dreamcast/blender.py

274 lines
9.0 KiB
Python

import bpy
from os import path
from collections import defaultdict
def sprint(*text):
screen = bpy.data.screens['Scripting']
for area in screen.areas:
if area.type != "CONSOLE":
continue
override = {'screen': screen, 'area': area}
with bpy.context.temp_override(**override):
bpy.ops.console.scrollback_append(text=" ".join(map(str, text)))
print = sprint
def render_vec3(v):
return f"{{{v.x:.6f}, {v.y:.6f}, {v.z:.6f}}}"
def render_vec2(v):
return f"{{{v.x:.6f}, {v.y:.6f}}}"
def render_mesh_vertices(f, name, vertices):
f.write(f"const vec3 {name}_position[] = {{\n")
for vertex in vertices:
f.write(f" {render_vec3(vertex.co)},\n")
f.write("};\n\n")
def render_vertex_normals(f, name, vertices):
f.write(f"const vec3 {name}_normal[] = {{\n")
for vertex in vertices:
f.write(f" {render_vec3(vertex.normal)},\n")
f.write("};\n\n")
def render_polygon_normals(f, name, polygon_normals):
f.write(f"const vec3 {name}_polygon_normal[] = {{\n")
for normal in polygon_normals:
f.write(f" {render_vec3(normal.vector)},\n")
f.write("};\n\n")
def sort_by_material(polygons):
return sorted(polygons, key=lambda p: p.material_index)
def render_polygons(f, name, polygons):
f.write(f"const polygon {name}_polygons[] = {{\n")
uv_ix = 0
for i, polygon in enumerate(polygons):
indices = [*polygon.vertices, polygon.material_index, uv_ix]
if len(polygon.vertices) == 3:
indices = [*polygon.vertices, -1, polygon.material_index, uv_ix]
uv_ix += len(polygon.vertices)
s = ", ".join(map(str, indices))
if len(polygon.vertices) in {3, 4}:
f.write(f" {{{s}}},\n")
else:
f.write(f" {{-1, -1, -1, -1, -1, -1}}, // {{{s}}}\n")
f.write("};\n\n")
def render_polygon_edge_pairs(f, name, polygons):
by_edge = defaultdict(list)
for i, polygon in enumerate(polygons):
for edge in polygon.edge_keys:
by_edge[frozenset(edge)].append(i)
f.write(f"const edge_polygon {name}_edge_polygons[] = {{\n")
if all(len(p) == 2 for p in by_edge.values()):
for edge, polygons in by_edge.items():
edges = sorted(list(edge))
assert len(edges) == 2, edges
assert len(polygons) == 2, polygons
f.write(f" {{{{{edges[0]}, {edges[1]}}}, {{{polygons[0]}, {polygons[1]}}}}},\n")
else:
f.write("// non-solid polygon\n")
f.write("};\n\n")
def render_uv_map(f, name, name2, uvm):
f.write(f"const vec2 {name}_{name2}_uvmap[] = {{\n")
for uv in uvm:
s = render_vec2(uv.vector)
f.write(f" {s},\n")
f.write("};\n\n")
def render_location(f, location):
s = render_vec3(location)
f.write(f" .location = {s},\n")
def render_scale(f, scale):
s = render_vec3(scale)
f.write(f" .scale = {s},\n")
def render_rotation_axis_angle(f, r):
r = f"{{{r[1]:.6f}, {r[2]:.6f}, {r[3]:.6f}, {r[0]:.6f}}}"
f.write(f" .rotation = {r}, // rotation_axis_angle (XYZ T)\n")
def render_rotation_quaternion(f, r):
r = f"{{{r[1]:.6f}, {r[2]:.6f}, {r[3]:.6f}, {r[0]:.6f}}}"
f.write(f" .rotation = {r}, // quaternion (XYZW)\n")
def render_mesh(f, name, mesh):
f.write(f"const vec2 * {name}_uv_layers[] = {{\n")
for layer_name in mesh.uv_layers.keys():
f.write(f" {name}_{translate_name(layer_name)}_uvmap,\n");
f.write( "};\n\n")
f.write(f"const mesh {name} = {{\n")
f.write(f" .position = {name}_position,\n")
f.write(f" .position_length = (sizeof ({name}_position)) / (sizeof ({name}_position[0])),\n")
f.write(f" .normal = {name}_normal,\n")
f.write(f" .normal_length = (sizeof ({name}_normal)) / (sizeof ({name}_normal[0])),\n")
f.write(f" .polygon_normal = {name}_polygon_normal,\n")
f.write(f" .polygon_normal_length = (sizeof ({name}_polygon_normal)) / (sizeof ({name}_polygon_normal[0])),\n")
f.write(f" .polygons = {name}_polygons,\n")
f.write(f" .polygons_length = (sizeof ({name}_polygons)) / (sizeof ({name}_polygons[0])),\n")
f.write(f" .uv_layers = {name}_uv_layers,\n")
f.write(f" .uv_layers_length = (sizeof ({name}_uv_layers)) / (sizeof ({name}_uv_layers[0])),\n")
f.write(f" .materials = {name}_materials,\n")
f.write(f" .materials_length = (sizeof ({name}_materials)) / (sizeof ({name}_materials[0])),\n")
f.write(f" .edge_polygons = {name}_edge_polygons,\n");
f.write(f" .edge_polygons_length = (sizeof ({name}_edge_polygons)) / (sizeof ({name}_edge_polygons[0])),\n")
f.write( "};\n\n")
def translate_name(name):
return name.replace(".", "_").replace("-", "_").replace(" ", "_")
def mesh_objects(collections):
objects = set()
for collection in collections:
if collection.hide_render:
continue
for object in collection.objects:
assert object.name not in objects, object.name
objects.add(object.name)
if object.hide_render:
continue
if object.type == "MESH":
yield object
def mesh_meshes(collections):
mesh_names = set()
for object in mesh_objects(collections):
mesh = object.data
if mesh.name in mesh_names:
continue
mesh_names.add(mesh.name)
yield mesh
def get_texture(material):
assert material.use_nodes, material.name
for node in material.node_tree.nodes:
if node.type == "TEX_IMAGE":
return node.image
_offset = 0
texture_offsets = {}
prefix = "model_cars_"
def get_texture_offset(image):
global _offset
if image.name in texture_offsets:
value = texture_offsets[image.name]
return value
value = _offset
texture_offsets[image.name] = value
width, height = image.size
_offset += width * height * 2
return value
def texture_data_name(name):
name = path.splitext(name)[0]
name = translate_name(name)
return f"{prefix}{name}_data"
def render_mesh_materials(f, name, materials):
f.write(f"const mesh_material {name}_materials[] = {{\n")
for material in materials:
image = get_texture(material)
if image is not None:
f.write(f" {{ // {material.name} {image.name}\n")
width, height = image.size
offset = get_texture_offset(image)
f.write(f" .width = {width},\n")
f.write(f" .height = {height},\n")
f.write(f" .offset = {offset},\n")
f.write(" },\n")
else:
f.write(" {},\n")
f.write("};\n")
def render_materials(f):
f.write("const material materials[] = {\n")
for image_name, offset in texture_offsets.items():
name = texture_data_name(image_name)
f.write(" {\n")
f.write(f" .start = (void *)&_binary_{name}_start,\n")
f.write(f" .size = (int)&_binary_{name}_size,\n")
f.write(f" .offset = {offset},\n")
f.write(" },\n")
f.write("};\n\n");
def export_meshes(f):
for mesh in mesh_meshes(bpy.data.collections):
#mesh.vertex_normals
#mesh.vertex_colors
#mesh.vertices
#mesh.uv_layers
#mesh.polygons
#mesh.polygon_normals
#mesh.name
mesh_name = "mesh_" + translate_name(mesh.name)
render_mesh_vertices(f, mesh_name, mesh.vertices)
for layer_name, layer in mesh.uv_layers.items():
render_uv_map(f, mesh_name, translate_name(layer_name), layer.uv)
render_vertex_normals(f, mesh_name, mesh.vertices)
render_polygon_normals(f, mesh_name, mesh.polygon_normals)
render_polygons(f, mesh_name, mesh.polygons)
render_polygon_edge_pairs(f, mesh_name, mesh.polygons)
render_mesh_materials(f, mesh_name, mesh.materials)
render_mesh(f, mesh_name, mesh);
#mesh.polygons[0].vertices
# [0, 1, 3, 2]
# v = mesh.vertices[0]
# v.normal
# v.index
def mesh_objects_sorted(objects):
def key(o):
return (o.data.name, o.name)
return sorted(mesh_objects(objects), key=key)
def export_objects(f):
f.write("const object objects[] = {\n")
for object in mesh_objects_sorted(bpy.data.collections):
#object.rotation_mode = 'AXIS_ANGLE'
#object.name
#object.rotation_axis_angle
#object.rotation_euler
#object.location
obj_name = "object_" + translate_name(object.name)
f.write(f" {{ // {obj_name}\n")
obj_mesh_name = "mesh_" + translate_name(object.to_mesh().name)
f.write(" ")
f.write(f" .mesh = &{obj_mesh_name},\n")
location, rotation, scale = object.matrix_world.decompose()
f.write(" ")
render_scale(f, scale)
f.write(" ")
render_rotation_quaternion(f, rotation)
f.write(" ")
render_location(f, location)
f.write(" },\n")
f.write("};\n\n")
def export_scene(f):
export_meshes(f)
export_objects(f)
render_materials(f)
home = path.expanduser('~')
with open(path.join(home, "output.h"), "w") as f:
offset = 0
export_scene(f)