You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
454 lines
21 KiB
Python
454 lines
21 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)
|
|
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, 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_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() |