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335 lines
14 KiB
Python
335 lines
14 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_b8(f, boolean: bool):
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f.write(bytes(struct.pack("?", boolean)))
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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_i32(f, number: int):
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f.write(bytes(struct.pack("i", number)))
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def write_u16(f, number: int): # unsigned short, used in shaders to figure out which bone index is current
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f.write(bytes(struct.pack("H", number)))
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def write_v3(f, vector):
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write_f32(f, vector.x)
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write_f32(f, vector.y)
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write_f32(f, vector.z)
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def write_quat(f, quat):
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write_f32(f, quat.x)
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write_f32(f, quat.y)
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write_f32(f, quat.z)
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write_f32(f, quat.w)
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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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f.write(encoded)
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def write_4x4matrix(f, m):
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# writes each row, sequentially, row major
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for row in range(4):
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for col in range(4):
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write_f32(f, m[row][col])
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def normalize_joint_weights(weights):
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total_weights = sum(weights)
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result = [0,0,0,0]
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if total_weights != 0:
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for i, weight in enumerate(weights): result[i] = weight/total_weights
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return result
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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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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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mapping.resize_4x4()
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with open(bpy.path.abspath(f"//{EXPORT_DIRECTORY}/shorttest.bin"), "wb") as f:
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for i in range(4):
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write_u16(f, i)
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# meshes can either be Meshes, or Armatures. Armatures contain all mesh data to draw it, and any anims it has
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for o in D.objects:
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if o.type == "MESH":
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if o.parent and o.parent.type == "ARMATURE":
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mesh_object = o
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o = o.parent
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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':
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assert False, "Cannot put armatures in the level. The level is for static placed meshes. For dynamic entities, you put them outside of the level collection, their entity kind is encoded, and the game code decides how to draw them"
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else:
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placed_entities.append((mesh_object.name,) + object_transform_info)
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armature_name = o.data.name
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output_filepath = bpy.path.abspath(f"//{EXPORT_DIRECTORY}/{armature_name}.bin")
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print(f"Exporting armature to {output_filepath}")
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with open(output_filepath, "wb") as f:
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write_b8(f, True)
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bones_in_armature = []
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for b in o.data.bones:
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bones_in_armature.append(b)
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# the inverse model space pos of the bones
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write_u64(f, len(bones_in_armature))
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for b in bones_in_armature:
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model_space_pose = mapping @ b.matrix_local
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inverse_model_space_pose = (mapping @ b.matrix_local).inverted()
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parent_index = -1
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if b.parent:
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for i in range(len(bones_in_armature)):
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if bones_in_armature[i] == b.parent:
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parent_index = i
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break
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if parent_index == -1:
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assert False, f"Couldn't find parent of bone {b}"
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#print(f"Parent of bone {b.name} is index {parent_index} in list {bones_in_armature}")
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write_i32(f, parent_index)
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write_4x4matrix(f, model_space_pose)
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write_4x4matrix(f, inverse_model_space_pose)
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write_f32(f, b.length)
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# write the pose information
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# it's very important that the array of pose bones contains the same amount of bones
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# as there are in the edit bones. Because the edit bones are exported, etc etc. Cowabunga!
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assert(len(o.pose.bones) == len(bones_in_armature))
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armature = o
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anims = []
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assert armature.animation_data, "Armatures are assumed to have an animation right now"
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for track in armature.animation_data.nla_tracks:
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for strip in track.strips:
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anims.append(strip.action)
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print(f"Writing {len(anims)} animations")
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write_u64(f, len(anims))
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for animation in anims:
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write_string(f, animation.name)
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armature.animation_data.action = animation
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startFrame = int(animation.frame_range.x)
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endFrame = int(animation.frame_range.y)
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total_frames = (endFrame - startFrame) + 1 # the end frame is inclusive
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print(f"Exporting animation {animation.name} with {total_frames} frames")
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write_u64(f, total_frames)
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time_per_anim_frame = 1.0 / float(bpy.context.scene.render.fps)
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for frame in range(startFrame, endFrame+1):
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time_through_this_frame_occurs_at = (frame - startFrame) * time_per_anim_frame
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bpy.context.scene.frame_set(frame)
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write_f32(f, time_through_this_frame_occurs_at)
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for pose_bone_i in range(len(o.pose.bones)):
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pose_bone = o.pose.bones[pose_bone_i]
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# in the engine, it's assumed that the poses are in the same order as the bones
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# they're referring to. This checks that that is the case.
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assert(pose_bone.bone == bones_in_armature[pose_bone_i])
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parent_space_pose = None
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if pose_bone.parent:
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parent_space_pose = pose_bone.parent.matrix.inverted() @ pose_bone.matrix
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else:
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parent_space_pose = mapping @ pose_bone.matrix
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#parent_space_pose = pose_bone.matrix
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#print("parent_space_pose of the bone with no parent:")
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#print(parent_space_pose)
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#parent_space_pose = mapping @ pose_bone.matrix
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translation = parent_space_pose.to_translation()
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rotation = parent_space_pose.to_quaternion()
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scale = parent_space_pose.to_scale()
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write_v3(f, translation)
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write_quat(f, rotation)
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write_v3(f, scale)
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# write the mesh data for the armature
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bm = bmesh.new()
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mesh = mesh_object.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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armature = o
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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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jointIndices = [0,0,0,0]
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jointWeights = [0,0,0,0]
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for jointBindingIndex, group in enumerate(mesh.vertices[loop.vertex_index].groups):
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if jointBindingIndex < 4:
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groupIndex = group.group
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boneName = mesh_object.vertex_groups[groupIndex].name
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jointIndices[jointBindingIndex] = armature.data.bones.find(boneName)
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if jointIndices[jointBindingIndex] == -1:
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# it's fine that this references a real bone, the bone at index 0,
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# because the weight of its influence is 0
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jointIndices[jointBindingIndex] = 0
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jointWeights[jointBindingIndex] = 0.0
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else:
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jointWeights[jointBindingIndex] = group.weight
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vertices.append((position, uv, jointIndices, normalize_joint_weights(jointWeights)))
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write_u64(f, len(vertices))
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vertex_i = 0
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for v_and_uv in vertices:
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v, uv, jointIndices, jointWeights = 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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for i in range(4):
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write_u16(f, jointIndices[i])
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for i in range(4):
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write_f32(f, jointWeights[i])
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vertex_i += 1
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print(f"Wrote {len(vertices)} vertices")
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else: # if the parent type isn't an armature, i.e just a bog standard mesh
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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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else:
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placed_entities.append((o.name,) + 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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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 mesh to {output_filepath}")
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with open(output_filepath, "wb") as f:
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write_b8(f, False)
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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)
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