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+# ##### 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 __cmp__(self, other):
+ return cmp(self.uv, other.uv)
+
+ 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 set_ID(id):
+ self.ID = _3ds_short(id)
+
+ 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
+ filename = os.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_mesh_chunk(mesh, 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))
+
+ 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:
+ data.transform(global_matrix * 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 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 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, 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'}