PortalGame/blender/exportsimple.py
2025-09-05 20:00:19 +02:00

379 lines
12 KiB
Python

import bpy
import os
import re
print("=== EXPORT STARTED ===")
blend_dir = os.path.dirname(bpy.data.filepath)
out_path = os.path.join(blend_dir, "pgout")
os.makedirs(out_path, exist_ok=True)
roomnames = []
armatures = {}
armature_anims = {}
def get_armature_keep_bones(armature: bpy.types.Armature):
keep_bones = set()
for bone in armature.data.bones:
bone_name = bone.name
is_tag = re.match(r"Tag.(\w+)", bone_name)
if bone.use_deform or is_tag:
keep_bones.add(bone)
while bone.parent:
bone = bone.parent
keep_bones.add(bone)
return keep_bones
def export_mesh(obj, output_path, export_luv = False, armature = None):
if obj.type != 'MESH':
raise TypeError("Selected object is not a mesh")
mesh = obj.data
mesh.calc_loop_triangles()
# Prepare UV layers
uv_layer = mesh.uv_layers.active.data
lightmap_uv_data = None
if export_luv:
lightmap_layer = mesh.uv_layers.get("LightmapUV")
lightmap_uv_data = lightmap_layer.data if lightmap_layer else None
export_bones = armature is not None
keep_bone_names = None
if export_bones:
keep_bone_names = set(bone.name for bone in get_armature_keep_bones(armature))
# Vertex deduplication map and list
vertex_map = {} # (position, normal, uv, lightmap_uv) -> vertex_index
unique_vertices = [] # list of strings (v ...)
# faces = [] # list of (v1, v2, v3) indices
material_faces = {} # material_index -> list of face indices
bone_map = {}
unique_bones = []
def get_bone_index(bone_name):
if bone_name not in bone_map:
bone_map[bone_name] = len(unique_bones)
unique_bones.append(bone_name)
return bone_map[bone_name]
for tri in mesh.loop_triangles:
face_indices = []
material_index = tri.material_index
# Get the material from the object's material slots
if material_index < len(obj.material_slots):
material = obj.material_slots[material_index].material
material_name = material.name if material else "Unknown"
else:
material_name = "Unknown"
if material_name not in material_faces:
material_faces[material_name] = []
faces = material_faces[material_name]
for loop_index in tri.loops:
loop = mesh.loops[loop_index]
vertex = mesh.vertices[loop.vertex_index]
pos = tuple(round(c, 6) for c in vertex.co)
normal = tuple(round(n, 6) for n in loop.normal)
uv = tuple(round(c, 6) for c in uv_layer[loop_index].uv)
if lightmap_uv_data:
luv = tuple(round(c, 6) for c in lightmap_uv_data[loop_index].uv)
else:
luv = (0.0, 0.0)
if export_bones:
deform_bones = []
for vert_group in vertex.groups:
weight = round(vert_group.weight, 3)
if weight < 0.001:
continue
group = obj.vertex_groups[vert_group.group]
if group.name not in keep_bone_names:
continue
deform_bones.append((group.name, weight))
deform_bones.sort(key=lambda x: x[1], reverse=True)
deform_bones = deform_bones[:4]
weight_sum = sum(w for _, w in deform_bones)
bones_data = tuple((get_bone_index(name), w / weight_sum) for name, w in deform_bones)
else:
bones_data = tuple()
key = (pos, normal, uv, luv, bones_data)
if key in vertex_map:
index = vertex_map[key]
else:
index = len(unique_vertices)
vertex_map[key] = index
# Create vertex line
vertex_line_comps = [
" ".join(f"{c:.3f}" for c in pos),
" ".join(f"{n:.3f}" for n in normal),
" ".join(f"{c:.3f}" for c in uv)
]
if export_luv:
vertex_line_comps.append(" ".join(f"{c:.3f}" for c in luv))
if export_bones:
vertex_line_comps.append(str(len(bones_data)))
vertex_line_comps.append(" ".join(f"{b[0]} {b[1]:.3f}" for b in bones_data))
vertex_line = "v " + " ".join(vertex_line_comps)
unique_vertices.append(vertex_line)
face_indices.append(index)
if len(face_indices) == 3:
faces.append(face_indices)
# Write to file
with open(output_path, 'w') as f:
if export_luv:
f.write("luv\n")
if export_bones:
f.write(f"skeleton {armature.name}\n")
for bone in unique_bones:
f.write(f"d {bone}\n")
f.write(f"# v <x y z> <nx ny nz> <u v>{' <lu lv>' if export_luv else ''}{' <num_bones> [<idx w>...]' if export_bones else ''}\n")
for v in unique_vertices:
f.write(v + "\n")
for material_name, faces in material_faces.items():
f.write(f"m {material_name}\n")
for face in faces:
f.write("f {} {} {}\n".format(*face))
print(f"Exported {obj.name} to: {output_path}")
# Output file path
# output_path = os.path.join(os.path.expanduser("~"), "Desktop", "exported_model.txt")
# obj = bpy.context.active_object
def rad_to_deg(radians):
return radians * (180.0 / 3.141592653589793)
def rotation_str(rotation):
return f"{rad_to_deg(rotation.x):.0f} {rad_to_deg(rotation.y):.0f} {rad_to_deg(rotation.z):.0f}"
def rotation_str2(rotation):
return f"{rad_to_deg(rotation.x):.3f} {rad_to_deg(rotation.y):.3f} {rad_to_deg(rotation.z):.3f}"
def position_str(position):
return f"{position.x:.4f} {position.y:.4f} {position.z:.4f}"
def scale_str(scale):
return f"{scale.x:.4f}"
def matrix_decompose_str(matrix):
translation, rotation, scale = matrix.decompose()
return f"{position_str(translation)} {rotation_str2(rotation.to_euler())} {scale_str(scale)}"
def get_path(name, ext):
return os.path.join(out_path, f"{name}.{ext}")
def export_armature(armature: bpy.types.Armature, output_path: str):
keep_bones = get_armature_keep_bones(armature)
# Export armature data (bones, etc.)
with open(output_path, 'w') as f:
f.write("# b <name> <parent> <x y z> <yaw pitch roll> <scale>\n")
for bone in armature.data.bones:
if not bone in keep_bones:
continue
parent = bone.parent
parent_name = parent.name if parent else "NONE"
bind_matrix = bone.matrix_local
f.write(f"b {bone.name} {parent_name} {matrix_decompose_str(bind_matrix)}\n")
anims = armature_anims.get(armature.name, [])
for (anim_name, anim_file_name) in anims:
f.write(f"anim {anim_name} {anim_file_name}\n")
print(f"Exported Armature: {armature.name} to {output_path}")
def vectors_similar(v1, v2, threshold):
return (v1 - v2).length < threshold
def frames_similar(f1, f2, threshold=0.00001):
_, t1, r1, s1, _ = f1
_, t2, r2, s2, _ = f2
if not vectors_similar(t1, t2, threshold):
return False
if r1.x - r2.x > threshold or r1.y - r2.y > threshold or r1.z - r2.z > threshold:
return False
if not vectors_similar(s1, s2, threshold):
return False
return True
def export_animation(action: bpy.types.Action, armature: bpy.types.Armature, output_path: str):
original_action = armature.animation_data.action
original_frame = bpy.context.scene.frame_current
armature.animation_data.action = action
keep_bones = get_armature_keep_bones(armature)
bone_frames = {bone.name: [] for bone in keep_bones}
_, end = map(int, action.frame_range)
fps = bpy.context.scene.render.fps
for frame in range(0, end):
bpy.context.scene.frame_set(frame)
bpy.context.view_layer.update()
for bone in keep_bones:
pose_bone = armature.pose.bones.get(bone.name)
if not pose_bone:
continue
matrix = (pose_bone.parent.matrix.inverted() @ pose_bone.matrix) if pose_bone.parent else pose_bone.matrix.copy()
translation, rotation, scale = matrix.decompose()
rotation_euler = rotation.to_euler()
current_frame = (frame, translation, rotation_euler, scale, matrix)
frame_list = bone_frames[bone.name]
if len(frame_list) > 0:
last_frame = frame_list[-1]
if frames_similar(last_frame, current_frame):
continue
frame_list.append(current_frame)
with open(output_path, 'w') as f:
f.write(f"frames {end}\n")
f.write(f"fps {fps}\n")
for bone_name, frames in bone_frames.items():
f.write(f"ch {bone_name}\n")
for frame in frames:
idx, _, _, _, matrix = frame
f.write(f"f {idx} {matrix_decompose_str(matrix)}\n")
print(f"Exported Animation: {action.name} to {output_path}")
bpy.context.scene.frame_set(original_frame)
armature.animation_data.action = original_action
print("Exporting rooms...")
for collection in bpy.context.scene.collection.children:
match = re.search(r"Room.(\w+)", collection.name)
if match:
room_id = match.group(1)
print(f"Found Room: {room_id}")
room_name = f"room_{room_id}"
roomnames.append(room_name)
info_path = os.path.join(blend_dir, "pgout", f"{room_name}.info")
os.makedirs(os.path.dirname(info_path), exist_ok=True)
with open(info_path, 'w') as info_file:
for obj in collection.objects:
if obj.type == 'MESH' and obj.name == collection.name:
export_mesh(obj, get_path(room_name, "mesh"), export_luv=True)
portal_match = re.search(r"Portal.(\w+).(\w+)", obj.name)
if portal_match:
portal_type = portal_match.group(1)
portal_id = portal_match.group(2)
#extract position, rotation and scale from the portal object
position = obj.location
rotation = obj.rotation_euler
scale = obj.scale
info_file.write(f"portal {portal_type} {portal_id} {position_str(position)} {rotation_str(rotation)} {scale_str(scale)}\n")
print("Exporting meshes...")
for object in bpy.data.objects:
match = re.search(r"Mesh.(\w+)", object.name)
if match:
mesh_name = match.group(1)
print(f"Found Non-Room Mesh: {mesh_name}")
armature = None
parent = object.parent
if parent and parent.type == 'ARMATURE':
armatures[parent.name] = parent
print(f" Is skeletal, Parent Armature: {parent.name}")
armature = parent
export_mesh(object, get_path(mesh_name, "mesh"), armature=armature)
armature_names = [name for name, _ in armatures.items()]
print("Armatures will be exported: ", armature_names)
actions = {}
armature_anims = {name: [] for name in armature_names}
for action in bpy.data.actions:
match = re.search(r"Anim.(\w+).(\w+)", action.name)
if match:
action_armature = match.group(1)
action_name = match.group(2)
if action_armature in armatures:
armature = armatures[action_armature]
action_file_name = f"{armature.name}_{action_name}"
actions[action.name] = (action, action_file_name, armature)
armature_anims[action_armature].append((action_name, action_file_name))
action_names = [f"{data[1]} ({data[2].name})" for name, data in actions.items()]
print("Actions will be exported: ", action_names)
for armature_name, armature in armatures.items():
export_armature(armature, get_path(armature_name, "skel"))
for action_name, (action, action_file_name, armature) in actions.items():
export_animation(action, armature, get_path(action_file_name, "anim"))
with open(get_path("rooms", "list"), 'w') as rooms_file:
for room_name in roomnames:
rooms_file.write(f"{room_name}\n")