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165 lines
5.7 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)
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])
# for the level.bin
level_object_data = []
collision_cubes = []
placed_entities = []
saved_meshes = set()
mapping = axis_conversion(
from_forward = "Y",
from_up = "Z",
to_forward = "-Z",
to_up = "Y",
)
mapping.resize_4x4()
for o in D.objects:
if o.type == "ARMATURE":
armature_name = o.data.name
output_filepath = bpy.path.abspath(f"//{EXPORT_DIRECTORY}/{armature_name}.bin")
print(f"Exporting armature to {output_filepath}")
with open(output_filepath, "wb") as f:
write_u64(f, len(o.data.bones))
for b in o.data.bones:
print(mapping)
print(b.matrix_local)
in_game_coordinate_system = mapping @ b.matrix_local
write_4x4matrix(f, in_game_coordinate_system)
elif o.type == "MESH":
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.
object_transform_info = (mesh_name, mapping @ o.location, o.rotation_euler, o.scale)
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(object_transform_info)
else:
placed_entities.append((o.name,) + object_transform_info)
if mesh_name in saved_meshes:
continue
saved_meshes.add(mesh_name)
assert(mesh_name != LEVEL_EXPORT_NAME)
output_filepath = bpy.path.abspath(f"//{EXPORT_DIRECTORY}/{mesh_name}.bin")
print(f"Exporting mesh to {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:
mesh_name, blender_pos, blender_rotation, blender_scale = o
print(f"Writing instanced object of mesh {mesh_name}")
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(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)
write_u64(f, len(placed_entities))
for p in placed_entities:
# underscore is mesh name, prefer object name for name of npc. More obvious
object_name, _, blender_pos, blender_rotation, blender_scale = p
print(f"Writing placed entity '{object_name}'")
write_string(f, object_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)