NDS 3d display list exporter

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nobody
Posts: 1
Joined: Fri May 09, 2008 11:48 pm

NDS 3d display list exporter

Post by nobody » Fri May 16, 2008 4:15 am

I have created a very buggy and limited display list exporter for blender. It can only export vertices, normals, and diffuse material colors and has no error checking. Perhaps somebody could improve it? I don't understand what the other material colors do and I think the normals blender gives me are wrong/weird.

Code: Select all

#!BPY

"""
Name: 'test'
Blender: 244
Group: 'Export'
Tooltip: 'test'
"""

import Blender
import bpy
import struct

def writeu32(file,num):
	file.write(struct.pack("<I",num))

def writeu16(file,num):
	file.write(struct.pack("<H",num))

def floattov16(float):
	return int(float * (1 << 12))

def floattocolor(float):
	return (int(float * 255) & 0x1F)

def floattov10(float):
	if float>.998:
		return 0x1FF
	return int(float * (1 << 9))

def packnormal(x,y,z):
	return ((x) & 0x3FF) | (((y) & 0x3FF) << 10) | ((z) << 20)

def writevert(file,vert):
	writeu32(file,0x23)
	x = floattov16(vert.co.x)
	y = floattov16(vert.co.y)
	z = floattov16(vert.co.z)

#	print '%f %f %f\n' % (vert.co.x,vert.co.y,vert.co.z)
#	print '%i %i %i\n' % (x,y,z)

	writeu16(file,x)
	writeu16(file,y)
	writeu16(file,z)
	writeu16(file,0)

def writenormal(file,normal):
	writeu32(file,0x21)
	print '%f %f %f\n' % (normal.x,normal.y,normal.z)
	x = floattov10(normal.x)
	y = floattov10(normal.y)
	z = floattov10(normal.z)
	writeu32(file,packnormal(x,y,z))

def writecolorf(file,r,g,b,upper):
	writeu16(file,floattocolor(r) | (floattocolor(g) << 5) | (floattocolor(b) << 10) | upper << 15)

def write(filename):
	out = file(filename,'wb')
	sce = bpy.data.scenes.active
	obj = sce.objects.active
	mesh = obj.getData(mesh=1)

	writeu32(out,0)

	writeu32(out,0x40)
	writeu32(out,0)

	for face in mesh.faces:
		mat = mesh.materials[face.mat]

		writeu32(out,0x30)
#		print '%f %f %f\n' % (mat.getRGBCol()[0],mat.getRGBCol()[1],mat.getRGBCol()[2])
		writecolorf(out,mat.getRGBCol()[0],mat.getRGBCol()[1],mat.getRGBCol()[2],0)
		writeu16(out,0)

		writenormal(out,face.no)

		verts = face.v
		
		if len(verts)==3: #triangle
			for vert in verts:
				writevert(out,vert)

		else: #quad
			writevert(out,verts[0])
			writevert(out,verts[1])
			writevert(out,verts[2])
			writevert(out,verts[0])
			writevert(out,verts[2])
			writevert(out,verts[3])

	size = out.tell() - 4
	size = size / 4
	out.seek(0)
	writeu16(out,size)

	out.close()

Blender.Window.FileSelector(write, "Export")

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