380 lines
No EOL
14 KiB
Python
380 lines
No EOL
14 KiB
Python
bl_info = {
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"name": "Export COL for Super Mario Sunshine",
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"author": "Blank",
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"version": (1, 0, 0),
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"blender": (2, 71, 0),
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"location": "File > Export > Collision (.col)",
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"description": "This script allows you do export col files directly from blender. Based on Blank's obj2col",
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"warning": "Might break, doing this mostly for my own convinience",
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"category": "Import-Export"
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}
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import bpy
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import bmesh
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from enum import Enum
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from btypes.big_endian import *
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from bpy.types import PropertyGroup, Panel, Scene, Operator
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from bpy.utils import register_class, unregister_class
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from bpy_extras.io_utils import ExportHelper
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from bpy.props import (BoolProperty,
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FloatProperty,
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StringProperty,
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EnumProperty,
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IntProperty,
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PointerProperty,
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)
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class Header(Struct):
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vertex_count = uint32
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vertex_offset = uint32
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group_count = uint32
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group_offset = uint32
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class Vertex(Struct):
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x = float32
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y = float32
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z = float32
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def __init__(self,x,y,z):
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self.x = x
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self.y = y
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self.z = z
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class Group(Struct):
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unknown0 = uint8 # 0,1,2,4,6,7,8,64,128,129,132,135,160,192, bitfield?
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unknown1 = uint8 # 0-12
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triangle_count = uint16
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__padding__ = Padding(1,b'\x00')
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has_unknown4 = bool8
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__padding__ = Padding(2)
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vertex_index_offset = uint32
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unknown2_offset = uint32 # 0-18,20,21,23,24,27-31
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unknown3_offset = uint32 # 0-27
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unknown4_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
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class Triangle:
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def __init__(self):
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self.vertex_indices = None
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self.unknown0 = 128
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self.unknown1 = 0
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self.unknown2 = 0
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self.unknown3 = 0
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self.unknown4 = None
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@property
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def has_unknown4(self):
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return self.unknown4 is not None
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def pack(stream,vertices,triangles): #pack triangles into col file
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groups = []
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for triangle in triangles:
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for group in groups: #for each triangle add to appropriate group
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if triangle.unknown0 != group.unknown0: continue #break out of loop to next cycle
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if triangle.unknown1 != group.unknown1: continue
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if triangle.has_unknown4 != group.has_unknown4: continue
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group.triangles.append(triangle)
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break
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else: #if no group has been found
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group = Group() #create a new group
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group.unknown0 = triangle.unknown0
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group.unknown1 = triangle.unknown1
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group.has_unknown4 = triangle.has_unknown4
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group.triangles = [triangle]
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groups.append(group) #add to list of groups
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header = Header()
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header.vertex_count = len(vertices)
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header.vertex_offset = Header.sizeof() + Group.sizeof()*len(groups)
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header.group_count = len(groups)
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header.group_offset = Header.sizeof()
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Header.pack(stream,header)
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stream.write(b'\x00'*Group.sizeof()*len(groups))
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for vertex in vertices:
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Vertex.pack(stream,vertex)
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for group in groups:
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group.triangle_count = len(group.triangles)
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group.vertex_index_offset = stream.tell()
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for triangle in group.triangles:
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uint16.pack(stream,triangle.vertex_indices[0])
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uint16.pack(stream,triangle.vertex_indices[1])
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uint16.pack(stream,triangle.vertex_indices[2])
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for group in groups:
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group.unknown2_offset = stream.tell()
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for triangle in group.triangles:
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uint8.pack(stream,triangle.unknown2)
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for group in groups:
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group.unknown3_offset = stream.tell()
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for triangle in group.triangles:
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uint8.pack(stream,triangle.unknown3)
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for group in groups:
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if not group.has_unknown4:
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group.unknown4_offset = 0
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else:
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group.unknown4_offset = stream.tell()
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for triangle in group.triangles:
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uint16.pack(stream,triangle.unknown4)
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stream.seek(header.group_offset)
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for group in groups:
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Group.pack(stream,group)
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def unpack(stream):
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header = Header.unpack(stream)
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stream.seek(header.group_offset)
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groups = [Group.unpack(stream) for _ in range(header.group_count)]
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stream.seek(header.vertex_offset)
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vertices = [Vertex.unpack(stream) for _ in range(header.vertex_count)]
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for group in groups:
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group.triangles = [Triangle() for _ in range(group.triangle_count)]
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for triangle in group.triangles:
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triangle.unknown0 = group.unknown0
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triangle.unknown1 = group.unknown1
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for group in groups:
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stream.seek(group.vertex_index_offset)
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for triangle in group.triangles:
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triangle.vertex_indices = [uint16.unpack(stream) for _ in range(3)]
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for group in groups:
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stream.seek(group.unknown2_offset)
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for triangle in group.triangles:
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triangle.unknown2 = uint8.unpack(stream)
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for group in groups:
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stream.seek(group.unknown3_offset)
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for triangle in group.triangles:
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triangle.unknown3 = uint8.unpack(stream)
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for group in groups:
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if not group.has_unknown4: continue
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stream.seek(group.unknown4_offset)
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for triangle in group.triangles:
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triangle.unknown4 = uint16.unpack(stream)
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triangles = sum((group.triangles for group in groups),[])
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return vertices,triangles
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class ExportCOL(Operator, ExportHelper): #Operator that exports the collision model into .col file
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"""Save a COL file"""
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bl_idname = "export_mesh.col"
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bl_label = "Export COL"
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filter_glob = StringProperty(
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default="*.col",
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options={'HIDDEN'},
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)#This property filters what you see in the file browser to just .col files
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check_extension = True
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filename_ext = ".col" #This is the extension that the model will have
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#To do: add material presets
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def execute(self, context): # execute() is called by blender when running the operator.
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bpy.ops.object.mode_set (mode = 'OBJECT') #Set mode to be object mode
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VertexList = [] #Store a list of verticies
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Triangles = [] #List of triangles, each containing indicies of verticies
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bm = bmesh.new() #Define new bmesh
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for Obj in bpy.context.scene.objects: #join all objects
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MyMesh = Obj.to_mesh(context.scene, True, 'PREVIEW')#make a copy of the object we can modify freely
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bm.from_mesh(MyMesh) #Add the above copy into the bmesh
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bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method=0, ngon_method=0) #triangulate bmesh
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#triangulate_mesh(Mesh)
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Mesh = bpy.data.meshes.new("newMesh")
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bm.to_mesh(Mesh)
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for Vert in Mesh.vertices:
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VertexList.append(Vertex(Vert.co.x,Vert.co.z,-Vert.co.y)) #add in verts, make sure y is up
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for Face in Mesh.polygons:
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MyTriangle = Triangle()
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MyTriangle.vertex_indices = [Face.vertices[0],Face.vertices[1],Face.vertices[2]] #add three vertex indicies
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Triangles.append(MyTriangle) #add triangles
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ColStream = open(self.filepath,'wb')
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pack(ColStream,VertexList,Triangles)
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bpy.data.meshes.remove(Mesh) #delete mesh
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return {'FINISHED'} # this lets blender know the operator finished successfully.
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class CollisionLayer(Enum): #This stores the data layer names that each Unknown will be on.
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Unknown0 = "CollisionEditorUnknown0"
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Unknown1 = "CollisionEditorUnknown1"
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Unknown2 = "CollisionEditorUnknown2" #For example Unknown2 is stored on a data layer called "CollisionEditorUnknown2"
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Unknown3 = "CollisionEditorUnknown3"
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HasUnknown4 = "CollisionEditorHasUnknown4" #This layer is an integer because boolean layers don't exist
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Unknown4 = "CollisionEditorUnknown4"
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def U0Update(self, context): #These functions are called when the UI elements change
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ChangeValuesOfSelection(CollisionLayer.Unknown0.value,bpy.context.scene.ColEditor.U0)
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return
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def U1Update(self, context): #It would be nice to call ChangeValuesOfSelection directly but Update Functions can't have parameters as far as I am aware
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ChangeValuesOfSelection(CollisionLayer.Unknown1.value,bpy.context.scene.ColEditor.U1)
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return
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def U2Update(self, context):
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ChangeValuesOfSelection(CollisionLayer.Unknown2.value,bpy.context.scene.ColEditor.U2)
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return
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def U3Update(self, context):
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ChangeValuesOfSelection(CollisionLayer.Unknown3.value,bpy.context.scene.ColEditor.U3)
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print("Bobson")
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return
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def HasU4Update(self, context):
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ToSet = 1 if bpy.context.scene.ColEditor.HasU4 else 0 #In this case a TRUE value is represented by a 1 and FALSE by 0
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ChangeValuesOfSelection(CollisionLayer.HasUnknown4.value,ToSet)
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return
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def U4Update(self, context):
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ChangeValuesOfSelection(CollisionLayer.Unknown4.value,bpy.context.scene.ColEditor.U4)
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return
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class CollisionProperties(PropertyGroup): #This defines the UI elements
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U0 = IntProperty(name = "Unknown 0",default=0, min=0, max=255, update = U0Update) #Here we put parameters for the UI elements and point to the Update functions
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U1 = IntProperty(name = "Unknown 1",default=0, min=0, max=255, update = U1Update)
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U2 = IntProperty(name = "Unknown 2",default=0, min=0, max=255, update = U2Update)
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U3 = IntProperty(name = "Unknown 3",default=0, min=0, max=255, update = U3Update)
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HasU4 = BoolProperty(name="Has Unknown 4", default=False, update = HasU4Update)
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U4 = IntProperty(name = "Unknown 4",default=0, min=0, max=65535, update = U4Update)
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class CollisionPanel(Panel): #This panel houses the UI elements defined in the CollisionProperties
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bl_label = "Edit Collision Values"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "object"
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def draw(self, context):
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EnableColumns = False #Boolean is true means we will enable the columns
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EnableInitial = False #Only allow initialise in edit mode
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if(bpy.context.object.mode == 'EDIT'):
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EnableInitial = True #We must be in edit mode to initalise values
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obj = bpy.context.scene.objects.active #This method might be quite taxing
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bm = bmesh.from_edit_mesh(obj.data)
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U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
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if U0Layer is not None: #If the model has collision values
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EnableColumns = True #Then we enabled editing the values
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del bm
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del obj
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row = self.layout.row(align=True)
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row.alignment = 'EXPAND'
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row.operator("init.colvalues", text='Initialise values') #Here we put the UI elements defined in CollisionProperties into rows and columns
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row.enabled = EnableInitial
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column1 = self.layout.column(align = True)
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column1.prop(bpy.context.scene.ColEditor, "U0")
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column1.prop(bpy.context.scene.ColEditor, "U1")
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column1.prop(bpy.context.scene.ColEditor, "U2")
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column1.prop(bpy.context.scene.ColEditor, "U3")
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column1.enabled = EnableColumns
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column1.prop(bpy.context.scene.ColEditor, "HasU4")
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column2 = self.layout.column(align = True)
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column2.prop(bpy.context.scene.ColEditor, "U4")
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column2.enabled = bpy.context.scene.ColEditor.HasU4 and EnableColumns #Collision values must exist AND we must have "Has Unknown4" checked
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class InitialValues(Operator): #This creates the data layers that store the collision values
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bl_idname = "init.colvalues"
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bl_label = "Initialise Collision Values"
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def execute(self, context):
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obj = bpy.context.scene.objects.active
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bm = bmesh.from_edit_mesh(obj.data)
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bm.faces.layers.int.new(CollisionLayer.Unknown0.value) #Uses Enum to get names
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bm.faces.layers.int.new(CollisionLayer.Unknown1.value)
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bm.faces.layers.int.new(CollisionLayer.Unknown2.value)
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bm.faces.layers.int.new(CollisionLayer.Unknown3.value)
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bm.faces.layers.int.new(CollisionLayer.HasUnknown4.value)
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bm.faces.layers.int.new(CollisionLayer.Unknown4.value)
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return{'FINISHED'}
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def ChangeValuesOfSelection(ValueToChange,ValueToSet):
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obj = bpy.context.scene.objects.active
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bm = bmesh.from_edit_mesh(obj.data)
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selected_faces = [f for f in bm.faces if f.select] #This gets an array of selected faces
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#get the custom data layer by its name
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my_id = bm.faces.layers.int[ValueToChange]
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for face in bm.faces:
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if(face.select == True):
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face[my_id] = ValueToSet
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if ValueToChange == CollisionLayer.Unknown4.value: #If you somehow edit Unknown4 when HasUnknown4 is off, like with a group selection, make sure to turn it on
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face[CollisionLayer.HasUnknown4.value] = 1
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bmesh.update_edit_mesh(obj.data, False,False) #Update mesh with new values
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class UpdateUI(bpy.types.Operator):
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bl_idname = "object.updateui"
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bl_label = "Updates the UI with values from selection"
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def execute(self, context):
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if(bpy.context.object.mode == 'EDIT'):
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obj = bpy.context.scene.objects.active
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bm = bmesh.from_edit_mesh(obj.data)
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U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
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if U0Layer is not None: #If the model has collision values
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selected_faces = [f for f in bm.faces if f.select]
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bpy.context.scene.ColEditor.U0 = selected_faces[0][U0Layer]
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return {'FINISHED'}
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classes = (ExportCOL, CollisionPanel,InitialValues,CollisionProperties,UpdateUI) #list of classes to register/unregister
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user_keymaps = []
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def register():
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for i in classes:
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register_class(i)
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Scene.ColEditor = PointerProperty(type=CollisionProperties) #store in the scene
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#handle the keymap
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wm = bpy.context.window_manager
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km = wm.keyconfigs.user.keymaps.new(name='3D View', space_type='VIEW_3D')
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kmi = km.keymap_items.new("object.updateui", 'SELECTMOUSE', 'PRESS', any=True)
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user_keymaps.append((km, kmi))
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bpy.types.INFO_MT_file_export.append(menu_func) #Add to export menu
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def menu_func(self, context):
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self.layout.operator(ExportCOL.bl_idname, text="Collision (.col)")
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def unregister():
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for i in classes:
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unregister_class(i)
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#handle the keymap
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for km, kmi in user_keymaps:
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km.keymap_items.remove(kmi)
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user_keymaps.clear()
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bpy.types.INFO_MT_file_export.remove(menu_func)
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# This allows you to run the script directly from blenders text editor
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# to test the addon without having to install it.
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if __name__ == "__main__":
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register() |