import bpy
import bmesh
import os
import shutil
import struct
from mathutils import * ; from math import *
from bpy_extras . io_utils import ( axis_conversion )
from dataclasses import dataclass
C = bpy . context
D = bpy . data
ROOMS_EXPORT_NAME = " rooms "
EXPORT_DIRECTORY = " ../assets/exported_3d "
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_b8 ( f , boolean : bool ) :
f . write ( bytes ( struct . pack ( " ? " , boolean ) ) )
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_i32 ( f , number : int ) :
f . write ( bytes ( struct . pack ( " i " , number ) ) )
def write_u16 ( f , number : int ) : # unsigned short, used in shaders to figure out which bone index is current
f . write ( bytes ( struct . pack ( " H " , number ) ) )
def write_v3 ( f , vector ) :
write_f32 ( f , vector . x )
write_f32 ( f , vector . y )
write_f32 ( f , vector . z )
def write_quat ( f , quat ) :
write_f32 ( f , quat . x )
write_f32 ( f , quat . y )
write_f32 ( f , quat . z )
write_f32 ( f , quat . w )
def write_string ( f , s : str ) :
encoded = s . encode ( " utf8 " )
write_u64 ( f , len ( encoded ) )
f . write ( encoded )
def write_4x4matrix ( f , m ) :
# writes each row, sequentially, row major
for row in range ( 4 ) :
for col in range ( 4 ) :
write_f32 ( f , m [ row ] [ col ] )
def normalize_joint_weights ( weights ) :
total_weights = sum ( weights )
result = [ 0 , 0 , 0 , 0 ]
if total_weights != 0 :
for i , weight in enumerate ( weights ) : result [ i ] = weight / total_weights
return result
# for the level.bin
mapping = axis_conversion (
from_forward = " Y " ,
from_up = " Z " ,
to_forward = " -Z " ,
to_up = " Y " ,
)
mapping . resize_4x4 ( )
project_directory = bpy . path . abspath ( " // " )
def is_file_in_project ( file_path ) :
file_name = os . path . basename ( file_path )
for root , dirs , files in os . walk ( project_directory ) :
if file_name in files :
return True
return False
saved_images = set ( )
def ensure_tex_saved_and_get_name ( o ) - > str :
""" returns the name of the mesh ' s texture ' s png in the exported directory, of the current object """
assert o . type == " MESH " , f " Object { o . name } isn ' t a mesh and is attempting to be saved as such "
mesh_name = o . to_mesh ( ) . name
# find the image object in the material of the object
img_obj = None
assert len ( o . material_slots ) == 1 , f " Don ' t know which material slot to pick from in mesh { mesh_name } object { o . name } , there must only be one material slot on every mesh "
mat = o . material_slots [ 0 ]
for node in mat . material . node_tree . nodes :
if node . type == " TEX_IMAGE " :
assert img_obj == None , f " Material on object { o . name } has more than one image node in its material, so I don ' t know which image node to use in the game engine. Make sure materials only use one image node "
img_obj = node . image
assert img_obj , f " Mesh { mesh_name } in its material doesn ' t have an image object "
image_filename = f " { img_obj . name } .png "
if image_filename in saved_images :
pass
else :
save_to = f " // { EXPORT_DIRECTORY } / { image_filename } "
if img_obj . packed_file :
img_obj . save ( filepath = bpy . path . abspath ( save_to ) )
else :
assert img_obj . filepath != " " , f " filepath ' { img_obj . filepath } ' in mesh { mesh_name } Isn ' t there but should be, as it has no packed image "
old_path = bpy . path . abspath ( img_obj . filepath )
if not is_file_in_project ( old_path ) :
print ( f " Image { image_filename } has filepath { img_obj . filepath } , outside of the current directory. So we ' re copying it baby. Hoo-rah! " )
new_path = bpy . path . abspath ( f " // { image_filename } " )
assert not os . path . exists ( new_path ) , f " Tried to migrate { image_filename } to a new home { new_path } , but its already taken. It ' s over! "
shutil . copyfile ( old_path , new_path )
img_obj . filepath = bpy . path . relpath ( new_path )
img_obj . filepath = bpy . path . relpath ( img_obj . filepath )
assert is_file_in_project ( bpy . path . abspath ( img_obj . filepath ) ) , f " The image { image_filename } has filepath { img_obj . filepath } which isn ' t in the project directory { project_directory } , even after copying it! WTF "
shutil . copyfile ( bpy . path . abspath ( img_obj . filepath ) , bpy . path . abspath ( save_to ) )
return image_filename
def export_armatures ( ) :
print ( " Exporting armatures... " )
exported = D . collections . get ( " Exported " )
assert exported != None , f " No exported collection named ' Exported ' in scene, very bad! Did everything to get exported get deleted? "
armatures_collection = exported . children . get ( " Armatures " )
assert armatures_collection != None , f " No child named ' Armatures ' on the exported collection, this is required "
A = armatures_collection
armatures_to_export = [ ]
for o in A . objects :
if o . type == " MESH " :
assert o . parent , f " Mesh named { o . name } without parent in armatures collection is invalid, only armatures allowed in there! "
assert o . parent . type == " ARMATURE " , f " Mesh named { o . name } isn ' t an armature, and isn ' t a child of an armature. This isn ' t allowed. "
elif o . type == " ARMATURE " :
armatures_to_export . append ( o )
else :
assert False , f " Object named { o . name } is of an unknown type ' { o . type } ' , only objects that are Meshes or Armature are allowed in the armatures collection "
for armature_object in armatures_to_export :
# get the body mesh object
body_object = None
for c in armature_object . children :
if c . name . startswith ( " Body " ) :
assert body_object == None , f " On object { armature_object . name } , more than one child has a name that starts with ' Body ' , specifically ' { body_object . name } ' and ' { c . name } ' , only one child ' s name is allowed to start with ' Body ' in this object. "
body_object = c
# initialize important variables
mesh_object = body_object
armature_object = armature_object
output_filepath = bpy . path . abspath ( f " // { EXPORT_DIRECTORY } / { armature_object . name } .bin " )
mesh_image_filename = ensure_tex_saved_and_get_name ( mesh_object )
#print(f"Exporting armature with image filename {mesh_image_filename} to {output_filepath}")
with open ( output_filepath , " wb " ) as f :
write_b8 ( f , True ) # first byte is true if it's an armature file
write_string ( f , armature_object . name )
write_string ( f , mesh_image_filename )
bones_in_armature = [ ]
for b in armature_object . data . bones :
bones_in_armature . append ( b )
# the inverse model space pos of the bones
write_u64 ( f , len ( bones_in_armature ) )
for b in bones_in_armature :
model_space_pose = mapping @ b . matrix_local
inverse_model_space_pose = ( mapping @ b . matrix_local ) . inverted ( )
parent_index = - 1
if b . parent :
for i in range ( len ( bones_in_armature ) ) :
if bones_in_armature [ i ] == b . parent :
parent_index = i
break
if parent_index == - 1 :
assert False , f " Couldn ' t find parent of bone { b } "
#print(f"Parent of bone {b.name} is index {parent_index} in list {bones_in_armature}")
write_string ( f , b . name )
write_i32 ( f , parent_index )
write_4x4matrix ( f , model_space_pose )
write_4x4matrix ( f , inverse_model_space_pose )
write_f32 ( f , b . length )
# write the pose information
# it's very important that the array of pose bones contains the same amount of bones
# as there are in the edit bones. Because the edit bones are exported, etc etc. Cowabunga!
assert ( len ( armature_object . pose . bones ) == len ( bones_in_armature ) )
armature = armature_object
anims = [ ]
assert armature . animation_data , " Armatures are assumed to have an animation right now "
for track in armature . animation_data . nla_tracks :
for strip in track . strips :
anims . append ( strip . action )
#print(f"Writing {len(anims)} animations")
write_u64 ( f , len ( anims ) )
for animation in anims :
write_string ( f , animation . name )
old_action = armature . animation_data . action
armature . animation_data . action = animation
startFrame = int ( animation . frame_range . x )
endFrame = int ( animation . frame_range . y )
total_frames = ( endFrame - startFrame ) + 1 # the end frame is inclusive
#print(f"Exporting animation {animation.name} with {total_frames} frames")
write_u64 ( f , total_frames )
time_per_anim_frame = 1.0 / float ( bpy . context . scene . render . fps )
for frame in range ( startFrame , endFrame + 1 ) :
time_through_this_frame_occurs_at = ( frame - startFrame ) * time_per_anim_frame
bpy . context . scene . frame_set ( frame )
write_f32 ( f , time_through_this_frame_occurs_at )
for pose_bone_i in range ( len ( armature_object . pose . bones ) ) :
pose_bone = armature_object . pose . bones [ pose_bone_i ]
# in the engine, it's assumed that the poses are in the same order as the bones
# they're referring to. This checks that that is the case.
assert ( pose_bone . bone == bones_in_armature [ pose_bone_i ] )
parent_space_pose = None
if pose_bone . parent :
parent_space_pose = pose_bone . parent . matrix . inverted ( ) @ pose_bone . matrix
else :
parent_space_pose = mapping @ pose_bone . matrix
translation = parent_space_pose . to_translation ( )
rotation = parent_space_pose . to_quaternion ( )
scale = parent_space_pose . to_scale ( )
write_v3 ( f , translation )
write_quat ( f , rotation )
write_v3 ( f , scale )
armature . animation_data . action = old_action
# write the mesh data for the armature
bm = bmesh . new ( )
mesh = mesh_object . to_mesh ( )
bm . from_mesh ( mesh )
bmesh . ops . triangulate ( bm , faces = bm . faces )
bm . transform ( mapping )
bm . to_mesh ( mesh )
vertices = [ ]
armature = armature_object
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
jointIndices = [ 0 , 0 , 0 , 0 ]
jointWeights = [ 0 , 0 , 0 , 0 ]
for jointBindingIndex , group in enumerate ( mesh . vertices [ loop . vertex_index ] . groups ) :
if jointBindingIndex < 4 :
groupIndex = group . group
boneName = mesh_object . vertex_groups [ groupIndex ] . name
jointIndices [ jointBindingIndex ] = armature . data . bones . find ( boneName )
if jointIndices [ jointBindingIndex ] == - 1 :
# it's fine that this references a real bone, the bone at index 0,
# because the weight of its influence is 0
jointIndices [ jointBindingIndex ] = 0
jointWeights [ jointBindingIndex ] = 0.0
else :
jointWeights [ jointBindingIndex ] = group . weight
vertices . append ( ( position , uv , jointIndices , normalize_joint_weights ( jointWeights ) ) )
write_u64 ( f , len ( vertices ) )
vertex_i = 0
for v_and_uv in vertices :
v , uv , jointIndices , jointWeights = 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 )
for i in range ( 4 ) :
write_u16 ( f , jointIndices [ i ] )
for i in range ( 4 ) :
write_f32 ( f , jointWeights [ i ] )
vertex_i + = 1
#print(f"Wrote {len(vertices)} vertices")
print ( " Success! " )
def collect_and_validate_mesh_objects ( collection_with_only_mesh_objects ) :
to_return = [ ]
for o in collection_with_only_mesh_objects . all_objects :
assert o . type == " MESH " , f " The collection ' { collection_with_only_mesh_objects . name } ' is assumed to contain only mesh objects but the object ' { o . name } ' which is a child of it isn ' t a mesh object "
to_return . append ( o )
return to_return
def get_startswith ( name_of_overarching_thing , iterable , starts_with ) :
"""
Gets the thing in iterable that starts with starts with , and makes sure there ' s only *one* thing that starts with starts with
name_of_overarching_thing is for the error message , for reporting in what collection things went wrong in .
"""
to_return = None
for thing in iterable :
if thing . name . startswith ( starts_with ) :
assert to_return == None , f " Duplicate thing that starts with ' { starts_with } ' found in { name_of_overarching_thing } called { thing . name } "
to_return = thing
assert to_return != None , f " Couldn ' t find thing that starts with ' { starts_with } ' as a child of ' { name_of_overarching_thing } ' , but one is required "
return to_return
def no_hidden ( objects ) :
to_return = [ ]
for o in objects :
if not o . hide_get ( ) :
to_return . append ( o )
return to_return
def export_meshes_and_levels ( ) :
print ( " Exporting meshes and levels " )
exported = D . collections . get ( " Exported " )
assert exported != None , f " No exported collection named ' Exported ' in scene, very bad! Did everything to get exported get deleted? "
mesh_names_to_export = set ( )
meshes_to_export = [ ]
# add the collection 'Meshes' objects to mesh_objects_to_export
if True :
meshes = get_startswith ( " Exported " , exported . children , " Meshes " )
to_export = collect_and_validate_mesh_objects ( meshes )
for m in no_hidden ( to_export ) :
mesh_names_to_export . add ( m . name )
meshes_to_export . append ( m )
# export each level: its placed entities, placed meshes, and add to meshes_to_export and mesh_names_to_export. Those must be exported to their correct paths for the rooms to point at valid data.
rooms = exported . children . get ( " Rooms " )
assert rooms != None , f " No child named ' Rooms ' on the exported collection, this is required "
with open ( bpy . path . abspath ( f " // { EXPORT_DIRECTORY } / { ROOMS_EXPORT_NAME } .bin " ) , " wb " ) as f :
write_u64 ( f , len ( rooms . children ) )
for room_collection in rooms . children :
write_string ( f , room_collection . name ) # the name of the room is the name of the room collection
# placed meshes (exported mesh name (which is the object's name), location, rotation, scale)
placed_meshes = [ ]
if True :
meshes_collection = get_startswith ( room_collection . name , room_collection . children , " Meshes " )
for m in no_hidden ( meshes_collection . objects ) :
assert m . rotation_euler . order == ' XYZ ' , f " Invalid rotation euler order for object of name ' { m . name } ' , it ' s { m . rotation_euler . order } but must be XYZ "
assert m . type == " MESH " , f " In meshes collection ' { meshes_collection . name } ' object { m . name } must be of type ' MESH ' but instead is of type { m . type } "
if not m . name in mesh_names_to_export :
mesh_names_to_export . add ( m . name )
meshes_to_export . append ( m )
placed_meshes . append ( ( m . name , mapping @ m . location , m . rotation_euler , m . scale ) )
# colliders (location, dimensions)
placed_colliders = [ ]
if True :
colliders_collection = get_startswith ( room_collection . name , room_collection . children , " Colliders " )
for o in no_hidden ( colliders_collection . objects ) :
assert o . name . startswith ( " CollisionCube " ) , f " Object { o . name } doesn ' t start with ' CollisionCube ' and it ' s in the Colliders group of room { room_collection . name } , colliders must be collision cubes "
placed_colliders . append ( ( o . location , o . dimensions ) )
# fill out placed_entities with a tuple of (name, location, rotation, scale)
placed_entities = [ ]
if True :
entities_collection = get_startswith ( room_collection . name , room_collection . children , " Entities " )
for o in no_hidden ( entities_collection . objects ) :
assert o . rotation_euler . order == ' XYZ ' , f " Invalid rotation euler order for object of name ' { o . name } ' , it ' s { o . rotation_euler . order } but must be XYZ "
placed_entities . append ( ( o . name , mapping @ o . location , o . rotation_euler , o . scale ) )
write_u64 ( f , len ( placed_meshes ) )
for p in placed_meshes :
mesh_name , blender_pos , blender_rotation , blender_scale = p
write_string ( f , mesh_name )
write_f32 ( f , blender_pos . x )
write_f32 ( f , blender_pos . y )
write_f32 ( f , blender_pos . z )
write_f32 ( f , blender_rotation . x )
write_f32 ( f , blender_rotation . y )
write_f32 ( f , blender_rotation . z )
write_f32 ( f , blender_scale . x )
write_f32 ( f , blender_scale . y )
write_f32 ( f , blender_scale . z )
write_u64 ( f , len ( placed_colliders ) )
for c in placed_colliders :
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
write_u64 ( f , len ( placed_entities ) )
for e in placed_entities :
entity_name , blender_pos , blender_rotation , blender_scale = e
write_string ( f , entity_name )
write_f32 ( f , blender_pos . x )
write_f32 ( f , blender_pos . y )
write_f32 ( f , blender_pos . z )
write_f32 ( f , blender_rotation . x )
write_f32 ( f , blender_rotation . y )
write_f32 ( f , blender_rotation . z )
write_f32 ( f , blender_scale . x )
write_f32 ( f , blender_scale . y )
write_f32 ( f , blender_scale . z )
# export all the meshes that the rooms file is referring to, and all the meshes that just need to be plain exported
for m in meshes_to_export :
assert o . type == " MESH "
assert o . parent == None , f " Mesh ' { m . name } ' has a parent, but exporting mesh objects with parents isn ' t supported "
mesh_name = m . name
image_filename = ensure_tex_saved_and_get_name ( m )
output_filepath = bpy . path . abspath ( f " // { EXPORT_DIRECTORY } / { mesh_name } .bin " )
with open ( output_filepath , " wb " ) as f :
write_b8 ( f , False ) # if it's an armature or not, first byte of the file
write_string ( f , image_filename )
bm = bmesh . new ( )
mesh = m . to_mesh ( )
assert len ( mesh . uv_layers ) == 1 , f " Mesh object { m . name } has more than 1 uv layer, which isn ' t allowed "
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 ( " Success! " )
export_armatures ( )
export_meshes_and_levels ( )