
|
# If front == right of screen : fw
|
|
if side == "front":
|
|
before = "\t{\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 }\n\t},\n"
|
|
# If back == left of screen : bw
|
|
else :
|
|
after = "\t{\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 }\n\t},\n"
|
|
prefix = CleanName(camera.name)
|
|
# Include Tim data
|
|
f.write("extern unsigned long "+"_binary_TIM_bg_" + prefix + "_tim_start[];\n")
|
|
f.write("extern unsigned long "+"_binary_TIM_bg_" + prefix + "_tim_end[];\n")
|
|
f.write("extern unsigned long "+"_binary_TIM_bg_" + prefix + "_tim_length;\n\n")
|
|
# Write corresponding TIM_IMAGE struct
|
|
f.write("TIM_IMAGE tim_bg_" + prefix + ";\n\n")
|
|
# Write corresponding CamAngle struct
|
|
f.write("CAMANGLE " + fileName + "_camAngle_" + prefix + " = {\n" +
|
|
"\t&" + fileName + "_camPos_" + prefix + ",\n" +
|
|
"\t&tim_bg_" + prefix + ",\n" +
|
|
"\t_binary_TIM_bg_" + prefix + "_tim_start,\n" +
|
|
"\t// Write quad NW, NE, SE, SW\n")
|
|
f.write( before )
|
|
# Feed to level_symbols
|
|
level_symbols.append( "unsigned long "+"_binary_TIM_bg_" + prefix + "_tim_start[]")
|
|
level_symbols.append( "unsigned long "+"_binary_TIM_bg_" + prefix + "_tim_end[]")
|
|
level_symbols.append( "unsigned long "+"_binary_TIM_bg_" + prefix + "_tim_length")
|
|
level_symbols.append( "TIM_IMAGE tim_bg_" + prefix )
|
|
level_symbols.append( "CAMANGLE " + fileName + "_camAngle_" + prefix )
|
|
for portal in visiblePortal:
|
|
w = objVertLtoW(portal)
|
|
# ~ f.write("\t// " + str(portal) + "\n" )
|
|
# Write portal'vertices world coordinates NW, NE, SE, SW
|
|
f.write("\t{\n\t\t" +
|
|
"{ " + str( int (w[3].x ) ) + ", " + str( int (w[3].y ) ) + ", " + str( int (w[3].z ) ) + ", 0 },\n\t\t" +
|
|
"{ " + str( int (w[2].x ) ) + ", " + str( int (w[2].y ) ) + ", " + str( int (w[2].z ) ) + ", 0 },\n\t\t" +
|
|
"{ " + str( int (w[0].x ) ) + ", " + str( int (w[0].y ) ) + ", " + str( int (w[0].z ) ) + ", 0 },\n\t\t" +
|
|
"{ " + str( int (w[1].x ) ) + ", " + str( int (w[1].y ) ) + ", " + str( int (w[1].z ) ) + ", 0 }\n" +
|
|
"\t},\n" )
|
|
f.write( after )
|
|
# UNUSED : Screen coords
|
|
# ~ s = objVertWtoS( scene, camera, portal )
|
|
# ~ f.write("\t{\n\t\t" +
|
|
# ~ "{ " + str( int (s[3].x ) ) + ", " + str( int (s[3].y ) ) + ", " + str( int (s[3].z ) ) + ", 0 },\n\t\t" +
|
|
# ~ "{ " + str( int (s[2].x ) ) + ", " + str( int (s[2].y ) ) + ", " + str( int (s[2].z ) ) + ", 0 },\n\t\t" +
|
|
# ~ "{ " + str( int (s[0].x ) ) + ", " + str( int (s[0].y ) ) + ", " + str( int (s[0].z ) ) + ", 0 },\n\t\t" +
|
|
# ~ "{ " + str( int (s[1].x ) ) + ", " + str( int (s[1].y ) ) + ", " + str( int (s[1].z ) ) + ", 0 }\n" +
|
|
# ~ "\t},\n" )
|
|
f.write("\t" + str( len( visibleTarget ) ) + ",\n" +
|
|
"\t{\n")
|
|
for target in range( len( visibleTarget ) ) :
|
|
f.write( "\t\t&" + fileName + "_mesh" + CleanName(visibleTarget[target].name) )
|
|
if target < len(visibleTarget) - 1:
|
|
f.write(",\n")
|
|
f.write("\n\t}\n" +
|
|
"};\n\n")
|
|
# Write camera angles in an array for loops
|
|
f.write("CAMANGLE * " + fileName + "_camAngles[" + str(len(camAngles)) + "] = {\n")
|
|
for camera in camAngles:
|
|
prefix = CleanName(camera.name)
|
|
f.write("\t&" + fileName + "_camAngle_" + prefix + ",\n")
|
|
f.write("};\n\n")
|
|
# Feed to level_symbols
|
|
level_symbols.append( "CAMANGLE * " + fileName + "_camAngles[" + str(len(camAngles)) + "]" )
|
|
## Spatial Partitioning
|
|
# Planes in the level - dict of strings
|
|
LvlPlanes = {}
|
|
# Objects in the level - dict of strings
|
|
LvlObjects = {}
|
|
# Link objects to their respective plane
|
|
PlanesObjects = defaultdict(dict)
|
|
PlanesRigidBodies = defaultdict(dict)
|
|
# List of objects that can travel ( actor , moveable props...)
|
|
Moveables = []
|
|
# Store starting plane for moveables
|
|
PropPlane = defaultdict(dict)
|
|
# Store XY1, XY2 values
|
|
Xvalues = []
|
|
Yvalues = []
|
|
# Find planes and objects bounding boxes
|
|
# Planes first
|
|
for o in bpy.data.objects:
|
|
# If orphan, ignore
|
|
if o.users == 0:
|
|
continue
|
|
# Only loop through meshes
|
|
if o.type == 'MESH' and not o.data.get('isPortal'):
|
|
# Get Level planes coordinates
|
|
if o.data.get('isLevel'):
|
|
# World matrix is used to convert local to global coordinates
|
|
mw = o.matrix_world
|
|
for v in bpy.data.objects[o.name].data.vertices:
|
|
# Convert local to global coords
|
|
Xvalues.append( (mw * v.co).x )
|
|
Yvalues.append( (mw * v.co).y )
|
|
LvlPlanes[o.name] = {'x1' : min(Xvalues),
|
|
'y1' : min(Yvalues),
|
|
'x2' : max(Xvalues),
|
|
'y2' : max(Yvalues)}
|
|
# Clear X/Y lists for next iteration
|
|
Xvalues = []
|
|
Yvalues = []
|
|
# For each object not a plane, get its coordinates
|
|
if not o.data.get('isLevel'):
|
|
# World matrix is used to convert local to global coordinates
|
|
mw = o.matrix_world
|
|
for v in bpy.data.objects[o.name].data.vertices:
|
|
# Convert local to global coords
|
|
Xvalues.append( (mw * v.co).x )
|
|
Yvalues.append( (mw * v.co).y )
|
|
LvlObjects[o.name] = {'x1' : min(Xvalues),
|
|
'y1' : min(Yvalues),
|
|
'x2' : max(Xvalues),
|
|
'y2' : max(Yvalues)}
|
|
# Clear X/Y lists for next iteration
|
|
Xvalues = []
|
|
Yvalues = []
|
|
# Add objects that can travel to the
|
|
if o.data.get("isRigidBody"):
|
|
Moveables.append(o)
|
|
# Declare LvlPlanes nodes to avoid declaration dependency issues
|
|
# ~ for k in LvlPlanes.keys():
|
|
# ~ f.write("NODE node" + CleanName(k) + ";\n\n")
|
|
# Sides of the plane to check
|
|
checkSides = [
|
|
['N','S'],
|
|
['S','N'],
|
|
['W','E'],
|
|
['E','W']
|
|
]
|
|
# Generate a dict :
|
|
# ~ {
|
|
# ~ 'S' : []
|
|
# ~ 'N' : [] list of planes connected to this plane, and side they're on
|
|
# ~ 'W' : []
|
|
# ~ 'E' : []
|
|
# ~ 'objects' : [] list of objects on this plane
|
|
# ~ ''
|
|
# ~ }
|
|
overlappingObject = []
|
|
for p in LvlPlanes:
|
|
# Find objects on plane
|
|
for o in LvlObjects:
|
|
# If object is overlapping between several planes
|
|
if isInPlane(LvlPlanes[p], LvlObjects[o]) > 1:
|
|
# Object not actor
|
|
if o != actorPtr:
|
|
# Object not in list
|
|
if o not in overlappingObject:
|
|
overlappingObject.append(o)
|
|
else:
|
|
overlappingObject.remove(o)
|
|
# Add this object to the plane's list
|
|
if 'objects' in PlanesObjects[p]:
|
|
PlanesObjects[p]['objects'].append(o)
|
|
else:
|
|
PlanesObjects[p] = { 'objects' : [o] }
|
|
# If object is above plane
|
|
if isInPlane(LvlPlanes[p], LvlObjects[o]) == 1:
|
|
# Add all objects but the actor
|
|
if o != actorPtr:
|
|
# Add this object to the plane's list
|
|
if 'objects' in PlanesObjects[p]:
|
|
PlanesObjects[p]['objects'].append(o)
|
|
else:
|
|
PlanesObjects[p] = { 'objects' : [o] }
|
|
else:
|
|
# If actor is on this plane, use it as starting node
|
|
levelPtr = p
|
|
nodePtr = p
|
|
# Add moveable objects in every plane
|
|
for moveable in Moveables:
|
|
# If moveable is not actor
|
|
if moveable.data.get( 'isProp' ):
|
|
# If is in current plane, add it to the list
|
|
if isInPlane( LvlPlanes[ p ], LvlObjects[ moveable.name ] ) :
|
|
PropPlane[moveable] = CleanName(p)
|
|
# ~ PropPlane[moveable] = CleanName(bpy.data.objects[p].data.name)
|
|
if 'rigidbodies' in PlanesRigidBodies[p]:
|
|
if moveable.name not in PlanesRigidBodies[p]['rigidbodies']:
|
|
# ~ PlanesRigidBodies[ p ][ 'rigidbodies' ].append(CleanName( moveable.name ) )
|
|
PlanesRigidBodies[ p ][ 'rigidbodies' ].append(moveable.name )
|
|
else:
|
|
PlanesRigidBodies[p] = { 'rigidbodies' : [ moveable.name ] }
|
|
# Find surrounding planes
|
|
for op in LvlPlanes:
|
|
# Loop on other planes
|
|
if op is not p:
|
|
# Check each side
|
|
for s in checkSides:
|
|
# If connected ('connected') plane exists...
|
|
if checkLine(
|
|
getSepLine(p, s[0])[0],
|
|
getSepLine(p, s[0])[1],
|
|
getSepLine(p, s[0])[2],
|
|
getSepLine(p, s[0])[3],
|
|
getSepLine(op, s[1])[0],
|
|
getSepLine(op, s[1])[1],
|
|
getSepLine(op, s[1])[2],
|
|
getSepLine(op, s[1])[3]
|
|
) == 'connected' and (
|
|
isInPlane( LvlPlanes[p], LvlPlanes[op] )
|
|
):
|
|
# ... add it to the list
|
|
if 'siblings' not in PlanesObjects[p]:
|
|
PlanesObjects[p]['siblings'] = {}
|
|
# If more than one plane is connected on the same side of the plane,
|
|
# add it to the corresponding list
|
|
if s[0] in PlanesObjects[p]['siblings']:
|
|
PlanesObjects[p]['siblings'][s[0]].append(op)
|
|
else:
|
|
PlanesObjects[p]['siblings'][s[0]] = [op]
|
|
pName = CleanName(p)
|
|
# Write SIBLINGS structure
|
|
nSiblings = 0
|
|
if 'siblings' in PlanesObjects[p]:
|
|
if 'S' in PlanesObjects[ p ][ 'siblings' ]:
|
|
nSiblings += len( PlanesObjects[ p ][ 'siblings' ][ 'S' ] )
|
|
if 'N' in PlanesObjects[ p ][ 'siblings' ]:
|
|
nSiblings += len( PlanesObjects[ p ][ 'siblings' ][ 'N' ] )
|
|
if 'E' in PlanesObjects[ p ][ 'siblings' ]:
|
|
nSiblings += len( PlanesObjects[ p ][ 'siblings' ][ 'E' ] )
|
|
if 'W' in PlanesObjects[ p ][ 'siblings' ]:
|
|
nSiblings += len( PlanesObjects[ p ][ 'siblings' ][ 'W' ] )
|
|
f.write("SIBLINGS " + fileName + "_node" + pName + "_siblings = {\n" +
|
|
"\t" + str(nSiblings) + ",\n" +
|
|
"\t{\n")
|
|
if 'siblings' in PlanesObjects[p]:
|
|
i = 0
|
|
for side in PlanesObjects[p]['siblings']:
|
|
for sibling in PlanesObjects[p]['siblings'][side]:
|
|
f.write("\t\t&" + fileName + "_node" + CleanName(sibling) )
|
|
if i < ( nSiblings - 1 ) :
|
|
f.write(",")
|
|
i += 1
|
|
f.write("\n")
|
|
else:
|
|
f.write("\t\t0\n")
|
|
f.write("\t}\n" +
|
|
"};\n\n")
|
|
# Feed to level_symbols
|
|
level_symbols.append( "SIBLINGS " + fileName + "_node" + pName + "_siblings" )
|
|
# Write CHILDREN static objects structure
|
|
f.write("CHILDREN " + fileName + "_node" + pName + "_objects = {\n")
|
|
if 'objects' in PlanesObjects[p]:
|
|
f.write("\t" + str(len(PlanesObjects[p]['objects'])) + ",\n" +
|
|
"\t{\n")
|
|
i = 0
|
|
for obj in PlanesObjects[p]['objects']:
|
|
f.write( "\t\t&" + fileName + "_mesh" + CleanName(bpy.data.objects[obj].data.name))
|
|
if i < len(PlanesObjects[p]['objects']) - 1:
|
|
f.write(",")
|
|
i += 1
|
|
f.write("\n")
|
|
else:
|
|
f.write("\t0,\n" +
|
|
"\t{\n\t\t0\n")
|
|
f.write("\t}\n" +
|
|
"};\n\n")
|
|
# Feed to level_symbols
|
|
level_symbols.append( "CHILDREN " + fileName + "_node" + pName + "_objects" )
|
|
# Write CHILDREN rigidbodies structure
|
|
f.write("CHILDREN " + fileName + "_node" + pName + "_rigidbodies = {\n")
|
|
if 'rigidbodies' in PlanesRigidBodies[p]:
|
|
f.write("\t" + str(len(PlanesRigidBodies[p]['rigidbodies'])) + ",\n" +
|
|
"\t{\n")
|
|
i = 0
|
|
for obj in PlanesRigidBodies[p]['rigidbodies']:
|
|
# ~ f.write( "\t\t&" + fileName + "_mesh" + CleanName(obj))
|
|
f.write( "\t\t&" + fileName + "_mesh" + CleanName(bpy.data.objects[obj].data.name))
|
|
if i < len(PlanesRigidBodies[p]['rigidbodies']) - 1:
|
|
f.write(",")
|
|
i += 1
|
|
f.write("\n")
|
|
else:
|
|
f.write("\t0,\n" +
|
|
"\t{\n\t\t0\n")
|
|
f.write("\t}\n" +
|
|
"};\n\n")
|
|
# Feed to level_symbols
|
|
level_symbols.append( "CHILDREN " + fileName + "_node" + pName + "_rigidbodies" )
|
|
# Write NODE structure
|
|
f.write( "NODE " + fileName + "_node" + pName + " = {\n" +
|
|
"\t&" + fileName + "_mesh" + CleanName(bpy.data.objects[p].data.name) + ",\n" +
|
|
"\t&" + fileName + "_node" + pName + "_siblings,\n" +
|
|
"\t&" + fileName + "_node" + pName + "_objects,\n" +
|
|
"\t&" + fileName + "_node" + pName + "_rigidbodies\n" +
|
|
"};\n\n" )
|
|
# Feed to level_symbols
|
|
level_symbols.append( "NODE " + fileName + "_node" + pName )
|
|
f.write("MESH * " + fileName + "_actorPtr = &" + fileName + "_mesh" + CleanName(actorPtr) + ";\n")
|
|
# ~ f.write("MESH * " + fileName + "_levelPtr = &" + fileName + "_mesh" + CleanName(levelPtr) + ";\n")
|
|
f.write("MESH * " + fileName + "_levelPtr = &" + fileName + "_mesh" + CleanName(bpy.data.objects[levelPtr].data.name) + ";\n")
|
|
f.write("MESH * " + fileName + "_propPtr = &" + fileName + "_mesh" + propPtr + ";\n\n")
|
|
f.write("CAMANGLE * " + fileName + "_camPtr = &" + fileName + "_camAngle_" + CleanName(defaultCam) + ";\n\n")
|
|
f.write("NODE * " + fileName + "_curNode = &" + fileName + "_node" + CleanName(nodePtr) + ";\n\n")
|
|
# Feed to level_symbols
|
|
level_symbols.append( "MESH * " + fileName + "_actorPtr" )
|
|
level_symbols.append( "MESH * " + fileName + "_levelPtr" )
|
|
level_symbols.append( "MESH * " + fileName + "_propPtr" )
|
|
level_symbols.append( "CAMANGLE * " + fileName + "_camPtr" )
|
|
level_symbols.append( "NODE * " + fileName + "_curNode" )
|
|
## Sound
|
|
# Use dict generated earlier
|
|
# Default values
|
|
XAFiles = "0"
|
|
VAGBank = "0"
|
|
level_sounds = "0"
|
|
# If sound objects in scene
|
|
if soundFiles:
|
|
# Deal with VAGs
|
|
VAGBank = writeVAGbank(f, soundFiles, level_symbols)
|
|
if VAGBank and VAGBank != "0":
|
|
VAGBank = "&" + fileName + "_VAGBank"
|
|
# Deal with XA
|
|
XAlist = writeXAbank(f, soundFiles, level_symbols)
|
|
writeXAfiles(f, XAlist, fileName)
|
|
if XAlist:
|
|
XAmanifest(XAlist)
|
|
XAinterleave(XAlist)
|
|
# Update mkpsxiso config file if it exists
|
|
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"
|
|
|
|
# Write LEVEL struct
|
|
f.write(
|
|
"LEVEL " + fileName + " = {\n" +
|
|
"\t&" + fileName + "_BGc,\n" +
|
|
"\t&" + fileName + "_BKc,\n" +
|
|
"\t&" + fileName + "_cmat,\n" +
|
|
"\t&" + fileName + "_lgtmat,\n" +
|
|
"\t(MESH **)&" + fileName + "_meshes,\n" +
|
|
"\t&" + fileName + "_meshes_length,\n" +
|
|
"\t&" + fileName + "_mesh" + CleanName(actorPtr)+ ",\n" +
|
|
"\t&" + fileName + "_mesh" + CleanName(bpy.data.objects[levelPtr].data.name)+ ",\n" +
|
|
"\t&" + fileName + "_mesh" + propPtr + ",\n" +
|
|
"\t&" + fileName + "_camAngle_" + CleanName(defaultCam) + ",\n" +
|
|
"\t&" + fileName + "_camPath,\n" +
|
|
"\t(CAMANGLE **)&" + fileName + "_camAngles,\n" +
|
|
"\t&" + fileName + "_node" + CleanName(nodePtr) + ",\n" +
|
|
"\t" + level_sounds + ",\n" +
|
|
"\t" + VAGBank + ",\n" +
|
|
"\t" + XAFiles + "\n" +
|
|
"};\n\n")
|
|
# Set default camera back in Blender
|
|
if defaultCam != 'NULL':
|
|
bpy.context.scene.camera = bpy.data.objects[ defaultCam ]
|
|
f.close()
|
|
# Using a UGLY method here , sorry !
|
|
# We're re-opening the file we just closed to substracts some values that were not available
|
|
# Fill in node in MESH structs
|
|
# Get the file content
|
|
f = open(os.path.normpath(level_c),"r")
|
|
filedata = f.read()
|
|
f.close()
|
|
# Declare LvlPlanes nodes to avoid declaration dependency issues
|
|
# Constuct and store the new string
|
|
Node_declaration = ''
|
|
for k in LvlPlanes.keys():
|
|
Node_declaration += "NODE " + fileName + "_node" + CleanName(k) + ";\n\n"
|
|
level_symbols.append( "NODE " + fileName + "_node" + CleanName(k) )
|
|
# Do the substitution only once
|
|
newdata = filedata.replace("NODE_DECLARATION\n", Node_declaration, 1)
|
|
newdata = filedata.replace("NODE_DECLARATION\n", "")
|
|
# Now substitute mesh name for corresponding plane's NODE
|
|
for moveable in PropPlane:
|
|
newdata = newdata.replace("subs_" + CleanName(moveable.name), "&" + fileName + "_node" + PropPlane[moveable])
|
|
# Subsitute mesh name with 0 in the other MESH structs
|
|
newdata = sub("(?m)^\tsubs_.*$", "\t0,", newdata )
|
|
# Open and write file
|
|
f = open(os.path.normpath(level_c),"w")
|
|
f.write( newdata )
|
|
f.close()
|
|
## Level forward declarations (level.h)
|
|
h = open(os.path.normpath(level_h),"w+")
|
|
h.write(
|
|
'#pragma once\n' +
|
|
'#include "../custom_types.h"\n' +
|
|
'#include "../include/defines.h"\n\n'
|
|
)
|
|
for symbol in level_symbols:
|
|
h.write( "extern " + symbol + ";\n")
|
|
h.close()
|
|
return {'FINISHED'};
|
|
def menu_func(self, context):
|
|
self.layout.operator(ExportMyFormat.bl_idname, text="PSX Format(.c)");
|
|
def register():
|
|
bpy.utils.register_module(__name__);
|
|
bpy.types.INFO_MT_file_export.append(menu_func);
|
|
def unregister():
|
|
bpy.utils.unregister_module(__name__);
|
|
bpy.types.INFO_MT_file_export.remove(menu_func);
|
|
if __name__ == "__main__":
|
|
register()
|