/
export_block_shape.py
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/
export_block_shape.py
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"""
This script exports Terasology block shapes from Blender. These are exported as as .groovy files.
Each block should be centered on the origin, and contain sub meshes with the following names:
- Center
- Top
- Bottom
- Front
- Back
- Left
- Right
Each side can be given a custom property of "teraFullSide" to denote that it fills that direction.
There are also properties to handle collision
"""
import bpy
import os
import datetime
import math
import mathutils
from mathutils import Vector
def convertVec3d(v):
return -v[0], v[2], v[1]
def convertVec3dAbs(v):
return v[0], v[2], v[1]
def writeAABBCollision(
fw,
scene):
parts = ["Center", "Top", "Bottom", "Front", "Back", "Left", "Right"]
min = [100000.0,100000.0,100000.0]
max = [-100000.0,-100000.0,-100000.0]
for part in parts:
if part in bpy.data.objects:
mesh = bpy.data.objects[part].data
for faceNum, f in enumerate(mesh.faces):
faceVerts = f.vertices
for vertNum, index in enumerate(faceVerts):
vert = mesh.vertices[index].co
for i in range(3):
if vert[i] > max[i]:
max[i] = vert[i]
elif vert[i] < min[i]:
min[i] = vert[i]
pos = [0.0,0.0,0.0]
dim = [0.0,0.0,0.0]
for i in range(3):
pos[i] = 0.5 * (max[i] + min[i])
dim[i] = 0.5 * (max[i] - min[i])
fw(',\n "collision" : {\n')
if scene.teraCollisionSymmetric:
fw(' "symmetric" : true,\n')
fw(' "colliders" : [\n')
fw(' {\n')
fw(' "type" : "AABB",\n')
fw(' "position" : [%.6f, %.6f, %.6f],\n' % convertVec3d(pos))
fw(' "extents" : [%.6f, %.6f, %.6f]\n' % convertVec3dAbs(dim))
fw(' }\n')
fw(' ]\n')
fw(' }')
def writeConvexHullCollision(
fw,
scene):
fw(',\n "collision" : {\n')
if scene.teraCollisionSymmetric:
fw(' "symmetric" : true,\n')
fw(' "convexHull" : true\n')
fw(' }')
def writeMeshCollision(
fw,
scene):
fw(',\n "collision" : {\n')
if scene.teraCollisionSymmetric:
fw(' "symmetric" : true,\n')
first = True
for object in bpy.data.objects:
if object.teraColliderType != '' and object.teraColliderType != 'None':
if first:
fw(' "colliders" : [\n')
first = False
else:
fw(",\n")
if object.teraColliderType == 'AABB':
writeAABBCollider(object, fw, scene)
elif object.teraColliderType == 'Sphere':
writeSphereCollider(object, fw, scene)
if not first:
fw("\n ]\n")
fw(' }')
def writeSphereCollider(
obj,
fw,
scene):
if not obj:
return
mesh = obj.data
center = Vector((0, 0, 0))
for v in mesh.vertices:
center += v.co
center /= len(mesh.vertices)
radius = 0.0
for v in mesh.vertices:
dist = (center - v.co).length
radius = max(dist, radius)
fw(" {\n")
fw(' "type" : "Sphere",\n')
fw(' "position" : [%.6f, %.6f, %.6f],\n' % convertVec3d(center))
fw(' "radius" : %.6f\n' % radius)
fw(" }")
def writeAABBCollider(
obj,
fw,
scene):
if not obj:
return
mesh = obj.data
min = [100000.0,100000.0,100000.0]
max = [-100000.0,-100000.0,-100000.0]
for faceNum, f in enumerate(mesh.faces):
faceVerts = f.vertices
for vertNum, index in enumerate(faceVerts):
vert = mesh.vertices[index].co
for i in range(3):
if vert[i] > max[i]:
max[i] = vert[i]
elif vert[i] < min[i]:
min[i] = vert[i]
pos = [0.0,0.0,0.0]
dim = [0.0,0.0,0.0]
for i in range(3):
pos[i] = 0.5 * (max[i] + min[i])
dim[i] = 0.5 * (max[i] - min[i])
fw(" {\n")
fw(' "type" : "AABB",\n')
fw(' "position" : [%.6f, %.6f, %.6f],\n' % convertVec3d(pos))
fw(' "extents" : [%.6f, %.6f, %.6f]\n' % convertVec3dAbs(dim))
fw(" }")
def writeMeshPart(name,
obj,
fw,
scene,
apply_modifiers
):
def roundVec3d(v):
return round(v[0], 6), round(v[1], 6), round(v[2], 6)
def roundVec2d(v):
return round(v[0], 6), round(v[1], 6)
if not obj:
return
if apply_modifiers:
mesh = obj.to_mesh(scene, True, 'PREVIEW')
else:
mesh = obj.data
processedVerts = []
processedFaces = [[] for f in range(len(mesh.faces))]
for i, f in enumerate(mesh.faces):
faceVerts = f.vertices
for j, index in enumerate(faceVerts):
vert = mesh.vertices[index]
if scene.teraBillboardNormals:
normal = [0,0,1]
elif f.use_smooth:
normal = tuple(f.normal)
else:
normal = tuple(vert.normal)
uvtemp = mesh.uv_textures.active.data[i].uv[j]
uvs = uvtemp[0], 1.0 - uvtemp[1]
processedFaces[i].append(len(processedVerts))
processedVerts.append((vert, normal, uvs))
fw(',\n "%s" : {\n' % name.lower())
fw(' "vertices" : [')
first = True
for i, v in enumerate(processedVerts):
if not first:
fw(", ")
fw("[%.6f, %.6f, %.6f]" % convertVec3d(v[0].co))
first = False
fw("],\n")
fw(' "normals" : [')
first = True
for i, v in enumerate(processedVerts):
if not first:
fw(", ")
fw("[%.6f, %.6f, %.6f]" % convertVec3d(v[1]))
first = False
fw("],\n")
fw(' "texcoords" : [')
first = True
for i, v in enumerate(processedVerts):
if not first:
fw(", ")
fw("[%.6f, %.6f]" % v[2])
first = False
fw("],\n")
fw(' "faces" : [\n')
firstFace = True
for face in processedFaces:
if not firstFace:
fw(",\n")
fw(" [")
first = True
for ind in face:
if not first:
fw(", ")
fw("%d" % ind)
first = False
fw("]")
firstFace = False
fw("\n ],\n")
if "teraFullSide" in obj:
if obj.teraFullSide:
fw(' "fullSide" : true\n');
else:
fw(' "fullSide" : false\n');
else:
fw(' "fullSide" : false\n');
fw(" }")
if apply_modifiers:
bpy.data.meshes.remove(mesh)
def save(operator,
context,
filepath="",
apply_modifiers=True
):
scene = context.scene
file = open(filepath, "w", encoding="utf8", newline="\n")
fw = file.write
fw("{\n")
fw(' "author" : "%s",\n' % scene.teraAuthor)
now = datetime.datetime.now()
fw(' "exportDate" : "%s"' % '{:%Y-%m-%d %H:%M:%S}'.format(now))
bpy.ops.object.mode_set(mode='OBJECT')
parts = ["Center", "Top", "Bottom", "Front", "Back", "Left", "Right"]
for part in parts:
if part in bpy.data.objects:
writeMeshPart(part, bpy.data.objects[part], fw, scene, apply_modifiers);
if scene.teraCollisionType == "AutoAABB":
writeAABBCollision(fw, scene)
elif scene.teraCollisionType == "ConvexHull":
writeConvexHullCollision(fw, scene)
elif scene.teraCollisionType == "Manual":
writeMeshCollision(fw, scene)
fw("\n}\n")
file.close()
print("saving complete: %r " % filepath)
return {'FINISHED'}