diff options
author | Nathan Letwory <nathan@letworyinteractive.com> | 2011-09-12 23:01:18 +0400 |
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committer | Nathan Letwory <nathan@letworyinteractive.com> | 2011-09-12 23:01:18 +0400 |
commit | c986f983569c9dce28a22db057ca2e58e1c3e5a4 (patch) | |
tree | bafc2ac0b4474161c8c7be161b9df22d7c4aa213 /io_scene_3ds/export_3ds.py |
Tag addons for blender 2.59 releasev2.59
Diffstat (limited to 'io_scene_3ds/export_3ds.py')
-rw-r--r-- | io_scene_3ds/export_3ds.py | 1068 |
1 files changed, 1068 insertions, 0 deletions
diff --git a/io_scene_3ds/export_3ds.py b/io_scene_3ds/export_3ds.py new file mode 100644 index 00000000..c39bd0db --- /dev/null +++ b/io_scene_3ds/export_3ds.py @@ -0,0 +1,1068 @@ +# ##### BEGIN GPL LICENSE BLOCK ##### +# +# 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 +# of the License, or (at your option) any later version. +# +# 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 +# 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ##### END GPL LICENSE BLOCK ##### + +# <pep8 compliant> + +# Script copyright (C) Bob Holcomb +# Contributors: Campbell Barton, Bob Holcomb, Richard Lärkäng, Damien McGinnes, Mark Stijnman + +""" +Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen) and using information +from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode. +""" + +###################################################### +# Data Structures +###################################################### + +#Some of the chunks that we will export +#----- Primary Chunk, at the beginning of each file +PRIMARY = 0x4D4D + +#------ Main Chunks +OBJECTINFO = 0x3D3D # This gives the version of the mesh and is found right before the material and object information +VERSION = 0x0002 # This gives the version of the .3ds file +KFDATA = 0xB000 # 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 = 0xA000 # This holds the material name +MATAMBIENT = 0xA010 # Ambient color of the object/material +MATDIFFUSE = 0xA020 # This holds the color of the object/material +MATSPECULAR = 0xA030 # SPecular color of the object/material +MATSHINESS = 0xA040 # ?? +MATMAP = 0xA200 # This is a header for a new material +MATMAPFILE = 0xA300 # This holds the file name of the texture + +RGB1 = 0x0011 +RGB2 = 0x0012 + +#>------ sub defines of OBJECT +OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object +OBJECT_LIGHT = 0x4600 # This lets un know we are reading a light object +OBJECT_CAMERA = 0x4700 # This lets un know we are reading a camera object + +#>------ sub defines of CAMERA +OBJECT_CAM_RANGES = 0x4720 # The camera range values + +#>------ sub defines of OBJECT_MESH +OBJECT_VERTICES = 0x4110 # The objects vertices +OBJECT_FACES = 0x4120 # The objects faces +OBJECT_MATERIAL = 0x4130 # This is found if the object has a material, either texture map or color +OBJECT_UV = 0x4140 # The UV texture coordinates +OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix + +#>------ sub defines of KFDATA +KFDATA_KFHDR = 0xB00A +KFDATA_KFSEG = 0xB008 +KFDATA_KFCURTIME = 0xB009 +KFDATA_OBJECT_NODE_TAG = 0xB002 + +#>------ sub defines of OBJECT_NODE_TAG +OBJECT_NODE_ID = 0xB030 +OBJECT_NODE_HDR = 0xB010 +OBJECT_PIVOT = 0xB013 +OBJECT_INSTANCE_NAME = 0xB011 +POS_TRACK_TAG = 0xB020 +ROT_TRACK_TAG = 0xB021 +SCL_TRACK_TAG = 0xB022 + +import struct + +# So 3ds max can open files, limit names to 12 in length +# this is verry annoying for filenames! +name_unique = [] # stores str, ascii only +name_mapping = {} # stores {orig: byte} mapping + + +def sane_name(name): + name_fixed = name_mapping.get(name) + if name_fixed is not None: + return name_fixed + + # strip non ascii chars + new_name_clean = new_name = name.encode("ASCII", "replace").decode("ASCII")[:12] + i = 0 + + while new_name in name_unique: + new_name = new_name_clean + ".%.3d" % i + i += 1 + + # note, appending the 'str' version. + name_unique.append(new_name) + name_mapping[name] = new_name = new_name.encode("ASCII", "replace") + return new_name + + +def uv_key(uv): + return round(uv[0], 6), round(uv[1], 6) + +# size defines: +SZ_SHORT = 2 +SZ_INT = 4 +SZ_FLOAT = 4 + + +class _3ds_short(object): + '''Class representing a short (2-byte integer) for a 3ds file. + *** This looks like an unsigned short H is unsigned from the struct docs - Cam***''' + __slots__ = ("value", ) + + def __init__(self, val=0): + self.value = val + + def get_size(self): + return SZ_SHORT + + def write(self, file): + file.write(struct.pack("<H", self.value)) + + def __str__(self): + return str(self.value) + + +class _3ds_int(object): + '''Class representing an int (4-byte integer) for a 3ds file.''' + __slots__ = ("value", ) + + def __init__(self, val): + self.value = val + + def get_size(self): + return SZ_INT + + def write(self, file): + file.write(struct.pack("<I", self.value)) + + def __str__(self): + return str(self.value) + + +class _3ds_float(object): + '''Class representing a 4-byte IEEE floating point number for a 3ds file.''' + __slots__ = ("value", ) + + def __init__(self, val): + self.value = val + + def get_size(self): + return SZ_FLOAT + + def write(self, file): + file.write(struct.pack("<f", self.value)) + + def __str__(self): + return str(self.value) + + +class _3ds_string(object): + '''Class representing a zero-terminated string for a 3ds file.''' + __slots__ = ("value", ) + + def __init__(self, val): + assert(type(val) == bytes) + self.value = val + + def get_size(self): + return (len(self.value) + 1) + + def write(self, file): + binary_format = "<%ds" % (len(self.value) + 1) + file.write(struct.pack(binary_format, self.value)) + + def __str__(self): + return self.value + + +class _3ds_point_3d(object): + '''Class representing a three-dimensional point for a 3ds file.''' + __slots__ = "x", "y", "z" + + def __init__(self, point): + self.x, self.y, self.z = point + + def get_size(self): + return 3 * SZ_FLOAT + + def write(self, file): + file.write(struct.pack('<3f', self.x, self.y, self.z)) + + def __str__(self): + return '(%f, %f, %f)' % (self.x, self.y, self.z) + +# Used for writing a track +""" +class _3ds_point_4d(object): + '''Class representing a four-dimensional point for a 3ds file, for instance a quaternion.''' + __slots__ = "x","y","z","w" + def __init__(self, point=(0.0,0.0,0.0,0.0)): + self.x, self.y, self.z, self.w = point + + def get_size(self): + return 4*SZ_FLOAT + + def write(self,file): + data=struct.pack('<4f', self.x, self.y, self.z, self.w) + file.write(data) + + def __str__(self): + return '(%f, %f, %f, %f)' % (self.x, self.y, self.z, self.w) +""" + + +class _3ds_point_uv(object): + '''Class representing a UV-coordinate for a 3ds file.''' + __slots__ = ("uv", ) + + def __init__(self, point): + self.uv = point + + def get_size(self): + return 2 * SZ_FLOAT + + def write(self, file): + data = struct.pack('<2f', self.uv[0], self.uv[1]) + file.write(data) + + def __str__(self): + return '(%g, %g)' % self.uv + + +class _3ds_rgb_color(object): + '''Class representing a (24-bit) rgb color for a 3ds file.''' + __slots__ = "r", "g", "b" + + def __init__(self, col): + self.r, self.g, self.b = col + + def get_size(self): + return 3 + + def write(self, file): + 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) + + +class _3ds_face(object): + '''Class representing a face for a 3ds file.''' + __slots__ = ("vindex", ) + + def __init__(self, vindex): + self.vindex = vindex + + def get_size(self): + return 4 * SZ_SHORT + + def write(self, file): + # The last zero is only used by 3d studio + file.write(struct.pack("<4H", self.vindex[0], self.vindex[1], self.vindex[2], 0)) + + def __str__(self): + return "[%d %d %d]" % (self.vindex[0], self.vindex[1], self.vindex[2]) + + +class _3ds_array(object): + '''Class representing an array of variables for a 3ds file. + + Consists of a _3ds_short to indicate the number of items, followed by the items themselves. + ''' + __slots__ = "values", "size" + + def __init__(self): + self.values = [] + self.size = SZ_SHORT + + # add an item: + def add(self, item): + self.values.append(item) + self.size += item.get_size() + + def get_size(self): + return self.size + + def write(self, file): + _3ds_short(len(self.values)).write(file) + #_3ds_int(len(self.values)).write(file) + for value in self.values: + value.write(file) + + # To not overwhelm the output in a dump, a _3ds_array only + # outputs the number of items, not all of the actual items. + def __str__(self): + return '(%d items)' % len(self.values) + + +class _3ds_named_variable(object): + '''Convenience class for named variables.''' + + __slots__ = "value", "name" + + def __init__(self, name, val=None): + self.name = name + self.value = val + + def get_size(self): + if self.value is None: + return 0 + else: + return self.value.get_size() + + def write(self, file): + if self.value is not None: + self.value.write(file) + + def dump(self, indent): + if self.value is not None: + spaces = "" + for i in range(indent): + spaces += " " + if (self.name != ""): + print(spaces, self.name, " = ", self.value) + else: + print(spaces, "[unnamed]", " = ", self.value) + + +#the chunk class +class _3ds_chunk(object): + '''Class representing a chunk in a 3ds file. + + Chunks contain zero or more variables, followed by zero or more subchunks. + ''' + __slots__ = "ID", "size", "variables", "subchunks" + + def __init__(self, id=0): + self.ID = _3ds_short(id) + self.size = _3ds_int(0) + self.variables = [] + self.subchunks = [] + + def add_variable(self, name, var): + '''Add a named variable. + + The name is mostly for debugging purposes.''' + self.variables.append(_3ds_named_variable(name, var)) + + def add_subchunk(self, chunk): + '''Add a subchunk.''' + self.subchunks.append(chunk) + + def get_size(self): + '''Calculate the size of the chunk and return it. + + The sizes of the variables and subchunks are used to determine this chunk\'s size.''' + tmpsize = self.ID.get_size() + self.size.get_size() + for variable in self.variables: + tmpsize += variable.get_size() + for subchunk in self.subchunks: + tmpsize += subchunk.get_size() + self.size.value = tmpsize + return self.size.value + + def write(self, file): + '''Write the chunk to a file. + + Uses the write function of the variables and the subchunks to do the actual work.''' + #write header + self.ID.write(file) + self.size.write(file) + for variable in self.variables: + variable.write(file) + for subchunk in self.subchunks: + subchunk.write(file) + + def dump(self, indent=0): + '''Write the chunk to a file. + + 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 range(indent): + spaces += " " + 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: + subchunk.dump(indent + 1) + + +###################################################### +# EXPORT +###################################################### + +def get_material_images(material): + # blender utility func. + if material: + return [s.texture.image for s in material.texture_slots 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. + + Used for color subchunks, such as diffuse color or ambient color subchunks.''' + mat_sub = _3ds_chunk(id) + col1 = _3ds_chunk(RGB1) + col1.add_variable("color1", _3ds_rgb_color(color)) + mat_sub.add_subchunk(col1) +# optional: +# col2 = _3ds_chunk(RGB1) +# col2.add_variable("color2", _3ds_rgb_color(color)) +# mat_sub.add_subchunk(col2) + return mat_sub + + +def make_material_texture_chunk(id, images): + """Make Material Map texture chunk + """ + mat_sub = _3ds_chunk(id) + + def add_image(img): + import os + import bpy + filename = bpy.path.basename(image.filepath) + mat_sub_file = _3ds_chunk(MATMAPFILE) + mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename))) + mat_sub.add_subchunk(mat_sub_file) + + for image in images: + add_image(image) + + return mat_sub + + +def make_material_chunk(material, image): + '''Make a material chunk out of a blender material.''' + material_chunk = _3ds_chunk(MATERIAL) + name = _3ds_chunk(MATNAME) + + name_str = material.name if material else "None" + + if image: + name_str += image.name + + name.add_variable("name", _3ds_string(sane_name(name_str))) + material_chunk.add_subchunk(name) + + if not material: + material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0, 0, 0))) + material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (.8, .8, .8))) + material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1, 1, 1))) + + else: + material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a * material.ambient for a in material.diffuse_color])) + material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color)) + material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color)) + + images = get_material_images(material) # can be None + if image: + images.append(image) + + if images: + material_chunk.add_subchunk(make_material_texture_chunk(MATMAP, images)) + + return material_chunk + + +class tri_wrapper(object): + '''Class representing a triangle. + + Used when converting faces to triangles''' + + __slots__ = "vertex_index", "mat", "image", "faceuvs", "offset" + + def __init__(self, vindex=(0, 0, 0), mat=None, image=None, faceuvs=None): + self.vertex_index = vindex + self.mat = mat + self.image = image + self.faceuvs = faceuvs + self.offset = [0, 0, 0] # offset indices + + +def extract_triangles(mesh): + '''Extract triangles from a mesh. + + If the mesh contains quads, they will be split into triangles.''' + tri_list = [] + do_uv = len(mesh.uv_textures) + + img = None + for i, face in enumerate(mesh.faces): + f_v = face.vertices + + uf = mesh.uv_textures.active.data[i] if do_uv else None + + if do_uv: + f_uv = uf.uv + img = uf.image if uf else None + if img is not None: + img = img.name + + # if f_v[3] == 0: + if len(f_v) == 3: + new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, 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], f_v[1], f_v[2]), face.material_index, img) + new_tri_2 = tri_wrapper((f_v[0], f_v[2], f_v[3]), face.material_index, img) + + if (do_uv): + new_tri.faceuvs = uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2]) + new_tri_2.faceuvs = uv_key(f_uv[0]), uv_key(f_uv[2]), uv_key(f_uv[3]) + + tri_list.append(new_tri) + tri_list.append(new_tri_2) + + return tri_list + + +def remove_face_uv(verts, tri_list): + '''Remove face UV coordinates from a list of triangles. + + Since 3ds files only support one pair of uv coordinates for each vertex, face uv coordinates + need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when + there are multiple uv coordinates per vertex.''' + + # initialize a list of UniqueLists, one per vertex: + #uv_list = [UniqueList() 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 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]))) + + context_uv_vert = unique_uvs[tri.vertex_index[i]] + uvkey = tri.faceuvs[i] + + offset_index__uv_3ds = context_uv_vert.get(uvkey) + + if not offset_index__uv_3ds: + offset_index__uv_3ds = context_uv_vert[uvkey] = len(context_uv_vert), _3ds_point_uv(uvkey) + + tri.offset[i] = offset_index__uv_3ds[0] + + # At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it + # only once. + + # Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the + # faces refer to the new face indices: + vert_index = 0 + vert_array = _3ds_array() + uv_array = _3ds_array() + index_list = [] + for i, vert in enumerate(verts): + index_list.append(vert_index) + + pt = _3ds_point_3d(vert.co) # reuse, should be ok + uvmap = [None] * len(unique_uvs[i]) + 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: + # This for loop does not give uv's ordered by ii, so we create a new map + # and add the uv's later + # uv_array.add(uv_3ds) + uvmap[ii] = uv_3ds + + # Add the uv's in the correct order + for uv_3ds in uvmap: + # add the uv coordinate to the uv array: + uv_array.add(uv_3ds) + + vert_index += len(unique_uvs[i]) + + # Make sure the triangle vertex indices now refer to the new vertex list: + for tri in tri_list: + for i in range(3): + tri.offset[i] += index_list[tri.vertex_index[i]] + tri.vertex_index = tri.offset + + return vert_array, uv_array, tri_list + + +def make_faces_chunk(tri_list, mesh, materialDict): + '''Make a chunk for the faces. + + Also adds subchunks assigning materials to all faces.''' + + materials = mesh.materials + if not materials: + mat = None + + face_chunk = _3ds_chunk(OBJECT_FACES) + face_list = _3ds_array() + + if mesh.uv_textures: + # Gather materials used in this mesh - mat/image pairs + unique_mats = {} + for i, tri in enumerate(tri_list): + + face_list.add(_3ds_face(tri.vertex_index)) + + if materials: + mat = materials[tri.mat] + if mat: + mat = mat.name + + img = tri.image + + try: + context_mat_face_array = unique_mats[mat, img][1] + except: + name_str = mat if mat else "None" + if img: + name_str += img + + context_mat_face_array = _3ds_array() + unique_mats[mat, img] = _3ds_string(sane_name(name_str)), context_mat_face_array + + context_mat_face_array.add(_3ds_short(i)) + # obj_material_faces[tri.mat].add(_3ds_short(i)) + + face_chunk.add_variable("faces", face_list) + 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) + face_chunk.add_subchunk(obj_material_chunk) + + else: + + obj_material_faces = [] + obj_material_names = [] + for m in materials: + if m: + obj_material_names.append(_3ds_string(sane_name(m.name))) + obj_material_faces.append(_3ds_array()) + n_materials = len(obj_material_names) + + for i, tri in enumerate(tri_list): + face_list.add(_3ds_face(tri.vertex_index)) + if (tri.mat < n_materials): + obj_material_faces[tri.mat].add(_3ds_short(i)) + + face_chunk.add_variable("faces", face_list) + 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]) + face_chunk.add_subchunk(obj_material_chunk) + + return face_chunk + + +def make_vert_chunk(vert_array): + '''Make a vertex chunk out of an array of vertices.''' + vert_chunk = _3ds_chunk(OBJECT_VERTICES) + vert_chunk.add_variable("vertices", vert_array) + return vert_chunk + + +def make_uv_chunk(uv_array): + '''Make a UV chunk out of an array of UVs.''' + uv_chunk = _3ds_chunk(OBJECT_UV) + uv_chunk.add_variable("uv coords", uv_array) + return uv_chunk + + +def make_matrix_4x3_chunk(matrix): + matrix_chunk = _3ds_chunk(OBJECT_TRANS_MATRIX) + for vec in matrix: + for f in vec[:3]: + matrix_chunk.add_variable("matrix_f", _3ds_float(f)) + return matrix_chunk + + +def make_mesh_chunk(mesh, matrix, materialDict): + '''Make a chunk out of a Blender mesh.''' + + # Extract the triangles from the mesh: + tri_list = extract_triangles(mesh) + + 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.vertices, tri_list) + else: + # Add the vertices to the vertex array: + vert_array = _3ds_array() + for vert in mesh.vertices: + vert_array.add(_3ds_point_3d(vert.co)) + # If the mesh has vertex UVs, create an array of UVs: + if len(mesh.sticky): +# if mesh.vertexUV: + uv_array = _3ds_array() + for uv in mesh.sticky: +# for vert in mesh.vertices: + uv_array.add(_3ds_point_uv(uv.co)) +# uv_array.add(_3ds_point_uv(vert.uvco)) + else: + # no UV at all: + uv_array = None + + # create the chunk: + mesh_chunk = _3ds_chunk(OBJECT_MESH) + + # add vertex chunk: + mesh_chunk.add_subchunk(make_vert_chunk(vert_array)) + # add faces chunk: + + mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh, materialDict)) + + # if available, add uv chunk: + if uv_array: + mesh_chunk.add_subchunk(make_uv_chunk(uv_array)) + + mesh_chunk.add_subchunk(make_matrix_4x3_chunk(matrix)) + + return mesh_chunk + + +""" # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX +def make_kfdata(start=0, stop=0, curtime=0): + '''Make the basic keyframe data chunk''' + kfdata = _3ds_chunk(KFDATA) + + kfhdr = _3ds_chunk(KFDATA_KFHDR) + kfhdr.add_variable("revision", _3ds_short(0)) + # Not really sure what filename is used for, but it seems it is usually used + # to identify the program that generated the .3ds: + kfhdr.add_variable("filename", _3ds_string("Blender")) + kfhdr.add_variable("animlen", _3ds_int(stop-start)) + + kfseg = _3ds_chunk(KFDATA_KFSEG) + kfseg.add_variable("start", _3ds_int(start)) + kfseg.add_variable("stop", _3ds_int(stop)) + + kfcurtime = _3ds_chunk(KFDATA_KFCURTIME) + kfcurtime.add_variable("curtime", _3ds_int(curtime)) + + kfdata.add_subchunk(kfhdr) + kfdata.add_subchunk(kfseg) + kfdata.add_subchunk(kfcurtime) + return kfdata +""" + +""" +def make_track_chunk(ID, obj): + '''Make a chunk for track data. + + Depending on the ID, this will construct a position, rotation or scale track.''' + track_chunk = _3ds_chunk(ID) + track_chunk.add_variable("track_flags", _3ds_short()) + track_chunk.add_variable("unknown", _3ds_int()) + track_chunk.add_variable("unknown", _3ds_int()) + track_chunk.add_variable("nkeys", _3ds_int(1)) + # Next section should be repeated for every keyframe, but for now, animation is not actually supported. + track_chunk.add_variable("tcb_frame", _3ds_int(0)) + track_chunk.add_variable("tcb_flags", _3ds_short()) + if obj.type=='Empty': + if ID==POS_TRACK_TAG: + # position vector: + track_chunk.add_variable("position", _3ds_point_3d(obj.getLocation())) + elif ID==ROT_TRACK_TAG: + # rotation (quaternion, angle first, followed by axis): + q = obj.getEuler().to_quaternion() # XXX, todo! + track_chunk.add_variable("rotation", _3ds_point_4d((q.angle, q.axis[0], q.axis[1], q.axis[2]))) + elif ID==SCL_TRACK_TAG: + # scale vector: + track_chunk.add_variable("scale", _3ds_point_3d(obj.getSize())) + else: + # meshes have their transformations applied before + # exporting, so write identity transforms here: + if ID==POS_TRACK_TAG: + # position vector: + track_chunk.add_variable("position", _3ds_point_3d((0.0,0.0,0.0))) + elif ID==ROT_TRACK_TAG: + # rotation (quaternion, angle first, followed by axis): + track_chunk.add_variable("rotation", _3ds_point_4d((0.0, 1.0, 0.0, 0.0))) + elif ID==SCL_TRACK_TAG: + # scale vector: + track_chunk.add_variable("scale", _3ds_point_3d((1.0, 1.0, 1.0))) + + return track_chunk +""" + +""" +def make_kf_obj_node(obj, name_to_id): + '''Make a node chunk for a Blender object. + + Takes the Blender object as a parameter. Object id's are taken from the dictionary name_to_id. + Blender Empty objects are converted to dummy nodes.''' + + name = obj.name + # main object node chunk: + kf_obj_node = _3ds_chunk(KFDATA_OBJECT_NODE_TAG) + # chunk for the object id: + obj_id_chunk = _3ds_chunk(OBJECT_NODE_ID) + # object id is from the name_to_id dictionary: + obj_id_chunk.add_variable("node_id", _3ds_short(name_to_id[name])) + + # object node header: + obj_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR) + # object name: + if obj.type == 'Empty': + # Empties are called "$$$DUMMY" and use the OBJECT_INSTANCE_NAME chunk + # for their name (see below): + obj_node_header_chunk.add_variable("name", _3ds_string("$$$DUMMY")) + else: + # Add the name: + obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name))) + # Add Flag variables (not sure what they do): + obj_node_header_chunk.add_variable("flags1", _3ds_short(0)) + obj_node_header_chunk.add_variable("flags2", _3ds_short(0)) + + # Check parent-child relationships: + parent = obj.parent + if (parent is None) or (parent.name not in name_to_id): + # If no parent, or the parents name is not in the name_to_id dictionary, + # parent id becomes -1: + obj_node_header_chunk.add_variable("parent", _3ds_short(-1)) + else: + # Get the parent's id from the name_to_id dictionary: + obj_node_header_chunk.add_variable("parent", _3ds_short(name_to_id[parent.name])) + + # Add pivot chunk: + obj_pivot_chunk = _3ds_chunk(OBJECT_PIVOT) + obj_pivot_chunk.add_variable("pivot", _3ds_point_3d(obj.getLocation())) + kf_obj_node.add_subchunk(obj_pivot_chunk) + + # add subchunks for object id and node header: + kf_obj_node.add_subchunk(obj_id_chunk) + kf_obj_node.add_subchunk(obj_node_header_chunk) + + # Empty objects need to have an extra chunk for the instance name: + if obj.type == 'Empty': + obj_instance_name_chunk = _3ds_chunk(OBJECT_INSTANCE_NAME) + obj_instance_name_chunk.add_variable("name", _3ds_string(sane_name(name))) + kf_obj_node.add_subchunk(obj_instance_name_chunk) + + # Add track chunks for position, rotation and scale: + kf_obj_node.add_subchunk(make_track_chunk(POS_TRACK_TAG, obj)) + kf_obj_node.add_subchunk(make_track_chunk(ROT_TRACK_TAG, obj)) + kf_obj_node.add_subchunk(make_track_chunk(SCL_TRACK_TAG, obj)) + + return kf_obj_node +""" + + +def save(operator, + context, filepath="", + use_selection=True, + global_matrix=None, + ): + + import bpy + import mathutils + + import time + from bpy_extras.io_utils import create_derived_objects, free_derived_objects + + '''Save the Blender scene to a 3ds file.''' + + # Time the export + time1 = time.clock() +# Blender.Window.WaitCursor(1) + + if global_matrix is None: + global_matrix = mathutils.Matrix() + + if bpy.ops.object.mode_set.poll(): + bpy.ops.object.mode_set(mode='OBJECT') + + # Initialize the main chunk (primary): + primary = _3ds_chunk(PRIMARY) + # Add version chunk: + version_chunk = _3ds_chunk(VERSION) + version_chunk.add_variable("version", _3ds_int(3)) + primary.add_subchunk(version_chunk) + + # init main object info chunk: + object_info = _3ds_chunk(OBJECTINFO) + + ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX + # init main key frame data chunk: + kfdata = make_kfdata() + ''' + + # Make a list of all materials used in the selected meshes (use a dictionary, + # each material is added once): + materialDict = {} + mesh_objects = [] + + scene = context.scene + + if use_selection: + objects = (ob for ob in scene.objects if ob.is_visible(scene) and ob.select) + else: + objects = (ob for ob in scene.objects if ob.is_visible(scene)) + + for ob in objects: + # get derived objects + free, derived = create_derived_objects(scene, ob) + + if derived is None: + continue + + for ob_derived, mat in derived: + if ob.type not in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}: + continue + + try: + data = ob_derived.to_mesh(scene, True, 'PREVIEW') + except: + data = None + + if data: + matrix = global_matrix * mat + data.transform(matrix) + mesh_objects.append((ob_derived, data, matrix)) + mat_ls = data.materials + mat_ls_len = len(mat_ls) + + # get material/image tuples. + if len(data.uv_textures): +# if data.faceUV: + if not mat_ls: + mat = mat_name = None + + for f, uf in zip(data.faces, data.uv_textures.active.data): + if mat_ls: + mat_index = f.material_index + if mat_index >= mat_ls_len: + mat_index = f.mat = 0 + mat = mat_ls[mat_index] + mat_name = None if mat is None else mat.name + # else there already set to none + + img = uf.image + img_name = None if img is None else img.name + + materialDict.setdefault((mat_name, img_name), (mat, img)) + + else: + for mat in mat_ls: + if mat: # material may be None so check its not. + materialDict.setdefault((mat.name, None), (mat, None)) + + # Why 0 Why! + for f in data.faces: + 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.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: + """ + name_to_id = {} + for ob, data in mesh_objects: + name_to_id[ob.name]= len(name_to_id) + #for ob in empty_objects: + # name_to_id[ob.name]= len(name_to_id) + """ + + # Create object chunks for all meshes: + i = 0 + for ob, blender_mesh, matrix in mesh_objects: + # create a new object chunk + object_chunk = _3ds_chunk(OBJECT) + + # set the object name + object_chunk.add_variable("name", _3ds_string(sane_name(ob.name))) + + # make a mesh chunk out of the mesh: + object_chunk.add_subchunk(make_mesh_chunk(blender_mesh, matrix, materialDict)) + object_info.add_subchunk(object_chunk) + + ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX + # make a kf object node for the object: + kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id)) + ''' + if not blender_mesh.users: + bpy.data.meshes.remove(blender_mesh) +# blender_mesh.vertices = None + + i += i + + # Create chunks for all empties: + ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX + for ob in empty_objects: + # Empties only require a kf object node: + kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id)) + pass + ''' + + # Add main object info chunk to primary chunk: + primary.add_subchunk(object_info) + + ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX + # Add main keyframe data chunk to primary chunk: + primary.add_subchunk(kfdata) + ''' + + # At this point, the chunk hierarchy is completely built. + + # Check the size: + primary.get_size() + # Open the file for writing: + file = open(filepath, 'wb') + + # Recursively write the chunks to file: + primary.write(file) + + # Close the file: + file.close() + + # Clear name mapping vars, could make locals too + name_unique[:] = [] + name_mapping.clear() + + # Debugging only: report the exporting time: +# Blender.Window.WaitCursor(0) + print("3ds export time: %.2f" % (time.clock() - time1)) + + # Debugging only: dump the chunk hierarchy: + #primary.dump() + + return {'FINISHED'} |