adding back changes from soc-2009-kaz branch.

This commit is contained in:
Campbell Barton
2009-09-29 15:27:00 +00:00
parent f93ca02443
commit 7f5dc4644f
7 changed files with 3084 additions and 1737 deletions

View File

@@ -46,14 +46,35 @@ from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode.
# Importing modules
######################################################
import Blender
import struct
import os
import time
import bpy
from BPyMesh import getMeshFromObject
from BPyObject import getDerivedObjects
try:
import struct
except:
struct = None
# import Blender
# from BPyMesh import getMeshFromObject
# from BPyObject import getDerivedObjects
# try:
# import struct
# except:
# struct = None
# also used by X3D exporter
# return a tuple (free, object list), free is True if memory should be freed later with free_derived_objects()
def create_derived_objects(ob):
if ob.parent and ob.parent.dupli_type != 'NONE':
return False, None
if ob.dupli_type != 'NONE':
ob.create_dupli_list()
return True, [(dob.object, dob.matrix) for dob in ob.dupli_list]
else:
return False, [(ob, ob.matrix)]
# also used by X3D exporter
def free_derived_objects(ob):
ob.free_dupli_list()
# So 3ds max can open files, limit names to 12 in length
# this is verry annoying for filenames!
@@ -85,61 +106,62 @@ def sane_name(name):
#Some of the chunks that we will export
#----- Primary Chunk, at the beginning of each file
PRIMARY= long("0x4D4D",16)
PRIMARY= int("0x4D4D",16)
#------ Main Chunks
OBJECTINFO = long("0x3D3D",16); #This gives the version of the mesh and is found right before the material and object information
VERSION = long("0x0002",16); #This gives the version of the .3ds file
KFDATA = long("0xB000",16); #This is the header for all of the key frame info
OBJECTINFO = int("0x3D3D",16); #This gives the version of the mesh and is found right before the material and object information
VERSION = int("0x0002",16); #This gives the version of the .3ds file
KFDATA = int("0xB000",16); #This is the header for all of the key frame info
#------ sub defines of OBJECTINFO
MATERIAL=45055 #0xAFFF // This stored the texture info
OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
#>------ sub defines of MATERIAL
MATNAME = long("0xA000",16); # This holds the material name
MATAMBIENT = long("0xA010",16); # Ambient color of the object/material
MATDIFFUSE = long("0xA020",16); # This holds the color of the object/material
MATSPECULAR = long("0xA030",16); # SPecular color of the object/material
MATSHINESS = long("0xA040",16); # ??
MATMAP = long("0xA200",16); # This is a header for a new material
MATMAPFILE = long("0xA300",16); # This holds the file name of the texture
MATNAME = int("0xA000",16); # This holds the material name
MATAMBIENT = int("0xA010",16); # Ambient color of the object/material
MATDIFFUSE = int("0xA020",16); # This holds the color of the object/material
MATSPECULAR = int("0xA030",16); # SPecular color of the object/material
MATSHINESS = int("0xA040",16); # ??
MATMAP = int("0xA200",16); # This is a header for a new material
MATMAPFILE = int("0xA300",16); # This holds the file name of the texture
RGB1= long("0x0011",16)
RGB2= long("0x0012",16)
RGB1= int("0x0011",16)
RGB2= int("0x0012",16)
#>------ sub defines of OBJECT
OBJECT_MESH = long("0x4100",16); # This lets us know that we are reading a new object
OBJECT_LIGHT = long("0x4600",16); # This lets un know we are reading a light object
OBJECT_CAMERA= long("0x4700",16); # This lets un know we are reading a camera object
OBJECT_MESH = int("0x4100",16); # This lets us know that we are reading a new object
OBJECT_LIGHT = int("0x4600",16); # This lets un know we are reading a light object
OBJECT_CAMERA= int("0x4700",16); # This lets un know we are reading a camera object
#>------ sub defines of CAMERA
OBJECT_CAM_RANGES= long("0x4720",16); # The camera range values
OBJECT_CAM_RANGES= int("0x4720",16); # The camera range values
#>------ sub defines of OBJECT_MESH
OBJECT_VERTICES = long("0x4110",16); # The objects vertices
OBJECT_FACES = long("0x4120",16); # The objects faces
OBJECT_MATERIAL = long("0x4130",16); # This is found if the object has a material, either texture map or color
OBJECT_UV = long("0x4140",16); # The UV texture coordinates
OBJECT_TRANS_MATRIX = long("0x4160",16); # The Object Matrix
OBJECT_VERTICES = int("0x4110",16); # The objects vertices
OBJECT_FACES = int("0x4120",16); # The objects faces
OBJECT_MATERIAL = int("0x4130",16); # This is found if the object has a material, either texture map or color
OBJECT_UV = int("0x4140",16); # The UV texture coordinates
OBJECT_TRANS_MATRIX = int("0x4160",16); # The Object Matrix
#>------ sub defines of KFDATA
KFDATA_KFHDR = long("0xB00A",16);
KFDATA_KFSEG = long("0xB008",16);
KFDATA_KFCURTIME = long("0xB009",16);
KFDATA_OBJECT_NODE_TAG = long("0xB002",16);
KFDATA_KFHDR = int("0xB00A",16);
KFDATA_KFSEG = int("0xB008",16);
KFDATA_KFCURTIME = int("0xB009",16);
KFDATA_OBJECT_NODE_TAG = int("0xB002",16);
#>------ sub defines of OBJECT_NODE_TAG
OBJECT_NODE_ID = long("0xB030",16);
OBJECT_NODE_HDR = long("0xB010",16);
OBJECT_PIVOT = long("0xB013",16);
OBJECT_INSTANCE_NAME = long("0xB011",16);
POS_TRACK_TAG = long("0xB020",16);
ROT_TRACK_TAG = long("0xB021",16);
SCL_TRACK_TAG = long("0xB022",16);
OBJECT_NODE_ID = int("0xB030",16);
OBJECT_NODE_HDR = int("0xB010",16);
OBJECT_PIVOT = int("0xB013",16);
OBJECT_INSTANCE_NAME = int("0xB011",16);
POS_TRACK_TAG = int("0xB020",16);
ROT_TRACK_TAG = int("0xB021",16);
SCL_TRACK_TAG = int("0xB022",16);
def uv_key(uv):
return round(uv.x, 6), round(uv.y, 6)
return round(uv[0], 6), round(uv[1], 6)
# return round(uv.x, 6), round(uv.y, 6)
# size defines:
SZ_SHORT = 2
@@ -272,7 +294,8 @@ class _3ds_rgb_color(object):
return 3
def write(self,file):
file.write( struct.pack('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) )
file.write( struct.pack('<3B', int(255*self.r), int(255*self.g), int(255*self.b) ) )
# file.write( struct.pack('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) )
def __str__(self):
return '{%f, %f, %f}' % (self.r, self.g, self.b)
@@ -343,12 +366,12 @@ class _3ds_named_variable(object):
def dump(self,indent):
if (self.value!=None):
spaces=""
for i in xrange(indent):
for i in range(indent):
spaces+=" ";
if (self.name!=""):
print spaces, self.name, " = ", self.value
print(spaces, self.name, " = ", self.value)
else:
print spaces, "[unnamed]", " = ", self.value
print(spaces, "[unnamed]", " = ", self.value)
#the chunk class
@@ -408,9 +431,9 @@ class _3ds_chunk(object):
Dump is used for debugging purposes, to dump the contents of a chunk to the standard output.
Uses the dump function of the named variables and the subchunks to do the actual work.'''
spaces=""
for i in xrange(indent):
for i in range(indent):
spaces+=" ";
print spaces, "ID=", hex(self.ID.value), "size=", self.get_size()
print(spaces, "ID=", hex(self.ID.value), "size=", self.get_size())
for variable in self.variables:
variable.dump(indent+1)
for subchunk in self.subchunks:
@@ -424,14 +447,19 @@ class _3ds_chunk(object):
def get_material_images(material):
# blender utility func.
images = []
if material:
for mtex in material.getTextures():
if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
image = mtex.tex.image
if image:
images.append(image) # maye want to include info like diffuse, spec here.
return images
return [s.texture.image for s in material.textures if s and s.texture.type == 'IMAGE' and s.texture.image]
return []
# images = []
# if material:
# for mtex in material.getTextures():
# if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
# image = mtex.tex.image
# if image:
# images.append(image) # maye want to include info like diffuse, spec here.
# return images
def make_material_subchunk(id, color):
'''Make a material subchunk.
@@ -454,7 +482,8 @@ def make_material_texture_chunk(id, images):
mat_sub = _3ds_chunk(id)
def add_image(img):
filename = image.filename.split('\\')[-1].split('/')[-1]
filename = os.path.basename(image.filename)
# filename = image.filename.split('\\')[-1].split('/')[-1]
mat_sub_file = _3ds_chunk(MATMAPFILE)
mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename)))
mat_sub.add_subchunk(mat_sub_file)
@@ -482,9 +511,12 @@ def make_material_chunk(material, image):
material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1,1,1) ))
else:
material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.amb for a in material.rgbCol] ))
material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.rgbCol))
material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specCol))
material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.ambient for a in material.diffuse_color] ))
# material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.amb for a in material.rgbCol] ))
material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color))
# material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.rgbCol))
material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color))
# material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specCol))
images = get_material_images(material) # can be None
if image: images.append(image)
@@ -513,28 +545,39 @@ def extract_triangles(mesh):
If the mesh contains quads, they will be split into triangles.'''
tri_list = []
do_uv = mesh.faceUV
do_uv = len(mesh.uv_textures)
# do_uv = mesh.faceUV
if not do_uv:
face_uv = None
# if not do_uv:
# face_uv = None
img = None
for face in mesh.faces:
f_v = face.v
for i, face in enumerate(mesh.faces):
f_v = face.verts
# f_v = face.v
uf = mesh.active_uv_texture.data[i] if do_uv else None
if do_uv:
f_uv = face.uv
img = face.image
f_uv = uf.uv
# f_uv = (uf.uv1, uf.uv2, uf.uv3, uf.uv4) if face.verts[3] else (uf.uv1, uf.uv2, uf.uv3)
# f_uv = face.uv
img = uf.image if uf else None
# img = face.image
if img: img = img.name
# if f_v[3] == 0:
if len(f_v)==3:
new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img)
# new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
if (do_uv): new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
tri_list.append(new_tri)
else: #it's a quad
new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
new_tri_2 = tri_wrapper((f_v[0].index, f_v[2].index, f_v[3].index), face.mat, img)
new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img)
# new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
new_tri_2 = tri_wrapper((f_v[0], f_v[2], f_v[3]), face.material_index, img)
# new_tri_2 = tri_wrapper((f_v[0].index, f_v[2].index, f_v[3].index), face.mat, img)
if (do_uv):
new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
@@ -555,11 +598,11 @@ def remove_face_uv(verts, tri_list):
# initialize a list of UniqueLists, one per vertex:
#uv_list = [UniqueList() for i in xrange(len(verts))]
unique_uvs= [{} for i in xrange(len(verts))]
unique_uvs= [{} for i in range(len(verts))]
# for each face uv coordinate, add it to the UniqueList of the vertex
for tri in tri_list:
for i in xrange(3):
for i in range(3):
# store the index into the UniqueList for future reference:
# offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i])))
@@ -589,7 +632,7 @@ def remove_face_uv(verts, tri_list):
pt = _3ds_point_3d(vert.co) # reuse, should be ok
uvmap = [None] * len(unique_uvs[i])
for ii, uv_3ds in unique_uvs[i].itervalues():
for ii, uv_3ds in unique_uvs[i].values():
# add a vertex duplicate to the vertex_array for every uv associated with this vertex:
vert_array.add(pt)
# add the uv coordinate to the uv array:
@@ -607,7 +650,7 @@ def remove_face_uv(verts, tri_list):
# Make sure the triangle vertex indices now refer to the new vertex list:
for tri in tri_list:
for i in xrange(3):
for i in range(3):
tri.offset[i]+=index_list[tri.vertex_index[i]]
tri.vertex_index= tri.offset
@@ -626,7 +669,8 @@ def make_faces_chunk(tri_list, mesh, materialDict):
face_list = _3ds_array()
if mesh.faceUV:
if len(mesh.uv_textures):
# if mesh.faceUV:
# Gather materials used in this mesh - mat/image pairs
unique_mats = {}
for i,tri in enumerate(tri_list):
@@ -655,7 +699,7 @@ def make_faces_chunk(tri_list, mesh, materialDict):
# obj_material_faces[tri.mat].add(_3ds_short(i))
face_chunk.add_variable("faces", face_list)
for mat_name, mat_faces in unique_mats.itervalues():
for mat_name, mat_faces in unique_mats.values():
obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL)
obj_material_chunk.add_variable("name", mat_name)
obj_material_chunk.add_variable("face_list", mat_faces)
@@ -677,7 +721,7 @@ def make_faces_chunk(tri_list, mesh, materialDict):
obj_material_faces[tri.mat].add(_3ds_short(i))
face_chunk.add_variable("faces", face_list)
for i in xrange(n_materials):
for i in range(n_materials):
obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL)
obj_material_chunk.add_variable("name", obj_material_names[i])
obj_material_chunk.add_variable("face_list", obj_material_faces[i])
@@ -703,7 +747,8 @@ def make_mesh_chunk(mesh, materialDict):
# Extract the triangles from the mesh:
tri_list = extract_triangles(mesh)
if mesh.faceUV:
if len(mesh.uv_textures):
# if mesh.faceUV:
# Remove the face UVs and convert it to vertex UV:
vert_array, uv_array, tri_list = remove_face_uv(mesh.verts, tri_list)
else:
@@ -712,10 +757,13 @@ def make_mesh_chunk(mesh, materialDict):
for vert in mesh.verts:
vert_array.add(_3ds_point_3d(vert.co))
# If the mesh has vertex UVs, create an array of UVs:
if mesh.vertexUV:
if len(mesh.sticky):
# if mesh.vertexUV:
uv_array = _3ds_array()
for vert in mesh.verts:
uv_array.add(_3ds_point_uv(vert.uvco))
for uv in mesh.sticky:
# for vert in mesh.verts:
uv_array.add(_3ds_point_uv(uv.co))
# uv_array.add(_3ds_point_uv(vert.uvco))
else:
# no UV at all:
uv_array = None
@@ -862,20 +910,25 @@ def make_kf_obj_node(obj, name_to_id):
return kf_obj_node
"""
import BPyMessages
def save_3ds(filename):
# import BPyMessages
def save_3ds(filename, context):
'''Save the Blender scene to a 3ds file.'''
# Time the export
if not filename.lower().endswith('.3ds'):
filename += '.3ds'
if not BPyMessages.Warning_SaveOver(filename):
return
# XXX
# if not BPyMessages.Warning_SaveOver(filename):
# return
time1= Blender.sys.time()
Blender.Window.WaitCursor(1)
sce= bpy.data.scenes.active
# XXX
time1 = time.clock()
# time1= Blender.sys.time()
# Blender.Window.WaitCursor(1)
sce = context.scene
# sce= bpy.data.scenes.active
# Initialize the main chunk (primary):
primary = _3ds_chunk(PRIMARY)
@@ -901,22 +954,39 @@ def save_3ds(filename):
# each material is added once):
materialDict = {}
mesh_objects = []
for ob in sce.objects.context:
for ob_derived, mat in getDerivedObjects(ob, False):
data = getMeshFromObject(ob_derived, None, True, False, sce)
for ob in [ob for ob in context.scene.objects if ob.is_visible()]:
# for ob in sce.objects.context:
# get derived objects
free, derived = create_derived_objects(ob)
if derived == None: continue
for ob_derived, mat in derived:
# for ob_derived, mat in getDerivedObjects(ob, False):
if ob.type not in ('MESH', 'CURVE', 'SURFACE', 'TEXT', 'META'):
continue
data = ob_derived.create_mesh(True, 'PREVIEW')
# data = getMeshFromObject(ob_derived, None, True, False, sce)
if data:
data.transform(mat, recalc_normals=False)
data.transform(mat)
# data.transform(mat, recalc_normals=False)
mesh_objects.append((ob_derived, data))
mat_ls = data.materials
mat_ls_len = len(mat_ls)
# get material/image tuples.
if data.faceUV:
if len(data.uv_textures):
# if data.faceUV:
if not mat_ls:
mat = mat_name = None
for f in data.faces:
for f, uf in zip(data.faces, data.active_uv_texture.data):
if mat_ls:
mat_index = f.mat
mat_index = f.material_index
# mat_index = f.mat
if mat_index >= mat_ls_len:
mat_index = f.mat = 0
mat = mat_ls[mat_index]
@@ -924,7 +994,8 @@ def save_3ds(filename):
else: mat_name = None
# else there alredy set to none
img = f.image
img = uf.image
# img = f.image
if img: img_name = img.name
else: img_name = None
@@ -938,11 +1009,17 @@ def save_3ds(filename):
# Why 0 Why!
for f in data.faces:
if f.mat >= mat_ls_len:
f.mat = 0
if f.material_index >= mat_ls_len:
# if f.mat >= mat_ls_len:
f.material_index = 0
# f.mat = 0
if free:
free_derived_objects(ob)
# Make material chunks for all materials used in the meshes:
for mat_and_image in materialDict.itervalues():
for mat_and_image in materialDict.values():
object_info.add_subchunk(make_material_chunk(mat_and_image[0], mat_and_image[1]))
# Give all objects a unique ID and build a dictionary from object name to object id:
@@ -971,7 +1048,10 @@ def save_3ds(filename):
# make a kf object node for the object:
kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
'''
blender_mesh.verts = None
# if not blender_mesh.users:
bpy.data.remove_mesh(blender_mesh)
# blender_mesh.verts = None
i+=i
# Create chunks for all empties:
@@ -1004,16 +1084,47 @@ def save_3ds(filename):
file.close()
# Debugging only: report the exporting time:
Blender.Window.WaitCursor(0)
print "3ds export time: %.2f" % (Blender.sys.time() - time1)
# Blender.Window.WaitCursor(0)
print("3ds export time: %.2f" % (time.clock() - time1))
# print("3ds export time: %.2f" % (Blender.sys.time() - time1))
# Debugging only: dump the chunk hierarchy:
#primary.dump()
if __name__=='__main__':
if struct:
Blender.Window.FileSelector(save_3ds, "Export 3DS", Blender.sys.makename(ext='.3ds'))
else:
Blender.Draw.PupMenu("Error%t|This script requires a full python installation")
# save_3ds('/test_b.3ds')
# if __name__=='__main__':
# if struct:
# Blender.Window.FileSelector(save_3ds, "Export 3DS", Blender.sys.makename(ext='.3ds'))
# else:
# Blender.Draw.PupMenu("Error%t|This script requires a full python installation")
# # save_3ds('/test_b.3ds')
class EXPORT_OT_3ds(bpy.types.Operator):
'''
3DS Exporter
'''
__idname__ = "export.3ds"
__label__ = 'Export 3DS'
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
# bpy.props.StringProperty(attr="filename", name="File Name", description="File name used for exporting the 3DS file", maxlen= 1024, default= ""),
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the 3DS file", maxlen= 1024, default= ""),
]
def execute(self, context):
save_3ds(self.path, context)
return ('FINISHED',)
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
return ('RUNNING_MODAL',)
def poll(self, context): # Poll isnt working yet
print("Poll")
return context.active_object != None
bpy.ops.add(EXPORT_OT_3ds)

View File

@@ -36,11 +36,16 @@ http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
try:
import time
# import os # only needed for batch export, nbot used yet
except:
time = None # use this to check if they have python modules installed
import os
import time
import math # math.pi
import shutil # for file copying
# try:
# import time
# # import os # only needed for batch export, nbot used yet
# except:
# time = None # use this to check if they have python modules installed
# for python 2.3 support
try:
@@ -51,20 +56,21 @@ except:
except:
set = None # so it complains you dont have a !
# os is only needed for batch 'own dir' option
try:
import os
except:
os = None
# # os is only needed for batch 'own dir' option
# try:
# import os
# except:
# os = None
import Blender
# import Blender
import bpy
from Blender.Mathutils import Matrix, Vector, RotationMatrix
import Mathutils
# from Blender.Mathutils import Matrix, Vector, RotationMatrix
import BPyObject
import BPyMesh
import BPySys
import BPyMessages
# import BPyObject
# import BPyMesh
# import BPySys
# import BPyMessages
## This was used to make V, but faster not to do all that
##valid = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_,.()[]{}'
@@ -75,7 +81,7 @@ invalid = ''.join([chr(i) for i in v])
def cleanName(name):
for ch in invalid: name = name.replace(ch, '_')
return name
del v, i
# del v, i
def copy_file(source, dest):
@@ -88,9 +94,10 @@ def copy_file(source, dest):
file.close()
# XXX not used anymore, images are copied one at a time
def copy_images(dest_dir, textures):
if not dest_dir.endswith(Blender.sys.sep):
dest_dir += Blender.sys.sep
if not dest_dir.endswith(os.sep):
dest_dir += os.sep
image_paths = set()
for tex in textures:
@@ -103,19 +110,30 @@ def copy_images(dest_dir, textures):
# Make a name for the target path.
dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
if not Blender.sys.exists(dest_image_path): # Image isnt alredy there
print '\tCopying "%s" > "%s"' % (image_path, dest_image_path)
print('\tCopying "%s" > "%s"' % (image_path, dest_image_path))
try:
copy_file(image_path, dest_image_path)
copyCount+=1
except:
print '\t\tWarning, file failed to copy, skipping.'
print('\t\tWarning, file failed to copy, skipping.')
print '\tCopied %d images' % copyCount
print('\tCopied %d images' % copyCount)
mtx4_identity = Matrix()
# I guess FBX uses degrees instead of radians (Arystan).
# Call this function just before writing to FBX.
def eulerRadToDeg(eul):
ret = Mathutils.Euler()
ret.x = 180 / math.pi * eul[0]
ret.y = 180 / math.pi * eul[1]
ret.z = 180 / math.pi * eul[2]
return ret
mtx4_identity = Mathutils.Matrix()
# testing
mtx_x90 = RotationMatrix( 90, 3, 'x') # used
mtx_x90 = Mathutils.RotationMatrix( math.pi/2, 3, 'x') # used
#mtx_x90n = RotationMatrix(-90, 3, 'x')
#mtx_y90 = RotationMatrix( 90, 3, 'y')
#mtx_y90n = RotationMatrix(-90, 3, 'y')
@@ -123,14 +141,14 @@ mtx_x90 = RotationMatrix( 90, 3, 'x') # used
#mtx_z90n = RotationMatrix(-90, 3, 'z')
#mtx4_x90 = RotationMatrix( 90, 4, 'x')
mtx4_x90n = RotationMatrix(-90, 4, 'x') # used
mtx4_x90n = Mathutils.RotationMatrix(-math.pi/2, 4, 'x') # used
#mtx4_y90 = RotationMatrix( 90, 4, 'y')
mtx4_y90n = RotationMatrix(-90, 4, 'y') # used
mtx4_z90 = RotationMatrix( 90, 4, 'z') # used
mtx4_z90n = RotationMatrix(-90, 4, 'z') # used
mtx4_y90n = Mathutils.RotationMatrix(-math.pi/2, 4, 'y') # used
mtx4_z90 = Mathutils.RotationMatrix( math.pi/2, 4, 'z') # used
mtx4_z90n = Mathutils.RotationMatrix(-math.pi/2, 4, 'z') # used
def strip_path(p):
return p.split('\\')[-1].split('/')[-1]
# def strip_path(p):
# return p.split('\\')[-1].split('/')[-1]
# Used to add the scene name into the filename without using odd chars
sane_name_mapping_ob = {}
@@ -186,7 +204,7 @@ def sane_name(data, dct):
#name = BPySys.cleanName(name)
name = cleanName(name) # use our own
while name in dct.itervalues(): name = increment_string(name)
while name in iter(dct.values()): name = increment_string(name)
if use_other: # even if other is None - orig_name_other will be a string or None
dct[orig_name, orig_name_other] = name
@@ -201,27 +219,70 @@ def sane_texname(data): return sane_name(data, sane_name_mapping_tex)
def sane_takename(data): return sane_name(data, sane_name_mapping_take)
def sane_groupname(data): return sane_name(data, sane_name_mapping_group)
def derived_paths(fname_orig, basepath, FORCE_CWD=False):
'''
fname_orig - blender path, can be relative
basepath - fname_rel will be relative to this
FORCE_CWD - dont use the basepath, just add a ./ to the filename.
use when we know the file will be in the basepath.
'''
fname = Blender.sys.expandpath(fname_orig)
fname_strip = strip_path(fname)
if FORCE_CWD: fname_rel = '.' + Blender.sys.sep + fname_strip
else: fname_rel = Blender.sys.relpath(fname, basepath)
if fname_rel.startswith('//'): fname_rel = '.' + Blender.sys.sep + fname_rel[2:]
return fname, fname_strip, fname_rel
# def derived_paths(fname_orig, basepath, FORCE_CWD=False):
# '''
# fname_orig - blender path, can be relative
# basepath - fname_rel will be relative to this
# FORCE_CWD - dont use the basepath, just add a ./ to the filename.
# use when we know the file will be in the basepath.
# '''
# fname = bpy.sys.expandpath(fname_orig)
# # fname = Blender.sys.expandpath(fname_orig)
# fname_strip = os.path.basename(fname)
# # fname_strip = strip_path(fname)
# if FORCE_CWD:
# fname_rel = '.' + os.sep + fname_strip
# else:
# fname_rel = bpy.sys.relpath(fname, basepath)
# # fname_rel = Blender.sys.relpath(fname, basepath)
# if fname_rel.startswith('//'): fname_rel = '.' + os.sep + fname_rel[2:]
# return fname, fname_strip, fname_rel
def mat4x4str(mat):
return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([ f for v in mat for f in v ])
# XXX not used
# duplicated in OBJ exporter
def getVertsFromGroup(me, group_index):
ret = []
for i, v in enumerate(me.verts):
for g in v.groups:
if g.group == group_index:
ret.append((i, g.weight))
return ret
# ob must be OB_MESH
def BPyMesh_meshWeight2List(ob):
''' Takes a mesh and return its group names and a list of lists, one list per vertex.
aligning the each vert list with the group names, each list contains float value for the weight.
These 2 lists can be modified and then used with list2MeshWeight to apply the changes.
'''
me = ob.data
# Clear the vert group.
groupNames= [g.name for g in ob.vertex_groups]
len_groupNames= len(groupNames)
if not len_groupNames:
# no verts? return a vert aligned empty list
return [[] for i in range(len(me.verts))], []
else:
vWeightList= [[0.0]*len_groupNames for i in range(len(me.verts))]
for i, v in enumerate(me.verts):
for g in v.groups:
vWeightList[i][g.group] = g.weight
return groupNames, vWeightList
def meshNormalizedWeights(me):
try: # account for old bad BPyMesh
groupNames, vWeightList = BPyMesh.meshWeight2List(me)
groupNames, vWeightList = BPyMesh_meshWeight2List(me)
# groupNames, vWeightList = BPyMesh.meshWeight2List(me)
except:
return [],[]
@@ -249,23 +310,23 @@ header_comment = \
# This func can be called with just the filename
def write(filename, batch_objects = None, \
context = None,
EXP_OBS_SELECTED = True,
EXP_MESH = True,
EXP_MESH_APPLY_MOD = True,
EXP_MESH_HQ_NORMALS = False,
# EXP_MESH_HQ_NORMALS = False,
EXP_ARMATURE = True,
EXP_LAMP = True,
EXP_CAMERA = True,
EXP_EMPTY = True,
EXP_IMAGE_COPY = False,
GLOBAL_MATRIX = Matrix(),
GLOBAL_MATRIX = Mathutils.Matrix(),
ANIM_ENABLE = True,
ANIM_OPTIMIZE = True,
ANIM_OPTIMIZE_PRECISSION = 6,
ANIM_ACTION_ALL = False,
BATCH_ENABLE = False,
BATCH_GROUP = True,
BATCH_SCENE = False,
BATCH_FILE_PREFIX = '',
BATCH_OWN_DIR = False
):
@@ -277,23 +338,31 @@ def write(filename, batch_objects = None, \
fbxpath = filename
# get the path component of filename
tmp_exists = Blender.sys.exists(fbxpath)
tmp_exists = bpy.sys.exists(fbxpath)
# tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2: # a file, we want a path
while fbxpath and fbxpath[-1] not in ('/', '\\'):
fbxpath = fbxpath[:-1]
if not filename:
Draw.PupMenu('Error%t|Directory does not exist!')
fbxpath = os.path.dirname(fbxpath)
# while fbxpath and fbxpath[-1] not in ('/', '\\'):
# fbxpath = fbxpath[:-1]
if not fbxpath:
# if not filename:
# XXX
print('Error%t|Directory does not exist!')
# Draw.PupMenu('Error%t|Directory does not exist!')
return
tmp_exists = Blender.sys.exists(fbxpath)
tmp_exists = bpy.sys.exists(fbxpath)
# tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2:
Draw.PupMenu('Error%t|Directory does not exist!')
# XXX
print('Error%t|Directory does not exist!')
# Draw.PupMenu('Error%t|Directory does not exist!')
return
if not fbxpath.endswith(Blender.sys.sep):
fbxpath += Blender.sys.sep
if not fbxpath.endswith(os.sep):
fbxpath += os.sep
del tmp_exists
@@ -303,27 +372,31 @@ def write(filename, batch_objects = None, \
data_seq = bpy.data.scenes
# call this function within a loop with BATCH_ENABLE == False
orig_sce = bpy.data.scenes.active
orig_sce = context.scene
# orig_sce = bpy.data.scenes.active
new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
for data in data_seq: # scene or group
newname = BATCH_FILE_PREFIX + BPySys.cleanName(data.name)
newname = BATCH_FILE_PREFIX + cleanName(data.name)
# newname = BATCH_FILE_PREFIX + BPySys.cleanName(data.name)
if BATCH_OWN_DIR:
new_fbxpath = fbxpath + newname + Blender.sys.sep
new_fbxpath = fbxpath + newname + os.sep
# path may alredy exist
# TODO - might exist but be a file. unlikely but should probably account for it.
if Blender.sys.exists(new_fbxpath) == 0:
if bpy.sys.exists(new_fbxpath) == 0:
# if Blender.sys.exists(new_fbxpath) == 0:
os.mkdir(new_fbxpath)
filename = new_fbxpath + newname + '.fbx'
print '\nBatch exporting %s as...\n\t"%s"' % (data, filename)
print('\nBatch exporting %s as...\n\t"%s"' % (data, filename))
# XXX don't know what to do with this, probably do the same? (Arystan)
if BATCH_GROUP: #group
# group, so objects update properly, add a dummy scene.
sce = bpy.data.scenes.new()
@@ -345,10 +418,11 @@ def write(filename, batch_objects = None, \
# Call self with modified args
# Dont pass batch options since we alredy usedt them
write(filename, data.objects,
context,
False,
EXP_MESH,
EXP_MESH_APPLY_MOD,
EXP_MESH_HQ_NORMALS,
# EXP_MESH_HQ_NORMALS,
EXP_ARMATURE,
EXP_LAMP,
EXP_CAMERA,
@@ -363,7 +437,8 @@ def write(filename, batch_objects = None, \
if BATCH_GROUP:
# remove temp group scene
bpy.data.scenes.unlink(sce)
bpy.data.remove_scene(sce)
# bpy.data.scenes.unlink(sce)
bpy.data.scenes.active = orig_sce
@@ -372,7 +447,9 @@ def write(filename, batch_objects = None, \
# end batch support
# Use this for working out paths relative to the export location
basepath = Blender.sys.dirname(filename)
basepath = os.path.dirname(filename) or '.'
basepath += os.sep
# basepath = Blender.sys.dirname(filename)
# ----------------------------------------------
# storage classes
@@ -398,7 +475,8 @@ def write(filename, batch_objects = None, \
self.blenBone = blenBone
self.blenMeshes = {} # fbxMeshObName : mesh
self.fbxArm = fbxArm
self.restMatrix = blenBone.matrix['ARMATURESPACE']
self.restMatrix = blenBone.armature_matrix
# self.restMatrix = blenBone.matrix['ARMATURESPACE']
# not used yet
# self.restMatrixInv = self.restMatrix.copy().invert()
@@ -407,8 +485,10 @@ def write(filename, batch_objects = None, \
self.parent = None
# not public
pose = fbxArm.blenObject.getPose()
self.__pose_bone = pose.bones[self.blenName]
pose = fbxArm.blenObject.pose
# pose = fbxArm.blenObject.getPose()
self.__pose_bone = pose.pose_channels[self.blenName]
# self.__pose_bone = pose.bones[self.blenName]
# store a list if matricies here, (poseMatrix, head, tail)
# {frame:posematrix, frame:posematrix, ...}
@@ -431,8 +511,9 @@ def write(filename, batch_objects = None, \
self.__pose_bone.head.copy(),\
self.__pose_bone.tail.copy() )
'''
self.__anim_poselist[f] = self.__pose_bone.poseMatrix.copy()
self.__anim_poselist[f] = self.__pose_bone.pose_matrix.copy()
# self.__anim_poselist[f] = self.__pose_bone.poseMatrix.copy()
# get pose from frame.
def getPoseMatrix(self, f):# ----------------------------------------------
@@ -473,7 +554,8 @@ def write(filename, batch_objects = None, \
self.fbxGroupNames = []
self.fbxParent = None # set later on IF the parent is in the selection.
if matrixWorld: self.matrixWorld = matrixWorld * GLOBAL_MATRIX
else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
else: self.matrixWorld = ob.matrix * GLOBAL_MATRIX
# else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
self.__anim_poselist = {} # we should only access this
def parRelMatrix(self):
@@ -483,7 +565,8 @@ def write(filename, batch_objects = None, \
return self.matrixWorld
def setPoseFrame(self, f):
self.__anim_poselist[f] = self.blenObject.matrixWorld.copy()
self.__anim_poselist[f] = self.blenObject.matrix.copy()
# self.__anim_poselist[f] = self.blenObject.matrixWorld.copy()
def getAnimParRelMatrix(self, frame):
if self.fbxParent:
@@ -500,11 +583,12 @@ def write(filename, batch_objects = None, \
matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart()
# Lamps need to be rotated
if type =='Lamp':
if type =='LAMP':
matrix_rot = mtx_x90 * matrix_rot
elif ob and type =='Camera':
y = Vector(0,1,0) * matrix_rot
matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y)
elif type =='CAMERA':
# elif ob and type =='Camera':
y = Mathutils.Vector(0,1,0) * matrix_rot
matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, 'r', y)
return matrix_rot
@@ -514,14 +598,16 @@ def write(filename, batch_objects = None, \
print '\nFBX export starting...', filename
start_time = Blender.sys.time()
print('\nFBX export starting...', filename)
start_time = time.clock()
# start_time = Blender.sys.time()
try:
file = open(filename, 'w')
except:
return False
sce = bpy.data.scenes.active
sce = context.scene
# sce = bpy.data.scenes.active
world = sce.world
@@ -553,7 +639,8 @@ def write(filename, batch_objects = None, \
}''' % (curtime))
file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
file.write('\nCreator: "Blender3D version %.2f"' % Blender.Get('version'))
file.write('\nCreator: "Blender3D version 2.5"')
# file.write('\nCreator: "Blender3D version %.2f"' % Blender.Get('version'))
pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way
@@ -562,16 +649,19 @@ def write(filename, batch_objects = None, \
'''
Matrix mod is so armature objects can modify their bone matricies
'''
if isinstance(ob, Blender.Types.BoneType):
if isinstance(ob, bpy.types.Bone):
# if isinstance(ob, Blender.Types.BoneType):
# we know we have a matrix
# matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
matrix = mtx4_z90 * ob.armature_matrix # dont apply armature matrix anymore
# matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
parent = ob.parent
if parent:
#par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
par_matrix = mtx4_z90 * parent.armature_matrix # dont apply armature matrix anymore
# par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
matrix = matrix * par_matrix.copy().invert()
matrix_rot = matrix.rotationPart()
@@ -583,7 +673,7 @@ def write(filename, batch_objects = None, \
else:
# This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
#if ob and not matrix: matrix = ob.matrixWorld * GLOBAL_MATRIX
if ob and not matrix: raise "error: this should never happen!"
if ob and not matrix: raise Exception("error: this should never happen!")
matrix_rot = matrix
#if matrix:
@@ -599,8 +689,8 @@ def write(filename, batch_objects = None, \
matrix_rot = mtx_x90 * matrix_rot
rot = tuple(matrix_rot.toEuler())
elif ob and ob.type =='Camera':
y = Vector(0,1,0) * matrix_rot
matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y)
y = Mathutils.Vector(0,1,0) * matrix_rot
matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, 'r', y)
rot = tuple(matrix_rot.toEuler())
else:
rot = tuple(matrix_rot.toEuler())
@@ -621,7 +711,8 @@ def write(filename, batch_objects = None, \
loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod)
file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot)
file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple(eulerRadToDeg(rot)))
# file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot)
file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale)
return loc, rot, scale, matrix, matrix_rot
@@ -708,7 +799,8 @@ def write(filename, batch_objects = None, \
Property: "Show", "bool", "",1
Property: "NegativePercentShapeSupport", "bool", "",1
Property: "DefaultAttributeIndex", "int", "",0''')
if ob and type(ob) != Blender.Types.BoneType:
if ob and not isinstance(ob, bpy.types.Bone):
# if ob and type(ob) != Blender.Types.BoneType:
# Only mesh objects have color
file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
file.write('\n\t\t\tProperty: "Size", "double", "",100')
@@ -738,8 +830,9 @@ def write(filename, batch_objects = None, \
((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
"""
file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
(my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']).length)
file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %
(my_bone.blenBone.armature_head - my_bone.blenBone.armature_tail).length)
# (my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']).length)
#file.write('\n\t\t\tProperty: "LimbLength", "double", "",1')
file.write('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8')
@@ -878,9 +971,12 @@ def write(filename, batch_objects = None, \
'''
Write a blender camera
'''
render = sce.render
width = render.sizeX
height = render.sizeY
render = sce.render_data
width = render.resolution_x
height = render.resolution_y
# render = sce.render
# width = render.sizeX
# height = render.sizeY
aspect = float(width)/height
data = my_cam.blenObject.data
@@ -894,8 +990,10 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",14.0323972702026')
file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shiftX) # not sure if this is in the correct units?
file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shiftY) # ditto
file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shift_x) # not sure if this is in the correct units?
# file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shiftX) # not sure if this is in the correct units?
file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shift_y) # ditto
# file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shiftY) # ditto
file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0')
file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0')
file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1')
@@ -927,8 +1025,10 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0')
file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0')
file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clipStart)
file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clipStart)
file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clip_start)
# file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clipStart)
file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clip_end)
# file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clipStart)
file.write('\n\t\t\tProperty: "FilmWidth", "double", "",1.0')
file.write('\n\t\t\tProperty: "FilmHeight", "double", "",1.0')
file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % aspect)
@@ -975,8 +1075,8 @@ def write(filename, batch_objects = None, \
file.write('\n\t\tTypeFlags: "Camera"')
file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Vector(0,1,0) * matrix_rot) )
file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Vector(0,0,-1)*matrix_rot) )
file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Mathutils.Vector(0,1,0) * matrix_rot) )
file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Mathutils.Vector(0,0,-1)*matrix_rot) )
#file.write('\n\t\tUp: 0,0,0' )
#file.write('\n\t\tLookAt: 0,0,0' )
@@ -1001,16 +1101,20 @@ def write(filename, batch_objects = None, \
#ePOINT,
#eDIRECTIONAL
#eSPOT
light_type = light.type
light_type_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4}
light_type = light_type_items[light.type]
# light_type = light.type
if light_type > 2: light_type = 1 # hemi and area lights become directional
mode = light.mode
if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows:
# mode = light.mode
if light.shadow_method == 'RAY_SHADOW' or light.shadow_method == 'BUFFER_SHADOW':
# if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows:
do_shadow = 1
else:
do_shadow = 0
if mode & Blender.Lamp.Modes.OnlyShadow or (mode & Blender.Lamp.Modes.NoDiffuse and mode & Blender.Lamp.Modes.NoSpecular):
if light.only_shadow or (not light.diffuse and not light.specular):
# if mode & Blender.Lamp.Modes.OnlyShadow or (mode & Blender.Lamp.Modes.NoDiffuse and mode & Blender.Lamp.Modes.NoSpecular):
do_light = 0
else:
do_light = 1
@@ -1025,11 +1129,16 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
if light.type == 'SPOT':
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spot_size * scale))
# file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.col))
file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.color))
# file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.col))
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
#
# duplication? see ^ (Arystan)
# file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light)
@@ -1038,7 +1147,8 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "DecayType", "enum", "",0')
file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.dist)
file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.distance)
# file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.dist)
file.write('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0')
file.write('\n\t\t\tProperty: "NearAttenuationStart", "double", "",0')
file.write('\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0')
@@ -1084,7 +1194,8 @@ def write(filename, batch_objects = None, \
}''')
# Material Settings
if world: world_amb = world.getAmb()
if world: world_amb = tuple(world.ambient_color)
# if world: world_amb = world.getAmb()
else: world_amb = (0,0,0) # Default value
def write_material(matname, mat):
@@ -1092,22 +1203,31 @@ def write(filename, batch_objects = None, \
# Todo, add more material Properties.
if mat:
mat_cold = tuple(mat.rgbCol)
mat_cols = tuple(mat.specCol)
mat_cold = tuple(mat.diffuse_color)
# mat_cold = tuple(mat.rgbCol)
mat_cols = tuple(mat.specular_color)
# mat_cols = tuple(mat.specCol)
#mat_colm = tuple(mat.mirCol) # we wont use the mirror color
mat_colamb = tuple([c for c in world_amb])
mat_dif = mat.ref
mat_amb = mat.amb
mat_hard = (float(mat.hard)-1)/5.10
mat_spec = mat.spec/2.0
mat_colamb = world_amb
# mat_colamb = tuple([c for c in world_amb])
mat_dif = mat.diffuse_intensity
# mat_dif = mat.ref
mat_amb = mat.ambient
# mat_amb = mat.amb
mat_hard = (float(mat.specular_hardness)-1)/5.10
# mat_hard = (float(mat.hard)-1)/5.10
mat_spec = mat.specular_intensity/2.0
# mat_spec = mat.spec/2.0
mat_alpha = mat.alpha
mat_emit = mat.emit
mat_shadeless = mat.mode & Blender.Material.Modes.SHADELESS
mat_shadeless = mat.shadeless
# mat_shadeless = mat.mode & Blender.Material.Modes.SHADELESS
if mat_shadeless:
mat_shader = 'Lambert'
else:
if mat.diffuseShader == Blender.Material.Shaders.DIFFUSE_LAMBERT:
if mat.diffuse_shader == 'LAMBERT':
# if mat.diffuseShader == Blender.Material.Shaders.DIFFUSE_LAMBERT:
mat_shader = 'Lambert'
else:
mat_shader = 'Phong'
@@ -1159,7 +1279,20 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t}')
file.write('\n\t}')
def copy_image(image):
rel = image.get_export_path(basepath, True)
base = os.path.basename(rel)
if EXP_IMAGE_COPY:
absp = image.get_export_path(basepath, False)
if not os.path.exists(absp):
shutil.copy(image.get_abs_filename(), absp)
return (rel, base)
# tex is an Image (Arystan)
def write_video(texname, tex):
# Same as texture really!
file.write('\n\tVideo: "Video::%s", "Clip" {' % texname)
@@ -1172,7 +1305,8 @@ def write(filename, batch_objects = None, \
Property: "Width", "int", "",0
Property: "Height", "int", "",0''')
if tex:
fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY)
fname_rel, fname_strip = copy_image(tex)
# fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY)
else:
fname = fname_strip = fname_rel = ''
@@ -1221,9 +1355,11 @@ def write(filename, batch_objects = None, \
Property: "UseMipMap", "bool", "",0
Property: "CurrentMappingType", "enum", "",0
Property: "UVSwap", "bool", "",0''')
file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX)
file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clampY)
file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clamp_x)
# file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX)
file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clamp_y)
# file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clampY)
file.write('''
Property: "TextureRotationPivot", "Vector3D", "",0,0,0
@@ -1234,7 +1370,8 @@ def write(filename, batch_objects = None, \
file.write('\n\t\tMedia: "Video::%s"' % texname)
if tex:
fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY)
fname_rel, fname_strip = copy_image(tex)
# fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY)
else:
fname = fname_strip = fname_rel = ''
@@ -1290,7 +1427,7 @@ def write(filename, batch_objects = None, \
# TODO - this is a bit lazy, we could have a simple write loop
# for this case because all weights are 1.0 but for now this is ok
# Parent Bones arent used all that much anyway.
vgroup_data = [(j, 1.0) for j in xrange(len(my_mesh.blenData.verts))]
vgroup_data = [(j, 1.0) for j in range(len(my_mesh.blenData.verts))]
else:
# This bone is not a parent of this mesh object, no weights
vgroup_data = []
@@ -1358,7 +1495,8 @@ def write(filename, batch_objects = None, \
if my_mesh.blenTextures: do_textures = True
else: do_textures = False
do_uvs = me.faceUV
do_uvs = len(me.uv_textures) > 0
# do_uvs = me.faceUV
file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
@@ -1390,20 +1528,25 @@ def write(filename, batch_objects = None, \
file.write('\n\t\tPolygonVertexIndex: ')
i=-1
for f in me.faces:
fi = [v.index for v in f]
fi = f.verts
# fi = [v_index for j, v_index in enumerate(f.verts) if v_index != 0 or j != 3]
# fi = [v.index for v in f]
# flip the last index, odd but it looks like
# this is how fbx tells one face from another
fi[-1] = -(fi[-1]+1)
fi = tuple(fi)
if i==-1:
if len(f) == 3: file.write('%i,%i,%i' % fi )
if len(fi) == 3: file.write('%i,%i,%i' % fi )
# if len(f) == 3: file.write('%i,%i,%i' % fi )
else: file.write('%i,%i,%i,%i' % fi )
i=0
else:
if i==13:
file.write('\n\t\t')
i=0
if len(f) == 3: file.write(',%i,%i,%i' % fi )
if len(fi) == 3: file.write(',%i,%i,%i' % fi )
# if len(f) == 3: file.write(',%i,%i,%i' % fi )
else: file.write(',%i,%i,%i,%i' % fi )
i+=1
@@ -1411,13 +1554,15 @@ def write(filename, batch_objects = None, \
i=-1
for ed in me.edges:
if i==-1:
file.write('%i,%i' % (ed.v1.index, ed.v2.index))
file.write('%i,%i' % (ed.verts[0], ed.verts[1]))
# file.write('%i,%i' % (ed.v1.index, ed.v2.index))
i=0
else:
if i==13:
file.write('\n\t\t')
i=0
file.write(',%i,%i' % (ed.v1.index, ed.v2.index))
file.write(',%i,%i' % (ed.verts[0], ed.verts[1]))
# file.write(',%i,%i' % (ed.v1.index, ed.v2.index))
i+=1
file.write('\n\t\tGeometryVersion: 124')
@@ -1433,11 +1578,13 @@ def write(filename, batch_objects = None, \
i=-1
for v in me.verts:
if i==-1:
file.write('%.15f,%.15f,%.15f' % tuple(v.no)); i=0
file.write('%.15f,%.15f,%.15f' % tuple(v.normal)); i=0
# file.write('%.15f,%.15f,%.15f' % tuple(v.no)); i=0
else:
if i==2:
file.write('\n '); i=0
file.write(',%.15f,%.15f,%.15f' % tuple(v.no))
file.write(',%.15f,%.15f,%.15f' % tuple(v.normal))
# file.write(',%.15f,%.15f,%.15f' % tuple(v.no))
i+=1
file.write('\n\t\t}')
@@ -1464,39 +1611,53 @@ def write(filename, batch_objects = None, \
# Write Edge Smoothing
file.write('''
LayerElementSmoothing: 1 {
LayerElementSmoothing: 0 {
Version: 101
Name: ""
MappingInformationType: "ByEdge"
ReferenceInformationType: "Direct"
Smoothing: ''')
SHARP = Blender.Mesh.EdgeFlags.SHARP
# SHARP = Blender.Mesh.EdgeFlags.SHARP
i=-1
for ed in me.edges:
if i==-1:
file.write('%i' % ((ed.flag&SHARP)!=0)); i=0
file.write('%i' % (ed.sharp)); i=0
# file.write('%i' % ((ed.flag&SHARP)!=0)); i=0
else:
if i==54:
file.write('\n '); i=0
file.write(',%i' % ((ed.flag&SHARP)!=0))
file.write(',%i' % (ed.sharp))
# file.write(',%i' % ((ed.flag&SHARP)!=0))
i+=1
file.write('\n\t\t}')
del SHARP
# del SHARP
# small utility function
# returns a slice of data depending on number of face verts
# data is either a MeshTextureFace or MeshColor
def face_data(data, face):
totvert = len(f.verts)
return data[:totvert]
# Write VertexColor Layers
# note, no programs seem to use this info :/
collayers = []
if me.vertexColors:
collayers = me.getColorLayerNames()
collayer_orig = me.activeColorLayer
if len(me.vertex_colors):
# if me.vertexColors:
collayers = me.vertex_colors
# collayers = me.getColorLayerNames()
collayer_orig = me.active_vertex_color
# collayer_orig = me.activeColorLayer
for colindex, collayer in enumerate(collayers):
me.activeColorLayer = collayer
# me.activeColorLayer = collayer
file.write('\n\t\tLayerElementColor: %i {' % colindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % collayer)
file.write('\n\t\t\tName: "%s"' % collayer.name)
# file.write('\n\t\t\tName: "%s"' % collayer)
file.write('''
MappingInformationType: "ByPolygonVertex"
@@ -1505,23 +1666,41 @@ def write(filename, batch_objects = None, \
i = -1
ii = 0 # Count how many Colors we write
for f in me.faces:
for col in f.col:
for f, cf in zip(me.faces, collayer.data):
colors = [cf.color1, cf.color2, cf.color3, cf.color4]
# determine number of verts
colors = face_data(colors, f)
for col in colors:
if i==-1:
file.write('%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0))
file.write('%.4f,%.4f,%.4f,1' % tuple(col))
i=0
else:
if i==7:
file.write('\n\t\t\t\t')
i=0
file.write(',%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0))
file.write(',%.4f,%.4f,%.4f,1' % tuple(col))
i+=1
ii+=1 # One more Color
# for f in me.faces:
# for col in f.col:
# if i==-1:
# file.write('%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0))
# i=0
# else:
# if i==7:
# file.write('\n\t\t\t\t')
# i=0
# file.write(',%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0))
# i+=1
# ii+=1 # One more Color
file.write('\n\t\t\tColorIndex: ')
i = -1
for j in xrange(ii):
for j in range(ii):
if i == -1:
file.write('%i' % j)
i=0
@@ -1539,13 +1718,17 @@ def write(filename, batch_objects = None, \
# Write UV and texture layers.
uvlayers = []
if do_uvs:
uvlayers = me.getUVLayerNames()
uvlayer_orig = me.activeUVLayer
for uvindex, uvlayer in enumerate(uvlayers):
me.activeUVLayer = uvlayer
uvlayers = me.uv_textures
# uvlayers = me.getUVLayerNames()
uvlayer_orig = me.active_uv_texture
# uvlayer_orig = me.activeUVLayer
for uvindex, uvlayer in enumerate(me.uv_textures):
# for uvindex, uvlayer in enumerate(uvlayers):
# me.activeUVLayer = uvlayer
file.write('\n\t\tLayerElementUV: %i {' % uvindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % uvlayer)
file.write('\n\t\t\tName: "%s"' % uvlayer.name)
# file.write('\n\t\t\tName: "%s"' % uvlayer)
file.write('''
MappingInformationType: "ByPolygonVertex"
@@ -1555,8 +1738,10 @@ def write(filename, batch_objects = None, \
i = -1
ii = 0 # Count how many UVs we write
for f in me.faces:
for uv in f.uv:
for uf in uvlayer.data:
# for f in me.faces:
for uv in uf.uv:
# for uv in f.uv:
if i==-1:
file.write('%.6f,%.6f' % tuple(uv))
i=0
@@ -1570,7 +1755,7 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t\tUVIndex: ')
i = -1
for j in xrange(ii):
for j in range(ii):
if i == -1:
file.write('%i' % j)
i=0
@@ -1586,7 +1771,8 @@ def write(filename, batch_objects = None, \
if do_textures:
file.write('\n\t\tLayerElementTexture: %i {' % uvindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % uvlayer)
file.write('\n\t\t\tName: "%s"' % uvlayer.name)
# file.write('\n\t\t\tName: "%s"' % uvlayer)
if len(my_mesh.blenTextures) == 1:
file.write('\n\t\t\tMappingInformationType: "AllSame"')
@@ -1610,7 +1796,8 @@ def write(filename, batch_objects = None, \
i+=1
i=-1
for f in me.faces:
for f in uvlayer.data:
# for f in me.faces:
img_key = f.image
if i==-1:
@@ -1636,7 +1823,7 @@ def write(filename, batch_objects = None, \
TextureId: ''')
file.write('\n\t\t}')
me.activeUVLayer = uvlayer_orig
# me.activeUVLayer = uvlayer_orig
# Done with UV/textures.
@@ -1665,13 +1852,21 @@ def write(filename, batch_objects = None, \
len_material_mapping_local = len(material_mapping_local)
mats = my_mesh.blenMaterialList
if me.active_uv_texture:
uv_faces = me.active_uv_texture.data
else:
uv_faces = [None] * len(me.faces)
i=-1
for f in me.faces:
try: mat = mats[f.mat]
for f, uf in zip(me.faces, uv_faces):
# for f in me.faces:
try: mat = mats[f.material_index]
# try: mat = mats[f.mat]
except:mat = None
if do_uvs: tex = f.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
if do_uvs: tex = uf.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
# if do_uvs: tex = f.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
else: tex = None
if i==-1:
@@ -1710,7 +1905,8 @@ def write(filename, batch_objects = None, \
TypedIndex: 0
}''')
if me.vertexColors:
if me.vertex_colors:
# if me.vertexColors:
file.write('''
LayerElement: {
Type: "LayerElementColor"
@@ -1728,7 +1924,7 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t}')
if len(uvlayers) > 1:
for i in xrange(1, len(uvlayers)):
for i in range(1, len(uvlayers)):
file.write('\n\t\tLayer: %i {' % i)
file.write('\n\t\t\tVersion: 100')
@@ -1756,7 +1952,7 @@ def write(filename, batch_objects = None, \
layer_offset = 0
if uvlayers: layer_offset = len(uvlayers)-1
for i in xrange(layer_offset, len(collayers)+layer_offset):
for i in range(layer_offset, len(collayers)+layer_offset):
file.write('\n\t\tLayer: %i {' % i)
file.write('\n\t\t\tVersion: 100')
@@ -1806,7 +2002,8 @@ def write(filename, batch_objects = None, \
# if EXP_OBS_SELECTED is false, use sceens objects
if not batch_objects:
if EXP_OBS_SELECTED: tmp_objects = sce.objects.context
if EXP_OBS_SELECTED: tmp_objects = context.selected_objects
# if EXP_OBS_SELECTED: tmp_objects = sce.objects.context
else: tmp_objects = sce.objects
else:
tmp_objects = batch_objects
@@ -1815,43 +2012,63 @@ def write(filename, batch_objects = None, \
# This is needed so applying modifiers dosnt apply the armature deformation, its also needed
# ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes.
# set every armature to its rest, backup the original values so we done mess up the scene
ob_arms_orig_rest = [arm.restPosition for arm in bpy.data.armatures]
ob_arms_orig_rest = [arm.rest_position for arm in bpy.data.armatures]
# ob_arms_orig_rest = [arm.restPosition for arm in bpy.data.armatures]
for arm in bpy.data.armatures:
arm.restPosition = True
arm.rest_position = True
# arm.restPosition = True
if ob_arms_orig_rest:
for ob_base in bpy.data.objects:
#if ob_base.type == 'Armature':
ob_base.makeDisplayList()
ob_base.make_display_list()
# ob_base.makeDisplayList()
# This causes the makeDisplayList command to effect the mesh
Blender.Set('curframe', Blender.Get('curframe'))
sce.set_frame(sce.current_frame)
# Blender.Set('curframe', Blender.Get('curframe'))
for ob_base in tmp_objects:
for ob, mtx in BPyObject.getDerivedObjects(ob_base):
#for ob in [ob_base,]:
# ignore dupli children
if ob_base.parent and ob_base.parent.dupli_type != 'NONE':
continue
obs = [(ob_base, ob_base.matrix)]
if ob_base.dupli_type != 'NONE':
ob_base.create_dupli_list()
obs = [(dob.object, dob.matrix) for dob in ob_base.dupli_list]
for ob, mtx in obs:
# for ob, mtx in BPyObject.getDerivedObjects(ob_base):
tmp_ob_type = ob.type
if tmp_ob_type == 'Camera':
if tmp_ob_type == 'CAMERA':
# if tmp_ob_type == 'Camera':
if EXP_CAMERA:
ob_cameras.append(my_object_generic(ob, mtx))
elif tmp_ob_type == 'Lamp':
elif tmp_ob_type == 'LAMP':
# elif tmp_ob_type == 'Lamp':
if EXP_LAMP:
ob_lights.append(my_object_generic(ob, mtx))
elif tmp_ob_type == 'Armature':
elif tmp_ob_type == 'ARMATURE':
# elif tmp_ob_type == 'Armature':
if EXP_ARMATURE:
# TODO - armatures dont work in dupligroups!
if ob not in ob_arms: ob_arms.append(ob)
# ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)"
elif tmp_ob_type == 'Empty':
elif tmp_ob_type == 'EMPTY':
# elif tmp_ob_type == 'Empty':
if EXP_EMPTY:
ob_null.append(my_object_generic(ob, mtx))
elif EXP_MESH:
origData = True
if tmp_ob_type != 'Mesh':
me = bpy.data.meshes.new()
try: me.getFromObject(ob)
if tmp_ob_type != 'MESH':
# if tmp_ob_type != 'Mesh':
# me = bpy.data.meshes.new()
try: me = ob.create_mesh(True, 'PREVIEW')
# try: me.getFromObject(ob)
except: me = None
if me:
meshes_to_clear.append( me )
@@ -1860,63 +2077,71 @@ def write(filename, batch_objects = None, \
else:
# Mesh Type!
if EXP_MESH_APPLY_MOD:
me = bpy.data.meshes.new()
me.getFromObject(ob)
# me = bpy.data.meshes.new()
me = ob.create_mesh(True, 'PREVIEW')
# me.getFromObject(ob)
# so we keep the vert groups
if EXP_ARMATURE:
orig_mesh = ob.getData(mesh=1)
if orig_mesh.getVertGroupNames():
ob.copy().link(me)
# If new mesh has no vgroups we can try add if verts are teh same
if not me.getVertGroupNames(): # vgroups were not kept by the modifier
if len(me.verts) == len(orig_mesh.verts):
groupNames, vWeightDict = BPyMesh.meshWeight2Dict(orig_mesh)
BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict)
# if EXP_ARMATURE:
# orig_mesh = ob.getData(mesh=1)
# if orig_mesh.getVertGroupNames():
# ob.copy().link(me)
# # If new mesh has no vgroups we can try add if verts are teh same
# if not me.getVertGroupNames(): # vgroups were not kept by the modifier
# if len(me.verts) == len(orig_mesh.verts):
# groupNames, vWeightDict = BPyMesh.meshWeight2Dict(orig_mesh)
# BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict)
# print ob, me, me.getVertGroupNames()
meshes_to_clear.append( me )
origData = False
mats = me.materials
else:
me = ob.getData(mesh=1)
me = ob.data
# me = ob.getData(mesh=1)
mats = me.materials
# Support object colors
tmp_colbits = ob.colbits
if tmp_colbits:
tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too.
for i in xrange(16):
if tmp_colbits & (1<<i):
mats[i] = tmp_ob_mats[i]
del tmp_ob_mats
del tmp_colbits
# # Support object colors
# tmp_colbits = ob.colbits
# if tmp_colbits:
# tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too.
# for i in xrange(16):
# if tmp_colbits & (1<<i):
# mats[i] = tmp_ob_mats[i]
# del tmp_ob_mats
# del tmp_colbits
if me:
# This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled.
# so strictly this is bad. but only in rare cases would it have negative results
# say with dupliverts the objects would rotate a bit differently
if EXP_MESH_HQ_NORMALS:
BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
# # This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled.
# # so strictly this is bad. but only in rare cases would it have negative results
# # say with dupliverts the objects would rotate a bit differently
# if EXP_MESH_HQ_NORMALS:
# BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
texture_mapping_local = {}
material_mapping_local = {}
if me.faceUV:
uvlayer_orig = me.activeUVLayer
for uvlayer in me.getUVLayerNames():
me.activeUVLayer = uvlayer
for f in me.faces:
tex = f.image
if len(me.uv_textures) > 0:
# if me.faceUV:
uvlayer_orig = me.active_uv_texture
# uvlayer_orig = me.activeUVLayer
for uvlayer in me.uv_textures:
# for uvlayer in me.getUVLayerNames():
# me.activeUVLayer = uvlayer
for f, uf in zip(me.faces, uvlayer.data):
# for f in me.faces:
tex = uf.image
# tex = f.image
textures[tex] = texture_mapping_local[tex] = None
try: mat = mats[f.mat]
try: mat = mats[f.material_index]
# try: mat = mats[f.mat]
except: mat = None
materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5
me.activeUVLayer = uvlayer_orig
# me.activeUVLayer = uvlayer_orig
else:
for mat in mats:
# 2.44 use mat.lib too for uniqueness
@@ -1925,13 +2150,16 @@ def write(filename, batch_objects = None, \
materials[None, None] = None
if EXP_ARMATURE:
armob = BPyObject.getObjectArmature(ob)
armob = ob.find_armature()
blenParentBoneName = None
# parent bone - special case
if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.BONE:
if (not armob) and ob.parent and ob.parent.type == 'ARMATURE' and \
ob.parent_type == 'BONE':
# if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.BONE:
armob = ob.parent
blenParentBoneName = ob.parentbonename
blenParentBoneName = ob.parent_bone
# blenParentBoneName = ob.parentbonename
if armob and armob not in ob_arms:
@@ -1943,9 +2171,9 @@ def write(filename, batch_objects = None, \
my_mesh = my_object_generic(ob, mtx)
my_mesh.blenData = me
my_mesh.origData = origData
my_mesh.blenMaterials = material_mapping_local.keys()
my_mesh.blenMaterials = list(material_mapping_local.keys())
my_mesh.blenMaterialList = mats
my_mesh.blenTextures = texture_mapping_local.keys()
my_mesh.blenTextures = list(texture_mapping_local.keys())
# if only 1 null texture then empty the list
if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] == None:
@@ -1955,18 +2183,26 @@ def write(filename, batch_objects = None, \
my_mesh.fbxBoneParent = blenParentBoneName # replace with my_bone instance later
ob_meshes.append( my_mesh )
# not forgetting to free dupli_list
if ob_base.dupli_list: ob_base.free_dupli_list()
if EXP_ARMATURE:
# now we have the meshes, restore the rest arm position
for i, arm in enumerate(bpy.data.armatures):
arm.restPosition = ob_arms_orig_rest[i]
arm.rest_position = ob_arms_orig_rest[i]
# arm.restPosition = ob_arms_orig_rest[i]
if ob_arms_orig_rest:
for ob_base in bpy.data.objects:
if ob_base.type == 'Armature':
ob_base.makeDisplayList()
if ob_base.type == 'ARMATURE':
# if ob_base.type == 'Armature':
ob_base.make_display_list()
# ob_base.makeDisplayList()
# This causes the makeDisplayList command to effect the mesh
Blender.Set('curframe', Blender.Get('curframe'))
sce.set_frame(sce.current_frame)
# Blender.Set('curframe', Blender.Get('curframe'))
del tmp_ob_type, tmp_objects
@@ -1977,13 +2213,18 @@ def write(filename, batch_objects = None, \
my_arm.fbxBones = []
my_arm.blenData = ob.data
my_arm.blenAction = ob.action
if ob.animation_data:
my_arm.blenAction = ob.animation_data.action
else:
my_arm.blenAction = None
# my_arm.blenAction = ob.action
my_arm.blenActionList = []
# fbxName, blenderObject, my_bones, blenderActions
#ob_arms[i] = fbxArmObName, ob, arm_my_bones, (ob.action, [])
for bone in my_arm.blenData.bones.values():
for bone in my_arm.blenData.bones:
# for bone in my_arm.blenData.bones.values():
my_bone = my_bone_class(bone, my_arm)
my_arm.fbxBones.append( my_bone )
ob_bones.append( my_bone )
@@ -2032,18 +2273,25 @@ def write(filename, batch_objects = None, \
# Build blenObject -> fbxObject mapping
# this is needed for groups as well as fbxParenting
bpy.data.objects.tag = False
# for ob in bpy.data.objects: ob.tag = False
# bpy.data.objects.tag = False
# using a list of object names for tagging (Arystan)
tagged_objects = []
tmp_obmapping = {}
for ob_generic in ob_all_typegroups:
for ob_base in ob_generic:
ob_base.blenObject.tag = True
tagged_objects.append(ob_base.blenObject.name)
# ob_base.blenObject.tag = True
tmp_obmapping[ob_base.blenObject] = ob_base
# Build Groups from objects we export
for blenGroup in bpy.data.groups:
fbxGroupName = None
for ob in blenGroup.objects:
if ob.tag:
if ob.name in tagged_objects:
# if ob.tag:
if fbxGroupName == None:
fbxGroupName = sane_groupname(blenGroup)
groups.append((fbxGroupName, blenGroup))
@@ -2056,7 +2304,8 @@ def write(filename, batch_objects = None, \
for ob_generic in ob_all_typegroups:
for my_ob in ob_generic:
parent = my_ob.blenObject.parent
if parent and parent.tag: # does it exist and is it in the mapping
if parent and parent.name in tagged_objects: # does it exist and is it in the mapping
# if parent and parent.tag: # does it exist and is it in the mapping
my_ob.fbxParent = tmp_obmapping[parent]
@@ -2064,8 +2313,8 @@ def write(filename, batch_objects = None, \
# Finished finding groups we use
materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.iterkeys()]
textures = [(sane_texname(tex), tex) for tex in textures.iterkeys() if tex]
materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.keys()]
textures = [(sane_texname(tex), tex) for tex in textures.keys() if tex]
materials.sort() # sort by name
textures.sort()
@@ -2220,11 +2469,12 @@ Objects: {''')
if my_mesh.fbxBoneParent:
weights = None
else:
weights = meshNormalizedWeights(my_mesh.blenData)
weights = meshNormalizedWeights(my_mesh.blenObject)
# weights = meshNormalizedWeights(my_mesh.blenData)
#for bonename, bone, obname, bone_mesh, armob in ob_bones:
for my_bone in ob_bones:
if me in my_bone.blenMeshes.itervalues():
if me in iter(my_bone.blenMeshes.values()):
write_sub_deformer_skin(my_mesh, my_bone, weights)
# Write pose's really weired, only needed when an armature and mesh are used together
@@ -2426,7 +2676,8 @@ Connections: {''')
# Needed for scene footer as well as animation
render = sce.render
render = sce.render_data
# render = sce.render
# from the FBX sdk
#define KTIME_ONE_SECOND KTime (K_LONGLONG(46186158000))
@@ -2435,8 +2686,10 @@ Connections: {''')
return int(0.5 + ((t/fps) * 46186158000))
fps = float(render.fps)
start = render.sFrame
end = render.eFrame
start = sce.start_frame
# start = render.sFrame
end = sce.end_frame
# end = render.eFrame
if end < start: start, end = end, start
if start==end: ANIM_ENABLE = False
@@ -2445,7 +2698,8 @@ Connections: {''')
if ANIM_ENABLE and [tmp for tmp in ob_anim_lists if tmp]:
frame_orig = Blender.Get('curframe')
frame_orig = sce.current_frame
# frame_orig = Blender.Get('curframe')
if ANIM_OPTIMIZE:
ANIM_OPTIMIZE_PRECISSION_FLOAT = 0.1 ** ANIM_OPTIMIZE_PRECISSION
@@ -2454,9 +2708,12 @@ Connections: {''')
tmp_actions = [None] # None is the default action
blenActionDefault = None
action_lastcompat = None
# instead of tagging
tagged_actions = []
if ANIM_ACTION_ALL:
bpy.data.actions.tag = False
# bpy.data.actions.tag = False
tmp_actions = list(bpy.data.actions)
@@ -2472,12 +2729,14 @@ Connections: {''')
arm_bone_names = set([my_bone.blenName for my_bone in my_arm.fbxBones])
for action in tmp_actions:
action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) )
action_chan_names = arm_bone_names.intersection( set([g.name for g in action.groups]) )
# action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) )
if action_chan_names: # at least one channel matches.
my_arm.blenActionList.append(action)
action.tag = True
tagged_actions.append(action.name)
# action.tag = True
tmp_act_count += 1
# incase there is no actions applied to armatures
@@ -2504,10 +2763,11 @@ Takes: {''')
for blenAction in tmp_actions:
# we have tagged all actious that are used be selected armatures
if blenAction:
if blenAction.tag:
print '\taction: "%s" exporting...' % blenAction.name
if blenAction.name in tagged_actions:
# if blenAction.tag:
print('\taction: "%s" exporting...' % blenAction.name)
else:
print '\taction: "%s" has no armature using it, skipping' % blenAction.name
print('\taction: "%s" has no armature using it, skipping' % blenAction.name)
continue
if blenAction == None:
@@ -2521,17 +2781,18 @@ Takes: {''')
file.write('\n\tTake: "%s" {' % sane_name_mapping_take[blenAction.name])
else:
file.write('\n\tTake: "%s" {' % sane_takename(blenAction))
tmp = blenAction.getFrameNumbers()
if tmp:
act_start = min(tmp)
act_end = max(tmp)
del tmp
else:
# Fallback on this, theres not much else we can do? :/
# when an action has no length
act_start = start
act_end = end
act_start, act_end = blenAction.get_frame_range()
# tmp = blenAction.getFrameNumbers()
# if tmp:
# act_start = min(tmp)
# act_end = max(tmp)
# del tmp
# else:
# # Fallback on this, theres not much else we can do? :/
# # when an action has no length
# act_start = start
# act_end = end
# Set the action active
for my_bone in ob_arms:
@@ -2558,7 +2819,8 @@ Takes: {''')
'''
i = act_start
while i <= act_end:
Blender.Set('curframe', i)
sce.set_frame(i)
# Blender.Set('curframe', i)
for ob_generic in ob_anim_lists:
for my_ob in ob_generic:
#Blender.Window.RedrawAll()
@@ -2585,7 +2847,7 @@ Takes: {''')
file.write('\n\t\t\tVersion: 1.1')
file.write('\n\t\t\tChannel: "Transform" {')
context_bone_anim_mats = [ (my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in xrange(act_start, act_end+1) ]
context_bone_anim_mats = [ (my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in range(act_start, act_end+1) ]
# ----------------
# ----------------
@@ -2603,11 +2865,12 @@ Takes: {''')
for mtx in context_bone_anim_mats:
if prev_eul: prev_eul = mtx[1].toEuler(prev_eul)
else: prev_eul = mtx[1].toEuler()
context_bone_anim_vecs.append(prev_eul)
context_bone_anim_vecs.append(eulerRadToDeg(prev_eul))
# context_bone_anim_vecs.append(prev_eul)
file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
for i in xrange(3):
for i in range(3):
# Loop on each axis of the bone
file.write('\n\t\t\t\t\tChannel: "%s" {'% ('XYZ'[i])) # translation
file.write('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i] )
@@ -2694,8 +2957,9 @@ Takes: {''')
my_bone.blenObject.action = my_bone.blenAction
file.write('\n}')
Blender.Set('curframe', frame_orig)
sce.set_frame(frame_orig)
# Blender.Set('curframe', frame_orig)
else:
# no animation
@@ -2713,15 +2977,21 @@ Takes: {''')
# Clear mesh data Only when writing with modifiers applied
for me in meshes_to_clear:
me.verts = None
bpy.data.remove_mesh(me)
# me.verts = None
# --------------------------- Footer
if world:
has_mist = world.mode & 1
mist_intense, mist_start, mist_end, mist_height = world.mist
world_hor = world.hor
m = world.mist
has_mist = m.enabled
# has_mist = world.mode & 1
mist_intense = m.intensity
mist_start = m.start
mist_end = m.depth
mist_height = m.height
# mist_intense, mist_start, mist_end, mist_height = world.mist
world_hor = world.horizon_color
# world_hor = world.hor
else:
has_mist = mist_intense = mist_start = mist_end = mist_height = 0
world_hor = 0,0,0
@@ -2771,17 +3041,19 @@ Takes: {''')
# copy images if enabled
if EXP_IMAGE_COPY:
copy_images( basepath, [ tex[1] for tex in textures if tex[1] != None ])
# if EXP_IMAGE_COPY:
# # copy_images( basepath, [ tex[1] for tex in textures if tex[1] != None ])
# bpy.util.copy_images( [ tex[1] for tex in textures if tex[1] != None ], basepath)
print 'export finished in %.4f sec.' % (Blender.sys.time() - start_time)
print('export finished in %.4f sec.' % (time.clock() - start_time))
# print 'export finished in %.4f sec.' % (Blender.sys.time() - start_time)
return True
# --------------------------------------------
# UI Function - not a part of the exporter.
# this is to seperate the user interface from the rest of the exporter.
from Blender import Draw, Window
# from Blender import Draw, Window
EVENT_NONE = 0
EVENT_EXIT = 1
EVENT_REDRAW = 2
@@ -2804,11 +3076,6 @@ def do_obs_sce(e,v):
GLOBALS['EXP_OBS_SCENE'].val = 1
GLOBALS['EXP_OBS_SELECTED'].val = 0
def do_obs_sce(e,v):
GLOBALS['EVENT'] = e
GLOBALS['EXP_OBS_SCENE'].val = 1
GLOBALS['EXP_OBS_SELECTED'].val = 0
def do_batch_type_grp(e,v):
GLOBALS['EVENT'] = e
GLOBALS['BATCH_GROUP'].val = 1
@@ -2837,21 +3104,21 @@ def fbx_ui_exit(e,v):
def do_help(e,v):
url = 'http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx'
print 'Trying to open web browser with documentation at this address...'
print '\t' + url
print('Trying to open web browser with documentation at this address...')
print('\t' + url)
try:
import webbrowser
webbrowser.open(url)
except:
Blender.Draw.PupMenu("Error%t|Opening a webbrowser requires a full python installation")
print '...could not open a browser window.'
print('...could not open a browser window.')
# run when export is pressed
#def fbx_ui_write(e,v):
def fbx_ui_write(filename):
def fbx_ui_write(filename, context):
# Dont allow overwriting files when saving normally
if not GLOBALS['BATCH_ENABLE'].val:
@@ -2874,6 +3141,7 @@ def fbx_ui_write(filename):
ret = write(\
filename, None,\
context,
GLOBALS['EXP_OBS_SELECTED'].val,\
GLOBALS['EXP_MESH'].val,\
GLOBALS['EXP_MESH_APPLY_MOD'].val,\
@@ -3071,14 +3339,115 @@ def write_ui():
# GLOBALS.clear()
#test = [write_ui]
if __name__ == '__main__':
# Cant call the file selector first because of a bug in the interface that crashes it.
# Blender.Window.FileSelector(write_ui, 'Export FBX', Blender.sys.makename(ext='.fbx'))
#write('/scratch/test.fbx')
#write_ui('/scratch/test.fbx')
class EXPORT_OT_fbx(bpy.types.Operator):
'''
Operator documentation text, will be used for the operator tooltip and python docs.
'''
__idname__ = "export.fbx"
__label__ = "Export FBX"
if not set:
Draw.PupMenu('Error%t|A full install of python2.3 or python 2.4+ is needed to run this script.')
else:
write_ui()
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the FBX file", maxlen= 1024, default= ""),
bpy.props.BoolProperty(attr="EXP_OBS_SELECTED", name="Selected Objects", description="Export selected objects on visible layers", default=True),
# bpy.props.BoolProperty(attr="EXP_OBS_SCENE", name="Scene Objects", description="Export all objects in this scene", default=True),
bpy.props.FloatProperty(attr="_SCALE", name="Scale", description="Scale all data, (Note! some imports dont support scaled armatures)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0),
bpy.props.BoolProperty(attr="_XROT90", name="Rot X90", description="Rotate all objects 90 degrese about the X axis", default=True),
bpy.props.BoolProperty(attr="_YROT90", name="Rot Y90", description="Rotate all objects 90 degrese about the Y axis", default=False),
bpy.props.BoolProperty(attr="_ZROT90", name="Rot Z90", description="Rotate all objects 90 degrese about the Z axis", default=False),
bpy.props.BoolProperty(attr="EXP_EMPTY", name="Empties", description="Export empty objects", default=True),
bpy.props.BoolProperty(attr="EXP_CAMERA", name="Cameras", description="Export camera objects", default=True),
bpy.props.BoolProperty(attr="EXP_LAMP", name="Lamps", description="Export lamp objects", default=True),
bpy.props.BoolProperty(attr="EXP_ARMATURE", name="Armatures", description="Export armature objects", default=True),
bpy.props.BoolProperty(attr="EXP_MESH", name="Meshes", description="Export mesh objects", default=True),
bpy.props.BoolProperty(attr="EXP_MESH_APPLY_MOD", name="Modifiers", description="Apply modifiers to mesh objects", default=True),
bpy.props.BoolProperty(attr="EXP_MESH_HQ_NORMALS", name="HQ Normals", description="Generate high quality normals", default=True),
bpy.props.BoolProperty(attr="EXP_IMAGE_COPY", name="Copy Image Files", description="Copy image files to the destination path", default=False),
# armature animation
bpy.props.BoolProperty(attr="ANIM_ENABLE", name="Enable Animation", description="Export keyframe animation", default=True),
bpy.props.BoolProperty(attr="ANIM_OPTIMIZE", name="Optimize Keyframes", description="Remove double keyframes", default=True),
bpy.props.FloatProperty(attr="ANIM_OPTIMIZE_PRECISSION", name="Precision", description="Tolerence for comparing double keyframes (higher for greater accuracy)", min=1, max=16, soft_min=1, soft_max=16, default=6.0),
# bpy.props.BoolProperty(attr="ANIM_ACTION_ALL", name="Current Action", description="Use actions currently applied to the armatures (use scene start/end frame)", default=True),
bpy.props.BoolProperty(attr="ANIM_ACTION_ALL", name="All Actions", description="Use all actions for armatures, if false, use current action", default=False),
# batch
bpy.props.BoolProperty(attr="BATCH_ENABLE", name="Enable Batch", description="Automate exporting multiple scenes or groups to files", default=False),
bpy.props.BoolProperty(attr="BATCH_GROUP", name="Group > File", description="Export each group as an FBX file, if false, export each scene as an FBX file", default=False),
bpy.props.BoolProperty(attr="BATCH_OWN_DIR", name="Own Dir", description="Create a dir for each exported file", default=True),
bpy.props.StringProperty(attr="BATCH_FILE_PREFIX", name="Prefix", description="Prefix each file with this name", maxlen= 1024, default=""),
]
def poll(self, context):
print("Poll")
return context.active_object != None
def execute(self, context):
if not self.path:
raise Exception("path not set")
GLOBAL_MATRIX = mtx4_identity
GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = self._SCALE
if self._XROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n
if self._YROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n
if self._ZROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n
write(self.path,
None, # XXX
context,
self.EXP_OBS_SELECTED,
self.EXP_MESH,
self.EXP_MESH_APPLY_MOD,
# self.EXP_MESH_HQ_NORMALS,
self.EXP_ARMATURE,
self.EXP_LAMP,
self.EXP_CAMERA,
self.EXP_EMPTY,
self.EXP_IMAGE_COPY,
GLOBAL_MATRIX,
self.ANIM_ENABLE,
self.ANIM_OPTIMIZE,
self.ANIM_OPTIMIZE_PRECISSION,
self.ANIM_ACTION_ALL,
self.BATCH_ENABLE,
self.BATCH_GROUP,
self.BATCH_FILE_PREFIX,
self.BATCH_OWN_DIR)
return ('FINISHED',)
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
return ('RUNNING_MODAL',)
bpy.ops.add(EXPORT_OT_fbx)
# if __name__ == "__main__":
# bpy.ops.EXPORT_OT_ply(filename="/tmp/test.ply")
# NOTES (all line numbers correspond to original export_fbx.py (under release/scripts)
# - Draw.PupMenu alternative in 2.5?, temporarily replaced PupMenu with print
# - get rid of cleanName somehow
# + fixed: isinstance(inst, bpy.types.*) doesn't work on RNA objects: line 565
# + get rid of BPyObject_getObjectArmature, move it in RNA?
# - BATCH_ENABLE and BATCH_GROUP options: line 327
# - implement all BPyMesh_* used here with RNA
# - getDerivedObjects is not fully replicated with .dupli* funcs
# - talk to Campbell, this code won't work? lines 1867-1875
# - don't know what those colbits are, do we need them? they're said to be deprecated in DNA_object_types.h: 1886-1893
# - no hq normals: 1900-1901
# TODO
# - bpy.data.remove_scene: line 366
# - bpy.sys.time move to bpy.sys.util?
# - new scene creation, activation: lines 327-342, 368
# - uses bpy.sys.expandpath, *.relpath - replace at least relpath
# SMALL or COSMETICAL
# - find a way to get blender version, and put it in bpy.util?, old was Blender.Get('version')

View File

@@ -2,14 +2,14 @@
"""
Name: 'Wavefront (.obj)...'
Blender: 249
Blender: 248
Group: 'Export'
Tooltip: 'Save a Wavefront OBJ File'
"""
__author__ = "Campbell Barton, Jiri Hnidek, Paolo Ciccone"
__url__ = ['http://wiki.blender.org/index.php/Scripts/Manual/Export/wavefront_obj', 'www.blender.org', 'blenderartists.org']
__version__ = "1.22"
__version__ = "1.21"
__bpydoc__ = """\
This script is an exporter to OBJ file format.
@@ -23,11 +23,11 @@ will be exported as mesh data.
"""
# --------------------------------------------------------------------------
# OBJ Export v1.1 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Campbell J Barton 2007-2009
# - V1.22- bspline import/export added (funded by PolyDimensions GmbH)
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
@@ -35,26 +35,27 @@ will be exported as mesh data.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
# import math and other in functions that use them for the sake of fast Blender startup
# import math
import os
import time
import bpy
import Mathutils
import Blender
from Blender import Mesh, Scene, Window, sys, Image, Draw
import BPyMesh
import BPyObject
import BPySys
import BPyMessages
# Returns a tuple - path,extension.
# 'hello.obj' > ('hello', '.obj')
# 'hello.obj' > ('hello', '.obj')
def splitExt(path):
dotidx = path.rfind('.')
if dotidx == -1:
@@ -68,23 +69,47 @@ def fixName(name):
else:
return name.replace(' ', '_')
# this used to be in BPySys module
# frankly, I don't understand how it works
def BPySys_cleanName(name):
v = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,46,47,58,59,60,61,62,63,64,91,92,93,94,96,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254]
invalid = ''.join([chr(i) for i in v])
for ch in invalid:
name = name.replace(ch, '_')
return name
# A Dict of Materials
# (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
MTL_DICT = {}
MTL_DICT = {}
def write_mtl(scene, filename, copy_images):
world = scene.world
worldAmb = world.ambient_color
dest_dir = os.path.dirname(filename)
def copy_image(image):
rel = image.get_export_path(dest_dir, True)
if copy_images:
abspath = image.get_export_path(dest_dir, False)
if not os.path.exists(abs_path):
shutil.copy(image.get_abs_filename(), abs_path)
return rel
def write_mtl(filename):
world = Blender.World.GetCurrent()
if world:
worldAmb = world.getAmb()
else:
worldAmb = (0,0,0) # Default value
file = open(filename, "w")
file.write('# Blender3D MTL File: %s\n' % Blender.Get('filename').split('\\')[-1].split('/')[-1])
# XXX
# file.write('# Blender3D MTL File: %s\n' % Blender.Get('filename').split('\\')[-1].split('/')[-1])
file.write('# Material Count: %i\n' % len(MTL_DICT))
# Write material/image combinations we have used.
for key, (mtl_mat_name, mat, img) in MTL_DICT.iteritems():
for key, (mtl_mat_name, mat, img) in MTL_DICT.items():
# Get the Blender data for the material and the image.
# Having an image named None will make a bug, dont do it :)
@@ -92,17 +117,20 @@ def write_mtl(filename):
file.write('newmtl %s\n' % mtl_mat_name) # Define a new material: matname_imgname
if mat:
file.write('Ns %.6f\n' % ((mat.getHardness()-1) * 1.9607843137254901) ) # Hardness, convert blenders 1-511 to MTL's
file.write('Ka %.6f %.6f %.6f\n' % tuple([c*mat.amb for c in worldAmb]) ) # Ambient, uses mirror colour,
file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.ref for c in mat.rgbCol]) ) # Diffuse
file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.spec for c in mat.specCol]) ) # Specular
file.write('Ni %.6f\n' % mat.IOR) # Refraction index
file.write('Ns %.6f\n' % ((mat.specular_hardness-1) * 1.9607843137254901) ) # Hardness, convert blenders 1-511 to MTL's
file.write('Ka %.6f %.6f %.6f\n' % tuple([c*mat.ambient for c in worldAmb]) ) # Ambient, uses mirror colour,
file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.diffuse_intensity for c in mat.diffuse_color]) ) # Diffuse
file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.specular_intensity for c in mat.specular_color]) ) # Specular
if hasattr(mat, "ior"):
file.write('Ni %.6f\n' % mat.ior) # Refraction index
else:
file.write('Ni %.6f\n' % 1.0)
file.write('d %.6f\n' % mat.alpha) # Alpha (obj uses 'd' for dissolve)
# 0 to disable lighting, 1 for ambient & diffuse only (specular color set to black), 2 for full lighting.
if mat.getMode() & Blender.Material.Modes['SHADELESS']:
if mat.shadeless:
file.write('illum 0\n') # ignore lighting
elif mat.getSpec() == 0:
elif mat.specular_intensity == 0:
file.write('illum 1\n') # no specular.
else:
file.write('illum 2\n') # light normaly
@@ -110,21 +138,25 @@ def write_mtl(filename):
else:
#write a dummy material here?
file.write('Ns 0\n')
file.write('Ka %.6f %.6f %.6f\n' % tuple([c for c in worldAmb]) ) # Ambient, uses mirror colour,
file.write('Ka %.6f %.6f %.6f\n' % tuple([c for c in worldAmb]) ) # Ambient, uses mirror colour,
file.write('Kd 0.8 0.8 0.8\n')
file.write('Ks 0.8 0.8 0.8\n')
file.write('d 1\n') # No alpha
file.write('illum 2\n') # light normaly
# Write images!
if img: # We have an image on the face!
file.write('map_Kd %s\n' % img.filename.split('\\')[-1].split('/')[-1]) # Diffuse mapping image
if img: # We have an image on the face!
# write relative image path
rel = copy_image(img)
file.write('map_Kd %s\n' % rel) # Diffuse mapping image
# file.write('map_Kd %s\n' % img.filename.split('\\')[-1].split('/')[-1]) # Diffuse mapping image
elif mat: # No face image. if we havea material search for MTex image.
for mtex in mat.getTextures():
if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
for mtex in mat.textures:
if mtex and mtex.texture.type == 'IMAGE':
try:
filename = mtex.tex.image.filename.split('\\')[-1].split('/')[-1]
filename = copy_image(mtex.texture.image)
# filename = mtex.texture.image.filename.split('\\')[-1].split('/')[-1]
file.write('map_Kd %s\n' % filename) # Diffuse mapping image
break
except:
@@ -135,6 +167,7 @@ def write_mtl(filename):
file.close()
# XXX not used
def copy_file(source, dest):
file = open(source, 'rb')
data = file.read()
@@ -145,22 +178,25 @@ def copy_file(source, dest):
file.close()
# XXX not used
def copy_images(dest_dir):
if dest_dir[-1] != sys.sep:
dest_dir += sys.sep
if dest_dir[-1] != os.sep:
dest_dir += os.sep
# if dest_dir[-1] != sys.sep:
# dest_dir += sys.sep
# Get unique image names
uniqueImages = {}
for matname, mat, image in MTL_DICT.itervalues(): # Only use image name
for matname, mat, image in MTL_DICT.values(): # Only use image name
# Get Texface images
if image:
uniqueImages[image] = image # Should use sets here. wait until Python 2.4 is default.
# Get MTex images
if mat:
for mtex in mat.getTextures():
if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
image_tex = mtex.tex.image
for mtex in mat.textures:
if mtex and mtex.texture.type == 'IMAGE':
image_tex = mtex.texture.image
if image_tex:
try:
uniqueImages[image_tex] = image_tex
@@ -170,18 +206,22 @@ def copy_images(dest_dir):
# Now copy images
copyCount = 0
for bImage in uniqueImages.itervalues():
image_path = sys.expandpath(bImage.filename)
if sys.exists(image_path):
# Make a name for the target path.
dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
if not sys.exists(dest_image_path): # Image isnt alredy there
print '\tCopying "%s" > "%s"' % (image_path, dest_image_path)
copy_file(image_path, dest_image_path)
copyCount+=1
print '\tCopied %d images' % copyCount
# for bImage in uniqueImages.values():
# image_path = bpy.sys.expandpath(bImage.filename)
# if bpy.sys.exists(image_path):
# # Make a name for the target path.
# dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
# if not bpy.sys.exists(dest_image_path): # Image isnt alredy there
# print('\tCopying "%s" > "%s"' % (image_path, dest_image_path))
# copy_file(image_path, dest_image_path)
# copyCount+=1
# paths= bpy.util.copy_images(uniqueImages.values(), dest_dir)
print('\tCopied %d images' % copyCount)
# print('\tCopied %d images' % copyCount)
# XXX not converted
def test_nurbs_compat(ob):
if ob.type != 'Curve':
return False
@@ -192,6 +232,8 @@ def test_nurbs_compat(ob):
return False
# XXX not converted
def write_nurb(file, ob, ob_mat):
tot_verts = 0
cu = ob.data
@@ -204,15 +246,15 @@ def write_nurb(file, ob, ob_mat):
else: DEG_ORDER_U = nu.orderU-1 # Tested to be correct
if nu.type==1:
print "\tWarning, bezier curve:", ob.name, "only poly and nurbs curves supported"
print("\tWarning, bezier curve:", ob.name, "only poly and nurbs curves supported")
continue
if nu.knotsV:
print "\tWarning, surface:", ob.name, "only poly and nurbs curves supported"
print("\tWarning, surface:", ob.name, "only poly and nurbs curves supported")
continue
if len(nu) <= DEG_ORDER_U:
print "\tWarning, orderU is lower then vert count, skipping:", ob.name
print("\tWarning, orderU is lower then vert count, skipping:", ob.name)
continue
pt_num = 0
@@ -229,7 +271,7 @@ def write_nurb(file, ob, ob_mat):
file.write('cstype bspline\n') # not ideal, hard coded
file.write('deg %d\n' % DEG_ORDER_U) # not used for curves but most files have it still
curve_ls = [-(i+1) for i in xrange(pt_num)]
curve_ls = [-(i+1) for i in range(pt_num)]
# 'curv' keyword
if do_closed:
@@ -245,10 +287,10 @@ def write_nurb(file, ob, ob_mat):
# 'parm' keyword
tot_parm = (DEG_ORDER_U + 1) + pt_num
tot_parm_div = float(tot_parm-1)
parm_ls = [(i/tot_parm_div) for i in xrange(tot_parm)]
parm_ls = [(i/tot_parm_div) for i in range(tot_parm)]
if do_endpoints: # end points, force param
for i in xrange(DEG_ORDER_U+1):
for i in range(DEG_ORDER_U+1):
parm_ls[i] = 0.0
parm_ls[-(1+i)] = 1.0
@@ -258,24 +300,38 @@ def write_nurb(file, ob, ob_mat):
return tot_verts
def write(filename, objects,\
EXPORT_TRI=False, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_NORMALS_HQ=False,\
EXPORT_UV=True, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False,\
EXPORT_APPLY_MODIFIERS=True, EXPORT_ROTX90=True, EXPORT_BLEN_OBS=True,\
EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False, EXPORT_KEEP_VERT_ORDER=False,\
EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True):
def write(filename, objects, scene,
EXPORT_TRI=False,
EXPORT_EDGES=False,
EXPORT_NORMALS=False,
EXPORT_NORMALS_HQ=False,
EXPORT_UV=True,
EXPORT_MTL=True,
EXPORT_COPY_IMAGES=False,
EXPORT_APPLY_MODIFIERS=True,
EXPORT_ROTX90=True,
EXPORT_BLEN_OBS=True,
EXPORT_GROUP_BY_OB=False,
EXPORT_GROUP_BY_MAT=False,
EXPORT_KEEP_VERT_ORDER=False,
EXPORT_POLYGROUPS=False,
EXPORT_CURVE_AS_NURBS=True):
'''
Basic write function. The context and options must be alredy set
This can be accessed externaly
eg.
write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
'''
# XXX
import math
def veckey3d(v):
return round(v.x, 6), round(v.y, 6), round(v.z, 6)
def veckey2d(v):
return round(v.x, 6), round(v.y, 6)
return round(v[0], 6), round(v[1], 6)
# return round(v.x, 6), round(v.y, 6)
def findVertexGroupName(face, vWeightMap):
"""
@@ -287,29 +343,44 @@ EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True):
of vertices is the face's group
"""
weightDict = {}
for vert in face:
vWeights = vWeightMap[vert.index]
for vert_index in face.verts:
# for vert in face:
vWeights = vWeightMap[vert_index]
# vWeights = vWeightMap[vert]
for vGroupName, weight in vWeights:
weightDict[vGroupName] = weightDict.get(vGroupName, 0) + weight
if weightDict:
alist = [(weight,vGroupName) for vGroupName, weight in weightDict.iteritems()] # sort least to greatest amount of weight
alist = [(weight,vGroupName) for vGroupName, weight in weightDict.items()] # sort least to greatest amount of weight
alist.sort()
return(alist[-1][1]) # highest value last
else:
return '(null)'
# TODO: implement this in C? dunno how it should be called...
def getVertsFromGroup(me, group_index):
ret = []
print 'OBJ Export path: "%s"' % filename
for i, v in enumerate(me.verts):
for g in v.groups:
if g.group == group_index:
ret.append((i, g.weight))
return ret
print('OBJ Export path: "%s"' % filename)
temp_mesh_name = '~tmp-mesh'
time1 = sys.time()
scn = Scene.GetCurrent()
time1 = time.clock()
# time1 = sys.time()
# scn = Scene.GetCurrent()
file = open(filename, "w")
# Write Header
file.write('# Blender3D v%s OBJ File: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] ))
version = "2.5"
file.write('# Blender3D v%s OBJ File: %s\n' % (version, bpy.data.filename.split('/')[-1].split('\\')[-1] ))
file.write('# www.blender3d.org\n')
# Tell the obj file what material file to use.
@@ -317,107 +388,125 @@ EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True):
mtlfilename = '%s.mtl' % '.'.join(filename.split('.')[:-1])
file.write('mtllib %s\n' % ( mtlfilename.split('\\')[-1].split('/')[-1] ))
# Get the container mesh. - used for applying modifiers and non mesh objects.
containerMesh = meshName = tempMesh = None
for meshName in Blender.NMesh.GetNames():
if meshName.startswith(temp_mesh_name):
tempMesh = Mesh.Get(meshName)
if not tempMesh.users:
containerMesh = tempMesh
if not containerMesh:
containerMesh = Mesh.New(temp_mesh_name)
if EXPORT_ROTX90:
mat_xrot90= Blender.Mathutils.RotationMatrix(-90, 4, 'x')
mat_xrot90= Mathutils.RotationMatrix(-math.pi/2, 4, 'x')
del meshName
del tempMesh
# Initialize totals, these are updated each object
totverts = totuvco = totno = 1
face_vert_index = 1
globalNormals = {}
# Get all meshes
for ob_main in objects:
for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
# ignore dupli children
if ob_main.parent and ob_main.parent.dupli_type != 'NONE':
# XXX
print(ob_main.name, 'is a dupli child - ignoring')
continue
obs = []
if ob_main.dupli_type != 'NONE':
# XXX
print('creating dupli_list on', ob_main.name)
ob_main.create_dupli_list()
# Nurbs curve support
if EXPORT_CURVE_AS_NURBS and test_nurbs_compat(ob):
if EXPORT_ROTX90:
ob_mat = ob_mat * mat_xrot90
obs = [(dob.object, dob.matrix) for dob in ob_main.dupli_list]
# XXX debug print
print(ob_main.name, 'has', len(obs), 'dupli children')
else:
obs = [(ob_main, ob_main.matrix)]
for ob, ob_mat in obs:
# XXX postponed
# # Nurbs curve support
# if EXPORT_CURVE_AS_NURBS and test_nurbs_compat(ob):
# if EXPORT_ROTX90:
# ob_mat = ob_mat * mat_xrot90
totverts += write_nurb(file, ob, ob_mat)
# totverts += write_nurb(file, ob, ob_mat)
# continue
# end nurbs
if ob.type != 'MESH':
continue
# end nurbs
# Will work for non meshes now! :)
# getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, EXPORT_POLYGROUPS, scn)
if not me:
continue
me = ob.create_mesh(EXPORT_APPLY_MODIFIERS, 'PREVIEW')
if EXPORT_ROTX90:
me.transform(ob_mat * mat_xrot90)
else:
me.transform(ob_mat)
# # Will work for non meshes now! :)
# me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, EXPORT_POLYGROUPS, scn)
# if not me:
# continue
if EXPORT_UV:
faceuv= me.faceUV
faceuv = len(me.uv_textures) > 0
else:
faceuv = False
# XXX - todo, find a better way to do triangulation
# ...removed convert_to_triface because it relies on editmesh
'''
# We have a valid mesh
if EXPORT_TRI and me.faces:
# Add a dummy object to it.
has_quads = False
for f in me.faces:
if len(f) == 4:
if f.verts[3] != 0:
has_quads = True
break
if has_quads:
oldmode = Mesh.Mode()
Mesh.Mode(Mesh.SelectModes['FACE'])
me.sel = True
tempob = scn.objects.new(me)
me.quadToTriangle(0) # more=0 shortest length
oldmode = Mesh.Mode(oldmode)
scn.objects.unlink(tempob)
Mesh.Mode(oldmode)
newob = bpy.data.add_object('MESH', 'temp_object')
newob.data = me
# if we forget to set Object.data - crash
scene.add_object(newob)
newob.convert_to_triface(scene)
# mesh will still be there
scene.remove_object(newob)
'''
# Make our own list so it can be sorted to reduce context switching
faces = [ f for f in me.faces ]
face_index_pairs = [ (face, index) for index, face in enumerate(me.faces)]
# faces = [ f for f in me.faces ]
if EXPORT_EDGES:
edges = me.edges
else:
edges = []
if not (len(faces)+len(edges)+len(me.verts)): # Make sure there is somthing to write
if not (len(face_index_pairs)+len(edges)+len(me.verts)): # Make sure there is somthing to write
# clean up
bpy.data.remove_mesh(me)
continue # dont bother with this mesh.
if EXPORT_ROTX90:
me.transform(ob_mat*mat_xrot90)
else:
me.transform(ob_mat)
# XXX
# High Quality Normals
if EXPORT_NORMALS and faces:
if EXPORT_NORMALS_HQ:
BPyMesh.meshCalcNormals(me)
else:
# transforming normals is incorrect
# when the matrix is scaled,
# better to recalculate them
me.calcNormals()
if EXPORT_NORMALS and face_index_pairs:
me.calc_normals()
# if EXPORT_NORMALS_HQ:
# BPyMesh.meshCalcNormals(me)
# else:
# # transforming normals is incorrect
# # when the matrix is scaled,
# # better to recalculate them
# me.calcNormals()
# # Crash Blender
#materials = me.getMaterials(1) # 1 == will return None in the list.
materials = me.materials
materialNames = []
materialItems = materials[:]
materialItems = [m for m in materials]
if materials:
for mat in materials:
if mat: # !=None
@@ -437,15 +526,41 @@ EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True):
if EXPORT_KEEP_VERT_ORDER:
pass
elif faceuv:
try: faces.sort(key = lambda a: (a.mat, a.image, a.smooth))
except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth)))
# XXX update
tface = me.active_uv_texture.data
# exception only raised if Python 2.3 or lower...
try:
face_index_pairs.sort(key = lambda a: (a[0].material_index, tface[a[1]].image, a[0].smooth))
except:
face_index_pairs.sort(lambda a,b: cmp((a[0].material_index, tface[a[1]].image, a[0].smooth),
(b[0].material_index, tface[b[1]].image, b[0].smooth)))
elif len(materials) > 1:
try: faces.sort(key = lambda a: (a.mat, a.smooth))
except: faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth)))
try:
face_index_pairs.sort(key = lambda a: (a[0].material_index, a[0].smooth))
except:
face_index_pairs.sort(lambda a,b: cmp((a[0].material_index, a[0].smooth),
(b[0].material_index, b[0].smooth)))
else:
# no materials
try: faces.sort(key = lambda a: a.smooth)
except: faces.sort(lambda a,b: cmp(a.smooth, b.smooth))
try:
face_index_pairs.sort(key = lambda a: a[0].smooth)
except:
face_index_pairs.sort(lambda a,b: cmp(a[0].smooth, b[0].smooth))
# if EXPORT_KEEP_VERT_ORDER:
# pass
# elif faceuv:
# try: faces.sort(key = lambda a: (a.mat, a.image, a.smooth))
# except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth)))
# elif len(materials) > 1:
# try: faces.sort(key = lambda a: (a.mat, a.smooth))
# except: faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth)))
# else:
# # no materials
# try: faces.sort(key = lambda a: a.smooth)
# except: faces.sort(lambda a,b: cmp(a.smooth, b.smooth))
faces = [pair[0] for pair in face_index_pairs]
# Set the default mat to no material and no image.
contextMat = (0, 0) # Can never be this, so we will label a new material teh first chance we get.
@@ -453,7 +568,7 @@ EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True):
if EXPORT_BLEN_OBS or EXPORT_GROUP_BY_OB:
name1 = ob.name
name2 = ob.getData(1)
name2 = ob.data.name
if name1 == name2:
obnamestring = fixName(name1)
else:
@@ -472,20 +587,41 @@ EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True):
# UV
if faceuv:
uv_face_mapping = [[0,0,0,0] for f in faces] # a bit of a waste for tri's :/
uv_dict = {} # could use a set() here
for f_index, f in enumerate(faces):
for uv_index, uv in enumerate(f.uv):
uv_layer = me.active_uv_texture
for f, f_index in face_index_pairs:
tface = uv_layer.data[f_index]
uvs = tface.uv
# uvs = [tface.uv1, tface.uv2, tface.uv3]
# # add another UV if it's a quad
# if len(f.verts) == 4:
# uvs.append(tface.uv4)
for uv_index, uv in enumerate(uvs):
uvkey = veckey2d(uv)
try:
uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
except:
uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict)
file.write('vt %.6f %.6f\n' % tuple(uv))
# uv_dict = {} # could use a set() here
# for f_index, f in enumerate(faces):
# for uv_index, uv in enumerate(f.uv):
# uvkey = veckey2d(uv)
# try:
# uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
# except:
# uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict)
# file.write('vt %.6f %.6f\n' % tuple(uv))
uv_unique_count = len(uv_dict)
del uv, uvkey, uv_dict, f_index, uv_index
# del uv, uvkey, uv_dict, f_index, uv_index
# Only need uv_unique_count and uv_face_mapping
# NORMAL, Smooth/Non smoothed.
@@ -493,55 +629,81 @@ EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True):
for f in faces:
if f.smooth:
for v in f:
noKey = veckey3d(v.no)
if not globalNormals.has_key( noKey ):
noKey = veckey3d(v.normal)
if noKey not in globalNormals:
globalNormals[noKey] = totno
totno +=1
file.write('vn %.6f %.6f %.6f\n' % noKey)
else:
# Hard, 1 normal from the face.
noKey = veckey3d(f.no)
if not globalNormals.has_key( noKey ):
noKey = veckey3d(f.normal)
if noKey not in globalNormals:
globalNormals[noKey] = totno
totno +=1
file.write('vn %.6f %.6f %.6f\n' % noKey)
if not faceuv:
f_image = None
# XXX
if EXPORT_POLYGROUPS:
# Retrieve the list of vertex groups
vertGroupNames = me.getVertGroupNames()
# vertGroupNames = me.getVertGroupNames()
currentVGroup = ''
# Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to
vgroupsMap = [[] for _i in xrange(len(me.verts))]
for vertexGroupName in vertGroupNames:
for vIdx, vWeight in me.getVertsFromGroup(vertexGroupName, 1):
vgroupsMap[vIdx].append((vertexGroupName, vWeight))
vgroupsMap = [[] for _i in range(len(me.verts))]
# vgroupsMap = [[] for _i in xrange(len(me.verts))]
for g in ob.vertex_groups:
# for vertexGroupName in vertGroupNames:
for vIdx, vWeight in getVertsFromGroup(me, g.index):
# for vIdx, vWeight in me.getVertsFromGroup(vertexGroupName, 1):
vgroupsMap[vIdx].append((g.name, vWeight))
for f_index, f in enumerate(faces):
f_v= f.v
f_v = [{"index": index, "vertex": me.verts[index]} for index in f.verts]
# if f.verts[3] == 0:
# f_v.pop()
# f_v= f.v
f_smooth= f.smooth
f_mat = min(f.mat, len(materialNames)-1)
f_mat = min(f.material_index, len(materialNames)-1)
# f_mat = min(f.mat, len(materialNames)-1)
if faceuv:
f_image = f.image
f_uv= f.uv
tface = me.active_uv_texture.data[face_index_pairs[f_index][1]]
f_image = tface.image
f_uv = tface.uv
# f_uv= [tface.uv1, tface.uv2, tface.uv3]
# if len(f.verts) == 4:
# f_uv.append(tface.uv4)
# f_image = f.image
# f_uv= f.uv
# MAKE KEY
if faceuv and f_image: # Object is always true.
key = materialNames[f_mat], f_image.name
key = materialNames[f_mat], f_image.name
else:
key = materialNames[f_mat], None # No image, use None instead.
key = materialNames[f_mat], None # No image, use None instead.
# Write the vertex group
if EXPORT_POLYGROUPS:
if vertGroupNames:
if len(ob.vertex_groups):
# find what vertext group the face belongs to
theVGroup = findVertexGroupName(f,vgroupsMap)
if theVGroup != currentVGroup:
currentVGroup = theVGroup
file.write('g %s\n' % theVGroup)
# # Write the vertex group
# if EXPORT_POLYGROUPS:
# if vertGroupNames:
# # find what vertext group the face belongs to
# theVGroup = findVertexGroupName(f,vgroupsMap)
# if theVGroup != currentVGroup:
# currentVGroup = theVGroup
# file.write('g %s\n' % theVGroup)
# CHECK FOR CONTEXT SWITCH
if key == contextMat:
@@ -550,7 +712,8 @@ EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True):
if key[0] == None and key[1] == None:
# Write a null material, since we know the context has changed.
if EXPORT_GROUP_BY_MAT:
file.write('g %s_%s\n' % (fixName(ob.name), fixName(ob.getData(1))) ) # can be mat_image or (null)
# can be mat_image or (null)
file.write('g %s_%s\n' % (fixName(ob.name), fixName(ob.data.name)) ) # can be mat_image or (null)
file.write('usemtl (null)\n') # mat, image
else:
@@ -569,7 +732,7 @@ EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True):
mat_data = MTL_DICT[key] = ('%s_%s' % (fixName(key[0]), fixName(key[1]))), materialItems[f_mat], f_image
if EXPORT_GROUP_BY_MAT:
file.write('g %s_%s_%s\n' % (fixName(ob.name), fixName(ob.getData(1)), mat_data[0]) ) # can be mat_image or (null)
file.write('g %s_%s_%s\n' % (fixName(ob.name), fixName(ob.data.name), mat_data[0]) ) # can be mat_image or (null)
file.write('usemtl %s\n' % mat_data[0]) # can be mat_image or (null)
@@ -587,23 +750,22 @@ EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True):
if EXPORT_NORMALS:
if f_smooth: # Smoothed, use vertex normals
for vi, v in enumerate(f_v):
file.write( ' %d/%d/%d' % (\
v.index+totverts,\
totuvco + uv_face_mapping[f_index][vi],\
globalNormals[ veckey3d(v.no) ])) # vert, uv, normal
file.write( ' %d/%d/%d' % \
(v["index"] + totverts,
totuvco + uv_face_mapping[f_index][vi],
globalNormals[ veckey3d(v["vertex"].normal) ]) ) # vert, uv, normal
else: # No smoothing, face normals
no = globalNormals[ veckey3d(f.no) ]
no = globalNormals[ veckey3d(f.normal) ]
for vi, v in enumerate(f_v):
file.write( ' %d/%d/%d' % (\
v.index+totverts,\
totuvco + uv_face_mapping[f_index][vi],\
no)) # vert, uv, normal
file.write( ' %d/%d/%d' % \
(v["index"] + totverts,
totuvco + uv_face_mapping[f_index][vi],
no) ) # vert, uv, normal
else: # No Normals
for vi, v in enumerate(f_v):
file.write( ' %d/%d' % (\
v.index+totverts,\
v["index"] + totverts,\
totuvco + uv_face_mapping[f_index][vi])) # vert, uv
face_vert_index += len(f_v)
@@ -612,290 +774,105 @@ EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True):
if EXPORT_NORMALS:
if f_smooth: # Smoothed, use vertex normals
for v in f_v:
file.write( ' %d//%d' % (\
v.index+totverts,\
globalNormals[ veckey3d(v.no) ]))
file.write( ' %d//%d' %
(v["index"] + totverts, globalNormals[ veckey3d(v["vertex"].normal) ]) )
else: # No smoothing, face normals
no = globalNormals[ veckey3d(f.no) ]
no = globalNormals[ veckey3d(f.normal) ]
for v in f_v:
file.write( ' %d//%d' % (\
v.index+totverts,\
no))
file.write( ' %d//%d' % (v["index"] + totverts, no) )
else: # No Normals
for v in f_v:
file.write( ' %d' % (\
v.index+totverts))
file.write( ' %d' % (v["index"] + totverts) )
file.write('\n')
# Write edges.
if EXPORT_EDGES:
LOOSE= Mesh.EdgeFlags.LOOSE
for ed in edges:
if ed.flag & LOOSE:
file.write('f %d %d\n' % (ed.v1.index+totverts, ed.v2.index+totverts))
if ed.loose:
file.write('f %d %d\n' % (ed.verts[0] + totverts, ed.verts[1] + totverts))
# Make the indicies global rather then per mesh
totverts += len(me.verts)
if faceuv:
totuvco += uv_unique_count
me.verts= None
# clean up
bpy.data.remove_mesh(me)
if ob_main.dupli_type != 'NONE':
ob_main.free_dupli_list()
file.close()
# Now we have all our materials, save them
if EXPORT_MTL:
write_mtl(mtlfilename)
if EXPORT_COPY_IMAGES:
dest_dir = filename
# Remove chars until we are just the path.
while dest_dir and dest_dir[-1] not in '\\/':
dest_dir = dest_dir[:-1]
if dest_dir:
copy_images(dest_dir)
else:
print '\tError: "%s" could not be used as a base for an image path.' % filename
print "OBJ Export time: %.2f" % (sys.time() - time1)
write_mtl(scene, mtlfilename, EXPORT_COPY_IMAGES)
# if EXPORT_COPY_IMAGES:
# dest_dir = os.path.basename(filename)
# # dest_dir = filename
# # # Remove chars until we are just the path.
# # while dest_dir and dest_dir[-1] not in '\\/':
# # dest_dir = dest_dir[:-1]
# if dest_dir:
# copy_images(dest_dir)
# else:
# print('\tError: "%s" could not be used as a base for an image path.' % filename)
def write_ui(filename):
if not filename.lower().endswith('.obj'):
filename += '.obj'
if not BPyMessages.Warning_SaveOver(filename):
return
global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS
EXPORT_APPLY_MODIFIERS = Draw.Create(0)
EXPORT_ROTX90 = Draw.Create(1)
EXPORT_TRI = Draw.Create(0)
EXPORT_EDGES = Draw.Create(1)
EXPORT_NORMALS = Draw.Create(0)
EXPORT_NORMALS_HQ = Draw.Create(0)
EXPORT_UV = Draw.Create(1)
EXPORT_MTL = Draw.Create(1)
EXPORT_SEL_ONLY = Draw.Create(1)
EXPORT_ALL_SCENES = Draw.Create(0)
EXPORT_ANIMATION = Draw.Create(0)
EXPORT_COPY_IMAGES = Draw.Create(0)
EXPORT_BLEN_OBS = Draw.Create(0)
EXPORT_GROUP_BY_OB = Draw.Create(0)
EXPORT_GROUP_BY_MAT = Draw.Create(0)
EXPORT_KEEP_VERT_ORDER = Draw.Create(1)
EXPORT_POLYGROUPS = Draw.Create(0)
EXPORT_CURVE_AS_NURBS = Draw.Create(1)
# Old UI
'''
# removed too many options are bad!
# Get USER Options
pup_block = [\
('Context...'),\
('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection. Else export whole scene.'),\
('All Scenes', EXPORT_ALL_SCENES, 'Each scene as a separate OBJ file.'),\
('Animation', EXPORT_ANIMATION, 'Each frame as a numbered OBJ file.'),\
('Object Prefs...'),\
('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\
('Rotate X90', EXPORT_ROTX90 , 'Rotate on export so Blenders UP is translated into OBJs UP'),\
('Keep Vert Order', EXPORT_KEEP_VERT_ORDER, 'Keep vert and face order, disables some other options.'),\
('Extra Data...'),\
('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
('Normals', EXPORT_NORMALS, 'Export vertex normal data (Ignored on import).'),\
('High Quality Normals', EXPORT_NORMALS_HQ, 'Calculate high quality normals for rendering.'),\
('UVs', EXPORT_UV, 'Export texface UV coords.'),\
('Materials', EXPORT_MTL, 'Write a separate MTL file with the OBJ.'),\
('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\
('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\
('Grouping...'),\
('Objects', EXPORT_BLEN_OBS, 'Export blender objects as "OBJ objects".'),\
('Object Groups', EXPORT_GROUP_BY_OB, 'Export blender objects as "OBJ Groups".'),\
('Material Groups', EXPORT_GROUP_BY_MAT, 'Group by materials.'),\
]
if not Draw.PupBlock('Export...', pup_block):
return
'''
# BEGIN ALTERNATIVE UI *******************
if True:
EVENT_NONE = 0
EVENT_EXIT = 1
EVENT_REDRAW = 2
EVENT_EXPORT = 3
GLOBALS = {}
GLOBALS['EVENT'] = EVENT_REDRAW
#GLOBALS['MOUSE'] = Window.GetMouseCoords()
GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
def obj_ui_set_event(e,v):
GLOBALS['EVENT'] = e
def do_split(e,v):
global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER, EXPORT_POLYGROUPS
if EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val:
EXPORT_KEEP_VERT_ORDER.val = 0
else:
EXPORT_KEEP_VERT_ORDER.val = 1
def do_vertorder(e,v):
global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER
if EXPORT_KEEP_VERT_ORDER.val:
EXPORT_BLEN_OBS.val = EXPORT_GROUP_BY_OB.val = EXPORT_GROUP_BY_MAT.val = EXPORT_APPLY_MODIFIERS.val = 0
else:
if not (EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val):
EXPORT_KEEP_VERT_ORDER.val = 1
def do_help(e,v):
url = __url__[0]
print 'Trying to open web browser with documentation at this address...'
print '\t' + url
try:
import webbrowser
webbrowser.open(url)
except:
print '...could not open a browser window.'
def obj_ui():
ui_x, ui_y = GLOBALS['MOUSE']
# Center based on overall pup size
ui_x -= 165
ui_y -= 140
global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS
print("OBJ Export time: %.2f" % (time.clock() - time1))
# print "OBJ Export time: %.2f" % (sys.time() - time1)
Draw.Label('Context...', ui_x+9, ui_y+239, 220, 20)
Draw.BeginAlign()
EXPORT_SEL_ONLY = Draw.Toggle('Selection Only', EVENT_NONE, ui_x+9, ui_y+219, 110, 20, EXPORT_SEL_ONLY.val, 'Only export objects in visible selection. Else export whole scene.')
EXPORT_ALL_SCENES = Draw.Toggle('All Scenes', EVENT_NONE, ui_x+119, ui_y+219, 110, 20, EXPORT_ALL_SCENES.val, 'Each scene as a separate OBJ file.')
EXPORT_ANIMATION = Draw.Toggle('Animation', EVENT_NONE, ui_x+229, ui_y+219, 110, 20, EXPORT_ANIMATION.val, 'Each frame as a numbered OBJ file.')
Draw.EndAlign()
Draw.Label('Output Options...', ui_x+9, ui_y+189, 220, 20)
Draw.BeginAlign()
EXPORT_APPLY_MODIFIERS = Draw.Toggle('Apply Modifiers', EVENT_REDRAW, ui_x+9, ui_y+170, 110, 20, EXPORT_APPLY_MODIFIERS.val, 'Use transformed mesh data from each object. May break vert order for morph targets.', do_split)
EXPORT_ROTX90 = Draw.Toggle('Rotate X90', EVENT_NONE, ui_x+119, ui_y+170, 110, 20, EXPORT_ROTX90.val, 'Rotate on export so Blenders UP is translated into OBJs UP')
EXPORT_COPY_IMAGES = Draw.Toggle('Copy Images', EVENT_NONE, ui_x+229, ui_y+170, 110, 20, EXPORT_COPY_IMAGES.val, 'Copy image files to the export directory, never overwrite.')
Draw.EndAlign()
Draw.Label('Export...', ui_x+9, ui_y+139, 220, 20)
Draw.BeginAlign()
EXPORT_EDGES = Draw.Toggle('Edges', EVENT_NONE, ui_x+9, ui_y+120, 50, 20, EXPORT_EDGES.val, 'Edges not connected to faces.')
EXPORT_TRI = Draw.Toggle('Triangulate', EVENT_NONE, ui_x+59, ui_y+120, 70, 20, EXPORT_TRI.val, 'Triangulate quads.')
Draw.EndAlign()
Draw.BeginAlign()
EXPORT_MTL = Draw.Toggle('Materials', EVENT_NONE, ui_x+139, ui_y+120, 70, 20, EXPORT_MTL.val, 'Write a separate MTL file with the OBJ.')
EXPORT_UV = Draw.Toggle('UVs', EVENT_NONE, ui_x+209, ui_y+120, 31, 20, EXPORT_UV.val, 'Export texface UV coords.')
Draw.EndAlign()
Draw.BeginAlign()
EXPORT_NORMALS = Draw.Toggle('Normals', EVENT_NONE, ui_x+250, ui_y+120, 59, 20, EXPORT_NORMALS.val, 'Export vertex normal data (Ignored on import).')
EXPORT_NORMALS_HQ = Draw.Toggle('HQ', EVENT_NONE, ui_x+309, ui_y+120, 31, 20, EXPORT_NORMALS_HQ.val, 'Calculate high quality normals for rendering.')
Draw.EndAlign()
EXPORT_POLYGROUPS = Draw.Toggle('Polygroups', EVENT_REDRAW, ui_x+9, ui_y+95, 120, 20, EXPORT_POLYGROUPS.val, 'Export vertex groups as OBJ groups (one group per face approximation).')
EXPORT_CURVE_AS_NURBS = Draw.Toggle('Nurbs', EVENT_NONE, ui_x+139, ui_y+95, 100, 20, EXPORT_CURVE_AS_NURBS.val, 'Export 3D nurbs curves and polylines as OBJ curves, (bezier not supported).')
Draw.Label('Blender Objects as OBJ:', ui_x+9, ui_y+59, 220, 20)
Draw.BeginAlign()
EXPORT_BLEN_OBS = Draw.Toggle('Objects', EVENT_REDRAW, ui_x+9, ui_y+39, 60, 20, EXPORT_BLEN_OBS.val, 'Export blender objects as "OBJ objects".', do_split)
EXPORT_GROUP_BY_OB = Draw.Toggle('Groups', EVENT_REDRAW, ui_x+69, ui_y+39, 60, 20, EXPORT_GROUP_BY_OB.val, 'Export blender objects as "OBJ Groups".', do_split)
EXPORT_GROUP_BY_MAT = Draw.Toggle('Material Groups', EVENT_REDRAW, ui_x+129, ui_y+39, 100, 20, EXPORT_GROUP_BY_MAT.val, 'Group by materials.', do_split)
Draw.EndAlign()
EXPORT_KEEP_VERT_ORDER = Draw.Toggle('Keep Vert Order', EVENT_REDRAW, ui_x+239, ui_y+39, 100, 20, EXPORT_KEEP_VERT_ORDER.val, 'Keep vert and face order, disables some other options. Use for morph targets.', do_vertorder)
Draw.BeginAlign()
Draw.PushButton('Online Help', EVENT_REDRAW, ui_x+9, ui_y+9, 110, 20, 'Load the wiki page for this script', do_help)
Draw.PushButton('Cancel', EVENT_EXIT, ui_x+119, ui_y+9, 110, 20, '', obj_ui_set_event)
Draw.PushButton('Export', EVENT_EXPORT, ui_x+229, ui_y+9, 110, 20, 'Export with these settings', obj_ui_set_event)
Draw.EndAlign()
def do_export(filename, context,
EXPORT_APPLY_MODIFIERS = True, # not used
EXPORT_ROTX90 = True, # wrong
EXPORT_TRI = False, # ok
EXPORT_EDGES = False,
EXPORT_NORMALS = False, # not yet
EXPORT_NORMALS_HQ = False, # not yet
EXPORT_UV = True, # ok
EXPORT_MTL = True,
EXPORT_SEL_ONLY = True, # ok
EXPORT_ALL_SCENES = False, # XXX not working atm
EXPORT_ANIMATION = False,
EXPORT_COPY_IMAGES = False,
EXPORT_BLEN_OBS = True,
EXPORT_GROUP_BY_OB = False,
EXPORT_GROUP_BY_MAT = False,
EXPORT_KEEP_VERT_ORDER = False,
EXPORT_POLYGROUPS = False,
EXPORT_CURVE_AS_NURBS = True):
# Window.EditMode(0)
# Window.WaitCursor(1)
# hack so the toggle buttons redraw. this is not nice at all
while GLOBALS['EVENT'] not in (EVENT_EXIT, EVENT_EXPORT):
Draw.UIBlock(obj_ui, 0)
if GLOBALS['EVENT'] != EVENT_EXPORT:
return
# END ALTERNATIVE UI *********************
if EXPORT_KEEP_VERT_ORDER.val:
EXPORT_BLEN_OBS.val = False
EXPORT_GROUP_BY_OB.val = False
EXPORT_GROUP_BY_MAT.val = False
EXPORT_APPLY_MODIFIERS.val = False
Window.EditMode(0)
Window.WaitCursor(1)
EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
EXPORT_ROTX90 = EXPORT_ROTX90.val
EXPORT_TRI = EXPORT_TRI.val
EXPORT_EDGES = EXPORT_EDGES.val
EXPORT_NORMALS = EXPORT_NORMALS.val
EXPORT_NORMALS_HQ = EXPORT_NORMALS_HQ.val
EXPORT_UV = EXPORT_UV.val
EXPORT_MTL = EXPORT_MTL.val
EXPORT_SEL_ONLY = EXPORT_SEL_ONLY.val
EXPORT_ALL_SCENES = EXPORT_ALL_SCENES.val
EXPORT_ANIMATION = EXPORT_ANIMATION.val
EXPORT_COPY_IMAGES = EXPORT_COPY_IMAGES.val
EXPORT_BLEN_OBS = EXPORT_BLEN_OBS.val
EXPORT_GROUP_BY_OB = EXPORT_GROUP_BY_OB.val
EXPORT_GROUP_BY_MAT = EXPORT_GROUP_BY_MAT.val
EXPORT_KEEP_VERT_ORDER = EXPORT_KEEP_VERT_ORDER.val
EXPORT_POLYGROUPS = EXPORT_POLYGROUPS.val
EXPORT_CURVE_AS_NURBS = EXPORT_CURVE_AS_NURBS.val
base_name, ext = splitExt(filename)
context_name = [base_name, '', '', ext] # basename, scene_name, framenumber, extension
# Use the options to export the data using write()
# def write(filename, objects, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True):
orig_scene = Scene.GetCurrent()
if EXPORT_ALL_SCENES:
export_scenes = Scene.Get()
else:
export_scenes = [orig_scene]
context_name = [base_name, '', '', ext] # Base name, scene name, frame number, extension
orig_scene = context.scene
# if EXPORT_ALL_SCENES:
# export_scenes = bpy.data.scenes
# else:
# export_scenes = [orig_scene]
# XXX only exporting one scene atm since changing
# current scene is not possible.
# Brecht says that ideally in 2.5 we won't need such a function,
# allowing multiple scenes open at once.
export_scenes = [orig_scene]
# Export all scenes.
for scn in export_scenes:
scn.makeCurrent() # If alredy current, this is not slow.
context = scn.getRenderingContext()
orig_frame = Blender.Get('curframe')
# scn.makeCurrent() # If already current, this is not slow.
# context = scn.getRenderingContext()
orig_frame = scn.current_frame
if EXPORT_ALL_SCENES: # Add scene name into the context_name
context_name[1] = '_%s' % BPySys.cleanName(scn.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.
context_name[1] = '_%s' % BPySys_cleanName(scn.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.
# Export an animation?
if EXPORT_ANIMATION:
scene_frames = xrange(context.startFrame(), context.endFrame()+1) # up to and including the end frame.
scene_frames = range(scn.start_frame, context.end_frame+1) # Up to and including the end frame.
else:
scene_frames = [orig_frame] # Dont export an animation.
@@ -904,9 +881,9 @@ def write_ui(filename):
if EXPORT_ANIMATION: # Add frame to the filename.
context_name[2] = '_%.6d' % frame
Blender.Set('curframe', frame)
scn.current_frame = frame
if EXPORT_SEL_ONLY:
export_objects = scn.objects.context
export_objects = context.selected_objects
else:
export_objects = scn.objects
@@ -914,20 +891,106 @@ def write_ui(filename):
# erm... bit of a problem here, this can overwrite files when exporting frames. not too bad.
# EXPORT THE FILE.
write(full_path, export_objects,\
EXPORT_TRI, EXPORT_EDGES, EXPORT_NORMALS,\
EXPORT_NORMALS_HQ, EXPORT_UV, EXPORT_MTL,\
EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS,\
EXPORT_ROTX90, EXPORT_BLEN_OBS,\
EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS)
write(full_path, export_objects, scn,
EXPORT_TRI, EXPORT_EDGES, EXPORT_NORMALS,
EXPORT_NORMALS_HQ, EXPORT_UV, EXPORT_MTL,
EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS,
EXPORT_ROTX90, EXPORT_BLEN_OBS,
EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,
EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS)
Blender.Set('curframe', orig_frame)
scn.current_frame = orig_frame
# Restore old active scene.
orig_scene.makeCurrent()
Window.WaitCursor(0)
# orig_scene.makeCurrent()
# Window.WaitCursor(0)
if __name__ == '__main__':
Window.FileSelector(write_ui, 'Export Wavefront OBJ', sys.makename(ext='.obj'))
class EXPORT_OT_obj(bpy.types.Operator):
'''
Currently the exporter lacks these features:
* nurbs
* multiple scene export (only active scene is written)
* particles
'''
__idname__ = "export.obj"
__label__ = 'Export OBJ'
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the OBJ file", maxlen= 1024, default= ""),
# context group
bpy.props.BoolProperty(attr="use_selection", name="Selection Only", description="", default= False),
bpy.props.BoolProperty(attr="use_all_scenes", name="All Scenes", description="", default= False),
bpy.props.BoolProperty(attr="use_animation", name="All Animation", description="", default= False),
# object group
bpy.props.BoolProperty(attr="use_modifiers", name="Apply Modifiers", description="", default= True),
bpy.props.BoolProperty(attr="use_rotate90", name="Rotate X90", description="", default= True),
# extra data group
bpy.props.BoolProperty(attr="use_edges", name="Edges", description="", default= True),
bpy.props.BoolProperty(attr="use_normals", name="Normals", description="", default= False),
bpy.props.BoolProperty(attr="use_hq_normals", name="High Quality Normals", description="", default= True),
bpy.props.BoolProperty(attr="use_uvs", name="UVs", description="", default= True),
bpy.props.BoolProperty(attr="use_materials", name="Materials", description="", default= True),
bpy.props.BoolProperty(attr="copy_images", name="Copy Images", description="", default= False),
bpy.props.BoolProperty(attr="use_triangles", name="Triangulate", description="", default= False),
bpy.props.BoolProperty(attr="use_vertex_groups", name="Polygroups", description="", default= False),
bpy.props.BoolProperty(attr="use_nurbs", name="Nurbs", description="", default= False),
# grouping group
bpy.props.BoolProperty(attr="use_blen_objects", name="Objects as OBJ Objects", description="", default= True),
bpy.props.BoolProperty(attr="group_by_object", name="Objects as OBJ Groups ", description="", default= False),
bpy.props.BoolProperty(attr="group_by_material", name="Material Groups", description="", default= False),
bpy.props.BoolProperty(attr="keep_vertex_order", name="Keep Vertex Order", description="", default= False)
]
def execute(self, context):
do_export(self.path, context,
EXPORT_TRI=self.use_triangles,
EXPORT_EDGES=self.use_edges,
EXPORT_NORMALS=self.use_normals,
EXPORT_NORMALS_HQ=self.use_hq_normals,
EXPORT_UV=self.use_uvs,
EXPORT_MTL=self.use_materials,
EXPORT_COPY_IMAGES=self.copy_images,
EXPORT_APPLY_MODIFIERS=self.use_modifiers,
EXPORT_ROTX90=self.use_rotate90,
EXPORT_BLEN_OBS=self.use_blen_objects,
EXPORT_GROUP_BY_OB=self.group_by_object,
EXPORT_GROUP_BY_MAT=self.group_by_material,
EXPORT_KEEP_VERT_ORDER=self.keep_vertex_order,
EXPORT_POLYGROUPS=self.use_vertex_groups,
EXPORT_CURVE_AS_NURBS=self.use_nurbs,
EXPORT_SEL_ONLY=self.use_selection,
EXPORT_ALL_SCENES=self.use_all_scenes)
return ('FINISHED',)
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
return ('RUNNING_MODAL',)
def poll(self, context): # Poll isnt working yet
print("Poll")
return context.active_object != None
bpy.ops.add(EXPORT_OT_obj)
if __name__ == "__main__":
bpy.ops.EXPORT_OT_obj(filename="/tmp/test.obj")
# CONVERSION ISSUES
# - matrix problem
# - duplis - only tested dupliverts
# - NURBS - needs API additions
# - all scenes export
# + normals calculation
# - get rid of cleanName somehow

View File

@@ -1,16 +1,4 @@
#!BPY
"""
Name: 'Stanford PLY (*.ply)...'
Blender: 241
Group: 'Export'
Tooltip: 'Export active object to Stanford PLY format'
"""
import bpy
import Blender
from Blender import Mesh, Scene, Window, sys, Image, Draw
import BPyMesh
__author__ = "Bruce Merry"
__version__ = "0.93"
@@ -62,84 +50,105 @@ Only one mesh can be exported at a time.
def rvec3d(v): return round(v[0], 6), round(v[1], 6), round(v[2], 6)
def rvec2d(v): return round(v[0], 6), round(v[1], 6)
def file_callback(filename):
def write(filename, scene, ob, \
EXPORT_APPLY_MODIFIERS= True,\
EXPORT_NORMALS= True,\
EXPORT_UV= True,\
EXPORT_COLORS= True\
):
if not filename.lower().endswith('.ply'):
filename += '.ply'
scn= bpy.data.scenes.active
ob= scn.objects.active
if not ob:
Blender.Draw.PupMenu('Error%t|Select 1 active object')
raise Exception("Error, Select 1 active object")
return
file = open(filename, 'wb')
file = open(filename, 'w')
EXPORT_APPLY_MODIFIERS = Draw.Create(1)
EXPORT_NORMALS = Draw.Create(1)
EXPORT_UV = Draw.Create(1)
EXPORT_COLORS = Draw.Create(1)
#EXPORT_EDGES = Draw.Create(0)
pup_block = [\
('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data.'),\
('Normals', EXPORT_NORMALS, 'Export vertex normal data.'),\
('UVs', EXPORT_UV, 'Export texface UV coords.'),\
('Colors', EXPORT_COLORS, 'Export vertex Colors.'),\
#('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
]
if not Draw.PupBlock('Export...', pup_block):
return
"""
is_editmode = Blender.Window.EditMode()
if is_editmode:
Blender.Window.EditMode(0, '', 0)
Window.WaitCursor(1)
"""
EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
EXPORT_NORMALS = EXPORT_NORMALS.val
EXPORT_UV = EXPORT_UV.val
EXPORT_COLORS = EXPORT_COLORS.val
#EXPORT_EDGES = EXPORT_EDGES.val
mesh = BPyMesh.getMeshFromObject(ob, None, EXPORT_APPLY_MODIFIERS, False, scn)
#mesh = BPyMesh.getMeshFromObject(ob, None, EXPORT_APPLY_MODIFIERS, False, scn) # XXX
if EXPORT_APPLY_MODIFIERS:
mesh = ob.create_mesh(True, 'PREVIEW')
else:
mesh = ob.data
if not mesh:
Blender.Draw.PupMenu('Error%t|Could not get mesh data from active object')
raise ("Error, could not get mesh data from active object")
return
mesh.transform(ob.matrixWorld)
# mesh.transform(ob.matrixWorld) # XXX
faceUV = mesh.faceUV
vertexUV = mesh.vertexUV
vertexColors = mesh.vertexColors
faceUV = len(mesh.uv_textures) > 0
vertexUV = len(mesh.sticky) > 0
vertexColors = len(mesh.vertex_colors) > 0
if (not faceUV) and (not vertexUV): EXPORT_UV = False
if (not faceUV) and (not vertexUV): EXPORT_UV = False
if not vertexColors: EXPORT_COLORS = False
if not EXPORT_UV: faceUV = vertexUV = False
if not EXPORT_COLORS: vertexColors = False
if faceUV:
active_uv_layer = None
for lay in mesh.uv_textures:
if lay.active:
active_uv_layer= lay.data
break
if not active_uv_layer:
EXPORT_UV = False
faceUV = None
if vertexColors:
active_col_layer = None
for lay in mesh.vertex_colors:
if lay.active:
active_col_layer= lay.data
if not active_col_layer:
EXPORT_COLORS = False
vertexColors = None
# incase
color = uvcoord = uvcoord_key = normal = normal_key = None
verts = [] # list of dictionaries
mesh_verts = mesh.verts # save a lookup
ply_verts = [] # list of dictionaries
# vdict = {} # (index, normal, uv) -> new index
vdict = [{} for i in xrange(len(mesh.verts))]
vdict = [{} for i in range(len(mesh_verts))]
ply_faces = [[] for f in range(len(mesh.faces))]
vert_count = 0
for i, f in enumerate(mesh.faces):
smooth = f.smooth
if not smooth:
normal = tuple(f.no)
normal = tuple(f.normal)
normal_key = rvec3d(normal)
if faceUV:
uv = active_uv_layer[i]
uv = uv.uv1, uv.uv2, uv.uv3, uv.uv4 # XXX - crufty :/
if vertexColors:
col = active_col_layer[i]
col = col.color1, col.color2, col.color3, col.color4
f_verts= f.verts
pf= ply_faces[i]
for j, vidx in enumerate(f_verts):
v = mesh_verts[vidx]
if faceUV: uv = f.uv
if vertexColors: col = f.col
for j, v in enumerate(f):
if smooth:
normal= tuple(v.no)
normal= tuple(v.normal)
normal_key = rvec3d(normal)
if faceUV:
@@ -149,33 +158,41 @@ def file_callback(filename):
uvcoord= v.uvco[0], 1.0-v.uvco[1]
uvcoord_key = rvec2d(uvcoord)
if vertexColors: color= col[j].r, col[j].g, col[j].b
if vertexColors:
color= col[j]
color= int(color[0]*255.0), int(color[1]*255.0), int(color[2]*255.0)
key = normal_key, uvcoord_key, color
vdict_local = vdict[v.index]
vdict_local = vdict[vidx]
pf_vidx = vdict_local.get(key) # Will be None initially
if (not vdict_local) or (not vdict_local.has_key(key)):
vdict_local[key] = vert_count;
verts.append( (tuple(v.co), normal, uvcoord, color) )
if pf_vidx == None: # same as vdict_local.has_key(key)
pf_vidx = vdict_local[key] = vert_count;
ply_verts.append((vidx, normal, uvcoord, color))
vert_count += 1
pf.append(pf_vidx)
file.write('ply\n')
file.write('format ascii 1.0\n')
file.write('comment Created by Blender3D %s - www.blender.org, source file: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] ))
version = "2.5" # Blender.Get('version')
file.write('comment Created by Blender3D %s - www.blender.org, source file: %s\n' % (version, bpy.data.filename.split('/')[-1].split('\\')[-1] ))
file.write('element vertex %d\n' % len(verts))
file.write('element vertex %d\n' % len(ply_verts))
file.write('property float x\n')
file.write('property float y\n')
file.write('property float z\n')
# XXX
"""
if EXPORT_NORMALS:
file.write('property float nx\n')
file.write('property float ny\n')
file.write('property float nz\n')
"""
if EXPORT_UV:
file.write('property float s\n')
file.write('property float t\n')
@@ -188,41 +205,75 @@ def file_callback(filename):
file.write('property list uchar uint vertex_indices\n')
file.write('end_header\n')
for i, v in enumerate(verts):
file.write('%.6f %.6f %.6f ' % v[0]) # co
for i, v in enumerate(ply_verts):
file.write('%.6f %.6f %.6f ' % tuple(mesh_verts[v[0]].co)) # co
"""
if EXPORT_NORMALS:
file.write('%.6f %.6f %.6f ' % v[1]) # no
if EXPORT_UV:
file.write('%.6f %.6f ' % v[2]) # uv
if EXPORT_COLORS:
file.write('%u %u %u' % v[3]) # col
"""
if EXPORT_UV: file.write('%.6f %.6f ' % v[2]) # uv
if EXPORT_COLORS: file.write('%u %u %u' % v[3]) # col
file.write('\n')
for (i, f) in enumerate(mesh.faces):
file.write('%d ' % len(f))
smooth = f.smooth
if not smooth: no = rvec3d(f.no)
if faceUV: uv = f.uv
if vertexColors: col = f.col
for j, v in enumerate(f):
if f.smooth: normal= rvec3d(v.no)
else: normal= no
if faceUV: uvcoord= rvec2d((uv[j][0], 1.0-uv[j][1]))
elif vertexUV: uvcoord= rvec2d((v.uvco[0], 1.0-v.uvco[1]))
if vertexColors: color= col[j].r, col[j].g, col[j].b
file.write('%d ' % vdict[v.index][normal, uvcoord, color])
file.write('\n')
for pf in ply_faces:
if len(pf)==3: file.write('3 %d %d %d\n' % tuple(pf))
else: file.write('4 %d %d %d %d\n' % tuple(pf))
file.close()
print("writing", filename, "done")
if EXPORT_APPLY_MODIFIERS:
bpy.data.remove_mesh(mesh)
# XXX
"""
if is_editmode:
Blender.Window.EditMode(1, '', 0)
"""
class EXPORT_OT_ply(bpy.types.Operator):
'''Export a single object as a stanford PLY with normals, colours and texture coordinates.'''
__idname__ = "export.ply"
__label__ = "Export PLY"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= ""),
bpy.props.BoolProperty(attr="use_modifiers", name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True),
bpy.props.BoolProperty(attr="use_normals", name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True),
bpy.props.BoolProperty(attr="use_uvs", name="Export UVs", description="Exort the active UV layer", default= True),
bpy.props.BoolProperty(attr="use_colors", name="Export Vertex Colors", description="Exort the active vertex color layer", default= True)
]
def poll(self, context):
return context.active_object != None
def execute(self, context):
# print("Selected: " + context.active_object.name)
if not self.path:
raise Exception("filename not set")
write(self.path, context.scene, context.active_object,\
EXPORT_APPLY_MODIFIERS = self.use_modifiers,
EXPORT_NORMALS = self.use_normals,
EXPORT_UV = self.use_uvs,
EXPORT_COLORS = self.use_colors,
)
return ('FINISHED',)
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
return ('RUNNING_MODAL',)
bpy.ops.add(EXPORT_OT_ply)
if __name__ == "__main__":
bpy.ops.EXPORT_OT_ply(path="/tmp/test.ply")
def main():
Blender.Window.FileSelector(file_callback, 'PLY Export', Blender.sys.makename(ext='.ply'))
if __name__=='__main__':
main()

View File

@@ -53,22 +53,30 @@ Known issues:<br>
# Library dependancies
####################################
import Blender
from Blender import Object, Lamp, Draw, Image, Text, sys, Mesh
from Blender.Scene import Render
import math
import BPyObject
import BPyMesh
import os
import bpy
import Mathutils
from export_3ds import create_derived_objects, free_derived_objects
# import Blender
# from Blender import Object, Lamp, Draw, Image, Text, sys, Mesh
# from Blender.Scene import Render
# import BPyObject
# import BPyMesh
#
DEG2RAD=0.017453292519943295
MATWORLD= Blender.Mathutils.RotationMatrix(-90, 4, 'x')
MATWORLD= Mathutils.RotationMatrix(-90, 4, 'x')
####################################
# Global Variables
####################################
filename = Blender.Get('filename')
filename = ""
# filename = Blender.Get('filename')
_safeOverwrite = True
extension = ''
@@ -109,7 +117,7 @@ class x3d_class:
import gzip
self.file = gzip.open(filename, "w")
except:
print "failed to import compression modules, exporting uncompressed"
print("failed to import compression modules, exporting uncompressed")
self.filename = filename[:-1] # remove trailing z
if self.file == None:
@@ -161,8 +169,10 @@ class x3d_class:
self.file.write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.0//EN\" \"http://www.web3d.org/specifications/x3d-3.0.dtd\">\n")
self.file.write("<X3D version=\"3.0\" profile=\"Immersive\" xmlns:xsd=\"http://www.w3.org/2001/XMLSchema-instance\" xsd:noNamespaceSchemaLocation=\"http://www.web3d.org/specifications/x3d-3.0.xsd\">\n")
self.file.write("<head>\n")
self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile))
self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version'))
self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % os.path.basename(bfile))
# self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile))
self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % '2.5')
# self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version'))
self.file.write("\t<meta name=\"translator\" content=\"X3D exporter v1.55 (2006/01/17)\" />\n")
self.file.write("</head>\n")
self.file.write("<Scene>\n")
@@ -206,9 +216,12 @@ class x3d_class:
'''
def writeViewpoint(self, ob, mat, scene):
context = scene.render
ratio = float(context.imageSizeY())/float(context.imageSizeX())
lens = (360* (math.atan(ratio *16 / ob.data.getLens()) / math.pi))*(math.pi/180)
context = scene.render_data
# context = scene.render
ratio = float(context.resolution_x)/float(context.resolution_y)
# ratio = float(context.imageSizeY())/float(context.imageSizeX())
lens = (360* (math.atan(ratio *16 / ob.data.lens) / math.pi))*(math.pi/180)
# lens = (360* (math.atan(ratio *16 / ob.data.getLens()) / math.pi))*(math.pi/180)
lens = min(lens, math.pi)
# get the camera location, subtract 90 degress from X to orient like X3D does
@@ -216,7 +229,8 @@ class x3d_class:
loc = self.rotatePointForVRML(mat.translationPart())
rot = mat.toEuler()
rot = (((rot[0]-90)*DEG2RAD), rot[1]*DEG2RAD, rot[2]*DEG2RAD)
rot = (((rot[0]-90)), rot[1], rot[2])
# rot = (((rot[0]-90)*DEG2RAD), rot[1]*DEG2RAD, rot[2]*DEG2RAD)
nRot = self.rotatePointForVRML( rot )
# convert to Quaternion and to Angle Axis
Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
@@ -232,13 +246,18 @@ class x3d_class:
def writeFog(self, world):
if world:
mtype = world.getMistype()
mparam = world.getMist()
grd = world.getHor()
mtype = world.mist.falloff
# mtype = world.getMistype()
mparam = world.mist
# mparam = world.getMist()
grd = world.horizon_color
# grd = world.getHor()
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
else:
return
if (mtype == 1 or mtype == 2):
if (mtype == 'LINEAR' or mtype == 'INVERSE_QUADRATIC'):
mtype = 1 if mtype == 'LINEAR' else 2
# if (mtype == 1 or mtype == 2):
self.file.write("<Fog fogType=\"%s\" " % self.namesFog[mtype])
self.file.write("color=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam[2],self.cp))
@@ -251,7 +270,8 @@ class x3d_class:
def writeSpotLight(self, ob, mtx, lamp, world):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambi = world.ambient_color
# ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
@@ -259,7 +279,8 @@ class x3d_class:
# compute cutoff and beamwidth
intensity=min(lamp.energy/1.75,1.0)
beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
beamWidth=((lamp.spot_size*math.pi)/180.0)*.37;
# beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
cutOffAngle=beamWidth*1.3
dx,dy,dz=self.computeDirection(mtx)
@@ -270,12 +291,14 @@ class x3d_class:
#location=(ob.matrixWorld*MATWORLD).translationPart() # now passed
location=(mtx*MATWORLD).translationPart()
radius = lamp.dist*math.cos(beamWidth)
radius = lamp.distance*math.cos(beamWidth)
# radius = lamp.dist*math.cos(beamWidth)
self.file.write("<SpotLight DEF=\"%s\" " % safeName)
self.file.write("radius=\"%s\" " % (round(radius,self.cp)))
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp)))
# self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("beamWidth=\"%s\" " % (round(beamWidth,self.cp)))
self.file.write("cutOffAngle=\"%s\" " % (round(cutOffAngle,self.cp)))
self.file.write("direction=\"%s %s %s\" " % (round(dx,3),round(dy,3),round(dz,3)))
@@ -285,7 +308,8 @@ class x3d_class:
def writeDirectionalLight(self, ob, mtx, lamp, world):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambi = world.ambient_color
# ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
@@ -295,14 +319,16 @@ class x3d_class:
(dx,dy,dz)=self.computeDirection(mtx)
self.file.write("<DirectionalLight DEF=\"%s\" " % safeName)
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp)))
# self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
self.file.write("direction=\"%s %s %s\" />\n\n" % (round(dx,4),round(dy,4),round(dz,4)))
def writePointLight(self, ob, mtx, lamp, world):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambi = world.ambient_color
# ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
@@ -313,9 +339,11 @@ class x3d_class:
self.file.write("<PointLight DEF=\"%s\" " % safeName)
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp)))
# self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("intensity=\"%s\" " % (round( min(lamp.energy/1.75,1.0) ,self.cp)))
self.file.write("radius=\"%s\" " % lamp.dist )
self.file.write("radius=\"%s\" " % lamp.distance )
# self.file.write("radius=\"%s\" " % lamp.dist )
self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
'''
def writeNode(self, ob, mtx):
@@ -357,24 +385,41 @@ class x3d_class:
vColors={} # 'multi':1
meshName = self.cleanStr(ob.name)
meshME = self.cleanStr(ob.getData(mesh=1).name) # We dont care if its the mesh name or not
meshME = self.cleanStr(ob.data.name) # We dont care if its the mesh name or not
# meshME = self.cleanStr(ob.getData(mesh=1).name) # We dont care if its the mesh name or not
if len(mesh.faces) == 0: return
mode = 0
if mesh.faceUV:
for face in mesh.faces:
mode |= face.mode
mode = []
# mode = 0
if mesh.active_uv_texture:
# if mesh.faceUV:
for face in mesh.active_uv_texture.data:
# for face in mesh.faces:
if face.halo and 'HALO' not in mode:
mode += ['HALO']
if face.billboard and 'BILLBOARD' not in mode:
mode += ['BILLBOARD']
if face.object_color and 'OBJECT_COLOR' not in mode:
mode += ['OBJECT_COLOR']
if face.collision and 'COLLISION' not in mode:
mode += ['COLLISION']
# mode |= face.mode
if mode & Mesh.FaceModes.HALO and self.halonode == 0:
if 'HALO' in mode and self.halonode == 0:
# if mode & Mesh.FaceModes.HALO and self.halonode == 0:
self.writeIndented("<Billboard axisOfRotation=\"0 0 0\">\n",1)
self.halonode = 1
elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0:
elif 'BILLBOARD' in mode and self.billnode == 0:
# elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0:
self.writeIndented("<Billboard axisOfRotation=\"0 1 0\">\n",1)
self.billnode = 1
elif mode & Mesh.FaceModes.OBCOL and self.matonly == 0:
elif 'OBJECT_COLOR' in mode and self.matonly == 0:
# elif mode & Mesh.FaceModes.OBCOL and self.matonly == 0:
self.matonly = 1
elif mode & Mesh.FaceModes.TILES and self.tilenode == 0:
self.tilenode = 1
elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0:
# TF_TILES is marked as deprecated in DNA_meshdata_types.h
# elif mode & Mesh.FaceModes.TILES and self.tilenode == 0:
# self.tilenode = 1
elif 'COLLISION' not in mode and self.collnode == 0:
# elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0:
self.writeIndented("<Collision enabled=\"false\">\n",1)
self.collnode = 1
@@ -383,7 +428,7 @@ class x3d_class:
if nIFSCnt > 1:
self.writeIndented("<Group DEF=\"%s%s\">\n" % ("G_", meshName),1)
if sided.has_key('two') and sided['two'] > 0:
if 'two' in sided and sided['two'] > 0:
bTwoSided=1
else:
bTwoSided=0
@@ -396,34 +441,44 @@ class x3d_class:
quat = mtx.toQuat()
rot= quat.axis
# self.writeIndented('<Transform rotation="%.6f %.6f %.6f %.6f">\n' % (rot[0], rot[1], rot[2], rot[3]))
self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\n' % \
(meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle*DEG2RAD) )
(meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle) )
# self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\n' % \
# (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle*DEG2RAD) )
self.writeIndented("<Shape>\n",1)
maters=mesh.materials
hasImageTexture=0
issmooth=0
if len(maters) > 0 or mesh.faceUV:
if len(maters) > 0 or mesh.active_uv_texture:
# if len(maters) > 0 or mesh.faceUV:
self.writeIndented("<Appearance>\n", 1)
# right now this script can only handle a single material per mesh.
if len(maters) >= 1:
mat=maters[0]
matFlags = mat.getMode()
if not matFlags & Blender.Material.Modes['TEXFACE']:
self.writeMaterial(mat, self.cleanStr(maters[0].name,''), world)
# matFlags = mat.getMode()
if not mat.face_texture:
# if not matFlags & Blender.Material.Modes['TEXFACE']:
self.writeMaterial(mat, self.cleanStr(mat.name,''), world)
# self.writeMaterial(mat, self.cleanStr(maters[0].name,''), world)
if len(maters) > 1:
print "Warning: mesh named %s has multiple materials" % meshName
print "Warning: only one material per object handled"
print("Warning: mesh named %s has multiple materials" % meshName)
print("Warning: only one material per object handled")
#-- textures
if mesh.faceUV:
for face in mesh.faces:
if (hasImageTexture == 0) and (face.image):
face = None
if mesh.active_uv_texture:
# if mesh.faceUV:
for face in mesh.active_uv_texture.data:
# for face in mesh.faces:
if face.image:
# if (hasImageTexture == 0) and (face.image):
self.writeImageTexture(face.image)
hasImageTexture=1 # keep track of face texture
if self.tilenode == 1:
# hasImageTexture=1 # keep track of face texture
break
if self.tilenode == 1 and face and face.image:
# if self.tilenode == 1:
self.writeIndented("<TextureTransform scale=\"%s %s\" />\n" % (face.image.xrep, face.image.yrep))
self.tilenode = 0
self.writeIndented("</Appearance>\n", -1)
@@ -433,7 +488,7 @@ class x3d_class:
# user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5
ifStyle="IndexedFaceSet"
# look up mesh name, use it if available
if self.meshNames.has_key(meshME):
if meshME in self.meshNames:
self.writeIndented("<%s USE=\"ME_%s\">" % (ifStyle, meshME), 1)
self.meshNames[meshME]+=1
else:
@@ -453,11 +508,13 @@ class x3d_class:
issmooth=1
break
if issmooth==1:
creaseAngle=(mesh.degr)*(math.pi/180.0)
creaseAngle=(mesh.autosmooth_angle)*(math.pi/180.0)
# creaseAngle=(mesh.degr)*(math.pi/180.0)
self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp)))
#--- output textureCoordinates if UV texture used
if mesh.faceUV:
if mesh.active_uv_texture:
# if mesh.faceUV:
if self.matonly == 1 and self.share == 1:
self.writeFaceColors(mesh)
elif hasImageTexture == 1:
@@ -471,7 +528,8 @@ class x3d_class:
self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI)
#--- output textureCoordinates if UV texture used
if mesh.faceUV:
if mesh.active_uv_texture:
# if mesh.faceUV:
if hasImageTexture == 1:
self.writeTextureCoordinates(mesh)
elif self.matonly == 1 and self.share == 1:
@@ -511,16 +569,22 @@ class x3d_class:
if self.writingcoords == 0:
self.file.write('coordIndex="')
for face in mesh.faces:
fv = face.v
fv = face.verts
# fv = face.v
if len(face)==3:
self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
if len(fv)==3:
# if len(face)==3:
self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
# self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
else:
if EXPORT_TRI:
self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
self.file.write("%i %i %i -1, " % (fv[0].index, fv[2].index, fv[3].index))
self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
# self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
self.file.write("%i %i %i -1, " % (fv[0], fv[2], fv[3]))
# self.file.write("%i %i %i -1, " % (fv[0].index, fv[2].index, fv[3].index))
else:
self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index))
self.file.write("%i %i %i %i -1, " % (fv[0], fv[1], fv[2], fv[3]))
# self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index))
self.file.write("\">\n")
else:
@@ -538,8 +602,13 @@ class x3d_class:
texIndexList=[]
j=0
for face in mesh.faces:
for uv in face.uv:
for face in mesh.active_uv_texture.data:
# for face in mesh.faces:
uvs = face.uv
# uvs = [face.uv1, face.uv2, face.uv3, face.uv4] if face.verts[3] else [face.uv1, face.uv2, face.uv3]
for uv in uvs:
# for uv in face.uv:
texIndexList.append(j)
texCoordList.append(uv)
j=j+1
@@ -547,7 +616,7 @@ class x3d_class:
if self.writingtexture == 0:
self.file.write("\n\t\t\ttexCoordIndex=\"")
texIndxStr=""
for i in xrange(len(texIndexList)):
for i in range(len(texIndexList)):
texIndxStr = texIndxStr + "%d, " % texIndexList[i]
if texIndexList[i]==-1:
self.file.write(texIndxStr)
@@ -555,7 +624,7 @@ class x3d_class:
self.file.write("\"\n\t\t\t")
else:
self.writeIndented("<TextureCoordinate point=\"", 1)
for i in xrange(len(texCoordList)):
for i in range(len(texCoordList)):
self.file.write("%s %s, " % (round(texCoordList[i][0],self.tp), round(texCoordList[i][1],self.tp)))
self.file.write("\" />")
self.writeIndented("\n", -1)
@@ -563,43 +632,61 @@ class x3d_class:
def writeFaceColors(self, mesh):
if self.writingcolor == 0:
self.file.write("colorPerVertex=\"false\" ")
else:
elif mesh.active_vertex_color:
# else:
self.writeIndented("<Color color=\"", 1)
for face in mesh.faces:
if face.col:
c=face.col[0]
if self.verbose > 2:
print "Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b)
aColor = self.rgbToFS(c)
self.file.write("%s, " % aColor)
for face in mesh.active_vertex_color.data:
c = face.color1
if self.verbose > 2:
print("Debug: face.col r=%d g=%d b=%d" % (c[0], c[1], c[2]))
# print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b))
aColor = self.rgbToFS(c)
self.file.write("%s, " % aColor)
# for face in mesh.faces:
# if face.col:
# c=face.col[0]
# if self.verbose > 2:
# print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b))
# aColor = self.rgbToFS(c)
# self.file.write("%s, " % aColor)
self.file.write("\" />")
self.writeIndented("\n",-1)
def writeMaterial(self, mat, matName, world):
# look up material name, use it if available
if self.matNames.has_key(matName):
if matName in self.matNames:
self.writeIndented("<Material USE=\"MA_%s\" />\n" % matName)
self.matNames[matName]+=1
return;
self.matNames[matName]=1
ambient = mat.amb/3
diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
ambient = mat.ambient/3
# ambient = mat.amb/3
diffuseR, diffuseG, diffuseB = tuple(mat.diffuse_color)
# diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
if world:
ambi = world.getAmb()
ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
ambi = world.ambient_color
# ambi = world.getAmb()
ambi0, ambi1, ambi2 = (ambi[0]*mat.ambient)*2, (ambi[1]*mat.ambient)*2, (ambi[2]*mat.ambient)*2
# ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
else:
ambi0, ambi1, ambi2 = 0, 0, 0
emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/2, (diffuseG*mat.emit+ambi1)/2, (diffuseB*mat.emit+ambi2)/2
shininess = mat.hard/512.0
specR = (mat.specCol[0]+0.001)/(1.25/(mat.spec+0.001))
specG = (mat.specCol[1]+0.001)/(1.25/(mat.spec+0.001))
specB = (mat.specCol[2]+0.001)/(1.25/(mat.spec+0.001))
shininess = mat.specular_hardness/512.0
# shininess = mat.hard/512.0
specR = (mat.specular_color[0]+0.001)/(1.25/(mat.specular_intensity+0.001))
# specR = (mat.specCol[0]+0.001)/(1.25/(mat.spec+0.001))
specG = (mat.specular_color[1]+0.001)/(1.25/(mat.specular_intensity+0.001))
# specG = (mat.specCol[1]+0.001)/(1.25/(mat.spec+0.001))
specB = (mat.specular_color[2]+0.001)/(1.25/(mat.specular_intensity+0.001))
# specB = (mat.specCol[2]+0.001)/(1.25/(mat.spec+0.001))
transp = 1-mat.alpha
matFlags = mat.getMode()
if matFlags & Blender.Material.Modes['SHADELESS']:
# matFlags = mat.getMode()
if mat.shadeless:
# if matFlags & Blender.Material.Modes['SHADELESS']:
ambient = 1
shine = 1
specR = emitR = diffuseR
@@ -617,7 +704,7 @@ class x3d_class:
def writeImageTexture(self, image):
name = image.name
filename = image.filename.split('/')[-1].split('\\')[-1]
if self.texNames.has_key(name):
if name in self.texNames:
self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
self.texNames[name] += 1
return
@@ -630,10 +717,13 @@ class x3d_class:
def writeBackground(self, world, alltextures):
if world: worldname = world.name
else: return
blending = world.getSkytype()
grd = world.getHor()
blending = (world.blend_sky, world.paper_sky, world.real_sky)
# blending = world.getSkytype()
grd = world.horizon_color
# grd = world.getHor()
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
sky = world.getZen()
sky = world.zenith_color
# sky = world.getZen()
sky0, sky1, sky2 = sky[0], sky[1], sky[2]
mix0, mix1, mix2 = grd[0]+sky[0], grd[1]+sky[1], grd[2]+sky[2]
mix0, mix1, mix2 = mix0/2, mix1/2, mix2/2
@@ -641,27 +731,32 @@ class x3d_class:
if worldname not in self.namesStandard:
self.file.write("DEF=\"%s\" " % self.secureName(worldname))
# No Skytype - just Hor color
if blending == 0:
if blending == (0, 0, 0):
# if blending == 0:
self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("skyColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
# Blend Gradient
elif blending == 1:
elif blending == (1, 0, 0):
# elif blending == 1:
self.file.write("groundColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
self.file.write("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
# Blend+Real Gradient Inverse
elif blending == 3:
elif blending == (1, 0, 1):
# elif blending == 3:
self.file.write("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
self.file.write("skyColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
# Paper - just Zen Color
elif blending == 4:
elif blending == (0, 0, 1):
# elif blending == 4:
self.file.write("groundColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
# Blend+Real+Paper - komplex gradient
elif blending == 7:
elif blending == (1, 1, 1):
# elif blending == 7:
self.writeIndented("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.writeIndented("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.writeIndented("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
@@ -670,22 +765,43 @@ class x3d_class:
else:
self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
alltexture = len(alltextures)
for i in xrange(alltexture):
namemat = alltextures[i].name
pic = alltextures[i].getImage()
for i in range(alltexture):
tex = alltextures[i]
if tex.type != 'IMAGE' or tex.image == None:
continue
namemat = tex.name
# namemat = alltextures[i].name
pic = tex.image
# using .expandpath just in case, os.path may not expect //
basename = os.path.basename(pic.get_abs_filename())
pic = alltextures[i].image
# pic = alltextures[i].getImage()
if (namemat == "back") and (pic != None):
self.file.write("\n\tbackUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
self.file.write("\n\tbackUrl=\"%s\" " % basename)
# self.file.write("\n\tbackUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
elif (namemat == "bottom") and (pic != None):
self.writeIndented("bottomUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
self.writeIndented("bottomUrl=\"%s\" " % basename)
# self.writeIndented("bottomUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
elif (namemat == "front") and (pic != None):
self.writeIndented("frontUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
self.writeIndented("frontUrl=\"%s\" " % basename)
# self.writeIndented("frontUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
elif (namemat == "left") and (pic != None):
self.writeIndented("leftUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
self.writeIndented("leftUrl=\"%s\" " % basename)
# self.writeIndented("leftUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
elif (namemat == "right") and (pic != None):
self.writeIndented("rightUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
self.writeIndented("rightUrl=\"%s\" " % basename)
# self.writeIndented("rightUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
elif (namemat == "top") and (pic != None):
self.writeIndented("topUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
self.writeIndented("topUrl=\"%s\" " % basename)
# self.writeIndented("topUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
self.writeIndented("/>\n\n")
##########################################################
@@ -697,7 +813,7 @@ class x3d_class:
EXPORT_TRI= False,\
):
print "Info: starting X3D export to " + self.filename + "..."
print("Info: starting X3D export to " + self.filename + "...")
self.writeHeader()
# self.writeScript()
self.writeNavigationInfo(scene)
@@ -706,44 +822,65 @@ class x3d_class:
self.proto = 0
# COPIED FROM OBJ EXPORTER
if EXPORT_APPLY_MODIFIERS:
temp_mesh_name = '~tmp-mesh'
# # COPIED FROM OBJ EXPORTER
# if EXPORT_APPLY_MODIFIERS:
# temp_mesh_name = '~tmp-mesh'
# Get the container mesh. - used for applying modifiers and non mesh objects.
containerMesh = meshName = tempMesh = None
for meshName in Blender.NMesh.GetNames():
if meshName.startswith(temp_mesh_name):
tempMesh = Mesh.Get(meshName)
if not tempMesh.users:
containerMesh = tempMesh
if not containerMesh:
containerMesh = Mesh.New(temp_mesh_name)
# # Get the container mesh. - used for applying modifiers and non mesh objects.
# containerMesh = meshName = tempMesh = None
# for meshName in Blender.NMesh.GetNames():
# if meshName.startswith(temp_mesh_name):
# tempMesh = Mesh.Get(meshName)
# if not tempMesh.users:
# containerMesh = tempMesh
# if not containerMesh:
# containerMesh = Mesh.New(temp_mesh_name)
# --------------------------
for ob_main in scene.objects.context:
for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
for ob_main in [o for o in scene.objects if o.is_visible()]:
# for ob_main in scene.objects.context:
free, derived = create_derived_objects(ob_main)
if derived == None: continue
for ob, ob_mat in derived:
# for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
objType=ob.type
objName=ob.name
self.matonly = 0
if objType == "Camera":
if objType == "CAMERA":
# if objType == "Camera":
self.writeViewpoint(ob, ob_mat, scene)
elif objType in ("Mesh", "Curve", "Surf", "Text") :
if EXPORT_APPLY_MODIFIERS or objType != 'Mesh':
me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scene)
elif objType in ("MESH", "CURVE", "SURF", "TEXT") :
# elif objType in ("Mesh", "Curve", "Surf", "Text") :
if EXPORT_APPLY_MODIFIERS or objType != 'MESH':
# if EXPORT_APPLY_MODIFIERS or objType != 'Mesh':
me = ob.create_mesh(EXPORT_APPLY_MODIFIERS, 'PREVIEW')
# me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scene)
else:
me = ob.getData(mesh=1)
me = ob.data
# me = ob.getData(mesh=1)
self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI = EXPORT_TRI)
elif objType == "Lamp":
# free mesh created with create_mesh()
if me != ob.data:
bpy.data.remove_mesh(me)
elif objType == "LAMP":
# elif objType == "Lamp":
data= ob.data
datatype=data.type
if datatype == Lamp.Types.Lamp:
if datatype == 'POINT':
# if datatype == Lamp.Types.Lamp:
self.writePointLight(ob, ob_mat, data, world)
elif datatype == Lamp.Types.Spot:
elif datatype == 'SPOT':
# elif datatype == Lamp.Types.Spot:
self.writeSpotLight(ob, ob_mat, data, world)
elif datatype == Lamp.Types.Sun:
elif datatype == 'SUN':
# elif datatype == Lamp.Types.Sun:
self.writeDirectionalLight(ob, ob_mat, data, world)
else:
self.writeDirectionalLight(ob, ob_mat, data, world)
@@ -753,12 +890,15 @@ class x3d_class:
else:
#print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType)
pass
if free:
free_derived_objects(ob_main)
self.file.write("\n</Scene>\n</X3D>")
if EXPORT_APPLY_MODIFIERS:
if containerMesh:
containerMesh.verts = None
# if EXPORT_APPLY_MODIFIERS:
# if containerMesh:
# containerMesh.verts = None
self.cleanup()
@@ -771,7 +911,7 @@ class x3d_class:
self.texNames={}
self.matNames={}
self.indentLevel=0
print "Info: finished X3D export to %s\n" % self.filename
print("Info: finished X3D export to %s\n" % self.filename)
def cleanStr(self, name, prefix='rsvd_'):
"""cleanStr(name,prefix) - try to create a valid VRML DEF name from object name"""
@@ -807,15 +947,18 @@ class x3d_class:
faceMap={}
nFaceIndx=0
if mesh.faceUV:
for face in mesh.faces:
if mesh.active_uv_texture:
# if mesh.faceUV:
for face in mesh.active_uv_texture.data:
# for face in mesh.faces:
sidename='';
if face.mode & Mesh.FaceModes.TWOSIDE:
if face.twoside:
# if face.mode & Mesh.FaceModes.TWOSIDE:
sidename='two'
else:
sidename='one'
if sided.has_key(sidename):
if sidename in sided:
sided[sidename]+=1
else:
sided[sidename]=1
@@ -829,56 +972,63 @@ class x3d_class:
imageMap[faceName]=[face.image.name,sidename,face]
if self.verbose > 2:
for faceName in imageMap.iterkeys():
for faceName in imageMap.keys():
ifs=imageMap[faceName]
print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
(faceName, ifs[0], ifs[1], len(ifs)-2)
print("Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
(faceName, ifs[0], ifs[1], len(ifs)-2))
return len(imageMap)
def faceToString(self,face):
print "Debug: face.flag=0x%x (bitflags)" % face.flag
print("Debug: face.flag=0x%x (bitflags)" % face.flag)
if face.sel:
print "Debug: face.sel=true"
print("Debug: face.sel=true")
print "Debug: face.mode=0x%x (bitflags)" % face.mode
print("Debug: face.mode=0x%x (bitflags)" % face.mode)
if face.mode & Mesh.FaceModes.TWOSIDE:
print "Debug: face.mode twosided"
print("Debug: face.mode twosided")
print "Debug: face.transp=0x%x (enum)" % face.transp
print("Debug: face.transp=0x%x (enum)" % face.transp)
if face.transp == Mesh.FaceTranspModes.SOLID:
print "Debug: face.transp.SOLID"
print("Debug: face.transp.SOLID")
if face.image:
print "Debug: face.image=%s" % face.image.name
print "Debug: face.materialIndex=%d" % face.materialIndex
print("Debug: face.image=%s" % face.image.name)
print("Debug: face.materialIndex=%d" % face.materialIndex)
def getVertexColorByIndx(self, mesh, indx):
c = None
for face in mesh.faces:
j=0
for vertex in face.v:
if vertex.index == indx:
c=face.col[j]
break
j=j+1
if c: break
return c
# XXX not used
# def getVertexColorByIndx(self, mesh, indx):
# c = None
# for face in mesh.faces:
# j=0
# for vertex in face.v:
# if vertex.index == indx:
# c=face.col[j]
# break
# j=j+1
# if c: break
# return c
def meshToString(self,mesh):
print "Debug: mesh.hasVertexUV=%d" % mesh.vertexColors
print "Debug: mesh.faceUV=%d" % mesh.faceUV
print "Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours()
print "Debug: mesh.verts=%d" % len(mesh.verts)
print "Debug: mesh.faces=%d" % len(mesh.faces)
print "Debug: mesh.materials=%d" % len(mesh.materials)
# print("Debug: mesh.hasVertexUV=%d" % mesh.vertexColors)
print("Debug: mesh.faceUV=%d" % (len(mesh.uv_textures) > 0))
# print("Debug: mesh.faceUV=%d" % mesh.faceUV)
print("Debug: mesh.hasVertexColours=%d" % (len(mesh.vertex_colors) > 0))
# print("Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours())
print("Debug: mesh.verts=%d" % len(mesh.verts))
print("Debug: mesh.faces=%d" % len(mesh.faces))
print("Debug: mesh.materials=%d" % len(mesh.materials))
def rgbToFS(self, c):
s="%s %s %s" % (
round(c.r/255.0,self.cp),
round(c.g/255.0,self.cp),
round(c.b/255.0,self.cp))
s="%s %s %s" % (round(c[0]/255.0,self.cp),
round(c[1]/255.0,self.cp),
round(c[2]/255.0,self.cp))
# s="%s %s %s" % (
# round(c.r/255.0,self.cp),
# round(c.g/255.0,self.cp),
# round(c.b/255.0,self.cp))
return s
def computeDirection(self, mtx):
@@ -886,9 +1036,10 @@ class x3d_class:
ax,ay,az = (mtx*MATWORLD).toEuler()
ax *= DEG2RAD
ay *= DEG2RAD
az *= DEG2RAD
# ax *= DEG2RAD
# ay *= DEG2RAD
# az *= DEG2RAD
# rot X
x1=x
y1=y*math.cos(ax)-z*math.sin(ax)
@@ -924,7 +1075,7 @@ class x3d_class:
self.indentLevel = self.indentLevel + inc
spaces=""
for x in xrange(self.indentLevel):
for x in range(self.indentLevel):
spaces = spaces + "\t"
self.file.write(spaces + s)
@@ -975,11 +1126,11 @@ class x3d_class:
# Callbacks, needed before Main
##########################################################
def x3d_export(filename, \
EXPORT_APPLY_MODIFIERS= False,\
EXPORT_TRI= False,\
EXPORT_GZIP= False,\
):
def x3d_export(filename,
context,
EXPORT_APPLY_MODIFIERS=False,
EXPORT_TRI=False,
EXPORT_GZIP=False):
if EXPORT_GZIP:
if not filename.lower().endswith('.x3dz'):
@@ -989,9 +1140,13 @@ def x3d_export(filename, \
filename = '.'.join(filename.split('.')[:-1]) + '.x3d'
scene = Blender.Scene.GetCurrent()
scene = context.scene
# scene = Blender.Scene.GetCurrent()
world = scene.world
alltextures = Blender.Texture.Get()
# XXX these are global textures while .Get() returned only scene's?
alltextures = bpy.data.textures
# alltextures = Blender.Texture.Get()
wrlexport=x3d_class(filename)
wrlexport.export(\
@@ -1045,7 +1200,41 @@ def x3d_export_ui(filename):
#########################################################
if __name__ == '__main__':
Blender.Window.FileSelector(x3d_export_ui,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d'))
# if __name__ == '__main__':
# Blender.Window.FileSelector(x3d_export_ui,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d'))
class EXPORT_OT_x3d(bpy.types.Operator):
'''
X3D Exporter
'''
__idname__ = "export.x3d"
__label__ = 'Export X3D'
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the X3D file", maxlen= 1024, default= ""),
bpy.props.BoolProperty(attr="apply_modifiers", name="Apply Modifiers", description="Use transformed mesh data from each object.", default=True),
bpy.props.BoolProperty(attr="triangulate", name="Triangulate", description="Triangulate quads.", default=False),
bpy.props.BoolProperty(attr="compress", name="Compress", description="GZip the resulting file, requires a full python install.", default=False),
]
def execute(self, context):
x3d_export(self.path, context, self.apply_modifiers, self.triangulate, self.compress)
return ('FINISHED',)
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
return ('RUNNING_MODAL',)
def poll(self, context): # Poll isnt working yet
print("Poll")
return context.active_object != None
bpy.ops.add(EXPORT_OT_x3d)
# NOTES
# - blender version is hardcoded

View File

@@ -125,28 +125,36 @@ Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen).
# Importing modules
import Blender
import os
import time
import struct
from import_obj import unpack_face_list, load_image
import bpy
from Blender import Mesh, Object, Material, Image, Texture, Lamp, Mathutils
from Blender.Mathutils import Vector
import BPyImage
import Mathutils
import BPyMessages
# import Blender
# from Blender import Mesh, Object, Material, Image, Texture, Lamp, Mathutils
# from Blender.Mathutils import Vector
# import BPyImage
try:
from struct import calcsize, unpack
except:
calcsize= unpack= None
# import BPyMessages
# try:
# from struct import calcsize, unpack
# except:
# calcsize= unpack= None
# If python version is less than 2.4, try to get set stuff from module
try:
set
except:
from sets import Set as set
# # If python version is less than 2.4, try to get set stuff from module
# try:
# set
# except:
# from sets import Set as set
BOUNDS_3DS= []
BOUNDS_3DS = []
#this script imports uvcoords as sticky vertex coords
@@ -154,9 +162,9 @@ BOUNDS_3DS= []
#which shold be more useful.
def createBlenderTexture(material, name, image):
texture= bpy.data.textures.new(name)
texture = bpy.data.textures.new(name)
texture.setType('Image')
texture.image= image
texture.image = image
material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
@@ -167,189 +175,201 @@ def createBlenderTexture(material, name, image):
#Some of the chunks that we will see
#----- Primary Chunk, at the beginning of each file
PRIMARY= long('0x4D4D',16)
PRIMARY = int('0x4D4D',16)
#------ Main Chunks
OBJECTINFO = long('0x3D3D',16); #This gives the version of the mesh and is found right before the material and object information
VERSION = long('0x0002',16); #This gives the version of the .3ds file
EDITKEYFRAME= long('0xB000',16); #This is the header for all of the key frame info
OBJECTINFO = int('0x3D3D',16); #This gives the version of the mesh and is found right before the material and object information
VERSION = int('0x0002',16); #This gives the version of the .3ds file
EDITKEYFRAME= int('0xB000',16); #This is the header for all of the key frame info
#------ sub defines of OBJECTINFO
MATERIAL=45055 #0xAFFF // This stored the texture info
OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
MATERIAL = 45055 #0xAFFF // This stored the texture info
OBJECT = 16384 #0x4000 // This stores the faces, vertices, etc...
#>------ sub defines of MATERIAL
#------ sub defines of MATERIAL_BLOCK
MAT_NAME = long('0xA000',16) # This holds the material name
MAT_AMBIENT = long('0xA010',16) # Ambient color of the object/material
MAT_DIFFUSE = long('0xA020',16) # This holds the color of the object/material
MAT_SPECULAR = long('0xA030',16) # SPecular color of the object/material
MAT_SHINESS = long('0xA040',16) # ??
MAT_TRANSPARENCY= long('0xA050',16) # Transparency value of material
MAT_SELF_ILLUM = long('0xA080',16) # Self Illumination value of material
MAT_WIRE = long('0xA085',16) # Only render's wireframe
MAT_NAME = int('0xA000',16) # This holds the material name
MAT_AMBIENT = int('0xA010',16) # Ambient color of the object/material
MAT_DIFFUSE = int('0xA020',16) # This holds the color of the object/material
MAT_SPECULAR = int('0xA030',16) # SPecular color of the object/material
MAT_SHINESS = int('0xA040',16) # ??
MAT_TRANSPARENCY= int('0xA050',16) # Transparency value of material
MAT_SELF_ILLUM = int('0xA080',16) # Self Illumination value of material
MAT_WIRE = int('0xA085',16) # Only render's wireframe
MAT_TEXTURE_MAP = long('0xA200',16) # This is a header for a new texture map
MAT_SPECULAR_MAP= long('0xA204',16) # This is a header for a new specular map
MAT_OPACITY_MAP = long('0xA210',16) # This is a header for a new opacity map
MAT_REFLECTION_MAP= long('0xA220',16) # This is a header for a new reflection map
MAT_BUMP_MAP = long('0xA230',16) # This is a header for a new bump map
MAT_MAP_FILENAME = long('0xA300',16) # This holds the file name of the texture
MAT_TEXTURE_MAP = int('0xA200',16) # This is a header for a new texture map
MAT_SPECULAR_MAP= int('0xA204',16) # This is a header for a new specular map
MAT_OPACITY_MAP = int('0xA210',16) # This is a header for a new opacity map
MAT_REFLECTION_MAP= int('0xA220',16) # This is a header for a new reflection map
MAT_BUMP_MAP = int('0xA230',16) # This is a header for a new bump map
MAT_MAP_FILENAME = int('0xA300',16) # This holds the file name of the texture
MAT_FLOAT_COLOR = long ('0x0010', 16) #color defined as 3 floats
MAT_24BIT_COLOR = long ('0x0011', 16) #color defined as 3 bytes
MAT_FLOAT_COLOR = int ('0x0010', 16) #color defined as 3 floats
MAT_24BIT_COLOR = int ('0x0011', 16) #color defined as 3 bytes
#>------ sub defines of OBJECT
OBJECT_MESH = long('0x4100',16); # This lets us know that we are reading a new object
OBJECT_LAMP = long('0x4600',16); # This lets un know we are reading a light object
OBJECT_LAMP_SPOT = long('0x4610',16); # The light is a spotloght.
OBJECT_LAMP_OFF = long('0x4620',16); # The light off.
OBJECT_LAMP_ATTENUATE = long('0x4625',16);
OBJECT_LAMP_RAYSHADE = long('0x4627',16);
OBJECT_LAMP_SHADOWED = long('0x4630',16);
OBJECT_LAMP_LOCAL_SHADOW = long('0x4640',16);
OBJECT_LAMP_LOCAL_SHADOW2 = long('0x4641',16);
OBJECT_LAMP_SEE_CONE = long('0x4650',16);
OBJECT_LAMP_SPOT_RECTANGULAR= long('0x4651',16);
OBJECT_LAMP_SPOT_OVERSHOOT= long('0x4652',16);
OBJECT_LAMP_SPOT_PROJECTOR= long('0x4653',16);
OBJECT_LAMP_EXCLUDE= long('0x4654',16);
OBJECT_LAMP_RANGE= long('0x4655',16);
OBJECT_LAMP_ROLL= long('0x4656',16);
OBJECT_LAMP_SPOT_ASPECT= long('0x4657',16);
OBJECT_LAMP_RAY_BIAS= long('0x4658',16);
OBJECT_LAMP_INNER_RANGE= long('0x4659',16);
OBJECT_LAMP_OUTER_RANGE= long('0x465A',16);
OBJECT_LAMP_MULTIPLIER = long('0x465B',16);
OBJECT_LAMP_AMBIENT_LIGHT = long('0x4680',16);
OBJECT_MESH = int('0x4100',16); # This lets us know that we are reading a new object
OBJECT_LAMP = int('0x4600',16); # This lets un know we are reading a light object
OBJECT_LAMP_SPOT = int('0x4610',16); # The light is a spotloght.
OBJECT_LAMP_OFF = int('0x4620',16); # The light off.
OBJECT_LAMP_ATTENUATE = int('0x4625',16);
OBJECT_LAMP_RAYSHADE = int('0x4627',16);
OBJECT_LAMP_SHADOWED = int('0x4630',16);
OBJECT_LAMP_LOCAL_SHADOW = int('0x4640',16);
OBJECT_LAMP_LOCAL_SHADOW2 = int('0x4641',16);
OBJECT_LAMP_SEE_CONE = int('0x4650',16);
OBJECT_LAMP_SPOT_RECTANGULAR = int('0x4651',16);
OBJECT_LAMP_SPOT_OVERSHOOT = int('0x4652',16);
OBJECT_LAMP_SPOT_PROJECTOR = int('0x4653',16);
OBJECT_LAMP_EXCLUDE = int('0x4654',16);
OBJECT_LAMP_RANGE = int('0x4655',16);
OBJECT_LAMP_ROLL = int('0x4656',16);
OBJECT_LAMP_SPOT_ASPECT = int('0x4657',16);
OBJECT_LAMP_RAY_BIAS = int('0x4658',16);
OBJECT_LAMP_INNER_RANGE = int('0x4659',16);
OBJECT_LAMP_OUTER_RANGE = int('0x465A',16);
OBJECT_LAMP_MULTIPLIER = int('0x465B',16);
OBJECT_LAMP_AMBIENT_LIGHT = int('0x4680',16);
OBJECT_CAMERA= long('0x4700',16); # This lets un know we are reading a camera object
OBJECT_CAMERA= int('0x4700',16); # This lets un know we are reading a camera object
#>------ sub defines of CAMERA
OBJECT_CAM_RANGES= long('0x4720',16); # The camera range values
OBJECT_CAM_RANGES= int('0x4720',16); # The camera range values
#>------ sub defines of OBJECT_MESH
OBJECT_VERTICES = long('0x4110',16); # The objects vertices
OBJECT_FACES = long('0x4120',16); # The objects faces
OBJECT_MATERIAL = long('0x4130',16); # This is found if the object has a material, either texture map or color
OBJECT_UV = long('0x4140',16); # The UV texture coordinates
OBJECT_TRANS_MATRIX = long('0x4160',16); # The Object Matrix
OBJECT_VERTICES = int('0x4110',16); # The objects vertices
OBJECT_FACES = int('0x4120',16); # The objects faces
OBJECT_MATERIAL = int('0x4130',16); # This is found if the object has a material, either texture map or color
OBJECT_UV = int('0x4140',16); # The UV texture coordinates
OBJECT_TRANS_MATRIX = int('0x4160',16); # The Object Matrix
global scn
scn= None
scn = None
#the chunk class
class chunk:
ID=0
length=0
bytes_read=0
ID = 0
length = 0
bytes_read = 0
#we don't read in the bytes_read, we compute that
binary_format='<HI'
def __init__(self):
self.ID=0
self.length=0
self.bytes_read=0
self.ID = 0
self.length = 0
self.bytes_read = 0
def dump(self):
print 'ID: ', self.ID
print 'ID in hex: ', hex(self.ID)
print 'length: ', self.length
print 'bytes_read: ', self.bytes_read
print('ID: ', self.ID)
print('ID in hex: ', hex(self.ID))
print('length: ', self.length)
print('bytes_read: ', self.bytes_read)
def read_chunk(file, chunk):
temp_data=file.read(calcsize(chunk.binary_format))
data=unpack(chunk.binary_format, temp_data)
chunk.ID=data[0]
chunk.length=data[1]
temp_data = file.read(struct.calcsize(chunk.binary_format))
data = struct.unpack(chunk.binary_format, temp_data)
chunk.ID = data[0]
chunk.length = data[1]
#update the bytes read function
chunk.bytes_read=6
chunk.bytes_read = 6
#if debugging
#chunk.dump()
def read_string(file):
#read in the characters till we get a null character
s=''
while not s.endswith('\x00'):
s+=unpack( '<c', file.read(1) )[0]
s = b''
# s = ''
while not s.endswith(b'\x00'):
# while not s.endswith('\x00'):
s += struct.unpack('<c', file.read(1))[0]
# s += struct.unpack( '<c', file.read(1) )[0]
#print 'string: ',s
s = str(s[:-1], 'ASCII')
# print("read string", s)
#remove the null character from the string
return s[:-1]
return s
# return s[:-1]
######################################################
# IMPORT
######################################################
def process_next_object_chunk(file, previous_chunk):
new_chunk=chunk()
temp_chunk=chunk()
new_chunk = chunk()
temp_chunk = chunk()
while (previous_chunk.bytes_read<previous_chunk.length):
while (previous_chunk.bytes_read < previous_chunk.length):
#read the next chunk
read_chunk(file, new_chunk)
def skip_to_end(file, skip_chunk):
buffer_size=skip_chunk.length-skip_chunk.bytes_read
buffer_size = skip_chunk.length - skip_chunk.bytes_read
binary_format='%ic' % buffer_size
temp_data=file.read(calcsize(binary_format))
skip_chunk.bytes_read+=buffer_size
temp_data = file.read(struct.calcsize(binary_format))
skip_chunk.bytes_read += buffer_size
def add_texture_to_material(image, texture, material, mapto):
if mapto=='DIFFUSE':
map=Texture.MapTo.COL
elif mapto=='SPECULAR':
map=Texture.MapTo.SPEC
elif mapto=='OPACITY':
map=Texture.MapTo.ALPHA
elif mapto=='BUMP':
map=Texture.MapTo.NOR
else:
print '/tError: Cannot map to "%s"\n\tassuming diffuse color. modify material "%s" later.' % (mapto, material.name)
map=Texture.MapTo.COL
# if mapto=='DIFFUSE':
# map = Texture.MapTo.COL
# elif mapto=='SPECULAR':
# map = Texture.MapTo.SPEC
# elif mapto=='OPACITY':
# map = Texture.MapTo.ALPHA
# elif mapto=='BUMP':
# map = Texture.MapTo.NOR
# else:
if mapto not in ("COLOR", "SPECULARITY", "ALPHA", "NORMAL"):
print('/tError: Cannot map to "%s"\n\tassuming diffuse color. modify material "%s" later.' % (mapto, material.name))
mapto = "COLOR"
# map = Texture.MapTo.COL
if image: texture.setImage(image) # double check its an image.
free_tex_slots= [i for i, tex in enumerate( material.getTextures() ) if tex==None]
if not free_tex_slots:
print '/tError: Cannot add "%s" map. 10 Texture slots alredy used.' % mapto
else:
material.setTexture(free_tex_slots[0],texture,Texture.TexCo.UV,map)
if image: texture.image = image
# if image: texture.setImage(image) # double check its an image.
material.add_texture(texture, "UV", mapto)
# free_tex_slots = [i for i, tex in enumerate( material.getTextures() ) if tex == None]
# if not free_tex_slots:
# print('/tError: Cannot add "%s" map. 10 Texture slots alredy used.' % mapto)
# else:
# material.setTexture(free_tex_slots[0],texture,Texture.TexCo.UV,map)
def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
#print previous_chunk.bytes_read, 'BYTES READ'
contextObName= None
contextLamp= [None, None] # object, Data
contextMaterial= None
contextMatrix_rot= None # Blender.Mathutils.Matrix(); contextMatrix.identity()
#contextMatrix_tx= None # Blender.Mathutils.Matrix(); contextMatrix.identity()
contextMesh_vertls= None
contextMesh_facels= None
contextMeshMaterials= {} # matname:[face_idxs]
contextMeshUV= None
contextObName = None
contextLamp = [None, None] # object, Data
contextMaterial = None
contextMatrix_rot = None # Blender.Mathutils.Matrix(); contextMatrix.identity()
#contextMatrix_tx = None # Blender.Mathutils.Matrix(); contextMatrix.identity()
contextMesh_vertls = None
contextMesh_facels = None
contextMeshMaterials = {} # matname:[face_idxs]
contextMeshUV = None
TEXTURE_DICT={}
MATDICT={}
TEXMODE= Mesh.FaceModes['TEX']
TEXTURE_DICT = {}
MATDICT = {}
# TEXMODE = Mesh.FaceModes['TEX']
# Localspace variable names, faster.
STRUCT_SIZE_1CHAR= calcsize('c')
STRUCT_SIZE_2FLOAT= calcsize('2f')
STRUCT_SIZE_3FLOAT= calcsize('3f')
STRUCT_SIZE_UNSIGNED_SHORT= calcsize('H')
STRUCT_SIZE_4UNSIGNED_SHORT= calcsize('4H')
STRUCT_SIZE_4x3MAT= calcsize('ffffffffffff')
_STRUCT_SIZE_4x3MAT= calcsize('fffffffffffff')
# STRUCT_SIZE_4x3MAT= calcsize('ffffffffffff')
STRUCT_SIZE_1CHAR = struct.calcsize('c')
STRUCT_SIZE_2FLOAT = struct.calcsize('2f')
STRUCT_SIZE_3FLOAT = struct.calcsize('3f')
STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize('H')
STRUCT_SIZE_4UNSIGNED_SHORT = struct.calcsize('4H')
STRUCT_SIZE_4x3MAT = struct.calcsize('ffffffffffff')
_STRUCT_SIZE_4x3MAT = struct.calcsize('fffffffffffff')
# STRUCT_SIZE_4x3MAT = calcsize('ffffffffffff')
# print STRUCT_SIZE_4x3MAT, ' STRUCT_SIZE_4x3MAT'
def putContextMesh(myContextMesh_vertls, myContextMesh_facels, myContextMeshMaterials):
materialFaces= set() # faces that have a material. Can optimize?
materialFaces = set() # faces that have a material. Can optimize?
# Now make copies with assigned materils.
@@ -360,13 +380,13 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
'''
faceVertUsers = [False] * len(myContextMesh_vertls)
ok=0
ok = 0
for fIdx in faces:
for vindex in myContextMesh_facels[fIdx]:
faceVertUsers[vindex] = True
if matName != None: # if matName is none then this is a set(), meaning we are using the untextured faces and do not need to store textured faces.
materialFaces.add(fIdx)
ok=1
ok = 1
if not ok:
return
@@ -374,374 +394,465 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
myVertMapping = {}
vertMappingIndex = 0
vertsToUse = [i for i in xrange(len(myContextMesh_vertls)) if faceVertUsers[i]]
vertsToUse = [i for i in range(len(myContextMesh_vertls)) if faceVertUsers[i]]
myVertMapping = dict( [ (ii, i) for i, ii in enumerate(vertsToUse) ] )
tempName= '%s_%s' % (contextObName, matName) # matName may be None.
bmesh = bpy.data.meshes.new(tempName)
bmesh = bpy.data.add_mesh(tempName)
# bmesh = bpy.data.meshes.new(tempName)
if matName == None:
img= None
img = None
else:
bmat = MATDICT[matName][1]
bmesh.materials= [bmat]
try: img= TEXTURE_DICT[bmat.name]
except: img= None
bmesh.add_material(bmat)
# bmesh.materials = [bmat]
try: img = TEXTURE_DICT[bmat.name]
except: img = None
bmesh_verts = bmesh.verts
bmesh_verts.extend( [Vector()] )
bmesh_verts.extend( [myContextMesh_vertls[i] for i in vertsToUse] )
# +1 because of DUMMYVERT
face_mapping= bmesh.faces.extend( [ [ bmesh_verts[ myVertMapping[vindex]+1] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces ], indexList=True )
if bmesh.faces and (contextMeshUV or img):
bmesh.faceUV= 1
for ii, i in enumerate(faces):
# Mapped index- faces may have not been added- if so, then map to the correct index
# BUGGY API - face_mapping is not always the right length
map_index= face_mapping[ii]
if map_index != None:
targetFace= bmesh.faces[map_index]
if contextMeshUV:
# v.index-1 because of the DUMMYVERT
targetFace.uv= [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]]
if img:
targetFace.image= img
# bmesh_verts = bmesh.verts
if len(vertsToUse):
bmesh.add_geometry(len(vertsToUse), 0, len(faces))
# XXX why add extra vertex?
# bmesh_verts.extend( [Vector()] )
bmesh.verts.foreach_set("co", [x for tup in [myContextMesh_vertls[i] for i in vertsToUse] for x in tup])
# bmesh_verts.extend( [myContextMesh_vertls[i] for i in vertsToUse] )
# +1 because of DUMMYVERT
bmesh.faces.foreach_set("verts_raw", unpack_face_list([[myVertMapping[vindex] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces]))
# face_mapping = bmesh.faces.extend( [ [ bmesh_verts[ myVertMapping[vindex]+1] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces ], indexList=True )
if bmesh.faces and (contextMeshUV or img):
bmesh.add_uv_texture()
# bmesh.faceUV = 1
for ii, i in enumerate(faces):
# Mapped index- faces may have not been added- if so, then map to the correct index
# BUGGY API - face_mapping is not always the right length
# map_index = face_mapping[ii]
if 1:
# if map_index != None:
targetFace = bmesh.faces[ii]
# targetFace = bmesh.faces[map_index]
uf = bmesh.active_uv_texture.data[ii]
if contextMeshUV:
# v.index-1 because of the DUMMYVERT
uvs = [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]]
if len(myContextMesh_facels[i]) == 3:
uf.uv1, uf.uv2, uf.uv3, uf.uv4 = uvs + [(0.0, 0.0)]
else:
uf.uv1, uf.uv2, uf.uv3, uf.uv4 = uvs
# targetFace.uv = [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]]
if img:
uf.image = img
# targetFace.image = img
# bmesh.transform(contextMatrix)
ob = SCN_OBJECTS.new(bmesh, tempName)
ob = bpy.data.add_object("MESH", tempName)
ob.data = bmesh
SCN.add_object(ob)
# ob = SCN_OBJECTS.new(bmesh, tempName)
'''
if contextMatrix_tx:
ob.setMatrix(contextMatrix_tx)
'''
if contextMatrix_rot:
ob.setMatrix(contextMatrix_rot)
# ob.matrix = [x for row in contextMatrix_rot for x in row]
ob.matrix = contextMatrix_rot
# ob.setMatrix(contextMatrix_rot)
importedObjects.append(ob)
bmesh.calcNormals()
bmesh.update()
# bmesh.calcNormals()
for matName, faces in myContextMeshMaterials.iteritems():
for matName, faces in myContextMeshMaterials.items():
makeMeshMaterialCopy(matName, faces)
if len(materialFaces)!=len(myContextMesh_facels):
if len(materialFaces) != len(myContextMesh_facels):
# Invert material faces.
makeMeshMaterialCopy(None, set(range(len( myContextMesh_facels ))) - materialFaces)
#raise 'Some UnMaterialed faces', len(contextMesh.faces)
#a spare chunk
new_chunk= chunk()
temp_chunk= chunk()
new_chunk = chunk()
temp_chunk = chunk()
CreateBlenderObject = False
def read_float_color(temp_chunk):
temp_data = file.read(struct.calcsize('3f'))
temp_chunk.bytes_read += 12
return [float(col) for col in struct.unpack('<3f', temp_data)]
def read_byte_color(temp_chunk):
temp_data = file.read(struct.calcsize('3B'))
temp_chunk.bytes_read += 3
return [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
def read_texture(new_chunk, temp_chunk, name, mapto):
new_texture = bpy.data.add_texture('Diffuse')
new_texture.type = 'IMAGE'
img = None
while (new_chunk.bytes_read < new_chunk.length):
#print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length
read_chunk(file, temp_chunk)
if (temp_chunk.ID == MAT_MAP_FILENAME):
texture_name = read_string(file)
img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
else:
skip_to_end(file, temp_chunk)
new_chunk.bytes_read += temp_chunk.bytes_read
# add the map to the material in the right channel
if img:
add_texture_to_material(img, new_texture, contextMaterial, mapto)
dirname = os.path.dirname(FILENAME)
#loop through all the data for this chunk (previous chunk) and see what it is
while (previous_chunk.bytes_read<previous_chunk.length):
while (previous_chunk.bytes_read < previous_chunk.length):
#print '\t', previous_chunk.bytes_read, 'keep going'
#read the next chunk
#print 'reading a chunk'
read_chunk(file, new_chunk)
#is it a Version chunk?
if (new_chunk.ID==VERSION):
#print 'if (new_chunk.ID==VERSION):'
if (new_chunk.ID == VERSION):
#print 'if (new_chunk.ID == VERSION):'
#print 'found a VERSION chunk'
#read in the version of the file
#it's an unsigned short (H)
temp_data= file.read(calcsize('I'))
version = unpack('<I', temp_data)[0]
new_chunk.bytes_read+= 4 #read the 4 bytes for the version number
temp_data = file.read(struct.calcsize('I'))
version = struct.unpack('<I', temp_data)[0]
new_chunk.bytes_read += 4 #read the 4 bytes for the version number
#this loader works with version 3 and below, but may not with 4 and above
if (version>3):
print '\tNon-Fatal Error: Version greater than 3, may not load correctly: ', version
if (version > 3):
print('\tNon-Fatal Error: Version greater than 3, may not load correctly: ', version)
#is it an object info chunk?
elif (new_chunk.ID==OBJECTINFO):
#print 'elif (new_chunk.ID==OBJECTINFO):'
elif (new_chunk.ID == OBJECTINFO):
#print 'elif (new_chunk.ID == OBJECTINFO):'
# print 'found an OBJECTINFO chunk'
process_next_chunk(file, new_chunk, importedObjects, IMAGE_SEARCH)
#keep track of how much we read in the main chunk
new_chunk.bytes_read+=temp_chunk.bytes_read
new_chunk.bytes_read += temp_chunk.bytes_read
#is it an object chunk?
elif (new_chunk.ID==OBJECT):
elif (new_chunk.ID == OBJECT):
if CreateBlenderObject:
putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
contextMesh_vertls= []; contextMesh_facels= []
contextMesh_vertls = []; contextMesh_facels = []
## preparando para receber o proximo objeto
contextMeshMaterials= {} # matname:[face_idxs]
contextMeshUV= None
#contextMesh.vertexUV= 1 # Make sticky coords.
contextMeshMaterials = {} # matname:[face_idxs]
contextMeshUV = None
#contextMesh.vertexUV = 1 # Make sticky coords.
# Reset matrix
contextMatrix_rot= None
#contextMatrix_tx= None
contextMatrix_rot = None
#contextMatrix_tx = None
CreateBlenderObject= True
tempName= read_string(file)
contextObName= tempName
CreateBlenderObject = True
tempName = read_string(file)
contextObName = tempName
new_chunk.bytes_read += len(tempName)+1
#is it a material chunk?
elif (new_chunk.ID==MATERIAL):
#print 'elif (new_chunk.ID==MATERIAL):'
contextMaterial= bpy.data.materials.new('Material')
elif (new_chunk.ID == MATERIAL):
# print("read material")
#print 'elif (new_chunk.ID == MATERIAL):'
contextMaterial = bpy.data.add_material('Material')
# contextMaterial = bpy.data.materials.new('Material')
elif (new_chunk.ID==MAT_NAME):
#print 'elif (new_chunk.ID==MAT_NAME):'
material_name= read_string(file)
elif (new_chunk.ID == MAT_NAME):
#print 'elif (new_chunk.ID == MAT_NAME):'
material_name = read_string(file)
# print("material name", material_name)
#plus one for the null character that ended the string
new_chunk.bytes_read+= len(material_name)+1
new_chunk.bytes_read += len(material_name)+1
contextMaterial.name= material_name.rstrip() # remove trailing whitespace
contextMaterial.name = material_name.rstrip() # remove trailing whitespace
MATDICT[material_name]= (contextMaterial.name, contextMaterial)
elif (new_chunk.ID==MAT_AMBIENT):
#print 'elif (new_chunk.ID==MAT_AMBIENT):'
elif (new_chunk.ID == MAT_AMBIENT):
#print 'elif (new_chunk.ID == MAT_AMBIENT):'
read_chunk(file, temp_chunk)
if (temp_chunk.ID==MAT_FLOAT_COLOR):
temp_data=file.read(calcsize('3f'))
temp_chunk.bytes_read+=12
contextMaterial.mirCol=[float(col) for col in unpack('<3f', temp_data)]
elif (temp_chunk.ID==MAT_24BIT_COLOR):
temp_data=file.read(calcsize('3B'))
temp_chunk.bytes_read+= 3
contextMaterial.mirCol= [float(col)/255 for col in unpack('<3B', temp_data)] # data [0,1,2] == rgb
if (temp_chunk.ID == MAT_FLOAT_COLOR):
contextMaterial.mirror_color = read_float_color(temp_chunk)
# temp_data = file.read(struct.calcsize('3f'))
# temp_chunk.bytes_read += 12
# contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)]
elif (temp_chunk.ID == MAT_24BIT_COLOR):
contextMaterial.mirror_color = read_byte_color(temp_chunk)
# temp_data = file.read(struct.calcsize('3B'))
# temp_chunk.bytes_read += 3
# contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
else:
skip_to_end(file, temp_chunk)
new_chunk.bytes_read+= temp_chunk.bytes_read
new_chunk.bytes_read += temp_chunk.bytes_read
elif (new_chunk.ID==MAT_DIFFUSE):
#print 'elif (new_chunk.ID==MAT_DIFFUSE):'
elif (new_chunk.ID == MAT_DIFFUSE):
#print 'elif (new_chunk.ID == MAT_DIFFUSE):'
read_chunk(file, temp_chunk)
if (temp_chunk.ID==MAT_FLOAT_COLOR):
temp_data=file.read(calcsize('3f'))
temp_chunk.bytes_read+=12
contextMaterial.rgbCol=[float(col) for col in unpack('<3f', temp_data)]
elif (temp_chunk.ID==MAT_24BIT_COLOR):
temp_data=file.read(calcsize('3B'))
temp_chunk.bytes_read+= 3
contextMaterial.rgbCol= [float(col)/255 for col in unpack('<3B', temp_data)] # data [0,1,2] == rgb
if (temp_chunk.ID == MAT_FLOAT_COLOR):
contextMaterial.diffuse_color = read_float_color(temp_chunk)
# temp_data = file.read(struct.calcsize('3f'))
# temp_chunk.bytes_read += 12
# contextMaterial.rgbCol = [float(col) for col in struct.unpack('<3f', temp_data)]
elif (temp_chunk.ID == MAT_24BIT_COLOR):
contextMaterial.diffuse_color = read_byte_color(temp_chunk)
# temp_data = file.read(struct.calcsize('3B'))
# temp_chunk.bytes_read += 3
# contextMaterial.rgbCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
else:
skip_to_end(file, temp_chunk)
new_chunk.bytes_read+= temp_chunk.bytes_read
elif (new_chunk.ID==MAT_SPECULAR):
#print 'elif (new_chunk.ID==MAT_SPECULAR):'
# print("read material diffuse color", contextMaterial.diffuse_color)
new_chunk.bytes_read += temp_chunk.bytes_read
elif (new_chunk.ID == MAT_SPECULAR):
#print 'elif (new_chunk.ID == MAT_SPECULAR):'
read_chunk(file, temp_chunk)
if (temp_chunk.ID==MAT_FLOAT_COLOR):
temp_data=file.read(calcsize('3f'))
temp_chunk.bytes_read+=12
contextMaterial.mirCol=[float(col) for col in unpack('<3f', temp_data)]
elif (temp_chunk.ID==MAT_24BIT_COLOR):
temp_data=file.read(calcsize('3B'))
temp_chunk.bytes_read+= 3
contextMaterial.mirCol= [float(col)/255 for col in unpack('<3B', temp_data)] # data [0,1,2] == rgb
if (temp_chunk.ID == MAT_FLOAT_COLOR):
contextMaterial.specular_color = read_float_color(temp_chunk)
# temp_data = file.read(struct.calcsize('3f'))
# temp_chunk.bytes_read += 12
# contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)]
elif (temp_chunk.ID == MAT_24BIT_COLOR):
contextMaterial.specular_color = read_byte_color(temp_chunk)
# temp_data = file.read(struct.calcsize('3B'))
# temp_chunk.bytes_read += 3
# contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
else:
skip_to_end(file, temp_chunk)
new_chunk.bytes_read+= temp_chunk.bytes_read
new_chunk.bytes_read += temp_chunk.bytes_read
elif (new_chunk.ID==MAT_TEXTURE_MAP):
#print 'elif (new_chunk.ID==MAT_TEXTURE_MAP):'
new_texture= bpy.data.textures.new('Diffuse')
new_texture.setType('Image')
img = None
while (new_chunk.bytes_read<new_chunk.length):
#print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length
read_chunk(file, temp_chunk)
elif (new_chunk.ID == MAT_TEXTURE_MAP):
read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR")
# #print 'elif (new_chunk.ID==MAT_TEXTURE_MAP):'
# new_texture= bpy.data.textures.new('Diffuse')
# new_texture.setType('Image')
# img = None
# while (new_chunk.bytes_read<new_chunk.length):
# #print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length
# read_chunk(file, temp_chunk)
if (temp_chunk.ID==MAT_MAP_FILENAME):
texture_name=read_string(file)
#img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH)
new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
# if (temp_chunk.ID==MAT_MAP_FILENAME):
# texture_name=read_string(file)
# #img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
# img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH)
# new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
else:
skip_to_end(file, temp_chunk)
# else:
# skip_to_end(file, temp_chunk)
new_chunk.bytes_read+= temp_chunk.bytes_read
# new_chunk.bytes_read+= temp_chunk.bytes_read
#add the map to the material in the right channel
if img:
add_texture_to_material(img, new_texture, contextMaterial, 'DIFFUSE')
# #add the map to the material in the right channel
# if img:
# add_texture_to_material(img, new_texture, contextMaterial, 'DIFFUSE')
elif (new_chunk.ID==MAT_SPECULAR_MAP):
#print 'elif (new_chunk.ID==MAT_SPECULAR_MAP):'
new_texture= bpy.data.textures.new('Specular')
new_texture.setType('Image')
img = None
while (new_chunk.bytes_read<new_chunk.length):
read_chunk(file, temp_chunk)
elif (new_chunk.ID == MAT_SPECULAR_MAP):
read_texture(new_chunk, temp_chunk, "Specular", "SPECULARITY")
# #print 'elif (new_chunk.ID == MAT_SPECULAR_MAP):'
# new_texture = bpy.data.textures.new('Specular')
# new_texture.setType('Image')
# img = None
# while (new_chunk.bytes_read < new_chunk.length):
# read_chunk(file, temp_chunk)
if (temp_chunk.ID==MAT_MAP_FILENAME):
texture_name= read_string(file)
#img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH)
new_chunk.bytes_read+= (len(texture_name)+1) #plus one for the null character that gets removed
else:
skip_to_end(file, temp_chunk)
# if (temp_chunk.ID == MAT_MAP_FILENAME):
# texture_name = read_string(file)
# #img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
# img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)
# new_chunk.bytes_read+= (len(texture_name)+1) #plus one for the null character that gets removed
# else:
# skip_to_end(file, temp_chunk)
new_chunk.bytes_read+= temp_chunk.bytes_read
# new_chunk.bytes_read += temp_chunk.bytes_read
#add the map to the material in the right channel
if img:
add_texture_to_material(img, new_texture, contextMaterial, 'SPECULAR')
# #add the map to the material in the right channel
# if img:
# add_texture_to_material(img, new_texture, contextMaterial, 'SPECULAR')
elif (new_chunk.ID==MAT_OPACITY_MAP):
#print 'new_texture=Blender.Texture.New('Opacity')'
new_texture= bpy.data.textures.new('Opacity')
new_texture.setType('Image')
img = None
while (new_chunk.bytes_read<new_chunk.length):
read_chunk(file, temp_chunk)
elif (new_chunk.ID == MAT_OPACITY_MAP):
read_texture(new_chunk, temp_chunk, "Opacity", "ALPHA")
# #print 'new_texture = Blender.Texture.New('Opacity')'
# new_texture = bpy.data.textures.new('Opacity')
# new_texture.setType('Image')
# img = None
# while (new_chunk.bytes_read < new_chunk.length):
# read_chunk(file, temp_chunk)
if (temp_chunk.ID==MAT_MAP_FILENAME):
texture_name= read_string(file)
#img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH)
new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
else:
skip_to_end(file, temp_chunk)
# if (temp_chunk.ID == MAT_MAP_FILENAME):
# texture_name = read_string(file)
# #img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
# img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)
# new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
# else:
# skip_to_end(file, temp_chunk)
new_chunk.bytes_read+= temp_chunk.bytes_read
#add the map to the material in the right channel
if img:
add_texture_to_material(img, new_texture, contextMaterial, 'OPACITY')
# new_chunk.bytes_read += temp_chunk.bytes_read
# #add the map to the material in the right channel
# if img:
# add_texture_to_material(img, new_texture, contextMaterial, 'OPACITY')
elif (new_chunk.ID==MAT_BUMP_MAP):
#print 'elif (new_chunk.ID==MAT_BUMP_MAP):'
new_texture= bpy.data.textures.new('Bump')
new_texture.setType('Image')
img = None
while (new_chunk.bytes_read<new_chunk.length):
read_chunk(file, temp_chunk)
elif (new_chunk.ID == MAT_BUMP_MAP):
read_texture(new_chunk, temp_chunk, "Bump", "NORMAL")
# #print 'elif (new_chunk.ID == MAT_BUMP_MAP):'
# new_texture = bpy.data.textures.new('Bump')
# new_texture.setType('Image')
# img = None
# while (new_chunk.bytes_read < new_chunk.length):
# read_chunk(file, temp_chunk)
if (temp_chunk.ID==MAT_MAP_FILENAME):
texture_name= read_string(file)
#img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH)
new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
else:
skip_to_end(file, temp_chunk)
# if (temp_chunk.ID == MAT_MAP_FILENAME):
# texture_name = read_string(file)
# #img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
# img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)
# new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
# else:
# skip_to_end(file, temp_chunk)
new_chunk.bytes_read+=temp_chunk.bytes_read
# new_chunk.bytes_read += temp_chunk.bytes_read
#add the map to the material in the right channel
if img:
add_texture_to_material(img, new_texture, contextMaterial, 'BUMP')
# #add the map to the material in the right channel
# if img:
# add_texture_to_material(img, new_texture, contextMaterial, 'BUMP')
elif (new_chunk.ID==MAT_TRANSPARENCY):
#print 'elif (new_chunk.ID==MAT_TRANSPARENCY):'
elif (new_chunk.ID == MAT_TRANSPARENCY):
#print 'elif (new_chunk.ID == MAT_TRANSPARENCY):'
read_chunk(file, temp_chunk)
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
temp_chunk.bytes_read+=2
contextMaterial.alpha= 1-(float(unpack('<H', temp_data)[0])/100)
new_chunk.bytes_read+=temp_chunk.bytes_read
temp_chunk.bytes_read += 2
contextMaterial.alpha = 1-(float(struct.unpack('<H', temp_data)[0])/100)
new_chunk.bytes_read += temp_chunk.bytes_read
elif (new_chunk.ID==OBJECT_LAMP): # Basic lamp support.
elif (new_chunk.ID == OBJECT_LAMP): # Basic lamp support.
temp_data=file.read(STRUCT_SIZE_3FLOAT)
temp_data = file.read(STRUCT_SIZE_3FLOAT)
x,y,z=unpack('<3f', temp_data)
new_chunk.bytes_read+=STRUCT_SIZE_3FLOAT
x,y,z = struct.unpack('<3f', temp_data)
new_chunk.bytes_read += STRUCT_SIZE_3FLOAT
ob = bpy.data.add_object("LAMP", "Lamp")
ob.data = bpy.data.add_lamp("Lamp")
SCN.add_object(ob)
contextLamp[1]= bpy.data.lamps.new()
contextLamp[0]= SCN_OBJECTS.new(contextLamp[1])
contextLamp[1]= ob.data
# contextLamp[1]= bpy.data.lamps.new()
contextLamp[0]= ob
# contextLamp[0]= SCN_OBJECTS.new(contextLamp[1])
importedObjects.append(contextLamp[0])
#print 'number of faces: ', num_faces
#print x,y,z
contextLamp[0].setLocation(x,y,z)
contextLamp[0].location = (x, y, z)
# contextLamp[0].setLocation(x,y,z)
# Reset matrix
contextMatrix_rot= None
#contextMatrix_tx= None
contextMatrix_rot = None
#contextMatrix_tx = None
#print contextLamp.name,
elif (new_chunk.ID==OBJECT_MESH):
elif (new_chunk.ID == OBJECT_MESH):
# print 'Found an OBJECT_MESH chunk'
pass
elif (new_chunk.ID==OBJECT_VERTICES):
elif (new_chunk.ID == OBJECT_VERTICES):
'''
Worldspace vertex locations
'''
# print 'elif (new_chunk.ID==OBJECT_VERTICES):'
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
num_verts=unpack('<H', temp_data)[0]
new_chunk.bytes_read+=2
# print 'elif (new_chunk.ID == OBJECT_VERTICES):'
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
num_verts = struct.unpack('<H', temp_data)[0]
new_chunk.bytes_read += 2
# print 'number of verts: ', num_verts
def getvert():
temp_data= unpack('<3f', file.read(STRUCT_SIZE_3FLOAT))
temp_data = struct.unpack('<3f', file.read(STRUCT_SIZE_3FLOAT))
new_chunk.bytes_read += STRUCT_SIZE_3FLOAT #12: 3 floats x 4 bytes each
return temp_data
#contextMesh.verts.extend( [Vector(),] ) # DUMMYVERT! - remove when blenders internals are fixed.
contextMesh_vertls= [getvert() for i in xrange(num_verts)]
contextMesh_vertls = [getvert() for i in range(num_verts)]
#print 'object verts: bytes read: ', new_chunk.bytes_read
elif (new_chunk.ID==OBJECT_FACES):
# print 'elif (new_chunk.ID==OBJECT_FACES):'
temp_data= file.read(STRUCT_SIZE_UNSIGNED_SHORT)
num_faces= unpack('<H', temp_data)[0]
new_chunk.bytes_read+= 2
elif (new_chunk.ID == OBJECT_FACES):
# print 'elif (new_chunk.ID == OBJECT_FACES):'
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
num_faces = struct.unpack('<H', temp_data)[0]
new_chunk.bytes_read += 2
#print 'number of faces: ', num_faces
def getface():
# print '\ngetting a face'
temp_data= file.read(STRUCT_SIZE_4UNSIGNED_SHORT)
new_chunk.bytes_read+= STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each
v1,v2,v3,dummy= unpack('<4H', temp_data)
temp_data = file.read(STRUCT_SIZE_4UNSIGNED_SHORT)
new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each
v1,v2,v3,dummy = struct.unpack('<4H', temp_data)
return v1, v2, v3
contextMesh_facels= [ getface() for i in xrange(num_faces) ]
contextMesh_facels = [ getface() for i in range(num_faces) ]
elif (new_chunk.ID==OBJECT_MATERIAL):
# print 'elif (new_chunk.ID==OBJECT_MATERIAL):'
material_name= read_string(file)
elif (new_chunk.ID == OBJECT_MATERIAL):
# print 'elif (new_chunk.ID == OBJECT_MATERIAL):'
material_name = read_string(file)
new_chunk.bytes_read += len(material_name)+1 # remove 1 null character.
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
num_faces_using_mat = unpack('<H', temp_data)[0]
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
num_faces_using_mat = struct.unpack('<H', temp_data)[0]
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
def getmat():
temp_data= file.read(STRUCT_SIZE_UNSIGNED_SHORT)
new_chunk.bytes_read+= STRUCT_SIZE_UNSIGNED_SHORT
return unpack('<H', temp_data)[0]
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
return struct.unpack('<H', temp_data)[0]
contextMeshMaterials[material_name]= [ getmat() for i in xrange(num_faces_using_mat) ]
contextMeshMaterials[material_name]= [ getmat() for i in range(num_faces_using_mat) ]
#look up the material in all the materials
elif (new_chunk.ID==OBJECT_UV):
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
num_uv=unpack('<H', temp_data)[0]
new_chunk.bytes_read+= 2
elif (new_chunk.ID == OBJECT_UV):
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
num_uv = struct.unpack('<H', temp_data)[0]
new_chunk.bytes_read += 2
def getuv():
temp_data=file.read(STRUCT_SIZE_2FLOAT)
temp_data = file.read(STRUCT_SIZE_2FLOAT)
new_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each
return Vector( unpack('<2f', temp_data) )
return Mathutils.Vector( struct.unpack('<2f', temp_data) )
# return Vector( struct.unpack('<2f', temp_data) )
contextMeshUV= [ getuv() for i in xrange(num_uv) ]
contextMeshUV = [ getuv() for i in range(num_uv) ]
elif (new_chunk.ID== OBJECT_TRANS_MATRIX):
elif (new_chunk.ID == OBJECT_TRANS_MATRIX):
# How do we know the matrix size? 54 == 4x4 48 == 4x3
temp_data=file.read(STRUCT_SIZE_4x3MAT)
data= list( unpack('<ffffffffffff', temp_data) )
temp_data = file.read(STRUCT_SIZE_4x3MAT)
data = list( struct.unpack('<ffffffffffff', temp_data) )
new_chunk.bytes_read += STRUCT_SIZE_4x3MAT
contextMatrix_rot= Blender.Mathutils.Matrix(\
contextMatrix_rot = Mathutils.Matrix(\
# contextMatrix_rot = Blender.Mathutils.Matrix(\
data[:3] + [0],\
data[3:6] + [0],\
data[6:9] + [0],\
@@ -749,7 +860,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
'''
contextMatrix_rot= Blender.Mathutils.Matrix(\
contextMatrix_rot = Blender.Mathutils.Matrix(\
data[:3] + [0],\
data[3:6] + [0],\
data[6:9] + [0],\
@@ -757,7 +868,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
'''
'''
contextMatrix_rot= Blender.Mathutils.Matrix(\
contextMatrix_rot = Blender.Mathutils.Matrix(\
data[:3] ,\
data[3:6],\
data[6:9])
@@ -769,7 +880,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
for j in xrange(4):
for i in xrange(3):
contextMatrix_rot[j][i] = data[m]
m+=1
m += 1
contextMatrix_rot[0][3]=0;
contextMatrix_rot[1][3]=0;
@@ -790,82 +901,87 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
#contextMatrix = contextMatrix * tx
#contextMatrix = contextMatrix *tx
elif (new_chunk.ID==MAT_MAP_FILENAME):
texture_name=read_string(file)
elif (new_chunk.ID == MAT_MAP_FILENAME):
texture_name = read_string(file)
try:
TEXTURE_DICT[contextMaterial.name]
except:
#img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH)
#img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
# img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)
new_chunk.bytes_read+= len(texture_name)+1 #plus one for the null character that gets removed
new_chunk.bytes_read += len(texture_name)+1 #plus one for the null character that gets removed
else: #(new_chunk.ID!=VERSION or new_chunk.ID!=OBJECTINFO or new_chunk.ID!=OBJECT or new_chunk.ID!=MATERIAL):
# print 'skipping to end of this chunk'
buffer_size=new_chunk.length-new_chunk.bytes_read
buffer_size = new_chunk.length - new_chunk.bytes_read
binary_format='%ic' % buffer_size
temp_data=file.read(calcsize(binary_format))
new_chunk.bytes_read+=buffer_size
temp_data = file.read(struct.calcsize(binary_format))
new_chunk.bytes_read += buffer_size
#update the previous chunk bytes read
# print 'previous_chunk.bytes_read += new_chunk.bytes_read'
# print previous_chunk.bytes_read, new_chunk.bytes_read
previous_chunk.bytes_read += new_chunk.bytes_read
## print 'Bytes left in this chunk: ', previous_chunk.length-previous_chunk.bytes_read
## print 'Bytes left in this chunk: ', previous_chunk.length - previous_chunk.bytes_read
# FINISHED LOOP
# There will be a number of objects still not added
if contextMesh_facels != None:
putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
def load_3ds(filename, PREF_UI= True):
global FILENAME, SCN_OBJECTS
def load_3ds(filename, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True, APPLY_MATRIX=False):
global FILENAME, SCN
# global FILENAME, SCN_OBJECTS
# XXX
# if BPyMessages.Error_NoFile(filename):
# return
if BPyMessages.Error_NoFile(filename):
return
print('\n\nImporting 3DS: "%s"' % (filename))
# print('\n\nImporting 3DS: "%s"' % (Blender.sys.expandpath(filename)))
time1 = time.clock()
# time1 = Blender.sys.time()
print '\n\nImporting 3DS: "%s"' % (Blender.sys.expandpath(filename))
FILENAME = filename
current_chunk = chunk()
time1= Blender.sys.time()
FILENAME=filename
current_chunk=chunk()
file=open(filename,'rb')
file = open(filename,'rb')
#here we go!
# print 'reading the first chunk'
read_chunk(file, current_chunk)
if (current_chunk.ID!=PRIMARY):
print '\tFatal Error: Not a valid 3ds file: ', filename
print('\tFatal Error: Not a valid 3ds file: ', filename)
file.close()
return
# IMPORT_AS_INSTANCE= Blender.Draw.Create(0)
IMPORT_CONSTRAIN_BOUNDS= Blender.Draw.Create(10.0)
IMAGE_SEARCH= Blender.Draw.Create(1)
APPLY_MATRIX= Blender.Draw.Create(0)
# IMPORT_AS_INSTANCE = Blender.Draw.Create(0)
# IMPORT_CONSTRAIN_BOUNDS = Blender.Draw.Create(10.0)
# IMAGE_SEARCH = Blender.Draw.Create(1)
# APPLY_MATRIX = Blender.Draw.Create(0)
# Get USER Options
pup_block= [\
('Size Constraint:', IMPORT_CONSTRAIN_BOUNDS, 0.0, 1000.0, 'Scale the model by 10 until it reacehs the size constraint. Zero Disables.'),\
('Image Search', IMAGE_SEARCH, 'Search subdirs for any assosiated images (Warning, may be slow)'),\
('Transform Fix', APPLY_MATRIX, 'Workaround for object transformations importing incorrectly'),\
#('Group Instance', IMPORT_AS_INSTANCE, 'Import objects into a new scene and group, creating an instance in the current scene.'),\
]
# pup_block = [\
# ('Size Constraint:', IMPORT_CONSTRAIN_BOUNDS, 0.0, 1000.0, 'Scale the model by 10 until it reacehs the size constraint. Zero Disables.'),\
# ('Image Search', IMAGE_SEARCH, 'Search subdirs for any assosiated images (Warning, may be slow)'),\
# ('Transform Fix', APPLY_MATRIX, 'Workaround for object transformations importing incorrectly'),\
# #('Group Instance', IMPORT_AS_INSTANCE, 'Import objects into a new scene and group, creating an instance in the current scene.'),\
# ]
if PREF_UI:
if not Blender.Draw.PupBlock('Import 3DS...', pup_block):
return
# if PREF_UI:
# if not Blender.Draw.PupBlock('Import 3DS...', pup_block):
# return
Blender.Window.WaitCursor(1)
# Blender.Window.WaitCursor(1)
IMPORT_CONSTRAIN_BOUNDS= IMPORT_CONSTRAIN_BOUNDS.val
# IMPORT_AS_INSTANCE= IMPORT_AS_INSTANCE.val
IMAGE_SEARCH = IMAGE_SEARCH.val
APPLY_MATRIX = APPLY_MATRIX.val
# IMPORT_CONSTRAIN_BOUNDS = IMPORT_CONSTRAIN_BOUNDS.val
# # IMPORT_AS_INSTANCE = IMPORT_AS_INSTANCE.val
# IMAGE_SEARCH = IMAGE_SEARCH.val
# APPLY_MATRIX = APPLY_MATRIX.val
if IMPORT_CONSTRAIN_BOUNDS:
BOUNDS_3DS[:]= [1<<30, 1<<30, 1<<30, -1<<30, -1<<30, -1<<30]
@@ -874,96 +990,103 @@ def load_3ds(filename, PREF_UI= True):
##IMAGE_SEARCH
scn= bpy.data.scenes.active
SCN_OBJECTS = scn.objects
SCN_OBJECTS.selected = [] # de select all
scn = context.scene
# scn = bpy.data.scenes.active
SCN = scn
# SCN_OBJECTS = scn.objects
# SCN_OBJECTS.selected = [] # de select all
importedObjects= [] # Fill this list with objects
importedObjects = [] # Fill this list with objects
process_next_chunk(file, current_chunk, importedObjects, IMAGE_SEARCH)
# Link the objects into this scene.
# Layers= scn.Layers
# Layers = scn.Layers
# REMOVE DUMMYVERT, - remove this in the next release when blenders internal are fixed.
for ob in importedObjects:
if ob.type=='Mesh':
me= ob.getData(mesh=1)
me.verts.delete([me.verts[0],])
if not APPLY_MATRIX:
me.transform(ob.matrixWorld.copy().invert())
# for ob in importedObjects:
# if ob.type == 'MESH':
# # if ob.type=='Mesh':
# me = ob.getData(mesh=1)
# me.verts.delete([me.verts[0],])
# if not APPLY_MATRIX:
# me.transform(ob.matrixWorld.copy().invert())
# Done DUMMYVERT
"""
if IMPORT_AS_INSTANCE:
name= filename.split('\\')[-1].split('/')[-1]
name = filename.split('\\')[-1].split('/')[-1]
# Create a group for this import.
group_scn= Scene.New(name)
group_scn = Scene.New(name)
for ob in importedObjects:
group_scn.link(ob) # dont worry about the layers
grp= Blender.Group.New(name)
grp.objects= importedObjects
grp = Blender.Group.New(name)
grp.objects = importedObjects
grp_ob= Object.New('Empty', name)
grp_ob.enableDupGroup= True
grp_ob.DupGroup= grp
grp_ob = Object.New('Empty', name)
grp_ob.enableDupGroup = True
grp_ob.DupGroup = grp
scn.link(grp_ob)
grp_ob.Layers= Layers
grp_ob.sel= 1
grp_ob.Layers = Layers
grp_ob.sel = 1
else:
# Select all imported objects.
for ob in importedObjects:
scn.link(ob)
ob.Layers= Layers
ob.sel= 1
ob.Layers = Layers
ob.sel = 1
"""
if IMPORT_CONSTRAIN_BOUNDS!=0.0:
if 0:
# if IMPORT_CONSTRAIN_BOUNDS!=0.0:
# Set bounds from objecyt bounding box
for ob in importedObjects:
if ob.type=='Mesh':
if ob.type == 'MESH':
# if ob.type=='Mesh':
ob.makeDisplayList() # Why dosnt this update the bounds?
for v in ob.getBoundBox():
for i in (0,1,2):
if v[i] < BOUNDS_3DS[i]:
BOUNDS_3DS[i]= v[i] # min
if v[i] > BOUNDS_3DS[i+3]:
BOUNDS_3DS[i+3]= v[i] # min
if v[i] > BOUNDS_3DS[i + 3]:
BOUNDS_3DS[i + 3]= v[i] # min
# Get the max axis x/y/z
max_axis= max(BOUNDS_3DS[3]-BOUNDS_3DS[0], BOUNDS_3DS[4]-BOUNDS_3DS[1], BOUNDS_3DS[5]-BOUNDS_3DS[2])
max_axis = max(BOUNDS_3DS[3]-BOUNDS_3DS[0], BOUNDS_3DS[4]-BOUNDS_3DS[1], BOUNDS_3DS[5]-BOUNDS_3DS[2])
# print max_axis
if max_axis < 1<<30: # Should never be false but just make sure.
if max_axis < 1 << 30: # Should never be false but just make sure.
# Get a new scale factor if set as an option
SCALE=1.0
while (max_axis*SCALE) > IMPORT_CONSTRAIN_BOUNDS:
SCALE = 1.0
while (max_axis * SCALE) > IMPORT_CONSTRAIN_BOUNDS:
SCALE/=10
# SCALE Matrix
SCALE_MAT= Blender.Mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1])
SCALE_MAT = Mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1])
# SCALE_MAT = Blender.Mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1])
for ob in importedObjects:
ob.setMatrix(ob.matrixWorld*SCALE_MAT)
ob.setMatrix(ob.matrixWorld * SCALE_MAT)
# Done constraining to bounds.
# Select all new objects.
print 'finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1))
print('finished importing: "%s" in %.4f sec.' % (filename, (time.clock()-time1)))
# print('finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1)))
file.close()
Blender.Window.WaitCursor(0)
# Blender.Window.WaitCursor(0)
DEBUG= False
if __name__=='__main__' and not DEBUG:
if calcsize==None:
Blender.Draw.PupMenu('Error%t|a full python installation not found')
else:
Blender.Window.FileSelector(load_3ds, 'Import 3DS', '*.3ds')
DEBUG = False
# if __name__=='__main__' and not DEBUG:
# if calcsize == None:
# Blender.Draw.PupMenu('Error%t|a full python installation not found')
# else:
# Blender.Window.FileSelector(load_3ds, 'Import 3DS', '*.3ds')
# For testing compatibility
#load_3ds('/metavr/convert/vehicle/truck_002/TruckTanker1.3DS', False)
@@ -973,14 +1096,14 @@ if __name__=='__main__' and not DEBUG:
else:
import os
# DEBUG ONLY
TIME= Blender.sys.time()
TIME = Blender.sys.time()
import os
print 'Searching for files'
os.system('find /metavr/ -iname "*.3ds" > /tmp/temp3ds_list')
# os.system('find /storage/ -iname "*.3ds" > /tmp/temp3ds_list')
print '...Done'
file= open('/tmp/temp3ds_list', 'r')
lines= file.readlines()
file = open('/tmp/temp3ds_list', 'r')
lines = file.readlines()
file.close()
# sort by filesize for faster testing
lines_size = [(os.path.getsize(f[:-1]), f[:-1]) for f in lines]
@@ -998,10 +1121,47 @@ else:
#_3ds= _3ds[:-1]
print 'Importing', _3ds, '\nNUMBER', i, 'of', len(lines)
_3ds_file= _3ds.split('/')[-1].split('\\')[-1]
newScn= Blender.Scene.New(_3ds_file)
newScn = Blender.Scene.New(_3ds_file)
newScn.makeCurrent()
load_3ds(_3ds, False)
print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME)
'''
class IMPORT_OT_3ds(bpy.types.Operator):
'''
3DS Importer
'''
__idname__ = "import.3ds"
__label__ = 'Import 3DS'
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for importing the 3DS file", maxlen= 1024, default= ""),
# bpy.props.FloatProperty(attr="size_constraint", name="Size Constraint", description="Scale the model by 10 until it reacehs the size constraint. Zero Disables.", min=0.0, max=1000.0, soft_min=0.0, soft_max=1000.0, default=10.0),
# bpy.props.BoolProperty(attr="search_images", name="Image Search", description="Search subdirectories for any assosiated images (Warning, may be slow)", default=True),
# bpy.props.BoolProperty(attr="apply_matrix", name="Transform Fix", description="Workaround for object transformations importing incorrectly", default=False),
]
def execute(self, context):
load_3ds(self.path, context, 0.0, False, False)
return ('FINISHED',)
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
return ('RUNNING_MODAL',)
'''
def poll(self, context):
print("Poll")
return context.active_object != None'''
bpy.ops.add(IMPORT_OT_3ds)
# NOTES:
# why add 1 extra vertex? and remove it when done?
# disabled scaling to size, this requires exposing bb (easy) and understanding how it works (needs some time)

View File

@@ -9,7 +9,7 @@ Tooltip: 'Load a Wavefront OBJ File, Shift: batch import all dir.'
__author__= "Campbell Barton", "Jiri Hnidek", "Paolo Ciccone"
__url__= ['http://wiki.blender.org/index.php/Scripts/Manual/Import/wavefront_obj', 'blender.org', 'blenderartists.org']
__version__= "2.13"
__version__= "2.11"
__bpydoc__= """\
This script imports a Wavefront OBJ files to Blender.
@@ -21,8 +21,7 @@ Note, This loads mesh objects and materials only, nurbs and curves are not suppo
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Campbell J Barton 2007-2009
# - V2.12- bspline import/export added (funded by PolyDimensions GmbH)
# Script copyright (C) Campbell J Barton 2007
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
@@ -41,14 +40,19 @@ Note, This loads mesh objects and materials only, nurbs and curves are not suppo
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
from Blender import Mesh, Draw, Window, Texture, Material, sys
import os
import time
import bpy
import BPyMesh
import BPyImage
import BPyMessages
import Mathutils
import Geometry
try: import os
except: os= False
# from Blender import Mesh, Draw, Window, Texture, Material, sys
# # import BPyMesh
# import BPyImage
# import BPyMessages
# try: import os
# except: os= False
# Generic path functions
def stripFile(path):
@@ -56,7 +60,8 @@ def stripFile(path):
lastSlash= max(path.rfind('\\'), path.rfind('/'))
if lastSlash != -1:
path= path[:lastSlash]
return '%s%s' % (path, sys.sep)
return '%s%s' % (path, os.sep)
# return '%s%s' % (path, sys.sep)
def stripPath(path):
'''Strips the slashes from the back of a string'''
@@ -71,7 +76,215 @@ def stripExt(name): # name is a string
return name
# end path funcs
def unpack_list(list_of_tuples):
l = []
for t in list_of_tuples:
l.extend(t)
return l
# same as above except that it adds 0 for triangle faces
def unpack_face_list(list_of_tuples):
l = []
for t in list_of_tuples:
face = [i for i in t]
if len(face) != 3 and len(face) != 4:
raise RuntimeError("{0} vertices in face.".format(len(face)))
# rotate indices if the 4th is 0
if len(face) == 4 and face[3] == 0:
face = [face[3], face[0], face[1], face[2]]
if len(face) == 3:
face.append(0)
l.extend(face)
return l
def BPyMesh_ngon(from_data, indices, PREF_FIX_LOOPS= True):
'''
Takes a polyline of indices (fgon)
and returns a list of face indicie lists.
Designed to be used for importers that need indices for an fgon to create from existing verts.
from_data: either a mesh, or a list/tuple of vectors.
indices: a list of indicies to use this list is the ordered closed polyline to fill, and can be a subset of the data given.
PREF_FIX_LOOPS: If this is enabled polylines that use loops to make multiple polylines are delt with correctly.
'''
if not set: # Need sets for this, otherwise do a normal fill.
PREF_FIX_LOOPS= False
Vector= Mathutils.Vector
if not indices:
return []
# return []
def rvec(co): return round(co.x, 6), round(co.y, 6), round(co.z, 6)
def mlen(co): return abs(co[0])+abs(co[1])+abs(co[2]) # manhatten length of a vector, faster then length
def vert_treplet(v, i):
return v, rvec(v), i, mlen(v)
def ed_key_mlen(v1, v2):
if v1[3] > v2[3]:
return v2[1], v1[1]
else:
return v1[1], v2[1]
if not PREF_FIX_LOOPS:
'''
Normal single concave loop filling
'''
if type(from_data) in (tuple, list):
verts= [Vector(from_data[i]) for ii, i in enumerate(indices)]
else:
verts= [from_data.verts[i].co for ii, i in enumerate(indices)]
for i in range(len(verts)-1, 0, -1): # same as reversed(xrange(1, len(verts))):
if verts[i][1]==verts[i-1][0]:
verts.pop(i-1)
fill= Geometry.PolyFill([verts])
else:
'''
Seperate this loop into multiple loops be finding edges that are used twice
This is used by lightwave LWO files a lot
'''
if type(from_data) in (tuple, list):
verts= [vert_treplet(Vector(from_data[i]), ii) for ii, i in enumerate(indices)]
else:
verts= [vert_treplet(from_data.verts[i].co, ii) for ii, i in enumerate(indices)]
edges= [(i, i-1) for i in range(len(verts))]
if edges:
edges[0]= (0,len(verts)-1)
if not verts:
return []
edges_used= set()
edges_doubles= set()
# We need to check if any edges are used twice location based.
for ed in edges:
edkey= ed_key_mlen(verts[ed[0]], verts[ed[1]])
if edkey in edges_used:
edges_doubles.add(edkey)
else:
edges_used.add(edkey)
# Store a list of unconnected loop segments split by double edges.
# will join later
loop_segments= []
v_prev= verts[0]
context_loop= [v_prev]
loop_segments= [context_loop]
for v in verts:
if v!=v_prev:
# Are we crossing an edge we removed?
if ed_key_mlen(v, v_prev) in edges_doubles:
context_loop= [v]
loop_segments.append(context_loop)
else:
if context_loop and context_loop[-1][1]==v[1]:
#raise "as"
pass
else:
context_loop.append(v)
v_prev= v
# Now join loop segments
def join_seg(s1,s2):
if s2[-1][1]==s1[0][1]: #
s1,s2= s2,s1
elif s1[-1][1]==s2[0][1]:
pass
else:
return False
# If were stuill here s1 and s2 are 2 segments in the same polyline
s1.pop() # remove the last vert from s1
s1.extend(s2) # add segment 2 to segment 1
if s1[0][1]==s1[-1][1]: # remove endpoints double
s1.pop()
s2[:]= [] # Empty this segment s2 so we dont use it again.
return True
joining_segments= True
while joining_segments:
joining_segments= False
segcount= len(loop_segments)
for j in range(segcount-1, -1, -1): #reversed(range(segcount)):
seg_j= loop_segments[j]
if seg_j:
for k in range(j-1, -1, -1): # reversed(range(j)):
if not seg_j:
break
seg_k= loop_segments[k]
if seg_k and join_seg(seg_j, seg_k):
joining_segments= True
loop_list= loop_segments
for verts in loop_list:
while verts and verts[0][1]==verts[-1][1]:
verts.pop()
loop_list= [verts for verts in loop_list if len(verts)>2]
# DONE DEALING WITH LOOP FIXING
# vert mapping
vert_map= [None]*len(indices)
ii=0
for verts in loop_list:
if len(verts)>2:
for i, vert in enumerate(verts):
vert_map[i+ii]= vert[2]
ii+=len(verts)
fill= Geometry.PolyFill([ [v[0] for v in loop] for loop in loop_list ])
#draw_loops(loop_list)
#raise 'done loop'
# map to original indicies
fill= [[vert_map[i] for i in reversed(f)] for f in fill]
if not fill:
print('Warning Cannot scanfill, fallback on a triangle fan.')
fill= [ [0, i-1, i] for i in range(2, len(indices)) ]
else:
# Use real scanfill.
# See if its flipped the wrong way.
flip= None
for fi in fill:
if flip != None:
break
for i, vi in enumerate(fi):
if vi==0 and fi[i-1]==1:
flip= False
break
elif vi==1 and fi[i-1]==0:
flip= True
break
if not flip:
for i, fi in enumerate(fill):
fill[i]= tuple([ii for ii in reversed(fi)])
return fill
def line_value(line_split):
'''
@@ -88,22 +301,47 @@ def line_value(line_split):
elif length > 2:
return ' '.join( line_split[1:] )
# limited replacement for BPyImage.comprehensiveImageLoad
def load_image(imagepath, dirname):
if os.path.exists(imagepath):
return bpy.data.add_image(imagepath)
variants = [os.path.join(dirname, imagepath), os.path.join(dirname, os.path.basename(imagepath))]
for path in variants:
if os.path.exists(path):
return bpy.data.add_image(path)
else:
print(path, "doesn't exist")
# TODO comprehensiveImageLoad also searched in bpy.config.textureDir
return None
def obj_image_load(imagepath, DIR, IMAGE_SEARCH):
'''
Mainly uses comprehensiveImageLoad
but tries to replace '_' with ' ' for Max's exporter replaces spaces with underscores.
'''
if '_' in imagepath:
image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH)
if image: return image
# Did the exporter rename the image?
image= BPyImage.comprehensiveImageLoad(imagepath.replace('_', ' '), DIR, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH)
image= load_image(imagepath.replace('_', ' '), DIR)
if image: return image
return load_image(imagepath, DIR)
# def obj_image_load(imagepath, DIR, IMAGE_SEARCH):
# '''
# Mainly uses comprehensiveImageLoad
# but tries to replace '_' with ' ' for Max's exporter replaces spaces with underscores.
# '''
# Return an image, placeholder if it dosnt exist
image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= True, RECURSIVE= IMAGE_SEARCH)
return image
# if '_' in imagepath:
# image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH)
# if image: return image
# # Did the exporter rename the image?
# image= BPyImage.comprehensiveImageLoad(imagepath.replace('_', ' '), DIR, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH)
# if image: return image
# # Return an image, placeholder if it dosnt exist
# image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= True, RECURSIVE= IMAGE_SEARCH)
# return image
def create_materials(filepath, material_libs, unique_materials, unique_material_images, IMAGE_SEARCH):
@@ -117,69 +355,82 @@ def create_materials(filepath, material_libs, unique_materials, unique_material_
# This function sets textures defined in .mtl file #
#==================================================================================#
def load_material_image(blender_material, context_material_name, imagepath, type):
texture= bpy.data.textures.new(type)
texture.setType('Image')
texture= bpy.data.add_texture(type)
texture.type= 'IMAGE'
# texture= bpy.data.textures.new(type)
# texture.setType('Image')
# Absolute path - c:\.. etc would work here
image= obj_image_load(imagepath, DIR, IMAGE_SEARCH)
has_data = image.has_data
texture.image = image
has_data = image.has_data if image else False
if not has_data:
try:
# first time using this image. We need to load it first
image.glLoad()
except:
# probably the image is crashed
pass
else:
has_data = image.has_data
if image:
texture.image = image
# Adds textures for materials (rendering)
if type == 'Kd':
if has_data and image.depth == 32:
# Image has alpha
blender_material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL | Texture.MapTo.ALPHA)
texture.setImageFlags('MipMap', 'InterPol', 'UseAlpha')
blender_material.mode |= Material.Modes.ZTRANSP
# XXX bitmask won't work?
blender_material.add_texture(texture, "UV", ("COLOR", "ALPHA"))
texture.mipmap = True
texture.interpolation = True
texture.use_alpha = True
blender_material.z_transparency = True
blender_material.alpha = 0.0
# blender_material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL | Texture.MapTo.ALPHA)
# texture.setImageFlags('MipMap', 'InterPol', 'UseAlpha')
# blender_material.mode |= Material.Modes.ZTRANSP
# blender_material.alpha = 0.0
else:
blender_material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
blender_material.add_texture(texture, "UV", "COLOR")
# blender_material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
# adds textures to faces (Textured/Alt-Z mode)
# Only apply the diffuse texture to the face if the image has not been set with the inline usemat func.
unique_material_images[context_material_name]= image, has_data # set the texface image
elif type == 'Ka':
blender_material.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.CMIR) # TODO- Add AMB to BPY API
blender_material.add_texture(texture, "UV", "AMBIENT")
# blender_material.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.CMIR) # TODO- Add AMB to BPY API
elif type == 'Ks':
blender_material.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
blender_material.add_texture(texture, "UV", "SPECULARITY")
# blender_material.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
elif type == 'Bump':
blender_material.setTexture(3, texture, Texture.TexCo.UV, Texture.MapTo.NOR)
blender_material.add_texture(texture, "UV", "NORMAL")
# blender_material.setTexture(3, texture, Texture.TexCo.UV, Texture.MapTo.NOR)
elif type == 'D':
blender_material.setTexture(4, texture, Texture.TexCo.UV, Texture.MapTo.ALPHA)
blender_material.mode |= Material.Modes.ZTRANSP
blender_material.add_texture(texture, "UV", "ALPHA")
blender_material.z_transparency = True
blender_material.alpha = 0.0
# blender_material.setTexture(4, texture, Texture.TexCo.UV, Texture.MapTo.ALPHA)
# blender_material.mode |= Material.Modes.ZTRANSP
# blender_material.alpha = 0.0
# Todo, unset deffuse material alpha if it has an alpha channel
elif type == 'refl':
blender_material.setTexture(5, texture, Texture.TexCo.UV, Texture.MapTo.REF)
blender_material.add_texture(texture, "UV", "REFLECTION")
# blender_material.setTexture(5, texture, Texture.TexCo.UV, Texture.MapTo.REF)
# Add an MTL with the same name as the obj if no MTLs are spesified.
temp_mtl= stripExt(stripPath(filepath))+ '.mtl'
if sys.exists(DIR + temp_mtl) and temp_mtl not in material_libs:
material_libs.append( temp_mtl )
if os.path.exists(DIR + temp_mtl) and temp_mtl not in material_libs:
# if sys.exists(DIR + temp_mtl) and temp_mtl not in material_libs:
material_libs.append( temp_mtl )
del temp_mtl
#Create new materials
for name in unique_materials: # .keys()
if name != None:
unique_materials[name]= bpy.data.materials.new(name)
unique_materials[name]= bpy.data.add_material(name)
# unique_materials[name]= bpy.data.materials.new(name)
unique_material_images[name]= None, False # assign None to all material images to start with, add to later.
unique_materials[None]= None
@@ -187,7 +438,8 @@ def create_materials(filepath, material_libs, unique_materials, unique_material_
for libname in material_libs:
mtlpath= DIR + libname
if not sys.exists(mtlpath):
if not os.path.exists(mtlpath):
# if not sys.exists(mtlpath):
#print '\tError Missing MTL: "%s"' % mtlpath
pass
else:
@@ -197,7 +449,7 @@ def create_materials(filepath, material_libs, unique_materials, unique_material_
for line in mtl: #.xreadlines():
if line.startswith('newmtl'):
context_material_name= line_value(line.split())
if unique_materials.has_key(context_material_name):
if context_material_name in unique_materials:
context_material = unique_materials[ context_material_name ]
else:
context_material = None
@@ -207,18 +459,23 @@ def create_materials(filepath, material_libs, unique_materials, unique_material_
line_split= line.split()
line_lower= line.lower().lstrip()
if line_lower.startswith('ka'):
context_material.setMirCol((float(line_split[1]), float(line_split[2]), float(line_split[3])))
context_material.mirror_color = (float(line_split[1]), float(line_split[2]), float(line_split[3]))
# context_material.setMirCol((float(line_split[1]), float(line_split[2]), float(line_split[3])))
elif line_lower.startswith('kd'):
context_material.setRGBCol((float(line_split[1]), float(line_split[2]), float(line_split[3])))
context_material.diffuse_color = (float(line_split[1]), float(line_split[2]), float(line_split[3]))
# context_material.setRGBCol((float(line_split[1]), float(line_split[2]), float(line_split[3])))
elif line_lower.startswith('ks'):
context_material.setSpecCol((float(line_split[1]), float(line_split[2]), float(line_split[3])))
context_material.specular_color = (float(line_split[1]), float(line_split[2]), float(line_split[3]))
# context_material.setSpecCol((float(line_split[1]), float(line_split[2]), float(line_split[3])))
elif line_lower.startswith('ns'):
context_material.setHardness( int((float(line_split[1])*0.51)) )
context_material.specular_hardness = int((float(line_split[1])*0.51))
# context_material.setHardness( int((float(line_split[1])*0.51)) )
elif line_lower.startswith('ni'): # Refraction index
context_material.setIOR( max(1, min(float(line_split[1]), 3))) # Between 1 and 3
context_material.ior = max(1, min(float(line_split[1]), 3))
# context_material.setIOR( max(1, min(float(line_split[1]), 3))) # Between 1 and 3
elif line_lower.startswith('d') or line_lower.startswith('tr'):
context_material.setAlpha(float(line_split[1]))
context_material.mode |= Material.Modes.ZTRANSP
context_material.alpha = float(line_split[1])
# context_material.setAlpha(float(line_split[1]))
elif line_lower.startswith('map_ka'):
img_filepath= line_value(line.split())
if img_filepath:
@@ -322,14 +579,14 @@ def split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP,
face_vert_loc_indicies[enum] = vert_remap[i] # remap to the local index
matname= face[2]
if matname and not unique_materials_split.has_key(matname):
if matname and matname not in unique_materials_split:
unique_materials_split[matname] = unique_materials[matname]
faces_split.append(face)
# remove one of the itemas and reorder
return [(value[0], value[1], value[2], key_to_name(key)) for key, value in face_split_dict.iteritems()]
return [(value[0], value[1], value[2], key_to_name(key)) for key, value in list(face_split_dict.items())]
def create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, verts_tex, faces, unique_materials, unique_material_images, unique_smooth_groups, vertex_groups, dataname):
@@ -342,7 +599,7 @@ def create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_l
if unique_smooth_groups:
sharp_edges= {}
smooth_group_users= dict([ (context_smooth_group, {}) for context_smooth_group in unique_smooth_groups.iterkeys() ])
smooth_group_users= dict([ (context_smooth_group, {}) for context_smooth_group in list(unique_smooth_groups.keys()) ])
context_smooth_group_old= -1
# Split fgons into tri's
@@ -353,7 +610,7 @@ def create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_l
context_object= None
# reverse loop through face indicies
for f_idx in xrange(len(faces)-1, -1, -1):
for f_idx in range(len(faces)-1, -1, -1):
face_vert_loc_indicies,\
face_vert_tex_indicies,\
@@ -370,7 +627,7 @@ def create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_l
if CREATE_EDGES:
# generators are better in python 2.4+ but can't be used in 2.3
# edges.extend( (face_vert_loc_indicies[i], face_vert_loc_indicies[i+1]) for i in xrange(len_face_vert_loc_indicies-1) )
edges.extend( [(face_vert_loc_indicies[i], face_vert_loc_indicies[i+1]) for i in xrange(len_face_vert_loc_indicies-1)] )
edges.extend( [(face_vert_loc_indicies[i], face_vert_loc_indicies[i+1]) for i in range(len_face_vert_loc_indicies-1)] )
faces.pop(f_idx)
else:
@@ -382,7 +639,7 @@ def create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_l
edge_dict= smooth_group_users[context_smooth_group]
context_smooth_group_old= context_smooth_group
for i in xrange(len_face_vert_loc_indicies):
for i in range(len_face_vert_loc_indicies):
i1= face_vert_loc_indicies[i]
i2= face_vert_loc_indicies[i-1]
if i1>i2: i1,i2= i2,i1
@@ -395,7 +652,7 @@ def create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_l
# FGons into triangles
if has_ngons and len_face_vert_loc_indicies > 4:
ngon_face_indices= BPyMesh.ngon(verts_loc, face_vert_loc_indicies)
ngon_face_indices= BPyMesh_ngon(verts_loc, face_vert_loc_indicies)
faces.extend(\
[(\
[face_vert_loc_indicies[ngon[0]], face_vert_loc_indicies[ngon[1]], face_vert_loc_indicies[ngon[2]] ],\
@@ -420,7 +677,7 @@ def create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_l
except KeyError:
edge_users[i1,i2]= 1
for key, users in edge_users.iteritems():
for key, users in edge_users.items():
if users>1:
fgon_edges[key]= None
@@ -430,8 +687,8 @@ def create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_l
# Build sharp edges
if unique_smooth_groups:
for edge_dict in smooth_group_users.itervalues():
for key, users in edge_dict.iteritems():
for edge_dict in list(smooth_group_users.values()):
for key, users in list(edge_dict.items()):
if users==1: # This edge is on the boundry of a group
sharp_edges[key]= None
@@ -441,25 +698,39 @@ def create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_l
materials= [None] * len(unique_materials)
for name, index in material_mapping.iteritems():
for name, index in list(material_mapping.items()):
materials[index]= unique_materials[name]
me= bpy.data.meshes.new(dataname)
me.materials= materials[0:16] # make sure the list isnt too big.
me= bpy.data.add_mesh(dataname)
# me= bpy.data.meshes.new(dataname)
# make sure the list isnt too big
for material in materials[0:16]:
me.add_material(material)
# me.materials= materials[0:16] # make sure the list isnt too big.
#me.verts.extend([(0,0,0)]) # dummy vert
me.verts.extend(verts_loc)
face_mapping= me.faces.extend([f[0] for f in faces], indexList=True)
me.add_geometry(len(verts_loc), 0, len(faces))
# verts_loc is a list of (x, y, z) tuples
me.verts.foreach_set("co", unpack_list(verts_loc))
# me.verts.extend(verts_loc)
# faces is a list of (vert_indices, texco_indices, ...) tuples
# XXX faces should contain either 3 or 4 verts
# XXX no check for valid face indices
me.faces.foreach_set("verts_raw", unpack_face_list([f[0] for f in faces]))
# face_mapping= me.faces.extend([f[0] for f in faces], indexList=True)
if verts_tex and me.faces:
me.faceUV= 1
me.add_uv_texture()
# me.faceUV= 1
# TEXMODE= Mesh.FaceModes['TEX']
context_material_old= -1 # avoid a dict lookup
mat= 0 # rare case it may be un-initialized.
me_faces= me.faces
ALPHA= Mesh.FaceTranspModes.ALPHA
# ALPHA= Mesh.FaceTranspModes.ALPHA
for i, face in enumerate(faces):
if len(face[0]) < 2:
@@ -468,9 +739,14 @@ def create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_l
if CREATE_EDGES:
edges.append(face[0])
else:
face_index_map= face_mapping[i]
if face_index_map!=None: # None means the face wasnt added
blender_face= me_faces[face_index_map]
# face_index_map= face_mapping[i]
# since we use foreach_set to add faces, all of them are added
if 1:
# if face_index_map!=None: # None means the face wasnt added
blender_face = me.faces[i]
# blender_face= me_faces[face_index_map]
face_vert_loc_indicies,\
face_vert_tex_indicies,\
@@ -489,17 +765,24 @@ def create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_l
if mat>15:
mat= 15
context_material_old= context_material
blender_face.mat= mat
blender_face.material_index= mat
# blender_face.mat= mat
if verts_tex:
if verts_tex:
blender_tface= me.uv_textures[0].data[i]
if context_material:
image, has_data= unique_material_images[context_material]
if image: # Can be none if the material dosnt have an image.
blender_face.image= image
if has_data and image.depth == 32:
blender_face.transp |= ALPHA
blender_tface.image= image
# blender_face.image= image
if has_data:
# if has_data and image.depth == 32:
blender_tface.transp = 'ALPHA'
# blender_face.transp |= ALPHA
# BUG - Evil eekadoodle problem where faces that have vert index 0 location at 3 or 4 are shuffled.
if len(face_vert_loc_indicies)==4:
@@ -511,43 +794,80 @@ def create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_l
# END EEEKADOODLE FIX
# assign material, uv's and image
for ii, uv in enumerate(blender_face.uv):
uv.x, uv.y= verts_tex[face_vert_tex_indicies[ii]]
blender_tface.uv1= verts_tex[face_vert_tex_indicies[0]]
blender_tface.uv2= verts_tex[face_vert_tex_indicies[1]]
blender_tface.uv3= verts_tex[face_vert_tex_indicies[2]]
if blender_face.verts[3] != 0:
blender_tface.uv4= verts_tex[face_vert_tex_indicies[3]]
# for ii, uv in enumerate(blender_face.uv):
# uv.x, uv.y= verts_tex[face_vert_tex_indicies[ii]]
del me_faces
del ALPHA
# del ALPHA
if CREATE_EDGES:
me.add_geometry(0, len(edges), 0)
# edges should be a list of (a, b) tuples
me.edges.foreach_set("verts", unpack_list(edges))
# me_edges.extend( edges )
# del me_edges
# Add edge faces.
me_edges= me.edges
if CREATE_FGONS and fgon_edges:
FGON= Mesh.EdgeFlags.FGON
for ed in me.findEdges( fgon_edges.keys() ):
if ed!=None:
me_edges[ed].flag |= FGON
del FGON
# me_edges= me.edges
def edges_match(e1, e2):
return (e1[0] == e2[0] and e1[1] == e2[1]) or (e1[0] == e2[1] and e1[1] == e2[0])
# XXX slow
# if CREATE_FGONS and fgon_edges:
# for fgon_edge in fgon_edges.keys():
# for ed in me.edges:
# if edges_match(fgon_edge, ed.verts):
# ed.fgon = True
# if CREATE_FGONS and fgon_edges:
# FGON= Mesh.EdgeFlags.FGON
# for ed in me.findEdges( fgon_edges.keys() ):
# if ed!=None:
# me_edges[ed].flag |= FGON
# del FGON
# XXX slow
# if unique_smooth_groups and sharp_edges:
# for sharp_edge in sharp_edges.keys():
# for ed in me.edges:
# if edges_match(sharp_edge, ed.verts):
# ed.sharp = True
# if unique_smooth_groups and sharp_edges:
# SHARP= Mesh.EdgeFlags.SHARP
# for ed in me.findEdges( sharp_edges.keys() ):
# if ed!=None:
# me_edges[ed].flag |= SHARP
# del SHARP
me.update()
# me.calcNormals()
if unique_smooth_groups and sharp_edges:
SHARP= Mesh.EdgeFlags.SHARP
for ed in me.findEdges( sharp_edges.keys() ):
if ed!=None:
me_edges[ed].flag |= SHARP
del SHARP
if CREATE_EDGES:
me_edges.extend( edges )
del me_edges
me.calcNormals()
ob= scn.objects.new(me)
ob= bpy.data.add_object("MESH", "Mesh")
ob.data= me
scn.add_object(ob)
# ob= scn.objects.new(me)
new_objects.append(ob)
# Create the vertex groups. No need to have the flag passed here since we test for the
# content of the vertex_groups. If the user selects to NOT have vertex groups saved then
# the following test will never run
for group_name, group_indicies in vertex_groups.iteritems():
me.addVertGroup(group_name)
me.assignVertsToGroup(group_name, group_indicies,1.00, Mesh.AssignModes.REPLACE)
for group_name, group_indicies in vertex_groups.items():
group= ob.add_vertex_group(group_name)
# me.addVertGroup(group_name)
for vertex_index in group_indicies:
ob.add_vertex_to_group(vertex_index, group, 1.0, 'REPLACE')
# me.assignVertsToGroup(group_name, group_indicies, 1.00, Mesh.AssignModes.REPLACE)
def create_nurbs(scn, context_nurbs, vert_loc, new_objects):
@@ -563,16 +883,16 @@ def create_nurbs(scn, context_nurbs, vert_loc, new_objects):
cstype = context_nurbs.get('cstype', None)
if cstype == None:
print '\tWarning, cstype not found'
print('\tWarning, cstype not found')
return
if cstype != 'bspline':
print '\tWarning, cstype is not supported (only bspline)'
print('\tWarning, cstype is not supported (only bspline)')
return
if not curv_idx:
print '\tWarning, curv argument empty or not set'
print('\tWarning, curv argument empty or not set')
return
if len(deg) > 1 or parm_v:
print '\tWarning, surfaces not supported'
print('\tWarning, surfaces not supported')
return
cu = bpy.data.curves.new(name, 'Curve')
@@ -594,7 +914,7 @@ def create_nurbs(scn, context_nurbs, vert_loc, new_objects):
# get for endpoint flag from the weighting
if curv_range and len(parm_u) > deg[0]+1:
do_endpoints = True
for i in xrange(deg[0]+1):
for i in range(deg[0]+1):
if abs(parm_u[i]-curv_range[0]) > 0.0001:
do_endpoints = False
@@ -659,28 +979,30 @@ def get_float_func(filepath):
return float
def load_obj(filepath,
CLAMP_SIZE= 0.0,
CREATE_FGONS= True,
CREATE_SMOOTH_GROUPS= True,
CREATE_EDGES= True,
SPLIT_OBJECTS= True,
SPLIT_GROUPS= True,
SPLIT_MATERIALS= True,
ROTATE_X90= True,
IMAGE_SEARCH=True,
POLYGROUPS=False):
context,
CLAMP_SIZE= 0.0,
CREATE_FGONS= True,
CREATE_SMOOTH_GROUPS= True,
CREATE_EDGES= True,
SPLIT_OBJECTS= True,
SPLIT_GROUPS= True,
SPLIT_MATERIALS= True,
ROTATE_X90= True,
IMAGE_SEARCH=True,
POLYGROUPS=False):
'''
Called by the user interface or another script.
load_obj(path) - should give acceptable results.
This function passes the file and sends the data off
to be split into objects and then converted into mesh objects
'''
print '\nimporting obj "%s"' % filepath
print('\nimporting obj "%s"' % filepath)
if SPLIT_OBJECTS or SPLIT_GROUPS or SPLIT_MATERIALS:
POLYGROUPS = False
time_main= sys.time()
time_main= time.time()
# time_main= sys.time()
verts_loc= []
verts_tex= []
@@ -717,8 +1039,9 @@ def load_obj(filepath,
# so we need to know weather
context_multi_line= ''
print '\tparsing obj file "%s"...' % filepath,
time_sub= sys.time()
print('\tparsing obj file "%s"...' % filepath)
time_sub= time.time()
# time_sub= sys.time()
file= open(filepath, 'rU')
for line in file: #.xreadlines():
@@ -926,70 +1249,77 @@ def load_obj(filepath,
'''
file.close()
time_new= sys.time()
print '%.4f sec' % (time_new-time_sub)
time_new= time.time()
# time_new= sys.time()
print('%.4f sec' % (time_new-time_sub))
time_sub= time_new
print '\tloading materials and images...',
print('\tloading materials and images...')
create_materials(filepath, material_libs, unique_materials, unique_material_images, IMAGE_SEARCH)
time_new= sys.time()
print '%.4f sec' % (time_new-time_sub)
time_new= time.time()
# time_new= sys.time()
print('%.4f sec' % (time_new-time_sub))
time_sub= time_new
if not ROTATE_X90:
verts_loc[:] = [(v[0], v[2], -v[1]) for v in verts_loc]
# deselect all
scn = bpy.data.scenes.active
scn.objects.selected = []
# if context.selected_objects:
# bpy.ops.OBJECT_OT_select_all_toggle()
scene = context.scene
# scn = bpy.data.scenes.active
# scn.objects.selected = []
new_objects= [] # put new objects here
print '\tbuilding geometry...\n\tverts:%i faces:%i materials: %i smoothgroups:%i ...' % ( len(verts_loc), len(faces), len(unique_materials), len(unique_smooth_groups) ),
print('\tbuilding geometry...\n\tverts:%i faces:%i materials: %i smoothgroups:%i ...' % ( len(verts_loc), len(faces), len(unique_materials), len(unique_smooth_groups) ))
# Split the mesh by objects/materials, may
if SPLIT_OBJECTS or SPLIT_GROUPS: SPLIT_OB_OR_GROUP = True
else: SPLIT_OB_OR_GROUP = False
for verts_loc_split, faces_split, unique_materials_split, dataname in split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP, SPLIT_MATERIALS):
# Create meshes from the data, warning 'vertex_groups' wont support splitting
create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc_split, verts_tex, faces_split, unique_materials_split, unique_material_images, unique_smooth_groups, vertex_groups, dataname)
create_mesh(scene, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc_split, verts_tex, faces_split, unique_materials_split, unique_material_images, unique_smooth_groups, vertex_groups, dataname)
# nurbs support
for context_nurbs in nurbs:
create_nurbs(scn, context_nurbs, verts_loc, new_objects)
# for context_nurbs in nurbs:
# create_nurbs(scn, context_nurbs, verts_loc, new_objects)
axis_min= [ 1000000000]*3
axis_max= [-1000000000]*3
if CLAMP_SIZE:
# Get all object bounds
for ob in new_objects:
for v in ob.getBoundBox():
for axis, value in enumerate(v):
if axis_min[axis] > value: axis_min[axis]= value
if axis_max[axis] < value: axis_max[axis]= value
# if CLAMP_SIZE:
# # Get all object bounds
# for ob in new_objects:
# for v in ob.getBoundBox():
# for axis, value in enumerate(v):
# if axis_min[axis] > value: axis_min[axis]= value
# if axis_max[axis] < value: axis_max[axis]= value
# Scale objects
max_axis= max(axis_max[0]-axis_min[0], axis_max[1]-axis_min[1], axis_max[2]-axis_min[2])
scale= 1.0
# # Scale objects
# max_axis= max(axis_max[0]-axis_min[0], axis_max[1]-axis_min[1], axis_max[2]-axis_min[2])
# scale= 1.0
while CLAMP_SIZE < max_axis * scale:
scale= scale/10.0
# while CLAMP_SIZE < max_axis * scale:
# scale= scale/10.0
for ob in new_objects:
ob.setSize(scale, scale, scale)
# for ob in new_objects:
# ob.setSize(scale, scale, scale)
# Better rotate the vert locations
#if not ROTATE_X90:
# for ob in new_objects:
# ob.RotX = -1.570796326794896558
time_new= time.time()
# time_new= sys.time()
time_new= sys.time()
print '%.4f sec' % (time_new-time_sub)
print 'finished importing: "%s" in %.4f sec.' % (filepath, (time_new-time_main))
print('%.4f sec' % (time_new-time_sub))
print('finished importing: "%s" in %.4f sec.' % (filepath, (time_new-time_main)))
DEBUG= True
@@ -1082,14 +1412,14 @@ def load_obj_ui(filepath, BATCH_LOAD= False):
def do_help(e,v):
url = __url__[0]
print 'Trying to open web browser with documentation at this address...'
print '\t' + url
print('Trying to open web browser with documentation at this address...')
print('\t' + url)
try:
import webbrowser
webbrowser.open(url)
except:
print '...could not open a browser window.'
print('...could not open a browser window.')
def obj_ui():
ui_x, ui_y = GLOBALS['MOUSE']
@@ -1199,11 +1529,11 @@ def load_obj_ui_batch(file):
DEBUG= False
if __name__=='__main__' and not DEBUG:
if os and Window.GetKeyQualifiers() & Window.Qual.SHIFT:
Window.FileSelector(load_obj_ui_batch, 'Import OBJ Dir', '')
else:
Window.FileSelector(load_obj_ui, 'Import a Wavefront OBJ', '*.obj')
# if __name__=='__main__' and not DEBUG:
# if os and Window.GetKeyQualifiers() & Window.Qual.SHIFT:
# Window.FileSelector(load_obj_ui_batch, 'Import OBJ Dir', '')
# else:
# Window.FileSelector(load_obj_ui, 'Import a Wavefront OBJ', '*.obj')
# For testing compatibility
'''
@@ -1232,3 +1562,77 @@ else:
'''
#load_obj('/test.obj')
#load_obj('/fe/obj/mba1.obj')
class IMPORT_OT_obj(bpy.types.Operator):
'''
Operator documentation text, will be used for the operator tooltip and python docs.
'''
__idname__ = "import.obj"
__label__ = "Import OBJ"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for importing the OBJ file", maxlen= 1024, default= ""),
bpy.props.BoolProperty(attr="CREATE_SMOOTH_GROUPS", name="Smooth Groups", description="Surround smooth groups by sharp edges", default= True),
bpy.props.BoolProperty(attr="CREATE_FGONS", name="NGons as FGons", description="Import faces with more then 4 verts as fgons", default= True),
bpy.props.BoolProperty(attr="CREATE_EDGES", name="Lines as Edges", description="Import lines and faces with 2 verts as edge", default= True),
bpy.props.BoolProperty(attr="SPLIT_OBJECTS", name="Object", description="Import OBJ Objects into Blender Objects", default= True),
bpy.props.BoolProperty(attr="SPLIT_GROUPS", name="Group", description="Import OBJ Groups into Blender Objects", default= True),
bpy.props.BoolProperty(attr="SPLIT_MATERIALS", name="Material", description="Import each material into a seperate mesh (Avoids > 16 per mesh error)", default= True),
# old comment: only used for user feedback
# disabled this option because in old code a handler for it disabled SPLIT* params, it's not passed to load_obj
# bpy.props.BoolProperty(attr="KEEP_VERT_ORDER", name="Keep Vert Order", description="Keep vert and face order, disables split options, enable for morph targets", default= True),
bpy.props.BoolProperty(attr="ROTATE_X90", name="-X90", description="Rotate X 90.", default= True),
bpy.props.FloatProperty(attr="CLAMP_SIZE", name="Clamp Scale", description="Clamp the size to this maximum (Zero to Disable)", min=0.01, max=1000.0, soft_min=0.0, soft_max=1000.0, default=0.0),
bpy.props.BoolProperty(attr="POLYGROUPS", name="Poly Groups", description="Import OBJ groups as vertex groups.", default= True),
bpy.props.BoolProperty(attr="IMAGE_SEARCH", name="Image Search", description="Search subdirs for any assosiated images (Warning, may be slow)", default= True),
]
'''
def poll(self, context):
return True '''
def execute(self, context):
# print("Selected: " + context.active_object.name)
load_obj(self.path,
context,
self.CLAMP_SIZE,
self.CREATE_FGONS,
self.CREATE_SMOOTH_GROUPS,
self.CREATE_EDGES,
self.SPLIT_OBJECTS,
self.SPLIT_GROUPS,
self.SPLIT_MATERIALS,
self.ROTATE_X90,
self.IMAGE_SEARCH,
self.POLYGROUPS)
return ('FINISHED',)
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
return ('RUNNING_MODAL',)
bpy.ops.add(IMPORT_OT_obj)
# NOTES (all line numbers refer to 2.4x import_obj.py, not this file)
# check later: line 489
# can convert now: edge flags, edges: lines 508-528
# ngon (uses python module BPyMesh): 384-414
# nurbs: 947-
# NEXT clamp size: get bound box with RNA
# get back to l 140 (here)
# search image in bpy.config.textureDir - load_image
# replaced BPyImage.comprehensiveImageLoad with a simplified version that only checks additional directory specified, but doesn't search dirs recursively (obj_image_load)
# bitmask won't work? - 132
# uses operator bpy.ops.OBJECT_OT_select_all_toggle() to deselect all (not necessary?)
# uses bpy.sys.time()