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144 lines
4.8 KiB
Python
144 lines
4.8 KiB
Python
import bpy
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import bmesh
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import os
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import shutil
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import struct
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from mathutils import *; from math import *
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from bpy_extras.io_utils import (axis_conversion)
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C = bpy.context
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D = bpy.data
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LEVEL_EXPORT_NAME = "level"
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EXPORT_DIRECTORY = "exported"
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print("\n\nLet's get it started")
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if os.path.exists(bpy.path.abspath(f"//{EXPORT_DIRECTORY}")):
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shutil.rmtree(bpy.path.abspath(f"//{EXPORT_DIRECTORY}"))
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os.makedirs(bpy.path.abspath(f"//{EXPORT_DIRECTORY}"))
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def write_f32(f, number: float):
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f.write(bytes(struct.pack("f", number)))
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def write_u64(f, number: int):
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f.write(bytes(struct.pack("Q", number)))
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def write_string(f, s: str):
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encoded = s.encode("utf8")
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write_u64(f, len(encoded))
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print(f"Writing string '{s}' of length {len(encoded)}")
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f.write(encoded)
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# for the level.bin
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level_object_data = []
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collision_cubes = []
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placed_entities = []
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saved_meshes = set()
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for o in D.objects:
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mapping = axis_conversion(
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from_forward = "Y",
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from_up = "Z",
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to_forward = "-Z",
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to_up = "Y",
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)
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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.
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object_transform_info = (mesh_name, mapping @ o.location, o.rotation_euler, o.scale)
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if o.users_collection[0].name == 'Level' and mesh_name == "CollisionCube":
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collision_cubes.append((o.location, o.dimensions))
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else:
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if o.users_collection[0].name == 'Level':
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print(f"Object {o.name} has mesh name {o.to_mesh().name}")
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assert(o.rotation_euler.order == 'XYZ')
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level_object_data.append(object_transform_info)
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if mesh_name in saved_meshes:
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continue
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saved_meshes.add(mesh_name)
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else:
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placed_entities.append((o.name,) + object_transform_info)
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mapping.resize_4x4()
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assert(mesh_name != LEVEL_EXPORT_NAME)
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output_filepath = bpy.path.abspath(f"//{EXPORT_DIRECTORY}/{mesh_name}.bin")
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print(f"Exporting {output_filepath}")
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with open(output_filepath, "wb") as f:
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bm = bmesh.new()
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mesh = o.to_mesh()
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bm.from_mesh(mesh)
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bmesh.ops.triangulate(bm, faces=bm.faces)
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bm.transform(mapping)
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bm.to_mesh(mesh)
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vertices = []
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for polygon in mesh.polygons:
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if len(polygon.loop_indices) == 3:
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for loopIndex in polygon.loop_indices:
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loop = mesh.loops[loopIndex]
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position = mesh.vertices[loop.vertex_index].undeformed_co
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uv = mesh.uv_layers.active.data[loop.index].uv
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normal = loop.normal
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vertices.append((position, uv))
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write_u64(f, len(vertices))
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for v_and_uv in vertices:
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v, uv = v_and_uv
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write_f32(f, v.x)
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write_f32(f, v.y)
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write_f32(f, v.z)
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write_f32(f, uv.x)
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write_f32(f, uv.y)
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print(f"Wrote {len(vertices)} vertices")
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with open(bpy.path.abspath(f"//{EXPORT_DIRECTORY}/{LEVEL_EXPORT_NAME}.bin"), "wb") as f:
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write_u64(f, len(level_object_data))
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for o in level_object_data:
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mesh_name, blender_pos, blender_rotation, blender_scale = o
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print(f"Writing instanced object of mesh {mesh_name}")
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write_string(f, mesh_name)
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write_f32(f, blender_pos.x)
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write_f32(f, blender_pos.y)
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write_f32(f, blender_pos.z)
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write_f32(f, blender_rotation.x)
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write_f32(f, blender_rotation.y)
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write_f32(f, blender_rotation.z)
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write_f32(f, blender_scale.x)
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write_f32(f, blender_scale.y)
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write_f32(f, blender_scale.z)
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write_u64(f, len(collision_cubes))
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for c in collision_cubes:
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blender_pos, blender_dims = c
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write_f32(f, blender_pos.x)
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write_f32(f, -blender_pos.y)
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write_f32(f, blender_dims.x)
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write_f32(f, blender_dims.y)
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assert(blender_dims.x > 0.0)
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assert(blender_dims.y > 0.0)
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write_u64(f, len(placed_entities))
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for p in placed_entities:
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# underscore is mesh name, prefer object name for name of npc. More obvious
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object_name, _, blender_pos, blender_rotation, blender_scale = p
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print(f"Writing placed entity '{object_name}'")
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write_string(f, object_name)
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write_f32(f, blender_pos.x)
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write_f32(f, blender_pos.y)
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write_f32(f, blender_pos.z)
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write_f32(f, blender_rotation.x)
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write_f32(f, blender_rotation.y)
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write_f32(f, blender_rotation.z)
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write_f32(f, blender_scale.x)
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write_f32(f, blender_scale.y)
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write_f32(f, blender_scale.z) |