bl_info = { "name": "Export COL for Super Mario Sunshine", "author": "Blank", "version": (1, 0, 0), "blender": (2, 71, 0), "location": "File > Export > Collision (.col)", "description": "This script allows you do export col files directly from blender. Based on Blank's obj2col", "warning": "Runs update function every 0.2 seconds", "category": "Import-Export" } import bpy import bmesh import threading from enum import Enum from btypes.big_endian import * from bpy.types import PropertyGroup, Panel, Scene, Operator from bpy.utils import register_class, unregister_class from bpy.app.handlers import persistent from bpy_extras.io_utils import ExportHelper from bpy.props import (BoolProperty, FloatProperty, StringProperty, EnumProperty, IntProperty, PointerProperty, ) class Header(Struct): vertex_count = uint32 vertex_offset = uint32 group_count = uint32 group_offset = uint32 class Vertex(Struct): x = float32 y = float32 z = float32 def __init__(self,x,y,z): self.x = x self.y = y self.z = z class Group(Struct): CollisionType = uint16 #Properties of collision. e.g. is it water? or what? triangle_count = uint16 __padding__ = Padding(1,b'\x00') #Group flags, set them to 0 here has_ColParameter = bool8 #Set 0x0001 to 1 if we have ColParameter values so the game doesn't ignore it __padding__ = Padding(2)#Actual padding vertex_index_offset = uint32 TerrainType_offset = uint32 # 0-18,20,21,23,24,27-31 unknown_offset = uint32 # 0-27 ColParameter_offset = uint32 # 0,1,2,3,4,8,255,6000,7500,7800,8000,8400,9000,10000,10300,12000,14000,17000,19000,20000,21000,22000,27500,30300 class Triangle: def __init__(self): self.vertex_indices = None self.ColType = 0 self.TerrainType = 0 self.unknown = 0 self.ColParameter = None @property def has_ColParameter(self): return self.ColParameter is not None def pack(stream,vertices,triangles): #pack triangles into col file groups = [] for triangle in triangles: for group in groups: #for each triangle add to appropriate group if triangle.ColType != group.CollisionType: continue #break out of loop to next cycle group.triangles.append(triangle) break else: #if no group has been found group = Group() #create a new group group.CollisionType = triangle.ColType group.has_ColParameter = triangle.has_ColParameter group.triangles = [triangle] groups.append(group) #add to list of groups header = Header() header.vertex_count = len(vertices) header.vertex_offset = Header.sizeof() + Group.sizeof()*len(groups) header.group_count = len(groups) header.group_offset = Header.sizeof() Header.pack(stream,header) stream.write(b'\x00'*Group.sizeof()*len(groups)) for vertex in vertices: Vertex.pack(stream,vertex) for group in groups: group.triangle_count = len(group.triangles) group.vertex_index_offset = stream.tell() for triangle in group.triangles: uint16.pack(stream,triangle.vertex_indices[0]) uint16.pack(stream,triangle.vertex_indices[1]) uint16.pack(stream,triangle.vertex_indices[2]) for group in groups: group.TerrainType_offset = stream.tell() for triangle in group.triangles: uint8.pack(stream,triangle.TerrainType) for group in groups: group.unknown_offset = stream.tell() for triangle in group.triangles: uint8.pack(stream,triangle.unknown) for group in groups: if not group.has_ColParameter: group.ColParameter_offset = 0 else: group.ColParameter_offset = stream.tell() for triangle in group.triangles: uint16.pack(stream,triangle.ColParameter) stream.seek(header.group_offset) for group in groups: Group.pack(stream,group) def unpack(stream): header = Header.unpack(stream) stream.seek(header.group_offset) groups = [Group.unpack(stream) for _ in range(header.group_count)] stream.seek(header.vertex_offset) vertices = [Vertex.unpack(stream) for _ in range(header.vertex_count)] for group in groups: group.triangles = [Triangle() for _ in range(group.triangle_count)] for triangle in group.triangles: triangle.ColType = group.CollisionType for group in groups: stream.seek(group.vertex_index_offset) for triangle in group.triangles: triangle.vertex_indices = [uint16.unpack(stream) for _ in range(3)] for group in groups: stream.seek(group.TerrainType_offset) for triangle in group.triangles: triangle.TerrainType = uint8.unpack(stream) for group in groups: stream.seek(group.unknown_offset) for triangle in group.triangles: triangle.unknown = uint8.unpack(stream) for group in groups: if not group.has_ColParameter: continue stream.seek(group.ColParameter_offset) for triangle in group.triangles: triangle.ColParameter = uint16.unpack(stream) triangles = sum((group.triangles for group in groups),[]) return vertices,triangles class ImportCOL(Operator, ExportHelper): #Operator that exports the collision model into .col file """Import a COL file""" bl_idname = "import_mesh.col" bl_label = "Import COL" filter_glob = StringProperty( default="*.col", options={'HIDDEN'}, )#This property filters what you see in the file browser to just .col files check_extension = True filename_ext = ".col" #This is the extension that the model will have def execute(self, context): ColStream = open(self.filepath,'rb') CollisionVertexList = [] #Store a list of verticies Triangles = [] #List of triangles, each containing indicies of verticies CollisionVertexList,Triangles = unpack(ColStream) mesh = bpy.data.meshes.new("mesh") # add a new mesh obj = bpy.data.objects.new("MyObject", mesh) # add a new object using the mesh scene = bpy.context.scene scene.objects.link(obj) # put the object into the scene (link) scene.objects.active = obj # set as the active object in the scene obj.select = True # select object mesh = bpy.context.object.data bm = bmesh.new() ColTypeLayer = bm.faces.layers.int.new(CollisionLayer.ColType.value) #Create new data layers TerrainTypeLayer = bm.faces.layers.int.new(CollisionLayer.TerrainType.value) UnknownFieldLayer = bm.faces.layers.int.new(CollisionLayer.Unknown.value) HasColParameterFieldLayer = bm.faces.layers.int.new(CollisionLayer.HasColParameter.value) ColParameterFieldLayer = bm.faces.layers.int.new(CollisionLayer.ColParameter.value) BMeshVertexList = [] for v in CollisionVertexList: BMeshVertexList.append(bm.verts.new((v.x,-v.z,v.y))) # add a new vert for f in Triangles: try: #Try and catch to avoid exception on duplicate triangles. Dodgy... MyFace = bm.faces.new((BMeshVertexList[f.vertex_indices[0]],BMeshVertexList[f.vertex_indices[1]],BMeshVertexList[f.vertex_indices[2]])) MyFace[ColTypeLayer] = f.ColType MyFace[TerrainTypeLayer] = f.TerrainType MyFace[UnknownFieldLayer] = f.Unknown MyFace[ColParameterFieldLayer] = f.ColParameter if MyFace[ColParameterFieldLayer] is not None: MyFace[HasColParameterFieldLayer] = True except: continue bm.to_mesh(mesh) mesh.update() bm.free() return{'FINISHED'} class ExportCOL(Operator, ExportHelper): #Operator that exports the collision model into .col file """Save a COL file""" bl_idname = "export_mesh.col" bl_label = "Export COL" filter_glob = StringProperty( default="*.col", options={'HIDDEN'}, )#This property filters what you see in the file browser to just .col files check_extension = True filename_ext = ".col" #This is the extension that the model will have #To do: add material presets Scale = FloatProperty( name="Scale factor", description="Scale the col file by this amount", default=1, ) def execute(self, context): # execute() is called by blender when running the operator. bpy.ops.object.mode_set (mode = 'OBJECT') #Set mode to be object mode VertexList = [] #Store a list of verticies Triangles = [] #List of triangles, each containing indicies of verticies bm = bmesh.new() #Define new bmesh for Obj in bpy.context.scene.objects: #join all objects MyMesh = Obj.to_mesh(context.scene, True, 'PREVIEW')#make a copy of the object we can modify freely bm.from_mesh(MyMesh) #Add the above copy into the bmesh bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method=0, ngon_method=0) #triangulate bmesh #triangulate_mesh(Mesh) ColTypeLayer = bm.faces.layers.int.get(CollisionLayer.ColType.value) TerrainTypeLayer = bm.faces.layers.int.get(CollisionLayer.TerrainType.value) UnknownFieldLayer = bm.faces.layers.int.get(CollisionLayer.Unknown.value) HasColParameterFieldLayer = bm.faces.layers.int.get(CollisionLayer.HasColParameter.value) ColParameterFieldLayer = bm.faces.layers.int.get(CollisionLayer.ColParameter.value) for Vert in bm.verts: VertexList.append(Vertex(Vert.co.x*self.Scale,Vert.co.z*self.Scale,-Vert.co.y*self.Scale)) #add in verts, make sure y is up for Face in bm.faces: MyTriangle = Triangle() MyTriangle.vertex_indices = [Face.verts[0].index,Face.verts[1].index,Face.verts[2].index] #add three vertex indicies if ColTypeLayer is not None: MyTriangle.ColType = Face[ColTypeLayer] MyTriangle.TerrainType = Face[TerrainTypeLayer] MyTriangle.Unknown = Face[UnknownFieldLayer] if Face[HasColParameterFieldLayer] != 0: MyTriangle.ColParameter = Face[ColParameterFieldLayer] Triangles.append(MyTriangle) #add triangles ColStream = open(self.filepath,'wb') pack(ColStream,VertexList,Triangles) return {'FINISHED'} # this lets blender know the operator finished successfully. class CollisionLayer(Enum): #This stores the data layer names that each Unknown will be on. ColType = "CollisionEditorColType" TerrainType = "CollisionEditorTerrainType" #For example TerrainType is stored on a data layer called "CollisionEditorTerrainType" Unknown = "CollisionEditorUnknown" HasColParameter = "CollisionEditorHasColParameter" #This layer is an integer because boolean layers don't exist ColParameter = "CollisionEditorColParameter" def ColTypeUpdate(self, context): #These functions are called when the UI elements change ChangeValuesOfSelection(CollisionLayer.ColType.value,bpy.context.scene.ColEditor.ColType) return def TerrainTypeUpdate(self, context): ChangeValuesOfSelection(CollisionLayer.TerrainType.value,bpy.context.scene.ColEditor.TerrainType) return def UnknownFieldUpdate(self, context): ChangeValuesOfSelection(CollisionLayer.Unknown.value,bpy.context.scene.ColEditor.UnknownField) return def HasColParameterFieldUpdate(self, context): ToSet = 1 if bpy.context.scene.ColEditor.HasColParameterField else 0 #In this case a TRUE value is represented by a 1 and FALSE by 0 ChangeValuesOfSelection(CollisionLayer.HasColParameter.value,ToSet) return def ColParameterFieldUpdate(self, context): ChangeValuesOfSelection(CollisionLayer.ColParameter.value,bpy.context.scene.ColEditor.ColParameterField) return class CollisionProperties(PropertyGroup): #This defines the UI elements ColType = IntProperty(name = "Collision type",default=0, min=0, max=65535,update = ColTypeUpdate) #Here we put parameters for the UI elements and point to the Update functions TerrainType = IntProperty(name = "Sound",default=0, min=0, max=255,update = TerrainTypeUpdate) UnknownField = IntProperty(name = "Unknown",default=0, min=0, max=255,update = UnknownFieldUpdate)#I probably should have made these an array HasColParameterField = BoolProperty(name="Has Parameter", default=False,update = HasColParameterFieldUpdate) ColParameterField = IntProperty(name = "Parameter",default=0, min=0, max=65535,update = ColParameterFieldUpdate) class CollisionPanel(Panel): #This panel houses the UI elements defined in the CollisionProperties bl_label = "Edit Collision Values" bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" bl_context = "object" @classmethod def poll(cls, context): # Only allow in edit mode for a selected mesh. return context.mode == "EDIT_MESH" and context.object is not None and context.object.type == "MESH" def draw(self, context): EnableColumns = False #Boolean is true means we will enable the columns if(bpy.context.object.mode == 'EDIT'): obj = bpy.context.scene.objects.active #This method might be quite taxing bm = bmesh.from_edit_mesh(obj.data) ColTypeLayer = bm.faces.layers.int.get(CollisionLayer.ColType.value) #Check if this layer exists if ColTypeLayer is not None: #If the model has collision values EnableColumns = True #Then we enabled editing the values del bm del obj row = self.layout.row(align=True) row.alignment = 'EXPAND' row.operator("init.colvalues", text='Initialise values') #Here we put the UI elements defined in CollisionProperties into rows and columns column1 = self.layout.column(align = True) column1.prop(bpy.context.scene.ColEditor, "ColType") column1.prop(bpy.context.scene.ColEditor, "TerrainType") column1.prop(bpy.context.scene.ColEditor, "UnknownField") column1.enabled = EnableColumns column1.prop(bpy.context.scene.ColEditor, "HasColParameterField") column2 = self.layout.column(align = True) column2.prop(bpy.context.scene.ColEditor, "ColParameterField") column2.enabled = bpy.context.scene.ColEditor.HasColParameterField and EnableColumns #Collision values must exist AND we must have "Has ColParameter" checked class InitialValues(Operator): #This creates the data layers that store the collision values bl_idname = "init.colvalues" bl_label = "Initialise Collision Values" def execute(self, context): obj = bpy.context.scene.objects.active bm = bmesh.from_edit_mesh(obj.data) bm.faces.layers.int.new(CollisionLayer.ColType.value) #Uses Enum to get names bm.faces.layers.int.new(CollisionLayer.TerrainType.value) bm.faces.layers.int.new(CollisionLayer.Unknown.value) bm.faces.layers.int.new(CollisionLayer.HasColParameter.value) bm.faces.layers.int.new(CollisionLayer.ColParameter.value) return{'FINISHED'} def ChangeValuesOfSelection(ValueToChange,ValueToSet): obj = bpy.context.scene.objects.active bm = bmesh.from_edit_mesh(obj.data) selected_faces = [f for f in bm.faces if f.select] #This gets an array of selected faces #get the custom data layer by its name my_id = bm.faces.layers.int[ValueToChange] for face in bm.faces: if(face.select == True): face[my_id] = ValueToSet if ValueToChange == CollisionLayer.ColParameter.value: #If you somehow edit ColParameter when HasColParameter is off, like with a group selection, make sure to turn it on HasColParameterFieldLayer = bm.faces.layers.int.get(CollisionLayer.HasColParameter.value) face[HasColParameterFieldLayer] = 1 bmesh.update_edit_mesh(obj.data, False,False) #Update mesh with new values @persistent def UpdateUI(scene): obj = scene.objects.active if(obj.mode == 'EDIT' and obj.type == 'MESH'): bm = bmesh.from_edit_mesh(obj.data) ColTypeLayer = bm.faces.layers.int.get(CollisionLayer.ColType.value) #Check if this layer exists if ColTypeLayer is not None: #If the model has collision values face = bm.faces.active if face is not None: bpy.context.scene.ColEditor["ColType"] = face[ColTypeLayer] #This is why they should have been an array TerrainTypeLayer = bm.faces.layers.int.get(CollisionLayer.TerrainType.value) bpy.context.scene.ColEditor["TerrainType"] = face[TerrainTypeLayer] #We call it like this so that we don't call the update function. Otherwise selecting multiple faces would set them all equal UnknownFieldLayer = bm.faces.layers.int.get(CollisionLayer.Unknown.value) bpy.context.scene.ColEditor["UnknownField"] = face[UnknownFieldLayer] #We choose index 0 but it doesn't really matter. Unfortunetly you can't get int properties to display "--" used, for example, when there are different ColType values across the selected faces HasColParameterFieldLayer = bm.faces.layers.int.get(CollisionLayer.HasColParameter.value) bpy.context.scene.ColEditor["HasColParameterField"] = False if face[HasColParameterFieldLayer] == 0 else True ColParameterFieldLayer = bm.faces.layers.int.get(CollisionLayer.ColParameter.value) bpy.context.scene.ColEditor["ColParameterField"] = face[ColParameterFieldLayer] return None classes = (ExportCOL,ImportCOL, CollisionPanel,InitialValues,CollisionProperties) #list of classes to register/unregister def register(): for i in classes: register_class(i) Scene.ColEditor = PointerProperty(type=CollisionProperties) #store in the scene bpy.app.handlers.scene_update_post.append(UpdateUI) bpy.types.INFO_MT_file_export.append(menu_export) #Add to export menu bpy.types.INFO_MT_file_import.append(menu_import) #Add to export menu def menu_export(self, context): self.layout.operator(ExportCOL.bl_idname, text="Collision (.col)") def menu_import(self, context): self.layout.operator(ImportCOL.bl_idname, text="Collision (.col)") def unregister(): for i in classes: unregister_class(i) bpy.types.INFO_MT_file_export.remove(menu_export) bpy.types.INFO_MT_file_import.remove(menu_import) if UpdateUI in bpy.app.handlers.render_post: bpy.app.handlers.render_complete.remove(UpdateUI)#remove handlers # This allows you to run the script directly from blenders text editor # to test the addon without having to install it. if __name__ == "__main__": register()