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122 lines
3.9 KiB
Python

import bpy
import bmesh
import os
import shutil
import struct
from mathutils import *; from math import *
from bpy_extras.io_utils import (axis_conversion)
C = bpy.context
D = bpy.data
LEVEL_EXPORT_NAME = "level"
EXPORT_DIRECTORY = "exported"
print("\n\nLet's get it started")
if os.path.exists(bpy.path.abspath(f"//{EXPORT_DIRECTORY}")):
shutil.rmtree(bpy.path.abspath(f"//{EXPORT_DIRECTORY}"))
os.makedirs(bpy.path.abspath(f"//{EXPORT_DIRECTORY}"))
def write_f32(f, number: float):
f.write(bytes(struct.pack("f", number)))
def write_u64(f, number: int):
f.write(bytes(struct.pack("Q", number)))
def write_string(f, s: str):
encoded = s.encode("utf8")
write_u64(f, len(encoded))
f.write(encoded)
# for the level.bin
level_object_data = []
collision_cubes = []
saved_meshes = set()
for o in D.objects:
mapping = axis_conversion(
from_forward = "Y",
from_up = "Z",
to_forward = "-Z",
to_up = "Y",
)
mesh_name = o.to_mesh().name # use this over o.name so instanced objects which refer to the same mesh, both use the same serialized mesh.
if o.users_collection[0].name == 'Level' and mesh_name == "CollisionCube":
collision_cubes.append((o.location, o.dimensions))
else:
if o.users_collection[0].name == 'Level':
print(f"Object {o.name} has mesh name {o.to_mesh().name}")
assert(o.rotation_euler.order == 'XYZ')
level_object_data.append((mesh_name, mapping @ o.location, o.rotation_euler, o.scale))
if mesh_name in saved_meshes:
continue
saved_meshes.add(mesh_name)
mapping.resize_4x4()
assert(mesh_name != LEVEL_EXPORT_NAME)
output_filepath = bpy.path.abspath(f"//{EXPORT_DIRECTORY}/{mesh_name}.bin")
print(f"Exporting {output_filepath}")
with open(output_filepath, "wb") as f:
bm = bmesh.new()
mesh = o.to_mesh()
bm.from_mesh(mesh)
bmesh.ops.triangulate(bm, faces=bm.faces)
bm.transform(mapping)
bm.to_mesh(mesh)
vertices = []
for polygon in mesh.polygons:
if len(polygon.loop_indices) == 3:
for loopIndex in polygon.loop_indices:
loop = mesh.loops[loopIndex]
position = mesh.vertices[loop.vertex_index].undeformed_co
uv = mesh.uv_layers.active.data[loop.index].uv
normal = loop.normal
vertices.append((position, uv))
write_u64(f, len(vertices))
for v_and_uv in vertices:
v, uv = v_and_uv
write_f32(f, v.x)
write_f32(f, v.y)
write_f32(f, v.z)
write_f32(f, uv.x)
write_f32(f, uv.y)
print(f"Wrote {len(vertices)} vertices")
with open(bpy.path.abspath(f"//{EXPORT_DIRECTORY}/{LEVEL_EXPORT_NAME}.bin"), "wb") as f:
write_u64(f, len(level_object_data))
for o in level_object_data:
name, v, rotation, scale = o
print(f"Writing instanced object {name}")
write_string(f, name)
write_f32(f, v.x)
write_f32(f, v.y)
write_f32(f, v.z)
# rotation fields different because y+ is up now
write_f32(f, rotation.x)
write_f32(f, rotation.y)
write_f32(f, rotation.z)
write_f32(f, scale.x)
write_f32(f, scale.y)
write_f32(f, scale.z)
write_u64(f, len(collision_cubes))
for c in collision_cubes:
blender_pos, blender_dims = c
write_f32(f, blender_pos.x)
write_f32(f, -blender_pos.y)
write_f32(f, blender_dims.x)
write_f32(f, blender_dims.y)
assert(blender_dims.x > 0.0)
assert(blender_dims.y > 0.0)