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# "simple" exporter for BCK anim files from SMG
# file format information --> https://humming-owl.neocities.org/smg-stuff/pages/tutorials/bck

import bpy, math
from . import blender_funcs
from . import bck_funcs
from . import file_ops
from . import math_funcs
import mathutils

# export BCK animation from the selected armature object
def export_bck_func(options, context):
  
  # this thing is always needed for stuff
  scene = context.scene
  
  # checking stage
  
  # if no armature is selected
  if (scene.objects.active == None):
    blender_funcs.disp_msg("No Armature selected. Select one and try again.")
    return {"FINISHED"}
  elif (scene.objects.active.type != "ARMATURE"):
    blender_funcs.disp_msg("No Armature selected. Currently selecting: \"%s\"" % (scene.objects.active.name))
    return {"FINISHED"}
  
  # select the armature object
  armature = scene.objects.active
  blender_funcs.select_obj(armature, False, "OBJECT")
  
  # if the armature has no bones (lmao)
  if (len(armature.data.bones) == 0):
    blender_funcs.disp_msg("Armature selected \"%s\" does not have any bones." % (armature.name))
    return {"FINISHED"}
  
  # if the armature has no animation data
  if (armature.animation_data == None
      or armature.animation_data.action == None):
    blender_funcs.disp_msg("Armature selected \"%s\" does not have an animation active." % (armature.name))
    return {"FINISHED"}
  
  # start gathering the animation information
  bck_anim = bck_funcs.smg_bck_anim()
  
  # loop mode (dark python string magic - ascii math)
  bck_anim.loop_mode = options.loop_mode.encode()[-1] - "A".encode()[0]
  bck_anim.anim_length = options.anim_length
  bck_anim.bone_count = len(armature.data.bones)
  for i in range(bck_anim.bone_count):
    # append the bone component animation data
    bck_anim.anim_data.append(bck_funcs.smg_bck_anim.anim_data())
    
  # start getting the actual animation data
  for i in range(len(armature.data.bones)):
    data_bone = armature.data.bones[i] # correct bone index order
    pose_bone = armature.pose.bones[data_bone.name] # pose matrix is got from here
    
    # check if the bone has animation data (1 or more keyframes)
    # if not just add its rest pose value to the structure
    
    # gather the existing fcurves for a bone
    bone_fcurves = [None, None, None, None, None, None, None, None, None]
    # ^ sx, rx, tx, sy (24!), ry, ty, sz, rz and tz in that order (bck order)
    bone_data_path_str = "pose.bones[\"%s\"]." % (data_bone.name)
    for fcurve in armature.animation_data.action:
      if (fcurve.data_path == bone_data_path_str + "scale"):
        bone_fcurves[0 + fcurve.array_index] = fcurve
      elif (fcurve.data_path == bone_data_path_str + "rotation_euler"):
        bone_fcurves[3 + fcurve.array_index] = fcurve
      elif (fcurve.data_path == bone_data_path_str + "location"):
        bone_fcurves[6 + fcurve.array_index] = fcurve
    
    # generate all the animation points, interpolation stuff will be done later
    
    # get the rest pose matrix
    rest_mat = data_bone.matrix_local.copy()
    if (pose_bone.parent != None):
      rest_mat = data_bone.parent.matrix_local.copy().inverted() * mat.copy()
    
    # get the points on all frames, only the points
    for j in range(bck_anim.anim_length):
      # find the values respect to rest pose
      scale = [1, 1, 1]
      rot = [0, 0, 0]
      transl = [0, 0, 0]
      
      # all components
      for k in range(9):
        # components with fcurve 
        if (len(bone_fcurves[k].keyframe_points) >= 1):
          value = bone_fcurves[k].evaluate(options.first_frame + j)
          # check which is the component to get
          if (k == 0 or k == 3 or k == 6):
            scale[k / 3] = value
          elif (k == 1 or k == 4 or k == 7):
            rot[(k - 1) / 3] = value
          elif (k == 2 or k == 5 or k == 8):
            trans[(k - 2) / 3] = value
        
      # convert the values to be respect to parent
      new_mat = math_funcs.calc_transf_mat(scale, rot, transl).copy() * rest_mat.copy()
      for k in range(9):
        value = None
        # check which is the component to get
        if (k == 0 or k == 3 or k == 6):
          value = new_mat.to_scale()[k / 3]
        elif (k == 1 or k == 4 or k == 7):
          value = new_mat.to_euler("XYZ")[(k - 1) / 3]
        elif (k == 2 or k == 5 or k == 8):
          value = new_mat.to_translation()[(k - 2) / 3]
        bck_anim.anim_data[i].comp[k].values.append(value)
        
  # got all the animation points, now to decide what to do with them
  
  # keep all the samples intact and calculate the slopes
  # using linear interpolation between consecutive frames
  if (options.export_type == "OPT_A"):
    # assign the rest of the variables
    for i in range(bck_anim.bone_count):
      for j in range(9):
        bck_anim.anim_data[i].comp[j].kf_count = len(bck_anim.anim_length)
        bck_anim.anim_data[i].comp[j].interp_mode = 1 # has to be like this
        for k in range(bck_anim.anim_length):
          bck_anim.anim_data[i].comp[j].time.append(k)
          in_slope = 0
          out_slope = 0
          if (k > 0):
            in_slope = bck_anim.anim_data[i].comp[j].values[k] - bck_anim.anim_data[i].comp[j].values[k - 1]
          if (k < bck_anim.anim_length - 1):
            out_slope = bck_anim.anim_data[i].comp[j].values[k + 1] - bck_anim.anim_data[i].comp[j].values[k]
          bck_anim.anim_data[i].comp[j].in_slope.append(in_slope)
          bck_anim.anim_data[i].comp[j].out_slope.append(out_slope)
  
  # find "best" interpolator fits for the samples
  elif (options.export_type == "OPT_B"):
    print()
      
      
  # create a raw bck struct and write the BCK file
  raw = bck_funcs.create_smg_bck_raw(bck_anim)
  print(raw)
  endian_ch = ">" # big endian character for struct.unpack()   
  if (options.endian == "OPT_B"): # little character
    endian_ch = "<"
  bck_funcs.write_smg_bck_raw(raw, filepath, endian_ch)
  
  # done!
  blender_funcs.disp_msg("BCK animation \"%s\" written" % (file_ops.get_filename(filepath)))
  return {"FINISHED"}

# Stuff down is for the menu appending
# of the importer to work plus some setting stuff
# comes from a Blender importer template

from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty, IntProperty
from bpy.types import Operator

# export_bck class 
class export_bck(Operator, ExportHelper):
  """Export the animation data from an Armature into a SMG BCK file"""
  # stuff for blender
  bl_idname = "export_scene.bck"
  bl_label = "Export BCK (SMG)"
  filename_ext = ".bck"
  filter_glob = StringProperty(default = "*.bck", options = {"HIDDEN"}, maxlen = 255)    
  
  # exporter options
  export_type = EnumProperty(
    name = "Export Mode",
    description = "Way in which the animation will be exported",
    default = "OPT_B",
    items = (
      ("OPT_A", "Sample Everything", "Animation will be written completely sampled doing linear interpolation between all the frames of the animation. Some cleanup will be done while reading. Fast and accurate but takes a lot of space"),
      ("OPT_B", "Find Best Interpolator", "Will find the best interpolator fits for all the animation curves involved in the animation. Slow and not that accurate but can take less space")
    )
  )
  angle_limit = FloatProperty(
    name = "Derivative angle limit",
    description = "Value used to specify a keyframe generation at curve points at which sudden slope changes occur. Useful to adjust several straight lines. The angle comes from scaling the vertical axis of the animation track so that the \"visual derivative changes\" become visible",
    default = 45,
    min = 0,
    max = 180,
  )
  first_frame = IntProperty(
    name = "First frame",
    description = "Value used to specify the first frame of the animation.",
    default = 0,
  )
  anim_length = IntProperty(
    name = "Animation length",
    description = "Value used to specify the number of frames of the BCK animation after the first frame specified.",
    default = 30,
  )
  loop_mode = EnumProperty(
    name = "Loop mode",
    description = "Way in which the animation be played in-game",
    default = "OPT_C",
    items = (
      ("OPT_A", "Play once - Stop at last frame", "Animation will start playing forwards and, when the animation data finishes, the last frame will be kept loaded into the model."),
      ("OPT_B", "Play once - Stop at first frame", "Animation will start playing forwards and, when the animation data finishes, the first frame will be kept loaded into the model."),
      ("OPT_C", "Repeat - Play forwards always", "Animation will start playing forwards and, when the animation data finishes, will play again from the beginning forwards."),
      ("OPT_D", "Play once - First forwards then backwards", "Animation will start playing forwards and, when the animation data finishes, the animation will be played backwards. This occurs only once."),
      ("OPT_E", "Repeat - Play forwards then backwards always", "Animation will start playing forwards and, when the animation data finishes, the animation will be played backwards. This repeats infinitely.")
    )
  )
  endian = EnumProperty(
    name = "Endian order",
    description = "Way in which the animation data will be written",
    default = "OPT_A",
    items = (
      ("OPT_A", "Big", "Write data in the big endian byte ordering"),
      ("OPT_B", "Little", "Write data in the little endian byte ordering")
    )
  )
  # what the importer actually does
  def execute(self, context):
    return export_bck_func(self, context)

# stuff to append the item to the File -> Import/Export menu
def menu_export_bck(self, context):
  self.layout.operator(export_bck.bl_idname, text = "BCK for SMG (.bck)")

bpy.utils.register_class(export_bck)
bpy.types.INFO_MT_file_export.append(menu_export_bck)

# test call
bpy.ops.export_scene.bck('INVOKE_DEFAULT')