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Diffstat (limited to 'io_scene_obj/export_obj.py')
-rw-r--r-- | io_scene_obj/export_obj.py | 853 |
1 files changed, 853 insertions, 0 deletions
diff --git a/io_scene_obj/export_obj.py b/io_scene_obj/export_obj.py new file mode 100644 index 00000000..f5fed6a8 --- /dev/null +++ b/io_scene_obj/export_obj.py @@ -0,0 +1,853 @@ +# ##### 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> + +import os +import time +import shutil + +import bpy +import mathutils + + +def name_compat(name): + if name is None: + return 'None' + else: + return name.replace(' ', '_') + + +def write_mtl(scene, filepath, copy_images, mtl_dict): + + world = scene.world + if world: + worldAmb = world.ambient_color[:] + else: + worldAmb = 0.0, 0.0, 0.0 + + dest_dir = os.path.dirname(filepath) + + def copy_image(image): + fn = bpy.path.abspath(image.filepath) + fn = os.path.normpath(fn) + fn_strip = os.path.basename(fn) + + if copy_images: + rel = fn_strip + fn_abs_dest = os.path.join(dest_dir, fn_strip) + if not os.path.exists(fn_abs_dest): + shutil.copy(fn, fn_abs_dest) + elif bpy.path.is_subdir(fn, dest_dir): + rel = os.path.relpath(fn, dest_dir) + else: + rel = fn + return rel + + file = open(filepath, "w", encoding="utf8", newline="\n") + file.write('# Blender MTL File: %r\n' % os.path.basename(bpy.data.filepath)) + file.write('# Material Count: %i\n' % len(mtl_dict)) + + mtl_dict_values = list(mtl_dict.values()) + mtl_dict_values.sort(key=lambda m: m[0]) + + # Write material/image combinations we have used. + # Using mtl_dict.values() directly gives un-predictable order. + for mtl_mat_name, mat, img in mtl_dict_values: + + # Get the Blender data for the material and the image. + # Having an image named None will make a bug, dont do it :) + + file.write('newmtl %s\n' % mtl_mat_name) # Define a new material: matname_imgname + + if mat: + 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.use_shadeless: + file.write('illum 0\n') # ignore lighting + elif mat.specular_intensity == 0: + file.write('illum 1\n') # no specular. + else: + file.write('illum 2\n') # light normaly + + 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('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! + # 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.filepath.split('\\')[-1].split('/')[-1]) # Diffuse mapping image + + elif mat: # No face image. if we havea material search for MTex image. + image_map = {} + # backwards so topmost are highest priority + for mtex in reversed(mat.texture_slots): + if mtex and mtex.texture.type == 'IMAGE': + image = mtex.texture.image + if image: + if mtex.use_map_ambient: + image_map["map_Ka"] = image + if mtex.use_map_color_diffuse: + image_map["map_Kd"] = image + if mtex.use_map_specular: + image_map["map_Ks"] = image + if mtex.use_map_alpha: + image_map["map_d"] = image + if mtex.use_map_translucency: + image_map["map_Tr"] = image + if mtex.use_map_normal: + image_map["map_Bump"] = image + if mtex.use_map_hardness: + image_map["map_Ns"] = image + + for key, image in image_map.items(): + filepath = copy_image(image) + file.write('%s %s\n' % (key, repr(filepath)[1:-1])) + + file.write('\n\n') + + file.close() + + +# XXX not used +def copy_file(source, dest): + file = open(source, 'rb') + data = file.read() + file.close() + + file = open(dest, 'wb') + file.write(data) + file.close() + + +# XXX not used +def copy_images(dest_dir): + if dest_dir[-1] != os.sep: + dest_dir += os.sep + + # Get unique image names + uniqueImages = {} + 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.texture_slots: + if mtex and mtex.texture.type == 'IMAGE': + image_tex = mtex.texture.image + if image_tex: + try: + uniqueImages[image_tex] = image_tex + except: + pass + + # Now copy images + copyCount = 0 + +# for bImage in uniqueImages.values(): +# image_path = bpy.path.abspath(bImage.filepath) +# 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.utils.exists(dest_image_path): # Image isnt already 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) + + +def test_nurbs_compat(ob): + if ob.type != 'CURVE': + return False + + for nu in ob.data.splines: + if nu.point_count_v == 1 and nu.type != 'BEZIER': # not a surface and not bezier + return True + + return False + + +def write_nurb(file, ob, ob_mat): + tot_verts = 0 + cu = ob.data + + # use negative indices + for nu in cu.splines: + if nu.type == 'POLY': + DEG_ORDER_U = 1 + else: + DEG_ORDER_U = nu.order_u - 1 # odd but tested to be correct + + if nu.type == 'BEZIER': + print("\tWarning, bezier curve:", ob.name, "only poly and nurbs curves supported") + continue + + if nu.point_count_v > 1: + print("\tWarning, surface:", ob.name, "only poly and nurbs curves supported") + continue + + if len(nu.points) <= DEG_ORDER_U: + print("\tWarning, order_u is lower then vert count, skipping:", ob.name) + continue + + pt_num = 0 + do_closed = nu.use_cyclic_u + do_endpoints = (do_closed == 0) and nu.use_endpoint_u + + for pt in nu.points: + pt = pt.co.to_3d() * ob_mat + file.write('v %.6f %.6f %.6f\n' % (pt[0], pt[1], pt[2])) + pt_num += 1 + tot_verts += pt_num + + file.write('g %s\n' % (name_compat(ob.name))) # name_compat(ob.getData(1)) could use the data name too + 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 range(pt_num)] + + # 'curv' keyword + if do_closed: + if DEG_ORDER_U == 1: + pt_num += 1 + curve_ls.append(-1) + else: + pt_num += DEG_ORDER_U + curve_ls = curve_ls + curve_ls[0:DEG_ORDER_U] + + file.write('curv 0.0 1.0 %s\n' % (" ".join([str(i) for i in curve_ls]))) # Blender has no U and V values for the curve + + # '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 range(tot_parm)] + + if do_endpoints: # end points, force param + for i in range(DEG_ORDER_U + 1): + parm_ls[i] = 0.0 + parm_ls[-(1 + i)] = 1.0 + + file.write("parm u %s\n" % " ".join(["%.6f" % i for i in parm_ls])) + + file.write('end\n') + + return tot_verts + + +def write_file(filepath, 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 already 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[0], 6), round(v[1], 6) + + def findVertexGroupName(face, vWeightMap): + """ + Searches the vertexDict to see what groups is assigned to a given face. + We use a frequency system in order to sort out the name because a given vetex can + belong to two or more groups at the same time. To find the right name for the face + we list all the possible vertex group names with their frequency and then sort by + frequency in descend order. The top element is the one shared by the highest number + of vertices is the face's group + """ + weightDict = {} + for vert_index in face.vertices: +# 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.items()] # sort least to greatest amount of weight + alist.sort() + return(alist[-1][1]) # highest value last + else: + return '(null)' + + print('OBJ Export path: %r' % filepath) + temp_mesh_name = '~tmp-mesh' + + time1 = time.clock() +# time1 = sys.time() +# scn = Scene.GetCurrent() + + file = open(filepath, "w", encoding="utf8", newline="\n") + + # Write Header + file.write('# Blender v%s OBJ File: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath))) + file.write('# www.blender.org\n') + + # Tell the obj file what material file to use. + if EXPORT_MTL: + mtlfilepath = os.path.splitext(filepath)[0] + ".mtl" + file.write('mtllib %s\n' % repr(os.path.basename(mtlfilepath))[1:-1]) # filepath can contain non utf8 chars, use repr + + if EXPORT_ROTX90: + mat_xrot90 = mathutils.Matrix.Rotation(-math.pi / 2.0, 4, 'X') + + # Initialize totals, these are updated each object + totverts = totuvco = totno = 1 + + face_vert_index = 1 + + globalNormals = {} + + # A Dict of Materials + # (material.name, image.name):matname_imagename # matname_imagename has gaps removed. + mtl_dict = {} + + # Get all meshes + for ob_main in objects: + + # 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.dupli_list_create(scene) + + 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_world)] + + for ob, ob_mat in obs: + + # 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) + continue + # END NURBS + + if ob.type != 'MESH': + continue + + me = ob.to_mesh(scene, EXPORT_APPLY_MODIFIERS, 'PREVIEW') + + if EXPORT_ROTX90: + me.transform(mat_xrot90 * ob_mat) + 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 = len(me.uv_textures) > 0 + if faceuv: + uv_layer = me.uv_textures.active.data[:] + else: + faceuv = False + + me_verts = me.vertices[:] + + # Make our own list so it can be sorted to reduce context switching + 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(face_index_pairs) + len(edges) + len(me.vertices)): # Make sure there is somthing to write + + # clean up + bpy.data.meshes.remove(me) + + continue # dont bother with this mesh. + + # XXX + # High Quality Normals + 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() + + materials = me.materials + + materialNames = [] + materialItems = [m for m in materials] + if materials: + for mat in materials: + if mat: + materialNames.append(mat.name) + else: + materialNames.append(None) + # Cant use LC because some materials are None. + # materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken. + + # Possible there null materials, will mess up indices + # but at least it will export, wait until Blender gets fixed. + materialNames.extend((16 - len(materialNames)) * [None]) + materialItems.extend((16 - len(materialItems)) * [None]) + + # Sort by Material, then images + # so we dont over context switch in the obj file. + if EXPORT_KEEP_VERT_ORDER: + pass + elif faceuv: + face_index_pairs.sort(key=lambda a: (a[0].material_index, hash(uv_layer[a[1]].image), a[0].use_smooth)) + elif len(materials) > 1: + face_index_pairs.sort(key=lambda a: (a[0].material_index, a[0].use_smooth)) + else: + # no materials + face_index_pairs.sort(key=lambda a: a[0].use_smooth) +# if EXPORT_KEEP_VERT_ORDER: +# pass +# elif faceuv: +# try: faces.sort(key = lambda a: (a.mat, a.image, a.use_smooth)) +# except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.use_smooth), (b.mat, b.image, b.use_smooth))) +# elif len(materials) > 1: +# try: faces.sort(key = lambda a: (a.mat, a.use_smooth)) +# except: faces.sort(lambda a,b: cmp((a.mat, a.use_smooth), (b.mat, b.use_smooth))) +# else: +# # no materials +# try: faces.sort(key = lambda a: a.use_smooth) +# except: faces.sort(lambda a,b: cmp(a.use_smooth, b.use_smooth)) + + # 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. + contextSmooth = None # Will either be true or false, set bad to force initialization switch. + + if EXPORT_BLEN_OBS or EXPORT_GROUP_BY_OB: + name1 = ob.name + name2 = ob.data.name + if name1 == name2: + obnamestring = name_compat(name1) + else: + obnamestring = '%s_%s' % (name_compat(name1), name_compat(name2)) + + if EXPORT_BLEN_OBS: + file.write('o %s\n' % obnamestring) # Write Object name + else: # if EXPORT_GROUP_BY_OB: + file.write('g %s\n' % obnamestring) + + # Vert + for v in me_verts: + file.write('v %.6f %.6f %.6f\n' % v.co[:]) + + # UV + if faceuv: + uv_face_mapping = [[0, 0, 0, 0] for i in range(len(face_index_pairs))] # a bit of a waste for tri's :/ + + uv_dict = {} # could use a set() here + uv_layer = me.uv_textures.active.data + for f, f_index in face_index_pairs: + for uv_index, uv in enumerate(uv_layer[f_index].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' % uv[:]) + + uv_unique_count = len(uv_dict) +# del uv, uvkey, uv_dict, f_index, uv_index + # Only need uv_unique_count and uv_face_mapping + + # NORMAL, Smooth/Non smoothed. + if EXPORT_NORMALS: + for f, f_index in face_index_pairs: + if f.use_smooth: + for v_idx in f.vertices: + v = me_verts[v_idx] + 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.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 = [g.name for g in ob.vertex_groups] + + currentVGroup = '' + # Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to + vgroupsMap = [[] for _i in range(len(me_verts))] + for v_idx, v in enumerate(me.vertices): + for g in v.groups: + vgroupsMap[v_idx].append((vertGroupNames[g.group], g.weight)) + + for f, f_index in face_index_pairs: + f_smooth = f.use_smooth + f_mat = min(f.material_index, len(materialNames) - 1) + + if faceuv: + tface = uv_layer[f_index] + f_image = tface.image + + # MAKE KEY + if faceuv and f_image: # Object is always true. + key = materialNames[f_mat], f_image.name + else: + key = materialNames[f_mat], None # No image, use None instead. + + # Write the vertex group + if EXPORT_POLYGROUPS: + if 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) + + # CHECK FOR CONTEXT SWITCH + if key == contextMat: + pass # Context already switched, dont do anything + else: + if key[0] is None and key[1] is None: + # Write a null material, since we know the context has changed. + if EXPORT_GROUP_BY_MAT: + # can be mat_image or (null) + file.write("g %s_%s\n" % (name_compat(ob.name), name_compat(ob.data.name))) # can be mat_image or (null) + file.write("usemtl (null)\n") # mat, image + + else: + mat_data = mtl_dict.get(key) + if not mat_data: + # First add to global dict so we can export to mtl + # Then write mtl + + # Make a new names from the mat and image name, + # converting any spaces to underscores with name_compat. + + # If none image dont bother adding it to the name + if key[1] is None: + mat_data = mtl_dict[key] = ("%s" % name_compat(key[0])), materialItems[f_mat], f_image + else: + mat_data = mtl_dict[key] = ("%s_%s" % (name_compat(key[0]), name_compat(key[1]))), materialItems[f_mat], f_image + + if EXPORT_GROUP_BY_MAT: + file.write("g %s_%s_%s\n" % (name_compat(ob.name), name_compat(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) + + contextMat = key + if f_smooth != contextSmooth: + if f_smooth: # on now off + file.write('s 1\n') + contextSmooth = f_smooth + else: # was off now on + file.write('s off\n') + contextSmooth = f_smooth + + f_v_orig = [(vi, me_verts[v_idx]) for vi, v_idx in enumerate(f.vertices)] + + if not EXPORT_TRI or len(f_v_orig) == 3: + f_v_iter = (f_v_orig, ) + else: + f_v_iter = (f_v_orig[0], f_v_orig[1], f_v_orig[2]), (f_v_orig[0], f_v_orig[2], f_v_orig[3]) + + # support for triangulation + for f_v in f_v_iter: + file.write('f') + + if faceuv: + if EXPORT_NORMALS: + if f_smooth: # Smoothed, use vertex normals + for vi, v in f_v: + file.write(" %d/%d/%d" % \ + (v.index + totverts, + totuvco + uv_face_mapping[f_index][vi], + globalNormals[veckey3d(v.normal)])) # vert, uv, normal + + else: # No smoothing, face normals + no = globalNormals[veckey3d(f.normal)] + for vi, v in f_v: + 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 f_v: + file.write(" %d/%d" % (\ + v.index + totverts,\ + totuvco + uv_face_mapping[f_index][vi])) # vert, uv + + face_vert_index += len(f_v) + + else: # No UV's + if EXPORT_NORMALS: + if f_smooth: # Smoothed, use vertex normals + for vi, v in f_v: + file.write(" %d//%d" % + (v.index + totverts, globalNormals[veckey3d(v.normal)])) + else: # No smoothing, face normals + no = globalNormals[veckey3d(f.normal)] + for vi, v in f_v: + file.write(" %d//%d" % (v.index + totverts, no)) + else: # No Normals + for vi, v in f_v: + file.write(" %d" % (v.index + totverts)) + + file.write('\n') + + # Write edges. + if EXPORT_EDGES: + for ed in edges: + if ed.is_loose: + file.write('f %d %d\n' % (ed.vertices[0] + totverts, ed.vertices[1] + totverts)) + + # Make the indices global rather then per mesh + totverts += len(me_verts) + if faceuv: + totuvco += uv_unique_count + + # clean up + bpy.data.meshes.remove(me) + + if ob_main.dupli_type != 'NONE': + ob_main.dupli_list_clear() + + file.close() + + # Now we have all our materials, save them + if EXPORT_MTL: + write_mtl(scene, mtlfilepath, EXPORT_COPY_IMAGES, mtl_dict) +# if EXPORT_COPY_IMAGES: +# dest_dir = os.path.basename(filepath) +# # dest_dir = filepath +# # # 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, mtl_dict) +# else: +# print('\tError: "%s" could not be used as a base for an image path.' % filepath) + + print("OBJ Export time: %.2f" % (time.clock() - time1)) + + +def _write(context, filepath, + EXPORT_TRI, # ok + EXPORT_EDGES, + EXPORT_NORMALS, # not yet + EXPORT_NORMALS_HQ, # not yet + EXPORT_UV, # ok + EXPORT_MTL, + EXPORT_COPY_IMAGES, + EXPORT_APPLY_MODIFIERS, # ok + EXPORT_ROTX90, # wrong + EXPORT_BLEN_OBS, + EXPORT_GROUP_BY_OB, + EXPORT_GROUP_BY_MAT, + EXPORT_KEEP_VERT_ORDER, + EXPORT_POLYGROUPS, + EXPORT_CURVE_AS_NURBS, + EXPORT_SEL_ONLY, # ok + EXPORT_ALL_SCENES, # XXX not working atm + EXPORT_ANIMATION): # Not used + + base_name, ext = os.path.splitext(filepath) + context_name = [base_name, '', '', ext] # Base name, scene name, frame number, extension + + orig_scene = context.scene + + # Exit edit mode before exporting, so current object states are exported properly. + if bpy.ops.object.mode_set.poll(): + bpy.ops.object.mode_set(mode='OBJECT') + +# 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 scene in export_scenes: + orig_frame = scene.frame_current + + if EXPORT_ALL_SCENES: # Add scene name into the context_name + context_name[1] = '_%s' % bpy.path.clean_name(scene.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 = range(scene.frame_start, scene.frame_end + 1) # Up to and including the end frame. + else: + scene_frames = [orig_frame] # Dont export an animation. + + # Loop through all frames in the scene and export. + for frame in scene_frames: + if EXPORT_ANIMATION: # Add frame to the filepath. + context_name[2] = '_%.6d' % frame + + scene.frame_set(frame, 0.0) + if EXPORT_SEL_ONLY: + objects = context.selected_objects + else: + objects = scene.objects + + full_path = ''.join(context_name) + + # erm... bit of a problem here, this can overwrite files when exporting frames. not too bad. + # EXPORT THE FILE. + write_file(full_path, objects, scene, + 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) + + scene.frame_set(orig_frame, 0.0) + + # Restore old active scene. +# orig_scene.makeCurrent() +# Window.WaitCursor(0) + + +''' +Currently the exporter lacks these features: +* multiple scene export (only active scene is written) +* particles +''' + + +def save(operator, context, filepath="", + use_triangles=False, + use_edges=True, + use_normals=False, + use_hq_normals=False, + use_uvs=True, + use_materials=True, + copy_images=False, + use_apply_modifiers=True, + use_rotate_x90=True, + use_blen_objects=True, + group_by_object=False, + group_by_material=False, + keep_vertex_order=False, + use_vertex_groups=False, + use_nurbs=True, + use_selection=True, + use_all_scenes=False, + use_animation=False, + ): + + _write(context, filepath, + EXPORT_TRI=use_triangles, + EXPORT_EDGES=use_edges, + EXPORT_NORMALS=use_normals, + EXPORT_NORMALS_HQ=use_hq_normals, + EXPORT_UV=use_uvs, + EXPORT_MTL=use_materials, + EXPORT_COPY_IMAGES=copy_images, + EXPORT_APPLY_MODIFIERS=use_apply_modifiers, + EXPORT_ROTX90=use_rotate_x90, + EXPORT_BLEN_OBS=use_blen_objects, + EXPORT_GROUP_BY_OB=group_by_object, + EXPORT_GROUP_BY_MAT=group_by_material, + EXPORT_KEEP_VERT_ORDER=keep_vertex_order, + EXPORT_POLYGROUPS=use_vertex_groups, + EXPORT_CURVE_AS_NURBS=use_nurbs, + EXPORT_SEL_ONLY=use_selection, + EXPORT_ALL_SCENES=use_all_scenes, + EXPORT_ANIMATION=use_animation, + ) + + return {'FINISHED'} |