470 lines
No EOL
19 KiB
Python
470 lines
No EOL
19 KiB
Python
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):
|
|
unknown0 = uint8 # 0,1,2,4,6,7,8,64,128,129,132,135,160,192, bitfield?
|
|
unknown1 = uint8 # 0-12
|
|
triangle_count = uint16
|
|
__padding__ = Padding(1,b'\x00')
|
|
has_unknown4 = bool8
|
|
__padding__ = Padding(2)
|
|
vertex_index_offset = uint32
|
|
unknown2_offset = uint32 # 0-18,20,21,23,24,27-31
|
|
unknown3_offset = uint32 # 0-27
|
|
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
|
|
|
|
|
|
class Triangle:
|
|
|
|
def __init__(self):
|
|
self.vertex_indices = None
|
|
self.unknown0 = 128
|
|
self.unknown1 = 0
|
|
self.unknown2 = 0
|
|
self.unknown3 = 0
|
|
self.unknown4 = None
|
|
|
|
@property
|
|
def has_unknown4(self):
|
|
return self.unknown4 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.unknown0 != group.unknown0: continue #break out of loop to next cycle
|
|
if triangle.unknown1 != group.unknown1: continue
|
|
if triangle.has_unknown4 != group.has_unknown4: continue
|
|
group.triangles.append(triangle)
|
|
break
|
|
else: #if no group has been found
|
|
group = Group() #create a new group
|
|
group.unknown0 = triangle.unknown0
|
|
group.unknown1 = triangle.unknown1
|
|
group.has_unknown4 = triangle.has_unknown4
|
|
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.unknown2_offset = stream.tell()
|
|
for triangle in group.triangles:
|
|
uint8.pack(stream,triangle.unknown2)
|
|
|
|
for group in groups:
|
|
group.unknown3_offset = stream.tell()
|
|
for triangle in group.triangles:
|
|
uint8.pack(stream,triangle.unknown3)
|
|
|
|
for group in groups:
|
|
if not group.has_unknown4:
|
|
group.unknown4_offset = 0
|
|
else:
|
|
group.unknown4_offset = stream.tell()
|
|
for triangle in group.triangles:
|
|
uint16.pack(stream,triangle.unknown4)
|
|
|
|
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.unknown0 = group.unknown0
|
|
triangle.unknown1 = group.unknown1
|
|
|
|
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.unknown2_offset)
|
|
for triangle in group.triangles:
|
|
triangle.unknown2 = uint8.unpack(stream)
|
|
|
|
for group in groups:
|
|
stream.seek(group.unknown3_offset)
|
|
for triangle in group.triangles:
|
|
triangle.unknown3 = uint8.unpack(stream)
|
|
|
|
for group in groups:
|
|
if not group.has_unknown4: continue
|
|
stream.seek(group.unknown4_offset)
|
|
for triangle in group.triangles:
|
|
triangle.unknown4 = 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()
|
|
U0Layer = bm.faces.layers.int.new(CollisionLayer.Unknown0.value) #Create new data layers
|
|
U1Layer = bm.faces.layers.int.new(CollisionLayer.Unknown1.value)
|
|
U2Layer = bm.faces.layers.int.new(CollisionLayer.Unknown2.value)
|
|
U3Layer = bm.faces.layers.int.new(CollisionLayer.Unknown3.value)
|
|
HasU4Layer = bm.faces.layers.int.new(CollisionLayer.HasUnknown4.value)
|
|
U4Layer = bm.faces.layers.int.new(CollisionLayer.Unknown4.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[U0Layer] = f.unknown0
|
|
MyFace[U1Layer] = f.unknown1
|
|
MyFace[U2Layer] = f.unknown2
|
|
MyFace[U3Layer] = f.unknown3
|
|
MyFace[U4Layer] = f.unknown4
|
|
if MyFace[U4Layer] is not None:
|
|
MyFace[HasU4Layer] = 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)
|
|
U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value)
|
|
U1Layer = bm.faces.layers.int.get(CollisionLayer.Unknown1.value)
|
|
U2Layer = bm.faces.layers.int.get(CollisionLayer.Unknown2.value)
|
|
U3Layer = bm.faces.layers.int.get(CollisionLayer.Unknown3.value)
|
|
HasU4Layer = bm.faces.layers.int.get(CollisionLayer.HasUnknown4.value)
|
|
U4Layer = bm.faces.layers.int.get(CollisionLayer.Unknown4.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 U0Layer is not None:
|
|
MyTriangle.unknown0 = Face[U0Layer]
|
|
MyTriangle.unknown1 = Face[U1Layer]
|
|
MyTriangle.unknown2 = Face[U2Layer]
|
|
MyTriangle.unknown3 = Face[U3Layer]
|
|
if Face[HasU4Layer] != 0:
|
|
MyTriangle.unknown4 = Face[U4Layer]
|
|
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.
|
|
Unknown0 = "CollisionEditorUnknown0"
|
|
Unknown1 = "CollisionEditorUnknown1"
|
|
Unknown2 = "CollisionEditorUnknown2" #For example Unknown2 is stored on a data layer called "CollisionEditorUnknown2"
|
|
Unknown3 = "CollisionEditorUnknown3"
|
|
HasUnknown4 = "CollisionEditorHasUnknown4" #This layer is an integer because boolean layers don't exist
|
|
Unknown4 = "CollisionEditorUnknown4"
|
|
|
|
def U0Update(self, context): #These functions are called when the UI elements change
|
|
ChangeValuesOfSelection(CollisionLayer.Unknown0.value,bpy.context.scene.ColEditor.U0)
|
|
return
|
|
|
|
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
|
|
ChangeValuesOfSelection(CollisionLayer.Unknown1.value,bpy.context.scene.ColEditor.U1)
|
|
return
|
|
|
|
def U2Update(self, context):
|
|
ChangeValuesOfSelection(CollisionLayer.Unknown2.value,bpy.context.scene.ColEditor.U2)
|
|
return
|
|
|
|
def U3Update(self, context):
|
|
ChangeValuesOfSelection(CollisionLayer.Unknown3.value,bpy.context.scene.ColEditor.U3)
|
|
return
|
|
|
|
def HasU4Update(self, context):
|
|
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
|
|
ChangeValuesOfSelection(CollisionLayer.HasUnknown4.value,ToSet)
|
|
return
|
|
|
|
def U4Update(self, context):
|
|
ChangeValuesOfSelection(CollisionLayer.Unknown4.value,bpy.context.scene.ColEditor.U4)
|
|
return
|
|
|
|
class CollisionProperties(PropertyGroup): #This defines the UI elements
|
|
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
|
|
U1 = IntProperty(name = "Unknown 1",default=0, min=0, max=255, update = U1Update)
|
|
U2 = IntProperty(name = "Unknown 2",default=0, min=0, max=255, update = U2Update)
|
|
U3 = IntProperty(name = "Unknown 3",default=0, min=0, max=255, update = U3Update)#I probably should have made these an array
|
|
HasU4 = BoolProperty(name="Has Unknown 4", default=False, update = HasU4Update)
|
|
U4 = IntProperty(name = "Unknown 4",default=0, min=0, max=65535, update = U4Update)
|
|
|
|
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)
|
|
U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
|
|
if U0Layer 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, "U0")
|
|
column1.prop(bpy.context.scene.ColEditor, "U1")
|
|
column1.prop(bpy.context.scene.ColEditor, "U2")
|
|
column1.prop(bpy.context.scene.ColEditor, "U3")
|
|
column1.enabled = EnableColumns
|
|
|
|
column1.prop(bpy.context.scene.ColEditor, "HasU4")
|
|
column2 = self.layout.column(align = True)
|
|
column2.prop(bpy.context.scene.ColEditor, "U4")
|
|
column2.enabled = bpy.context.scene.ColEditor.HasU4 and EnableColumns #Collision values must exist AND we must have "Has Unknown4" 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.Unknown0.value) #Uses Enum to get names
|
|
bm.faces.layers.int.new(CollisionLayer.Unknown1.value)
|
|
bm.faces.layers.int.new(CollisionLayer.Unknown2.value)
|
|
bm.faces.layers.int.new(CollisionLayer.Unknown3.value)
|
|
bm.faces.layers.int.new(CollisionLayer.HasUnknown4.value)
|
|
bm.faces.layers.int.new(CollisionLayer.Unknown4.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.Unknown4.value: #If you somehow edit Unknown4 when HasUnknown4 is off, like with a group selection, make sure to turn it on
|
|
HasU4Layer = bm.faces.layers.int.get(CollisionLayer.HasUnknown4.value)
|
|
face[HasU4Layer] = 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)
|
|
U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
|
|
if U0Layer is not None: #If the model has collision values
|
|
face = bm.faces.active
|
|
if face is not None:
|
|
bpy.context.scene.ColEditor["U0"] = face[U0Layer] #This is why they should have been an array
|
|
|
|
U1Layer = bm.faces.layers.int.get(CollisionLayer.Unknown1.value) #Get name of data layer
|
|
bpy.context.scene.ColEditor["U1"] = face[U1Layer] #Set UI element to value in selected face
|
|
|
|
U2Layer = bm.faces.layers.int.get(CollisionLayer.Unknown2.value)
|
|
bpy.context.scene.ColEditor["U2"] = face[U2Layer] #We call it like this so that we don't call the update function. Otherwise selecting multiple faces would set them all equal
|
|
|
|
U3Layer = bm.faces.layers.int.get(CollisionLayer.Unknown3.value)
|
|
bpy.context.scene.ColEditor["U3"] = face[U3Layer] #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 unknown0 values across the selected faces
|
|
|
|
HasU4Layer = bm.faces.layers.int.get(CollisionLayer.HasUnknown4.value)
|
|
bpy.context.scene.ColEditor["HasU4"] = False if face[HasU4Layer] == 0 else True
|
|
|
|
U4Layer = bm.faces.layers.int.get(CollisionLayer.Unknown4.value)
|
|
bpy.context.scene.ColEditor["U4"] = face[U4Layer]
|
|
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() |