# ##### 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 ##### # import os import time import bpy import mathutils import bpy_extras.io_utils def name_compat(name): if name is None: return 'None' else: return name.replace(' ', '_') def write_mtl(scene, filepath, path_mode, copy_set, mtl_dict): from mathutils import Color world = scene.world if world: world_amb = world.ambient_color else: world_amb = Color((0.0, 0.0, 0.0)) source_dir = bpy.data.filepath dest_dir = os.path.dirname(filepath) 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, face_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: # convert from blenders spec to 0 - 1000 range. if mat.specular_shader == 'WARDISO': tspec = (0.4 - mat.specular_slope) / 0.0004 else: tspec = (mat.specular_hardness - 1) * 1.9607843137254901 file.write('Ns %.6f\n' % tspec) del tspec file.write('Ka %.6f %.6f %.6f\n' % (mat.ambient * world_amb)[:]) # Ambient, uses mirror colour, file.write('Kd %.6f %.6f %.6f\n' % (mat.diffuse_intensity * mat.diffuse_color)[:]) # Diffuse file.write('Ks %.6f %.6f %.6f\n' % (mat.specular_intensity * 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' % world_amb[:]) # 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 face_img: # We have an image on the face! # write relative image path rel = bpy_extras.io_utils.path_reference(face_img.filepath, source_dir, dest_dir, path_mode, "", copy_set) file.write('map_Kd %s\n' % rel) # Diffuse mapping image if 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: # texface overrides others if mtex.use_map_color_diffuse and face_img is None: image_map["map_Kd"] = image if mtex.use_map_ambient: image_map["map_Ka"] = 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 = bpy_extras.io_utils.path_reference(image.filepath, source_dir, dest_dir, path_mode, "", copy_set) file.write('%s %s\n' % (key, repr(filepath)[1:-1])) file.write('\n\n') file.close() 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: file.write('v %.6f %.6f %.6f\n' % (ob_mat * pt.co.to_3d())[:]) 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_APPLY_MODIFIERS=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, EXPORT_GLOBAL_MATRIX=None, EXPORT_PATH_MODE='AUTO', ): ''' 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. ''' if EXPORT_GLOBAL_MATRIX is None: EXPORT_GLOBAL_MATRIX = mathutils.Matrix() 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) 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 # 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 = {} copy_set = set() # Get all meshes for ob_main in objects: # ignore dupli children if ob_main.parent and ob_main.parent.dupli_type in {'VERTS', 'FACES'}: # 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): ob_mat = EXPORT_GLOBAL_MATRIX * ob_mat totverts += write_nurb(file, ob, ob_mat) continue # END NURBS try: me = ob.to_mesh(scene, EXPORT_APPLY_MODIFIERS, 'PREVIEW') except RuntimeError: me = None if me is None: continue me.transform(EXPORT_GLOBAL_MATRIX * 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[:] material_names = [m.name if m else None for m in materials] # avoid bad index errors if not materials: materials = [None] material_names = [""] # 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 the 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(materials) - 1) if faceuv: tface = uv_layer[f_index] f_image = tface.image # MAKE KEY if faceuv and f_image: # Object is always true. key = material_names[f_mat], f_image.name else: key = material_names[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])), materials[f_mat], f_image else: mat_data = mtl_dict[key] = ("%s_%s" % (name_compat(key[0]), name_compat(key[1]))), materials[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_PATH_MODE, copy_set, mtl_dict) # copy all collected files. bpy_extras.io_utils.path_reference_copy(copy_set) 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_APPLY_MODIFIERS, # ok 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, EXPORT_GLOBAL_MATRIX, EXPORT_PATH_MODE, ): # 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_APPLY_MODIFIERS, EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER, EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS, EXPORT_GLOBAL_MATRIX, EXPORT_PATH_MODE, ) 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, use_apply_modifiers=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, global_matrix=None, path_mode='AUTO' ): _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_APPLY_MODIFIERS=use_apply_modifiers, 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, EXPORT_GLOBAL_MATRIX=global_matrix, EXPORT_PATH_MODE=path_mode, ) return {'FINISHED'}