diff options
author | Arystanbek Dyussenov <arystan.d@gmail.com> | 2009-09-22 20:35:07 +0400 |
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committer | Arystanbek Dyussenov <arystan.d@gmail.com> | 2009-09-22 20:35:07 +0400 |
commit | abb49829ef6bdc7385e51a00a3e2d5402dc09155 (patch) | |
tree | ec2e14a06da5d24fab7863ea249e899f11f3594c | |
parent | d86864027d449114868ec531b9ccf6dd19dbe67f (diff) | |
parent | 816377cc02fe5dd4be945c0f3d415861114b4980 (diff) |
Manual merge of soc-2009-kazanbas branch:
* copied I/O scripts
* copied, modified rna_*_api.c and rna_*.c
I/O scripts not working yet due to slight BPY differences and RNA changes. Will fix them later.
Not merged changes:
* C unit testing integration, because it is clumsy
* scons cross-compiling, can be merged easily later
33 files changed, 10921 insertions, 117 deletions
diff --git a/release/io/engine_render_pov.py b/release/io/engine_render_pov.py index c1cd84c8978..1c5026c84c0 100644 --- a/release/io/engine_render_pov.py +++ b/release/io/engine_render_pov.py @@ -281,7 +281,7 @@ def write_pov(filename, scene=None, info_callback = None): me = ob.data me_materials= me.materials - me = ob.create_render_mesh(scene) + me = ob.create_mesh(True, 'RENDER') if not me: continue diff --git a/release/io/export_3ds.py b/release/io/export_3ds.py new file mode 100644 index 00000000000..19c12146769 --- /dev/null +++ b/release/io/export_3ds.py @@ -0,0 +1,1128 @@ +#!BPY +# coding: utf-8 +""" +Name: '3D Studio (.3ds)...' +Blender: 243 +Group: 'Export' +Tooltip: 'Export to 3DS file format (.3ds).' +""" + +__author__ = ["Campbell Barton", "Bob Holcomb", "Richard Lärkäng", "Damien McGinnes", "Mark Stijnman"] +__url__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/") +__version__ = "0.90a" +__bpydoc__ = """\ + +3ds Exporter + +This script Exports a 3ds file. + +Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen) and using information +from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode. +""" + +# ***** BEGIN GPL LICENSE BLOCK ***** +# +# Script copyright (C) Bob Holcomb +# +# 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# +# ***** END GPL LICENCE BLOCK ***** +# -------------------------------------------------------------------------- + + +###################################################### +# Importing modules +###################################################### + +import struct +import os +import time + +import bpy + +# import Blender +# from BPyMesh import getMeshFromObject +# from BPyObject import getDerivedObjects +# try: +# import struct +# except: +# struct = None + +# also used by X3D exporter +# return a tuple (free, object list), free is True if memory should be freed later with free_derived_objects() +def create_derived_objects(ob): + if ob.parent and ob.parent.dupli_type != 'NONE': + return False, None + + if ob.dupli_type != 'NONE': + ob.create_dupli_list() + return True, [(dob.object, dob.matrix) for dob in ob.dupli_list] + else: + return False, [(ob, ob.matrix)] + +# also used by X3D exporter +def free_derived_objects(ob): + ob.free_dupli_list() + +# So 3ds max can open files, limit names to 12 in length +# this is verry annoying for filenames! +name_unique = [] +name_mapping = {} +def sane_name(name): + name_fixed = name_mapping.get(name) + if name_fixed != None: + return name_fixed + + if len(name) > 12: + new_name = name[:12] + else: + new_name = name + + i = 0 + + while new_name in name_unique: + new_name = new_name[:-4] + '.%.3d' % i + i+=1 + + name_unique.append(new_name) + name_mapping[name] = new_name + return new_name + +###################################################### +# Data Structures +###################################################### + +#Some of the chunks that we will export +#----- Primary Chunk, at the beginning of each file +PRIMARY= int("0x4D4D",16) + +#------ Main Chunks +OBJECTINFO = int("0x3D3D",16); #This gives the version of the mesh and is found right before the material and object information +VERSION = int("0x0002",16); #This gives the version of the .3ds file +KFDATA = int("0xB000",16); #This is the header for all of the key frame info + +#------ sub defines of OBJECTINFO +MATERIAL=45055 #0xAFFF // This stored the texture info +OBJECT=16384 #0x4000 // This stores the faces, vertices, etc... + +#>------ sub defines of MATERIAL +MATNAME = int("0xA000",16); # This holds the material name +MATAMBIENT = int("0xA010",16); # Ambient color of the object/material +MATDIFFUSE = int("0xA020",16); # This holds the color of the object/material +MATSPECULAR = int("0xA030",16); # SPecular color of the object/material +MATSHINESS = int("0xA040",16); # ?? +MATMAP = int("0xA200",16); # This is a header for a new material +MATMAPFILE = int("0xA300",16); # This holds the file name of the texture + +RGB1= int("0x0011",16) +RGB2= int("0x0012",16) + +#>------ sub defines of OBJECT +OBJECT_MESH = int("0x4100",16); # This lets us know that we are reading a new object +OBJECT_LIGHT = int("0x4600",16); # This lets un know we are reading a light object +OBJECT_CAMERA= int("0x4700",16); # This lets un know we are reading a camera object + +#>------ sub defines of CAMERA +OBJECT_CAM_RANGES= int("0x4720",16); # The camera range values + +#>------ sub defines of OBJECT_MESH +OBJECT_VERTICES = int("0x4110",16); # The objects vertices +OBJECT_FACES = int("0x4120",16); # The objects faces +OBJECT_MATERIAL = int("0x4130",16); # This is found if the object has a material, either texture map or color +OBJECT_UV = int("0x4140",16); # The UV texture coordinates +OBJECT_TRANS_MATRIX = int("0x4160",16); # The Object Matrix + +#>------ sub defines of KFDATA +KFDATA_KFHDR = int("0xB00A",16); +KFDATA_KFSEG = int("0xB008",16); +KFDATA_KFCURTIME = int("0xB009",16); +KFDATA_OBJECT_NODE_TAG = int("0xB002",16); + +#>------ sub defines of OBJECT_NODE_TAG +OBJECT_NODE_ID = int("0xB030",16); +OBJECT_NODE_HDR = int("0xB010",16); +OBJECT_PIVOT = int("0xB013",16); +OBJECT_INSTANCE_NAME = int("0xB011",16); +POS_TRACK_TAG = int("0xB020",16); +ROT_TRACK_TAG = int("0xB021",16); +SCL_TRACK_TAG = int("0xB022",16); + +def uv_key(uv): + return round(uv[0], 6), round(uv[1], 6) +# return round(uv.x, 6), round(uv.y, 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=0): + 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=0.0): + 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=""): + 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=(0.0,0.0,0.0)): + 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=(0.0,0.0)): + 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=(0,0,0)): + 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==None): + return 0 + else: + return self.value.get_size() + + def write(self, file): + if (self.value!=None): + self.value.write(file) + + def dump(self,indent): + if (self.value!=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.textures if s and s.texture.type == 'IMAGE' and s.texture.image] + + return [] +# images = [] +# if material: +# for mtex in material.getTextures(): +# if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE: +# image = mtex.tex.image +# if image: +# images.append(image) # maye want to include info like diffuse, spec here. +# return images + + +def make_material_subchunk(id, color): + '''Make a material subchunk. + + 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): + filename = os.path.basename(image.filename) +# filename = image.filename.split('\\')[-1].split('/')[-1] + mat_sub_file = _3ds_chunk(MATMAPFILE) + mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename))) + mat_sub.add_subchunk(mat_sub_file) + + 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) + + if material: name_str = material.name + else: name_str = '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(MATAMBIENT, [a*material.amb for a in material.rgbCol] )) + material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color)) +# material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.rgbCol)) + material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color)) +# material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specCol)) + + images = get_material_images(material) # can be None + if image: images.append(image) + + 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 indicies + + +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) +# do_uv = mesh.faceUV + +# if not do_uv: +# face_uv = None + + img = None + for i, face in enumerate(mesh.faces): + f_v = face.verts +# f_v = face.v + + uf = mesh.active_uv_texture.data[i] if do_uv else None + + if do_uv: + f_uv = (uf.uv1, uf.uv2, uf.uv3, uf.uv4) if face.verts[3] else (uf.uv1, uf.uv2, uf.uv3) +# f_uv = face.uv + img = uf.image if uf else None +# img = face.image + if img: img = img.name + + if f_v[3] == 0: + # if len(f_v)==3: + new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img) +# new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img) + if (do_uv): new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2]) + tri_list.append(new_tri) + + else: #it's a quad + new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img) +# new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img) + new_tri_2 = tri_wrapper((f_v[0], f_v[2], f_v[3]), face.material_index, img) +# new_tri_2 = tri_wrapper((f_v[0].index, f_v[2].index, f_v[3].index), face.mat, img) + + if (do_uv): + new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2]) + 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 len(mesh.uv_textures): +# if mesh.faceUV: + # Gather materials used in this mesh - mat/image pairs + unique_mats = {} + for i,tri in enumerate(tri_list): + + 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: + + if mat: name_str = mat + else: name_str = '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.verts, tri_list) + else: + # Add the vertices to the vertex array: + vert_array = _3ds_array() + for vert in mesh.verts: + vert_array.add(_3ds_point_3d(vert.co)) + # If the mesh has vertex UVs, create an array of UVs: + if len(mesh.sticky): +# if mesh.vertexUV: + uv_array = _3ds_array() + for uv in mesh.sticky: +# for vert in mesh.verts: + uv_array.add(_3ds_point_uv(uv.co)) +# uv_array.add(_3ds_point_uv(vert.uvco)) + else: + # no UV at all: + uv_array = None + + # 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().toQuat() + 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 == 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 +""" + +# import BPyMessages +def save_3ds(filename, context): + '''Save the Blender scene to a 3ds file.''' + # Time the export + + if not filename.lower().endswith('.3ds'): + filename += '.3ds' + + # XXX +# if not BPyMessages.Warning_SaveOver(filename): +# return + + # XXX + time1 = time.clock() +# time1= Blender.sys.time() +# Blender.Window.WaitCursor(1) + + sce = context.scene +# sce= bpy.data.scenes.active + + # Initialize the main chunk (primary): + primary = _3ds_chunk(PRIMARY) + # 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() + ''' + + # Get all the supported objects selected in this scene: + # ob_sel= list(sce.objects.context) + # mesh_objects = [ (ob, me) for ob in ob_sel for me in (BPyMesh.getMeshFromObject(ob, None, True, False, sce),) if me ] + # empty_objects = [ ob for ob in ob_sel if ob.type == 'Empty' ] + + # Make a list of all materials used in the selected meshes (use a dictionary, + # each material is added once): + materialDict = {} + mesh_objects = [] + for ob in [ob for ob in context.scene.objects if ob.is_visible()]: +# for ob in sce.objects.context: + + # get derived objects + free, derived = create_derived_objects(ob) + + if derived == None: continue + + for ob_derived, mat in derived: +# for ob_derived, mat in getDerivedObjects(ob, False): + + if ob.type not in ('MESH', 'CURVE', 'SURFACE', 'TEXT', 'META'): + continue + + data = ob_derived.create_mesh(True, 'PREVIEW') +# data = getMeshFromObject(ob_derived, None, True, False, sce) + if data: + data.transform(mat) +# 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.active_uv_texture.data): + if mat_ls: + mat_index = f.material_index +# mat_index = f.mat + if mat_index >= mat_ls_len: + mat_index = f.mat = 0 + mat = mat_ls[mat_index] + if mat: mat_name = mat.name + else: mat_name = None + # else there alredy set to none + + img = uf.image +# img = f.image + if img: img_name = img.name + else: img_name = None + + 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.remove_mesh(blender_mesh) +# blender_mesh.verts = 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( filename, 'wb' ) + + # Recursively write the chunks to file: + primary.write(file) + + # Close the file: + file.close() + + # Debugging only: report the exporting time: +# Blender.Window.WaitCursor(0) + print("3ds export time: %.2f" % (time.clock() - time1)) +# print("3ds export time: %.2f" % (Blender.sys.time() - time1)) + + # Debugging only: dump the chunk hierarchy: + #primary.dump() + + +# if __name__=='__main__': +# if struct: +# Blender.Window.FileSelector(save_3ds, "Export 3DS", Blender.sys.makename(ext='.3ds')) +# else: +# Blender.Draw.PupMenu("Error%t|This script requires a full python installation") +# # save_3ds('/test_b.3ds') + +class EXPORT_OT_3ds(bpy.types.Operator): + ''' + 3DS Exporter + ''' + __idname__ = "export.3ds" + __label__ = 'Export 3DS' + + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + + __props__ = [ + bpy.props.StringProperty(attr="filename", name="File Name", description="File name used for exporting the 3DS file", maxlen= 1024, default= ""), + ] + + def execute(self, context): + save_3ds(self.filename, context) + return ('FINISHED',) + + def invoke(self, context, event): + wm = context.manager + wm.add_fileselect(self.__operator__) + return ('RUNNING_MODAL',) + + def poll(self, context): # Poll isnt working yet + print("Poll") + return context.active_object != None + +bpy.ops.add(EXPORT_OT_3ds) diff --git a/release/io/export_fbx.py b/release/io/export_fbx.py new file mode 100644 index 00000000000..3515170528f --- /dev/null +++ b/release/io/export_fbx.py @@ -0,0 +1,3457 @@ +#!BPY +""" +Name: 'Autodesk FBX (.fbx)...' +Blender: 249 +Group: 'Export' +Tooltip: 'Selection to an ASCII Autodesk FBX ' +""" +__author__ = "Campbell Barton" +__url__ = ['www.blender.org', 'blenderartists.org'] +__version__ = "1.2" + +__bpydoc__ = """\ +This script is an exporter to the FBX file format. + +http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx +""" +# -------------------------------------------------------------------------- +# FBX Export v0.1 by Campbell Barton (AKA Ideasman) +# -------------------------------------------------------------------------- +# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# +# ***** END GPL LICENCE BLOCK ***** +# -------------------------------------------------------------------------- + +import os +import time +import math # math.pi +import shutil # for file copying + +# try: +# import time +# # import os # only needed for batch export, nbot used yet +# except: +# time = None # use this to check if they have python modules installed + +# for python 2.3 support +try: + set() +except: + try: + from sets import Set as set + except: + set = None # so it complains you dont have a ! + +# # os is only needed for batch 'own dir' option +# try: +# import os +# except: +# os = None + +# import Blender +import bpy +import Mathutils +# from Blender.Mathutils import Matrix, Vector, RotationMatrix + +# import BPyObject +# import BPyMesh +# import BPySys +# import BPyMessages + +## This was used to make V, but faster not to do all that +##valid = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_,.()[]{}' +##v = range(255) +##for c in valid: v.remove(ord(c)) +v = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,42,43,47,58,59,60,61,62,63,64,92,94,96,124,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254] +invalid = ''.join([chr(i) for i in v]) +def cleanName(name): + for ch in invalid: name = name.replace(ch, '_') + return name +# del v, i + + +def copy_file(source, dest): + file = open(source, 'rb') + data = file.read() + file.close() + + file = open(dest, 'wb') + file.write(data) + file.close() + + +def copy_images(dest_dir, textures): + if not dest_dir.endswith(os.sep): + dest_dir += os.sep + + image_paths = set() + for tex in textures: + image_paths.add(Blender.sys.expandpath(tex.filename)) + + # Now copy images + copyCount = 0 + for image_path in image_paths: + if Blender.sys.exists(image_path): + # Make a name for the target path. + dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1] + if not Blender.sys.exists(dest_image_path): # Image isnt alredy there + print('\tCopying "%s" > "%s"' % (image_path, dest_image_path)) + try: + copy_file(image_path, dest_image_path) + copyCount+=1 + except: + print('\t\tWarning, file failed to copy, skipping.') + + print('\tCopied %d images' % copyCount) + +# I guess FBX uses degrees instead of radians (Arystan). +# Call this function just before writing to FBX. +def eulerRadToDeg(eul): + ret = Mathutils.Euler() + + ret.x = 180 / math.pi * eul[0] + ret.y = 180 / math.pi * eul[1] + ret.z = 180 / math.pi * eul[2] + + return ret + +mtx4_identity = Mathutils.Matrix() + +# testing +mtx_x90 = Mathutils.RotationMatrix( math.pi/2, 3, 'x') # used +#mtx_x90n = RotationMatrix(-90, 3, 'x') +#mtx_y90 = RotationMatrix( 90, 3, 'y') +#mtx_y90n = RotationMatrix(-90, 3, 'y') +#mtx_z90 = RotationMatrix( 90, 3, 'z') +#mtx_z90n = RotationMatrix(-90, 3, 'z') + +#mtx4_x90 = RotationMatrix( 90, 4, 'x') +mtx4_x90n = Mathutils.RotationMatrix(-math.pi/2, 4, 'x') # used +#mtx4_y90 = RotationMatrix( 90, 4, 'y') +mtx4_y90n = Mathutils.RotationMatrix(-math.pi/2, 4, 'y') # used +mtx4_z90 = Mathutils.RotationMatrix( math.pi/2, 4, 'z') # used +mtx4_z90n = Mathutils.RotationMatrix(-math.pi/2, 4, 'z') # used + +# def strip_path(p): +# return p.split('\\')[-1].split('/')[-1] + +# Used to add the scene name into the filename without using odd chars +sane_name_mapping_ob = {} +sane_name_mapping_mat = {} +sane_name_mapping_tex = {} +sane_name_mapping_take = {} +sane_name_mapping_group = {} + +# Make sure reserved names are not used +sane_name_mapping_ob['Scene'] = 'Scene_' +sane_name_mapping_ob['blend_root'] = 'blend_root_' + +def increment_string(t): + name = t + num = '' + while name and name[-1].isdigit(): + num = name[-1] + num + name = name[:-1] + if num: return '%s%d' % (name, int(num)+1) + else: return name + '_0' + + + +# todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up. +def sane_name(data, dct): + #if not data: return None + + if type(data)==tuple: # materials are paired up with images + data, other = data + use_other = True + else: + other = None + use_other = False + + if data: name = data.name + else: name = None + orig_name = name + + if other: + orig_name_other = other.name + name = '%s #%s' % (name, orig_name_other) + else: + orig_name_other = None + + # dont cache, only ever call once for each data type now, + # so as to avoid namespace collision between types - like with objects <-> bones + #try: return dct[name] + #except: pass + + if not name: + name = 'unnamed' # blank string, ASKING FOR TROUBLE! + else: + #name = BPySys.cleanName(name) + name = cleanName(name) # use our own + + while name in iter(dct.values()): name = increment_string(name) + + if use_other: # even if other is None - orig_name_other will be a string or None + dct[orig_name, orig_name_other] = name + else: + dct[orig_name] = name + + return name + +def sane_obname(data): return sane_name(data, sane_name_mapping_ob) +def sane_matname(data): return sane_name(data, sane_name_mapping_mat) +def sane_texname(data): return sane_name(data, sane_name_mapping_tex) +def sane_takename(data): return sane_name(data, sane_name_mapping_take) +def sane_groupname(data): return sane_name(data, sane_name_mapping_group) + +# def derived_paths(fname_orig, basepath, FORCE_CWD=False): +# ''' +# fname_orig - blender path, can be relative +# basepath - fname_rel will be relative to this +# FORCE_CWD - dont use the basepath, just add a ./ to the filename. +# use when we know the file will be in the basepath. +# ''' +# fname = bpy.sys.expandpath(fname_orig) +# # fname = Blender.sys.expandpath(fname_orig) +# fname_strip = os.path.basename(fname) +# # fname_strip = strip_path(fname) +# if FORCE_CWD: +# fname_rel = '.' + os.sep + fname_strip +# else: +# fname_rel = bpy.sys.relpath(fname, basepath) +# # fname_rel = Blender.sys.relpath(fname, basepath) +# if fname_rel.startswith('//'): fname_rel = '.' + os.sep + fname_rel[2:] +# return fname, fname_strip, fname_rel + + +def mat4x4str(mat): + return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([ f for v in mat for f in v ]) + +# XXX not used +# duplicated in OBJ exporter +def getVertsFromGroup(me, group_index): + ret = [] + + for i, v in enumerate(me.verts): + for g in v.groups: + if g.group == group_index: + ret.append((i, g.weight)) + + return ret + +# ob must be OB_MESH +def BPyMesh_meshWeight2List(ob): + ''' Takes a mesh and return its group names and a list of lists, one list per vertex. + aligning the each vert list with the group names, each list contains float value for the weight. + These 2 lists can be modified and then used with list2MeshWeight to apply the changes. + ''' + + me = ob.data + + # Clear the vert group. + groupNames= [g.name for g in ob.vertex_groups] + len_groupNames= len(groupNames) + + if not len_groupNames: + # no verts? return a vert aligned empty list + return [[] for i in range(len(me.verts))], [] + else: + vWeightList= [[0.0]*len_groupNames for i in range(len(me.verts))] + + for i, v in enumerate(me.verts): + for g in v.groups: + vWeightList[i][g.group] = g.weight + + return groupNames, vWeightList + +def meshNormalizedWeights(me): + try: # account for old bad BPyMesh + groupNames, vWeightList = BPyMesh_meshWeight2List(me) +# groupNames, vWeightList = BPyMesh.meshWeight2List(me) + except: + return [],[] + + if not groupNames: + return [],[] + + for i, vWeights in enumerate(vWeightList): + tot = 0.0 + for w in vWeights: + tot+=w + + if tot: + for j, w in enumerate(vWeights): + vWeights[j] = w/tot + + return groupNames, vWeightList + +header_comment = \ +'''; FBX 6.1.0 project file +; Created by Blender FBX Exporter +; for support mail: ideasman42@gmail.com +; ---------------------------------------------------- + +''' + +# This func can be called with just the filename +def write(filename, batch_objects = None, \ + context = None, + EXP_OBS_SELECTED = True, + EXP_MESH = True, + EXP_MESH_APPLY_MOD = True, +# EXP_MESH_HQ_NORMALS = False, + EXP_ARMATURE = True, + EXP_LAMP = True, + EXP_CAMERA = True, + EXP_EMPTY = True, + EXP_IMAGE_COPY = False, + GLOBAL_MATRIX = Mathutils.Matrix(), + ANIM_ENABLE = True, + ANIM_OPTIMIZE = True, + ANIM_OPTIMIZE_PRECISSION = 6, + ANIM_ACTION_ALL = False, + BATCH_ENABLE = False, + BATCH_GROUP = True, + BATCH_FILE_PREFIX = '', + BATCH_OWN_DIR = False + ): + + # ----------------- Batch support! + if BATCH_ENABLE: + if os == None: BATCH_OWN_DIR = False + + fbxpath = filename + + # get the path component of filename + tmp_exists = bpy.sys.exists(fbxpath) +# tmp_exists = Blender.sys.exists(fbxpath) + + if tmp_exists != 2: # a file, we want a path + fbxpath = os.path.dirname(fbxpath) +# while fbxpath and fbxpath[-1] not in ('/', '\\'): +# fbxpath = fbxpath[:-1] + if not fbxpath: +# if not filename: + # XXX + print('Error%t|Directory does not exist!') +# Draw.PupMenu('Error%t|Directory does not exist!') + return + + tmp_exists = bpy.sys.exists(fbxpath) +# tmp_exists = Blender.sys.exists(fbxpath) + + if tmp_exists != 2: + # XXX + print('Error%t|Directory does not exist!') +# Draw.PupMenu('Error%t|Directory does not exist!') + return + + if not fbxpath.endswith(os.sep): + fbxpath += os.sep + del tmp_exists + + + if BATCH_GROUP: + data_seq = bpy.data.groups + else: + data_seq = bpy.data.scenes + + # call this function within a loop with BATCH_ENABLE == False + orig_sce = context.scene +# orig_sce = bpy.data.scenes.active + + + new_fbxpath = fbxpath # own dir option modifies, we need to keep an original + for data in data_seq: # scene or group + newname = BATCH_FILE_PREFIX + cleanName(data.name) +# newname = BATCH_FILE_PREFIX + BPySys.cleanName(data.name) + + + if BATCH_OWN_DIR: + new_fbxpath = fbxpath + newname + os.sep + # path may alredy exist + # TODO - might exist but be a file. unlikely but should probably account for it. + + if bpy.sys.exists(new_fbxpath) == 0: +# if Blender.sys.exists(new_fbxpath) == 0: + os.mkdir(new_fbxpath) + + + filename = new_fbxpath + newname + '.fbx' + + print('\nBatch exporting %s as...\n\t"%s"' % (data, filename)) + + # XXX don't know what to do with this, probably do the same? (Arystan) + if BATCH_GROUP: #group + # group, so objects update properly, add a dummy scene. + sce = bpy.data.scenes.new() + sce.Layers = (1<<20) -1 + bpy.data.scenes.active = sce + for ob_base in data.objects: + sce.objects.link(ob_base) + + sce.update(1) + + # TODO - BUMMER! Armatures not in the group wont animate the mesh + + else:# scene + + + data_seq.active = data + + + # Call self with modified args + # Dont pass batch options since we alredy usedt them + write(filename, data.objects, + context, + False, + EXP_MESH, + EXP_MESH_APPLY_MOD, +# EXP_MESH_HQ_NORMALS, + EXP_ARMATURE, + EXP_LAMP, + EXP_CAMERA, + EXP_EMPTY, + EXP_IMAGE_COPY, + GLOBAL_MATRIX, + ANIM_ENABLE, + ANIM_OPTIMIZE, + ANIM_OPTIMIZE_PRECISSION, + ANIM_ACTION_ALL + ) + + if BATCH_GROUP: + # remove temp group scene + bpy.data.remove_scene(sce) +# bpy.data.scenes.unlink(sce) + + bpy.data.scenes.active = orig_sce + + return # so the script wont run after we have batch exported. + + # end batch support + + # Use this for working out paths relative to the export location + basepath = os.path.dirname(filename) or '.' + basepath += os.sep +# basepath = Blender.sys.dirname(filename) + + # ---------------------------------------------- + # storage classes + class my_bone_class: + __slots__ =(\ + 'blenName',\ + 'blenBone',\ + 'blenMeshes',\ + 'restMatrix',\ + 'parent',\ + 'blenName',\ + 'fbxName',\ + 'fbxArm',\ + '__pose_bone',\ + '__anim_poselist') + + def __init__(self, blenBone, fbxArm): + + # This is so 2 armatures dont have naming conflicts since FBX bones use object namespace + self.fbxName = sane_obname(blenBone) + + self.blenName = blenBone.name + self.blenBone = blenBone + self.blenMeshes = {} # fbxMeshObName : mesh + self.fbxArm = fbxArm + self.restMatrix = blenBone.armature_matrix +# self.restMatrix = blenBone.matrix['ARMATURESPACE'] + + # not used yet + # self.restMatrixInv = self.restMatrix.copy().invert() + # self.restMatrixLocal = None # set later, need parent matrix + + self.parent = None + + # not public + pose = fbxArm.blenObject.pose +# pose = fbxArm.blenObject.getPose() + self.__pose_bone = pose.pose_channels[self.blenName] +# self.__pose_bone = pose.bones[self.blenName] + + # store a list if matricies here, (poseMatrix, head, tail) + # {frame:posematrix, frame:posematrix, ...} + self.__anim_poselist = {} + + ''' + def calcRestMatrixLocal(self): + if self.parent: + self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.copy().invert() + else: + self.restMatrixLocal = self.restMatrix.copy() + ''' + def setPoseFrame(self, f): + # cache pose info here, frame must be set beforehand + + # Didnt end up needing head or tail, if we do - here it is. + ''' + self.__anim_poselist[f] = (\ + self.__pose_bone.poseMatrix.copy(),\ + self.__pose_bone.head.copy(),\ + self.__pose_bone.tail.copy() ) + ''' + + self.__anim_poselist[f] = self.__pose_bone.pose_matrix.copy() +# self.__anim_poselist[f] = self.__pose_bone.poseMatrix.copy() + + # get pose from frame. + def getPoseMatrix(self, f):# ---------------------------------------------- + return self.__anim_poselist[f] + ''' + def getPoseHead(self, f): + #return self.__pose_bone.head.copy() + return self.__anim_poselist[f][1].copy() + def getPoseTail(self, f): + #return self.__pose_bone.tail.copy() + return self.__anim_poselist[f][2].copy() + ''' + # end + + def getAnimParRelMatrix(self, frame): + #arm_mat = self.fbxArm.matrixWorld + #arm_mat = self.fbxArm.parRelMatrix() + if not self.parent: + #return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore + return mtx4_z90 * self.getPoseMatrix(frame) + else: + #return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert() + return (mtx4_z90 * (self.getPoseMatrix(frame))) * (mtx4_z90 * self.parent.getPoseMatrix(frame)).invert() + + # we need thes because cameras and lights modified rotations + def getAnimParRelMatrixRot(self, frame): + return self.getAnimParRelMatrix(frame) + + def flushAnimData(self): + self.__anim_poselist.clear() + + + class my_object_generic: + # Other settings can be applied for each type - mesh, armature etc. + def __init__(self, ob, matrixWorld = None): + self.fbxName = sane_obname(ob) + self.blenObject = ob + self.fbxGroupNames = [] + self.fbxParent = None # set later on IF the parent is in the selection. + if matrixWorld: self.matrixWorld = matrixWorld * GLOBAL_MATRIX + else: self.matrixWorld = ob.matrix * GLOBAL_MATRIX +# else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX + self.__anim_poselist = {} # we should only access this + + def parRelMatrix(self): + if self.fbxParent: + return self.matrixWorld * self.fbxParent.matrixWorld.copy().invert() + else: + return self.matrixWorld + + def setPoseFrame(self, f): + self.__anim_poselist[f] = self.blenObject.matrix.copy() +# self.__anim_poselist[f] = self.blenObject.matrixWorld.copy() + + def getAnimParRelMatrix(self, frame): + if self.fbxParent: + #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX + return (self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert() + else: + return self.__anim_poselist[frame] * GLOBAL_MATRIX + + def getAnimParRelMatrixRot(self, frame): + type = self.blenObject.type + if self.fbxParent: + matrix_rot = (((self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert())).rotationPart() + else: + matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart() + + # Lamps need to be rotated + if type =='LAMP': + matrix_rot = mtx_x90 * matrix_rot + elif type =='CAMERA': +# elif ob and type =='Camera': + y = Mathutils.Vector(0,1,0) * matrix_rot + matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, 'r', y) + + return matrix_rot + + # ---------------------------------------------- + + + + + + print('\nFBX export starting...', filename) + start_time = time.clock() +# start_time = Blender.sys.time() + try: + file = open(filename, 'w') + except: + return False + + sce = context.scene +# sce = bpy.data.scenes.active + world = sce.world + + + # ---------------------------- Write the header first + file.write(header_comment) + if time: + curtime = time.localtime()[0:6] + else: + curtime = (0,0,0,0,0,0) + # + file.write(\ +'''FBXHeaderExtension: { + FBXHeaderVersion: 1003 + FBXVersion: 6100 + CreationTimeStamp: { + Version: 1000 + Year: %.4i + Month: %.2i + Day: %.2i + Hour: %.2i + Minute: %.2i + Second: %.2i + Millisecond: 0 + } + Creator: "FBX SDK/FBX Plugins build 20070228" + OtherFlags: { + FlagPLE: 0 + } +}''' % (curtime)) + + file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime) + file.write('\nCreator: "Blender3D version 2.5"') +# file.write('\nCreator: "Blender3D version %.2f"' % Blender.Get('version')) + + pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way + + # --------------- funcs for exporting + def object_tx(ob, loc, matrix, matrix_mod = None): + ''' + Matrix mod is so armature objects can modify their bone matricies + ''' + if isinstance(ob, bpy.types.Bone): +# if isinstance(ob, Blender.Types.BoneType): + + # we know we have a matrix + # matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod) + matrix = mtx4_z90 * ob.armature_matrix # dont apply armature matrix anymore +# matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore + + parent = ob.parent + if parent: + #par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod) + par_matrix = mtx4_z90 * parent.armature_matrix # dont apply armature matrix anymore +# par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore + matrix = matrix * par_matrix.copy().invert() + + matrix_rot = matrix.rotationPart() + + loc = tuple(matrix.translationPart()) + scale = tuple(matrix.scalePart()) + rot = tuple(matrix_rot.toEuler()) + + else: + # This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore + #if ob and not matrix: matrix = ob.matrixWorld * GLOBAL_MATRIX + if ob and not matrix: raise Exception("error: this should never happen!") + + matrix_rot = matrix + #if matrix: + # matrix = matrix_scale * matrix + + if matrix: + loc = tuple(matrix.translationPart()) + scale = tuple(matrix.scalePart()) + + matrix_rot = matrix.rotationPart() + # Lamps need to be rotated + if ob and ob.type =='Lamp': + matrix_rot = mtx_x90 * matrix_rot + rot = tuple(matrix_rot.toEuler()) + elif ob and ob.type =='Camera': + y = Mathutils.Vector(0,1,0) * matrix_rot + matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, 'r', y) + rot = tuple(matrix_rot.toEuler()) + else: + rot = tuple(matrix_rot.toEuler()) + else: + if not loc: + loc = 0,0,0 + scale = 1,1,1 + rot = 0,0,0 + + return loc, rot, scale, matrix, matrix_rot + + def write_object_tx(ob, loc, matrix, matrix_mod= None): + ''' + We have loc to set the location if non blender objects that have a location + + matrix_mod is only used for bones at the moment + ''' + loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod) + + file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc) + file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple(eulerRadToDeg(rot))) +# file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot) + file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale) + return loc, rot, scale, matrix, matrix_rot + + def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=None): + # if the type is 0 its an empty otherwise its a mesh + # only difference at the moment is one has a color + file.write(''' + Properties60: { + Property: "QuaternionInterpolate", "bool", "",0 + Property: "Visibility", "Visibility", "A+",1''') + + loc, rot, scale, matrix, matrix_rot = write_object_tx(ob, loc, matrix, matrix_mod) + + # Rotation order, note, for FBX files Iv loaded normal order is 1 + # setting to zero. + # eEULER_XYZ = 0 + # eEULER_XZY + # eEULER_YZX + # eEULER_YXZ + # eEULER_ZXY + # eEULER_ZYX + + file.write(''' + Property: "RotationOffset", "Vector3D", "",0,0,0 + Property: "RotationPivot", "Vector3D", "",0,0,0 + Property: "ScalingOffset", "Vector3D", "",0,0,0 + Property: "ScalingPivot", "Vector3D", "",0,0,0 + Property: "TranslationActive", "bool", "",0 + Property: "TranslationMin", "Vector3D", "",0,0,0 + Property: "TranslationMax", "Vector3D", "",0,0,0 + Property: "TranslationMinX", "bool", "",0 + Property: "TranslationMinY", "bool", "",0 + Property: "TranslationMinZ", "bool", "",0 + Property: "TranslationMaxX", "bool", "",0 + Property: "TranslationMaxY", "bool", "",0 + Property: "TranslationMaxZ", "bool", "",0 + Property: "RotationOrder", "enum", "",0 + Property: "RotationSpaceForLimitOnly", "bool", "",0 + Property: "AxisLen", "double", "",10 + Property: "PreRotation", "Vector3D", "",0,0,0 + Property: "PostRotation", "Vector3D", "",0,0,0 + Property: "RotationActive", "bool", "",0 + Property: "RotationMin", "Vector3D", "",0,0,0 + Property: "RotationMax", "Vector3D", "",0,0,0 + Property: "RotationMinX", "bool", "",0 + Property: "RotationMinY", "bool", "",0 + Property: "RotationMinZ", "bool", "",0 + Property: "RotationMaxX", "bool", "",0 + Property: "RotationMaxY", "bool", "",0 + Property: "RotationMaxZ", "bool", "",0 + Property: "RotationStiffnessX", "double", "",0 + Property: "RotationStiffnessY", "double", "",0 + Property: "RotationStiffnessZ", "double", "",0 + Property: "MinDampRangeX", "double", "",0 + Property: "MinDampRangeY", "double", "",0 + Property: "MinDampRangeZ", "double", "",0 + Property: "MaxDampRangeX", "double", "",0 + Property: "MaxDampRangeY", "double", "",0 + Property: "MaxDampRangeZ", "double", "",0 + Property: "MinDampStrengthX", "double", "",0 + Property: "MinDampStrengthY", "double", "",0 + Property: "MinDampStrengthZ", "double", "",0 + Property: "MaxDampStrengthX", "double", "",0 + Property: "MaxDampStrengthY", "double", "",0 + Property: "MaxDampStrengthZ", "double", "",0 + Property: "PreferedAngleX", "double", "",0 + Property: "PreferedAngleY", "double", "",0 + Property: "PreferedAngleZ", "double", "",0 + Property: "InheritType", "enum", "",0 + Property: "ScalingActive", "bool", "",0 + Property: "ScalingMin", "Vector3D", "",1,1,1 + Property: "ScalingMax", "Vector3D", "",1,1,1 + Property: "ScalingMinX", "bool", "",0 + Property: "ScalingMinY", "bool", "",0 + Property: "ScalingMinZ", "bool", "",0 + Property: "ScalingMaxX", "bool", "",0 + Property: "ScalingMaxY", "bool", "",0 + Property: "ScalingMaxZ", "bool", "",0 + Property: "GeometricTranslation", "Vector3D", "",0,0,0 + Property: "GeometricRotation", "Vector3D", "",0,0,0 + Property: "GeometricScaling", "Vector3D", "",1,1,1 + Property: "LookAtProperty", "object", "" + Property: "UpVectorProperty", "object", "" + Property: "Show", "bool", "",1 + Property: "NegativePercentShapeSupport", "bool", "",1 + Property: "DefaultAttributeIndex", "int", "",0''') + if ob and not isinstance(ob, bpy.types.Bone): +# if ob and type(ob) != Blender.Types.BoneType: + # Only mesh objects have color + file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8') + file.write('\n\t\t\tProperty: "Size", "double", "",100') + file.write('\n\t\t\tProperty: "Look", "enum", "",1') + + return loc, rot, scale, matrix, matrix_rot + + + # -------------------------------------------- Armatures + #def write_bone(bone, name, matrix_mod): + def write_bone(my_bone): + file.write('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName) + file.write('\n\t\tVersion: 232') + + #poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3] + poseMatrix = write_object_props(my_bone.blenBone)[3] # dont apply bone matricies anymore + pose_items.append( (my_bone.fbxName, poseMatrix) ) + + + # file.write('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length) + file.write('\n\t\t\tProperty: "Size", "double", "",1') + + #((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.parRelMatrix())).length) + + """ + file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\ + ((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length) + """ + + file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' % + (my_bone.blenBone.armature_head - my_bone.blenBone.armature_tail).length) +# (my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']).length) + + #file.write('\n\t\t\tProperty: "LimbLength", "double", "",1') + file.write('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8') + file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8') + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 1') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + file.write('\n\t\tTypeFlags: "Skeleton"') + file.write('\n\t}') + + def write_camera_switch(): + file.write(''' + Model: "Model::Camera Switcher", "CameraSwitcher" { + Version: 232''') + + write_object_props() + file.write(''' + Property: "Color", "Color", "A",0.8,0.8,0.8 + Property: "Camera Index", "Integer", "A+",100 + } + MultiLayer: 0 + MultiTake: 1 + Hidden: "True" + Shading: W + Culling: "CullingOff" + Version: 101 + Name: "Model::Camera Switcher" + CameraId: 0 + CameraName: 100 + CameraIndexName: + }''') + + def write_camera_dummy(name, loc, near, far, proj_type, up): + file.write('\n\tModel: "Model::%s", "Camera" {' % name ) + file.write('\n\t\tVersion: 232') + write_object_props(None, loc) + + file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8') + file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0') + file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",40') + file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1') + file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1') + file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",0') + file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",0') + file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0.63,0.63,0.63') + file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0') + file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1') + file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1') + file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0') + file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1') + file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0') + file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2') + file.write('\n\t\t\tProperty: "GateFit", "enum", "",0') + file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",21.3544940948486') + file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0') + file.write('\n\t\t\tProperty: "AspectW", "double", "",320') + file.write('\n\t\t\tProperty: "AspectH", "double", "",200') + file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",1') + file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0') + file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3') + file.write('\n\t\t\tProperty: "ShowName", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0') + file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0') + file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % near) + file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % far) + file.write('\n\t\t\tProperty: "FilmWidth", "double", "",0.816') + file.write('\n\t\t\tProperty: "FilmHeight", "double", "",0.612') + file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",1.33333333333333') + file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1') + file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",4') + file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1') + file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0') + file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2') + file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100') + file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0') + file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1') + file.write('\n\t\t\tProperty: "LockMode", "bool", "",0') + file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0') + file.write('\n\t\t\tProperty: "FitImage", "bool", "",0') + file.write('\n\t\t\tProperty: "Crop", "bool", "",0') + file.write('\n\t\t\tProperty: "Center", "bool", "",1') + file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1') + file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0') + file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5') + file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1') + file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0') + file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1') + file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",1.33333333333333') + file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0') + file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100') + file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50') + file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50') + file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",%i' % proj_type) + file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0') + file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0') + file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0') + file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5') + file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200') + file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0') + file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777') + file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0') + file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7') + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 0') + file.write('\n\t\tHidden: "True"') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + file.write('\n\t\tTypeFlags: "Camera"') + file.write('\n\t\tGeometryVersion: 124') + file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc) + file.write('\n\t\tUp: %i,%i,%i' % up) + file.write('\n\t\tLookAt: 0,0,0') + file.write('\n\t\tShowInfoOnMoving: 1') + file.write('\n\t\tShowAudio: 0') + file.write('\n\t\tAudioColor: 0,1,0') + file.write('\n\t\tCameraOrthoZoom: 1') + file.write('\n\t}') + + def write_camera_default(): + # This sucks but to match FBX converter its easier to + # write the cameras though they are not needed. + write_camera_dummy('Producer Perspective', (0,71.3,287.5), 10, 4000, 0, (0,1,0)) + write_camera_dummy('Producer Top', (0,4000,0), 1, 30000, 1, (0,0,-1)) + write_camera_dummy('Producer Bottom', (0,-4000,0), 1, 30000, 1, (0,0,-1)) + write_camera_dummy('Producer Front', (0,0,4000), 1, 30000, 1, (0,1,0)) + write_camera_dummy('Producer Back', (0,0,-4000), 1, 30000, 1, (0,1,0)) + write_camera_dummy('Producer Right', (4000,0,0), 1, 30000, 1, (0,1,0)) + write_camera_dummy('Producer Left', (-4000,0,0), 1, 30000, 1, (0,1,0)) + + def write_camera(my_cam): + ''' + Write a blender camera + ''' + render = sce.render_data + width = render.resolution_x + height = render.resolution_y +# render = sce.render +# width = render.sizeX +# height = render.sizeY + aspect = float(width)/height + + data = my_cam.blenObject.data + + file.write('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName ) + file.write('\n\t\tVersion: 232') + loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix()) + + file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0') + file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % data.angle) + file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1') + file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1') + file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",14.0323972702026') + file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shift_x) # not sure if this is in the correct units? +# file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shiftX) # not sure if this is in the correct units? + file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shift_y) # ditto +# file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shiftY) # ditto + file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0') + file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0') + file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1') + file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1') + file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0') + file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1') + file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0') + file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2') + file.write('\n\t\t\tProperty: "GateFit", "enum", "",0') + file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0') + file.write('\n\t\t\tProperty: "AspectW", "double", "",%i' % width) + file.write('\n\t\t\tProperty: "AspectH", "double", "",%i' % height) + + '''Camera aspect ratio modes. + 0 If the ratio mode is eWINDOW_SIZE, both width and height values aren't relevant. + 1 If the ratio mode is eFIXED_RATIO, the height value is set to 1.0 and the width value is relative to the height value. + 2 If the ratio mode is eFIXED_RESOLUTION, both width and height values are in pixels. + 3 If the ratio mode is eFIXED_WIDTH, the width value is in pixels and the height value is relative to the width value. + 4 If the ratio mode is eFIXED_HEIGHT, the height value is in pixels and the width value is relative to the height value. + + Definition at line 234 of file kfbxcamera.h. ''' + + file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",2') + + file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0') + file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3') + file.write('\n\t\t\tProperty: "ShowName", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0') + file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0') + file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clip_start) +# file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clipStart) + file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clip_end) +# file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clipStart) + file.write('\n\t\t\tProperty: "FilmWidth", "double", "",1.0') + file.write('\n\t\t\tProperty: "FilmHeight", "double", "",1.0') + file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % aspect) + file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1') + file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",0') + file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1') + file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0') + file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2') + file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100') + file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0') + file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1') + file.write('\n\t\t\tProperty: "LockMode", "bool", "",0') + file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0') + file.write('\n\t\t\tProperty: "FitImage", "bool", "",0') + file.write('\n\t\t\tProperty: "Crop", "bool", "",0') + file.write('\n\t\t\tProperty: "Center", "bool", "",1') + file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1') + file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0') + file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5') + file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1') + file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0') + file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1') + file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",%.6f' % aspect) + file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0') + file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100') + file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50') + file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50') + file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",0') + file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0') + file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0') + file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0') + file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5') + file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200') + file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0') + file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777') + file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0') + file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7') + + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 0') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + file.write('\n\t\tTypeFlags: "Camera"') + file.write('\n\t\tGeometryVersion: 124') + file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc) + file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Mathutils.Vector(0,1,0) * matrix_rot) ) + file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Mathutils.Vector(0,0,-1)*matrix_rot) ) + + #file.write('\n\t\tUp: 0,0,0' ) + #file.write('\n\t\tLookAt: 0,0,0' ) + + file.write('\n\t\tShowInfoOnMoving: 1') + file.write('\n\t\tShowAudio: 0') + file.write('\n\t\tAudioColor: 0,1,0') + file.write('\n\t\tCameraOrthoZoom: 1') + file.write('\n\t}') + + def write_light(my_light): + light = my_light.blenObject.data + file.write('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName) + file.write('\n\t\tVersion: 232') + + write_object_props(my_light.blenObject, None, my_light.parRelMatrix()) + + # Why are these values here twice?????? - oh well, follow the holy sdk's output + + # Blender light types match FBX's, funny coincidence, we just need to + # be sure that all unsupported types are made into a point light + #ePOINT, + #eDIRECTIONAL + #eSPOT + light_type_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4} + light_type = light_type_items[light.type] +# light_type = light.type + if light_type > 2: light_type = 1 # hemi and area lights become directional + +# mode = light.mode + if light.shadow_method == 'RAY_SHADOW' or light.shadow_method == 'BUFFER_SHADOW': +# if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows: + do_shadow = 1 + else: + do_shadow = 0 + + if light.only_shadow or (not light.diffuse and not light.specular): +# if mode & Blender.Lamp.Modes.OnlyShadow or (mode & Blender.Lamp.Modes.NoDiffuse and mode & Blender.Lamp.Modes.NoSpecular): + do_light = 0 + else: + do_light = 1 + + scale = abs(GLOBAL_MATRIX.scalePart()[0]) # scale is always uniform in this case + + file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type) + file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1') + file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1') + file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1') + file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0') + file.write('\n\t\t\tProperty: "GoboProperty", "object", ""') + file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1') + file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200 + if light.type == 'SPOT': + file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spot_size * scale)) +# file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale)) + file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50') + file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.color)) +# file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.col)) + file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200 +# + # duplication? see ^ (Arystan) +# file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale)) + file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50') + file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type) + file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light) + file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1') + file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0') + file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1') + file.write('\n\t\t\tProperty: "GoboProperty", "object", ""') + file.write('\n\t\t\tProperty: "DecayType", "enum", "",0') + file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.distance) +# file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.dist) + file.write('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0') + file.write('\n\t\t\tProperty: "NearAttenuationStart", "double", "",0') + file.write('\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0') + file.write('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",0') + file.write('\n\t\t\tProperty: "FarAttenuationStart", "double", "",0') + file.write('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",0') + file.write('\n\t\t\tProperty: "CastShadows", "bool", "",%i' % do_shadow) + file.write('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1') + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 0') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + file.write('\n\t\tTypeFlags: "Light"') + file.write('\n\t\tGeometryVersion: 124') + file.write('\n\t}') + + # matrixOnly is not used at the moment + def write_null(my_null = None, fbxName = None, matrixOnly = None): + # ob can be null + if not fbxName: fbxName = my_null.fbxName + + file.write('\n\tModel: "Model::%s", "Null" {' % fbxName) + file.write('\n\t\tVersion: 232') + + # only use this for the root matrix at the moment + if matrixOnly: + poseMatrix = write_object_props(None, None, matrixOnly)[3] + + else: # all other Null's + if my_null: poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3] + else: poseMatrix = write_object_props()[3] + + pose_items.append((fbxName, poseMatrix)) + + file.write(''' + } + MultiLayer: 0 + MultiTake: 1 + Shading: Y + Culling: "CullingOff" + TypeFlags: "Null" + }''') + + # Material Settings + if world: world_amb = tuple(world.ambient_color) +# if world: world_amb = world.getAmb() + else: world_amb = (0,0,0) # Default value + + def write_material(matname, mat): + file.write('\n\tMaterial: "Material::%s", "" {' % matname) + + # Todo, add more material Properties. + if mat: + mat_cold = tuple(mat.diffuse_color) +# mat_cold = tuple(mat.rgbCol) + mat_cols = tuple(mat.specular_color) +# mat_cols = tuple(mat.specCol) + #mat_colm = tuple(mat.mirCol) # we wont use the mirror color + mat_colamb = world_amb +# mat_colamb = tuple([c for c in world_amb]) + + mat_dif = mat.diffuse_reflection +# mat_dif = mat.ref + mat_amb = mat.ambient +# mat_amb = mat.amb + mat_hard = (float(mat.specular_hardness)-1)/5.10 +# mat_hard = (float(mat.hard)-1)/5.10 + mat_spec = mat.specular_reflection/2.0 +# mat_spec = mat.spec/2.0 + mat_alpha = mat.alpha + mat_emit = mat.emit + mat_shadeless = mat.shadeless +# mat_shadeless = mat.mode & Blender.Material.Modes.SHADELESS + if mat_shadeless: + mat_shader = 'Lambert' + else: + if mat.diffuse_shader == 'LAMBERT': +# if mat.diffuseShader == Blender.Material.Shaders.DIFFUSE_LAMBERT: + mat_shader = 'Lambert' + else: + mat_shader = 'Phong' + else: + mat_cols = mat_cold = 0.8, 0.8, 0.8 + mat_colamb = 0.0,0.0,0.0 + # mat_colm + mat_dif = 1.0 + mat_amb = 0.5 + mat_hard = 20.0 + mat_spec = 0.2 + mat_alpha = 1.0 + mat_emit = 0.0 + mat_shadeless = False + mat_shader = 'Phong' + + file.write('\n\t\tVersion: 102') + file.write('\n\t\tShadingModel: "%s"' % mat_shader.lower()) + file.write('\n\t\tMultiLayer: 0') + + file.write('\n\t\tProperties60: {') + file.write('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader) + file.write('\n\t\t\tProperty: "MultiLayer", "bool", "",0') + file.write('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender + file.write('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_emit) + + file.write('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb) + file.write('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb) + file.write('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) + file.write('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % mat_dif) + file.write('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0') + file.write('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1') + file.write('\n\t\t\tProperty: "TransparencyFactor", "double", "",%.4f' % (1.0 - mat_alpha)) + if not mat_shadeless: + file.write('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols) + file.write('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % mat_spec) + file.write('\n\t\t\tProperty: "ShininessExponent", "double", "",80.0') + file.write('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0') + file.write('\n\t\t\tProperty: "ReflectionFactor", "double", "",1') + file.write('\n\t\t\tProperty: "Emissive", "ColorRGB", "",0,0,0') + file.write('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb) + file.write('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold) + if not mat_shadeless: + file.write('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols) + file.write('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard) + file.write('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha) + if not mat_shadeless: + file.write('\n\t\t\tProperty: "Reflectivity", "double", "",0') + + file.write('\n\t\t}') + file.write('\n\t}') + + def copy_image(image): + + rel = image.get_export_path(basepath, True) + base = os.path.basename(rel) + + if EXP_IMAGE_COPY: + src = bpy.sys.expandpath(image.filename) + absp = image.get_export_path(basepath, False) + if not os.path.exists(absp): + shutil.copy(src, absp) + + return (rel, base) + + # tex is an Image (Arystan) + def write_video(texname, tex): + # Same as texture really! + file.write('\n\tVideo: "Video::%s", "Clip" {' % texname) + + file.write(''' + Type: "Clip" + Properties60: { + Property: "FrameRate", "double", "",0 + Property: "LastFrame", "int", "",0 + Property: "Width", "int", "",0 + Property: "Height", "int", "",0''') + if tex: + fname_rel, fname_strip = copy_image(tex) +# fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY) + else: + fname = fname_strip = fname_rel = '' + + file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip) + + + file.write(''' + Property: "StartFrame", "int", "",0 + Property: "StopFrame", "int", "",0 + Property: "PlaySpeed", "double", "",1 + Property: "Offset", "KTime", "",0 + Property: "InterlaceMode", "enum", "",0 + Property: "FreeRunning", "bool", "",0 + Property: "Loop", "bool", "",0 + Property: "AccessMode", "enum", "",0 + } + UseMipMap: 0''') + + file.write('\n\t\tFilename: "%s"' % fname_strip) + if fname_strip: fname_strip = '/' + fname_strip + file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative + file.write('\n\t}') + + + def write_texture(texname, tex, num): + # if tex == None then this is a dummy tex + file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname) + file.write('\n\t\tType: "TextureVideoClip"') + file.write('\n\t\tVersion: 202') + # TODO, rare case _empty_ exists as a name. + file.write('\n\t\tTextureName: "Texture::%s"' % texname) + + file.write(''' + Properties60: { + Property: "Translation", "Vector", "A+",0,0,0 + Property: "Rotation", "Vector", "A+",0,0,0 + Property: "Scaling", "Vector", "A+",1,1,1''') + file.write('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num) + + + # WrapModeU/V 0==rep, 1==clamp, TODO add support + file.write(''' + Property: "TextureTypeUse", "enum", "",0 + Property: "CurrentTextureBlendMode", "enum", "",1 + Property: "UseMaterial", "bool", "",0 + Property: "UseMipMap", "bool", "",0 + Property: "CurrentMappingType", "enum", "",0 + Property: "UVSwap", "bool", "",0''') + + file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clamp_x) +# file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX) + file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clamp_y) +# file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clampY) + + file.write(''' + Property: "TextureRotationPivot", "Vector3D", "",0,0,0 + Property: "TextureScalingPivot", "Vector3D", "",0,0,0 + Property: "VideoProperty", "object", "" + }''') + + file.write('\n\t\tMedia: "Video::%s"' % texname) + + if tex: + fname_rel, fname_strip = copy_image(tex) +# fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY) + else: + fname = fname_strip = fname_rel = '' + + file.write('\n\t\tFileName: "%s"' % fname_strip) + file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # need some make relative command + + file.write(''' + ModelUVTranslation: 0,0 + ModelUVScaling: 1,1 + Texture_Alpha_Source: "None" + Cropping: 0,0,0,0 + }''') + + def write_deformer_skin(obname): + ''' + Each mesh has its own deformer + ''' + file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname) + file.write(''' + Version: 100 + MultiLayer: 0 + Type: "Skin" + Properties60: { + } + Link_DeformAcuracy: 50 + }''') + + # in the example was 'Bip01 L Thigh_2' + def write_sub_deformer_skin(my_mesh, my_bone, weights): + + ''' + Each subdeformer is spesific to a mesh, but the bone it links to can be used by many sub-deformers + So the SubDeformer needs the mesh-object name as a prefix to make it unique + + Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer, + a but silly but dosnt really matter + ''' + file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName)) + + file.write(''' + Version: 100 + MultiLayer: 0 + Type: "Cluster" + Properties60: { + Property: "SrcModel", "object", "" + Property: "SrcModelReference", "object", "" + } + UserData: "", ""''') + + # Support for bone parents + if my_mesh.fbxBoneParent: + if my_mesh.fbxBoneParent == my_bone: + # TODO - this is a bit lazy, we could have a simple write loop + # for this case because all weights are 1.0 but for now this is ok + # Parent Bones arent used all that much anyway. + vgroup_data = [(j, 1.0) for j in range(len(my_mesh.blenData.verts))] + else: + # This bone is not a parent of this mesh object, no weights + vgroup_data = [] + + else: + # Normal weight painted mesh + if my_bone.blenName in weights[0]: + # Before we used normalized wright list + #vgroup_data = me.getVertsFromGroup(bone.name, 1) + group_index = weights[0].index(my_bone.blenName) + vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]] + else: + vgroup_data = [] + + file.write('\n\t\tIndexes: ') + + i = -1 + for vg in vgroup_data: + if i == -1: + file.write('%i' % vg[0]) + i=0 + else: + if i==23: + file.write('\n\t\t') + i=0 + file.write(',%i' % vg[0]) + i+=1 + + file.write('\n\t\tWeights: ') + i = -1 + for vg in vgroup_data: + if i == -1: + file.write('%.8f' % vg[1]) + i=0 + else: + if i==38: + file.write('\n\t\t') + i=0 + file.write(',%.8f' % vg[1]) + i+=1 + + if my_mesh.fbxParent: + # TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible! + m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() ) + else: + # Yes! this is it... - but dosnt work when the mesh is a. + m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() ) + + #m = mtx4_z90 * my_bone.restMatrix + matstr = mat4x4str(m) + matstr_i = mat4x4str(m.invert()) + + file.write('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/ + file.write('\n\t\tTransformLink: %s' % matstr) + file.write('\n\t}') + + def write_mesh(my_mesh): + + me = my_mesh.blenData + + # if there are non NULL materials on this mesh + if my_mesh.blenMaterials: do_materials = True + else: do_materials = False + + if my_mesh.blenTextures: do_textures = True + else: do_textures = False + + do_uvs = len(me.uv_textures) > 0 +# do_uvs = me.faceUV + + + file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName) + file.write('\n\t\tVersion: 232') # newline is added in write_object_props + + poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3] + pose_items.append((my_mesh.fbxName, poseMatrix)) + + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 1') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + + + # Write the Real Mesh data here + file.write('\n\t\tVertices: ') + i=-1 + + for v in me.verts: + if i==-1: + file.write('%.6f,%.6f,%.6f' % tuple(v.co)); i=0 + else: + if i==7: + file.write('\n\t\t'); i=0 + file.write(',%.6f,%.6f,%.6f'% tuple(v.co)) + i+=1 + + file.write('\n\t\tPolygonVertexIndex: ') + i=-1 + for f in me.faces: + fi = [v_index for j, v_index in enumerate(f.verts) if v_index != 0 or j != 3] +# fi = [v.index for v in f] + + # flip the last index, odd but it looks like + # this is how fbx tells one face from another + fi[-1] = -(fi[-1]+1) + fi = tuple(fi) + if i==-1: + if len(fi) == 3: file.write('%i,%i,%i' % fi ) +# if len(f) == 3: file.write('%i,%i,%i' % fi ) + else: file.write('%i,%i,%i,%i' % fi ) + i=0 + else: + if i==13: + file.write('\n\t\t') + i=0 + if len(fi) == 3: file.write(',%i,%i,%i' % fi ) +# if len(f) == 3: file.write(',%i,%i,%i' % fi ) + else: file.write(',%i,%i,%i,%i' % fi ) + i+=1 + + file.write('\n\t\tEdges: ') + i=-1 + for ed in me.edges: + if i==-1: + file.write('%i,%i' % (ed.verts[0], ed.verts[1])) +# file.write('%i,%i' % (ed.v1.index, ed.v2.index)) + i=0 + else: + if i==13: + file.write('\n\t\t') + i=0 + file.write(',%i,%i' % (ed.verts[0], ed.verts[1])) +# file.write(',%i,%i' % (ed.v1.index, ed.v2.index)) + i+=1 + + file.write('\n\t\tGeometryVersion: 124') + + file.write(''' + LayerElementNormal: 0 { + Version: 101 + Name: "" + MappingInformationType: "ByVertice" + ReferenceInformationType: "Direct" + Normals: ''') + + i=-1 + for v in me.verts: + if i==-1: + file.write('%.15f,%.15f,%.15f' % tuple(v.normal)); i=0 +# file.write('%.15f,%.15f,%.15f' % tuple(v.no)); i=0 + else: + if i==2: + file.write('\n '); i=0 + file.write(',%.15f,%.15f,%.15f' % tuple(v.normal)) +# file.write(',%.15f,%.15f,%.15f' % tuple(v.no)) + i+=1 + file.write('\n\t\t}') + + # Write Face Smoothing + file.write(''' + LayerElementSmoothing: 0 { + Version: 102 + Name: "" + MappingInformationType: "ByPolygon" + ReferenceInformationType: "Direct" + Smoothing: ''') + + i=-1 + for f in me.faces: + if i==-1: + file.write('%i' % f.smooth); i=0 + else: + if i==54: + file.write('\n '); i=0 + file.write(',%i' % f.smooth) + i+=1 + + file.write('\n\t\t}') + + # Write Edge Smoothing + file.write(''' + LayerElementSmoothing: 0 { + Version: 101 + Name: "" + MappingInformationType: "ByEdge" + ReferenceInformationType: "Direct" + Smoothing: ''') + +# SHARP = Blender.Mesh.EdgeFlags.SHARP + i=-1 + for ed in me.edges: + if i==-1: + file.write('%i' % (ed.sharp)); i=0 +# file.write('%i' % ((ed.flag&SHARP)!=0)); i=0 + else: + if i==54: + file.write('\n '); i=0 + file.write(',%i' % (ed.sharp)) +# file.write(',%i' % ((ed.flag&SHARP)!=0)) + i+=1 + + file.write('\n\t\t}') +# del SHARP + + # small utility function + # returns a slice of data depending on number of face verts + # data is either a MeshTextureFace or MeshColor + def face_data(data, face): + if f.verts[3] == 0: + totvert = 3 + else: + totvert = 4 + + return data[:totvert] + + + # Write VertexColor Layers + # note, no programs seem to use this info :/ + collayers = [] + if len(me.vertex_colors): +# if me.vertexColors: + collayers = me.vertex_colors +# collayers = me.getColorLayerNames() + collayer_orig = me.active_vertex_color +# collayer_orig = me.activeColorLayer + for colindex, collayer in enumerate(collayers): +# me.activeColorLayer = collayer + file.write('\n\t\tLayerElementColor: %i {' % colindex) + file.write('\n\t\t\tVersion: 101') + file.write('\n\t\t\tName: "%s"' % collayer.name) +# file.write('\n\t\t\tName: "%s"' % collayer) + + file.write(''' + MappingInformationType: "ByPolygonVertex" + ReferenceInformationType: "IndexToDirect" + Colors: ''') + + i = -1 + ii = 0 # Count how many Colors we write + + for f, cf in zip(me.faces, collayer.data): + colors = [cf.color1, cf.color2, cf.color3, cf.color4] + + # determine number of verts + colors = face_data(colors, f) + + for col in colors: + if i==-1: + file.write('%.4f,%.4f,%.4f,1' % tuple(col)) + i=0 + else: + if i==7: + file.write('\n\t\t\t\t') + i=0 + file.write(',%.4f,%.4f,%.4f,1' % tuple(col)) + i+=1 + ii+=1 # One more Color + +# for f in me.faces: +# for col in f.col: +# if i==-1: +# file.write('%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0)) +# i=0 +# else: +# if i==7: +# file.write('\n\t\t\t\t') +# i=0 +# file.write(',%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0)) +# i+=1 +# ii+=1 # One more Color + + file.write('\n\t\t\tColorIndex: ') + i = -1 + for j in range(ii): + if i == -1: + file.write('%i' % j) + i=0 + else: + if i==55: + file.write('\n\t\t\t\t') + i=0 + file.write(',%i' % j) + i+=1 + + file.write('\n\t\t}') + + + + # Write UV and texture layers. + uvlayers = [] + if do_uvs: + uvlayers = me.uv_textures +# uvlayers = me.getUVLayerNames() + uvlayer_orig = me.active_uv_texture +# uvlayer_orig = me.activeUVLayer + for uvindex, uvlayer in enumerate(me.uv_textures): +# for uvindex, uvlayer in enumerate(uvlayers): +# me.activeUVLayer = uvlayer + file.write('\n\t\tLayerElementUV: %i {' % uvindex) + file.write('\n\t\t\tVersion: 101') + file.write('\n\t\t\tName: "%s"' % uvlayer.name) +# file.write('\n\t\t\tName: "%s"' % uvlayer) + + file.write(''' + MappingInformationType: "ByPolygonVertex" + ReferenceInformationType: "IndexToDirect" + UV: ''') + + i = -1 + ii = 0 # Count how many UVs we write + + for f, uf in zip(me.faces, uvlayer.data): +# for f in me.faces: + uvs = [uf.uv1, uf.uv2, uf.uv3, uf.uv4] + uvs = face_data(uvs, f) + + for uv in uvs: +# for uv in f.uv: + if i==-1: + file.write('%.6f,%.6f' % tuple(uv)) + i=0 + else: + if i==7: + file.write('\n ') + i=0 + file.write(',%.6f,%.6f' % tuple(uv)) + i+=1 + ii+=1 # One more UV + + file.write('\n\t\t\tUVIndex: ') + i = -1 + for j in range(ii): + if i == -1: + file.write('%i' % j) + i=0 + else: + if i==55: + file.write('\n\t\t\t\t') + i=0 + file.write(',%i' % j) + i+=1 + + file.write('\n\t\t}') + + if do_textures: + file.write('\n\t\tLayerElementTexture: %i {' % uvindex) + file.write('\n\t\t\tVersion: 101') + file.write('\n\t\t\tName: "%s"' % uvlayer.name) +# file.write('\n\t\t\tName: "%s"' % uvlayer) + + if len(my_mesh.blenTextures) == 1: + file.write('\n\t\t\tMappingInformationType: "AllSame"') + else: + file.write('\n\t\t\tMappingInformationType: "ByPolygon"') + + file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"') + file.write('\n\t\t\tBlendMode: "Translucent"') + file.write('\n\t\t\tTextureAlpha: 1') + file.write('\n\t\t\tTextureId: ') + + if len(my_mesh.blenTextures) == 1: + file.write('0') + else: + texture_mapping_local = {None:-1} + + i = 0 # 1 for dummy + for tex in my_mesh.blenTextures: + if tex: # None is set above + texture_mapping_local[tex] = i + i+=1 + + i=-1 + for f in uvlayer.data: +# for f in me.faces: + img_key = f.image + + if i==-1: + i=0 + file.write( '%s' % texture_mapping_local[img_key]) + else: + if i==55: + file.write('\n ') + i=0 + + file.write(',%s' % texture_mapping_local[img_key]) + i+=1 + + else: + file.write(''' + LayerElementTexture: 0 { + Version: 101 + Name: "" + MappingInformationType: "NoMappingInformation" + ReferenceInformationType: "IndexToDirect" + BlendMode: "Translucent" + TextureAlpha: 1 + TextureId: ''') + file.write('\n\t\t}') + +# me.activeUVLayer = uvlayer_orig + + # Done with UV/textures. + + if do_materials: + file.write('\n\t\tLayerElementMaterial: 0 {') + file.write('\n\t\t\tVersion: 101') + file.write('\n\t\t\tName: ""') + + if len(my_mesh.blenMaterials) == 1: + file.write('\n\t\t\tMappingInformationType: "AllSame"') + else: + file.write('\n\t\t\tMappingInformationType: "ByPolygon"') + + file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"') + file.write('\n\t\t\tMaterials: ') + + if len(my_mesh.blenMaterials) == 1: + file.write('0') + else: + # Build a material mapping for this + material_mapping_local = {} # local-mat & tex : global index. + + for j, mat_tex_pair in enumerate(my_mesh.blenMaterials): + material_mapping_local[mat_tex_pair] = j + + len_material_mapping_local = len(material_mapping_local) + + mats = my_mesh.blenMaterialList + + if me.active_uv_texture: + uv_faces = me.active_uv_texture.data + else: + uv_faces = [None] * len(me.faces) + + i=-1 + for f, uf in zip(me.faces, uv_faces): +# for f in me.faces: + try: mat = mats[f.material_index] +# try: mat = mats[f.mat] + except:mat = None + + if do_uvs: tex = uf.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/ +# if do_uvs: tex = f.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/ + else: tex = None + + if i==-1: + i=0 + file.write( '%s' % (material_mapping_local[mat, tex])) # None for mat or tex is ok + else: + if i==55: + file.write('\n\t\t\t\t') + i=0 + + file.write(',%s' % (material_mapping_local[mat, tex])) + i+=1 + + file.write('\n\t\t}') + + file.write(''' + Layer: 0 { + Version: 100 + LayerElement: { + Type: "LayerElementNormal" + TypedIndex: 0 + }''') + + if do_materials: + file.write(''' + LayerElement: { + Type: "LayerElementMaterial" + TypedIndex: 0 + }''') + + # Always write this + if do_textures: + file.write(''' + LayerElement: { + Type: "LayerElementTexture" + TypedIndex: 0 + }''') + + if me.vertex_colors: +# if me.vertexColors: + file.write(''' + LayerElement: { + Type: "LayerElementColor" + TypedIndex: 0 + }''') + + if do_uvs: # same as me.faceUV + file.write(''' + LayerElement: { + Type: "LayerElementUV" + TypedIndex: 0 + }''') + + + file.write('\n\t\t}') + + if len(uvlayers) > 1: + for i in range(1, len(uvlayers)): + + file.write('\n\t\tLayer: %i {' % i) + file.write('\n\t\t\tVersion: 100') + + file.write(''' + LayerElement: { + Type: "LayerElementUV"''') + + file.write('\n\t\t\t\tTypedIndex: %i' % i) + file.write('\n\t\t\t}') + + if do_textures: + + file.write(''' + LayerElement: { + Type: "LayerElementTexture"''') + + file.write('\n\t\t\t\tTypedIndex: %i' % i) + file.write('\n\t\t\t}') + + file.write('\n\t\t}') + + if len(collayers) > 1: + # Take into account any UV layers + layer_offset = 0 + if uvlayers: layer_offset = len(uvlayers)-1 + + for i in range(layer_offset, len(collayers)+layer_offset): + file.write('\n\t\tLayer: %i {' % i) + file.write('\n\t\t\tVersion: 100') + + file.write(''' + LayerElement: { + Type: "LayerElementColor"''') + + file.write('\n\t\t\t\tTypedIndex: %i' % i) + file.write('\n\t\t\t}') + file.write('\n\t\t}') + file.write('\n\t}') + + def write_group(name): + file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {' % name) + + file.write(''' + Properties60: { + Property: "MultiLayer", "bool", "",0 + Property: "Pickable", "bool", "",1 + Property: "Transformable", "bool", "",1 + Property: "Show", "bool", "",1 + } + MultiLayer: 0 + }''') + + + # add meshes here to clear because they are not used anywhere. + meshes_to_clear = [] + + ob_meshes = [] + ob_lights = [] + ob_cameras = [] + # in fbx we export bones as children of the mesh + # armatures not a part of a mesh, will be added to ob_arms + ob_bones = [] + ob_arms = [] + ob_null = [] # emptys + + # List of types that have blender objects (not bones) + ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null] + + groups = [] # blender groups, only add ones that have objects in the selections + materials = {} # (mat, image) keys, should be a set() + textures = {} # should be a set() + + tmp_ob_type = ob_type = None # incase no objects are exported, so as not to raise an error + + # if EXP_OBS_SELECTED is false, use sceens objects + if not batch_objects: + if EXP_OBS_SELECTED: tmp_objects = context.selected_objects +# if EXP_OBS_SELECTED: tmp_objects = sce.objects.context + else: tmp_objects = sce.objects + else: + tmp_objects = batch_objects + + if EXP_ARMATURE: + # This is needed so applying modifiers dosnt apply the armature deformation, its also needed + # ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes. + # set every armature to its rest, backup the original values so we done mess up the scene + ob_arms_orig_rest = [arm.rest_position for arm in bpy.data.armatures] +# ob_arms_orig_rest = [arm.restPosition for arm in bpy.data.armatures] + + for arm in bpy.data.armatures: + arm.rest_position = True +# arm.restPosition = True + + if ob_arms_orig_rest: + for ob_base in bpy.data.objects: + #if ob_base.type == 'Armature': + ob_base.make_display_list() +# ob_base.makeDisplayList() + + # This causes the makeDisplayList command to effect the mesh + sce.set_frame(sce.current_frame) +# Blender.Set('curframe', Blender.Get('curframe')) + + + for ob_base in tmp_objects: + + # ignore dupli children + if ob_base.parent and ob_base.parent.dupli_type != 'NONE': + continue + + obs = [(ob_base, ob_base.matrix)] + if ob_base.dupli_type != 'NONE': + ob_base.create_dupli_list() + obs = [(dob.object, dob.matrix) for dob in ob_base.dupli_list] + + for ob, mtx in obs: +# for ob, mtx in BPyObject.getDerivedObjects(ob_base): + tmp_ob_type = ob.type + if tmp_ob_type == 'CAMERA': +# if tmp_ob_type == 'Camera': + if EXP_CAMERA: + ob_cameras.append(my_object_generic(ob, mtx)) + elif tmp_ob_type == 'LAMP': +# elif tmp_ob_type == 'Lamp': + if EXP_LAMP: + ob_lights.append(my_object_generic(ob, mtx)) + elif tmp_ob_type == 'ARMATURE': +# elif tmp_ob_type == 'Armature': + if EXP_ARMATURE: + # TODO - armatures dont work in dupligroups! + if ob not in ob_arms: ob_arms.append(ob) + # ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)" + elif tmp_ob_type == 'EMPTY': +# elif tmp_ob_type == 'Empty': + if EXP_EMPTY: + ob_null.append(my_object_generic(ob, mtx)) + elif EXP_MESH: + origData = True + if tmp_ob_type != 'MESH': +# if tmp_ob_type != 'Mesh': +# me = bpy.data.meshes.new() + try: me = ob.create_mesh(True, 'PREVIEW') +# try: me.getFromObject(ob) + except: me = None + if me: + meshes_to_clear.append( me ) + mats = me.materials + origData = False + else: + # Mesh Type! + if EXP_MESH_APPLY_MOD: +# me = bpy.data.meshes.new() + me = ob.create_mesh(True, 'PREVIEW') +# me.getFromObject(ob) + + # so we keep the vert groups +# if EXP_ARMATURE: +# orig_mesh = ob.getData(mesh=1) +# if orig_mesh.getVertGroupNames(): +# ob.copy().link(me) +# # If new mesh has no vgroups we can try add if verts are teh same +# if not me.getVertGroupNames(): # vgroups were not kept by the modifier +# if len(me.verts) == len(orig_mesh.verts): +# groupNames, vWeightDict = BPyMesh.meshWeight2Dict(orig_mesh) +# BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict) + + # print ob, me, me.getVertGroupNames() + meshes_to_clear.append( me ) + origData = False + mats = me.materials + else: + me = ob.data +# me = ob.getData(mesh=1) + mats = me.materials + +# # Support object colors +# tmp_colbits = ob.colbits +# if tmp_colbits: +# tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too. +# for i in xrange(16): +# if tmp_colbits & (1<<i): +# mats[i] = tmp_ob_mats[i] +# del tmp_ob_mats +# del tmp_colbits + + + if me: +# # This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled. +# # so strictly this is bad. but only in rare cases would it have negative results +# # say with dupliverts the objects would rotate a bit differently +# if EXP_MESH_HQ_NORMALS: +# BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines. + + texture_mapping_local = {} + material_mapping_local = {} + if len(me.uv_textures) > 0: +# if me.faceUV: + uvlayer_orig = me.active_uv_texture +# uvlayer_orig = me.activeUVLayer + for uvlayer in me.uv_textures: +# for uvlayer in me.getUVLayerNames(): +# me.activeUVLayer = uvlayer + for f, uf in zip(me.faces, uvlayer.data): +# for f in me.faces: + tex = uf.image +# tex = f.image + textures[tex] = texture_mapping_local[tex] = None + + try: mat = mats[f.material_index] +# try: mat = mats[f.mat] + except: mat = None + + materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5 + + +# me.activeUVLayer = uvlayer_orig + else: + for mat in mats: + # 2.44 use mat.lib too for uniqueness + materials[mat, None] = material_mapping_local[mat, None] = None + else: + materials[None, None] = None + + if EXP_ARMATURE: + armob = ob.find_armature() + blenParentBoneName = None + + # parent bone - special case + if (not armob) and ob.parent and ob.parent.type == 'ARMATURE' and \ + ob.parent_type == 'BONE': +# if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.BONE: + armob = ob.parent + blenParentBoneName = ob.parent_bone +# blenParentBoneName = ob.parentbonename + + + if armob and armob not in ob_arms: + ob_arms.append(armob) + + else: + blenParentBoneName = armob = None + + my_mesh = my_object_generic(ob, mtx) + my_mesh.blenData = me + my_mesh.origData = origData + my_mesh.blenMaterials = list(material_mapping_local.keys()) + my_mesh.blenMaterialList = mats + my_mesh.blenTextures = list(texture_mapping_local.keys()) + + # if only 1 null texture then empty the list + if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] == None: + my_mesh.blenTextures = [] + + my_mesh.fbxArm = armob # replace with my_object_generic armature instance later + my_mesh.fbxBoneParent = blenParentBoneName # replace with my_bone instance later + + ob_meshes.append( my_mesh ) + + # not forgetting to free dupli_list + if ob_base.dupli_list: ob_base.free_dupli_list() + + + if EXP_ARMATURE: + # now we have the meshes, restore the rest arm position + for i, arm in enumerate(bpy.data.armatures): + arm.rest_position = ob_arms_orig_rest[i] +# arm.restPosition = ob_arms_orig_rest[i] + + if ob_arms_orig_rest: + for ob_base in bpy.data.objects: + if ob_base.type == 'ARMATURE': +# if ob_base.type == 'Armature': + ob_base.make_display_list() +# ob_base.makeDisplayList() + # This causes the makeDisplayList command to effect the mesh + sce.set_frame(sce.current_frame) +# Blender.Set('curframe', Blender.Get('curframe')) + + del tmp_ob_type, tmp_objects + + # now we have collected all armatures, add bones + for i, ob in enumerate(ob_arms): + + ob_arms[i] = my_arm = my_object_generic(ob) + + my_arm.fbxBones = [] + my_arm.blenData = ob.data + if ob.animation_data: + my_arm.blenAction = ob.animation_data.action + else: + my_arm.blenAction = None +# my_arm.blenAction = ob.action + my_arm.blenActionList = [] + + # fbxName, blenderObject, my_bones, blenderActions + #ob_arms[i] = fbxArmObName, ob, arm_my_bones, (ob.action, []) + + for bone in my_arm.blenData.bones: +# for bone in my_arm.blenData.bones.values(): + my_bone = my_bone_class(bone, my_arm) + my_arm.fbxBones.append( my_bone ) + ob_bones.append( my_bone ) + + # add the meshes to the bones and replace the meshes armature with own armature class + #for obname, ob, mtx, me, mats, arm, armname in ob_meshes: + for my_mesh in ob_meshes: + # Replace + # ...this could be sped up with dictionary mapping but its unlikely for + # it ever to be a bottleneck - (would need 100+ meshes using armatures) + if my_mesh.fbxArm: + for my_arm in ob_arms: + if my_arm.blenObject == my_mesh.fbxArm: + my_mesh.fbxArm = my_arm + break + + for my_bone in ob_bones: + + # The mesh uses this bones armature! + if my_bone.fbxArm == my_mesh.fbxArm: + my_bone.blenMeshes[my_mesh.fbxName] = me + + + # parent bone: replace bone names with our class instances + # my_mesh.fbxBoneParent is None or a blender bone name initialy, replacing if the names match. + if my_mesh.fbxBoneParent == my_bone.blenName: + my_mesh.fbxBoneParent = my_bone + + bone_deformer_count = 0 # count how many bones deform a mesh + my_bone_blenParent = None + for my_bone in ob_bones: + my_bone_blenParent = my_bone.blenBone.parent + if my_bone_blenParent: + for my_bone_parent in ob_bones: + # Note 2.45rc2 you can compare bones normally + if my_bone_blenParent.name == my_bone_parent.blenName and my_bone.fbxArm == my_bone_parent.fbxArm: + my_bone.parent = my_bone_parent + break + + # Not used at the moment + # my_bone.calcRestMatrixLocal() + bone_deformer_count += len(my_bone.blenMeshes) + + del my_bone_blenParent + + + # Build blenObject -> fbxObject mapping + # this is needed for groups as well as fbxParenting +# for ob in bpy.data.objects: ob.tag = False +# bpy.data.objects.tag = False + + # using a list of object names for tagging (Arystan) + tagged_objects = [] + + tmp_obmapping = {} + for ob_generic in ob_all_typegroups: + for ob_base in ob_generic: + tagged_objects.append(ob_base.blenObject.name) +# ob_base.blenObject.tag = True + tmp_obmapping[ob_base.blenObject] = ob_base + + # Build Groups from objects we export + for blenGroup in bpy.data.groups: + fbxGroupName = None + for ob in blenGroup.objects: + if ob.name in tagged_objects: +# if ob.tag: + if fbxGroupName == None: + fbxGroupName = sane_groupname(blenGroup) + groups.append((fbxGroupName, blenGroup)) + + tmp_obmapping[ob].fbxGroupNames.append(fbxGroupName) # also adds to the objects fbxGroupNames + + groups.sort() # not really needed + + # Assign parents using this mapping + for ob_generic in ob_all_typegroups: + for my_ob in ob_generic: + parent = my_ob.blenObject.parent + if parent and parent.name in tagged_objects: # does it exist and is it in the mapping +# if parent and parent.tag: # does it exist and is it in the mapping + my_ob.fbxParent = tmp_obmapping[parent] + + + del tmp_obmapping + # Finished finding groups we use + + + materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.keys()] + textures = [(sane_texname(tex), tex) for tex in textures.keys() if tex] + materials.sort() # sort by name + textures.sort() + + camera_count = 8 + file.write(''' + +; Object definitions +;------------------------------------------------------------------ + +Definitions: { + Version: 100 + Count: %i''' % (\ + 1+1+camera_count+\ + len(ob_meshes)+\ + len(ob_lights)+\ + len(ob_cameras)+\ + len(ob_arms)+\ + len(ob_null)+\ + len(ob_bones)+\ + bone_deformer_count+\ + len(materials)+\ + (len(textures)*2))) # add 1 for the root model 1 for global settings + + del bone_deformer_count + + file.write(''' + ObjectType: "Model" { + Count: %i + }''' % (\ + 1+camera_count+\ + len(ob_meshes)+\ + len(ob_lights)+\ + len(ob_cameras)+\ + len(ob_arms)+\ + len(ob_null)+\ + len(ob_bones))) # add 1 for the root model + + file.write(''' + ObjectType: "Geometry" { + Count: %i + }''' % len(ob_meshes)) + + if materials: + file.write(''' + ObjectType: "Material" { + Count: %i + }''' % len(materials)) + + if textures: + file.write(''' + ObjectType: "Texture" { + Count: %i + }''' % len(textures)) # add 1 for an empty tex + file.write(''' + ObjectType: "Video" { + Count: %i + }''' % len(textures)) # add 1 for an empty tex + + tmp = 0 + # Add deformer nodes + for my_mesh in ob_meshes: + if my_mesh.fbxArm: + tmp+=1 + + # Add subdeformers + for my_bone in ob_bones: + tmp += len(my_bone.blenMeshes) + + if tmp: + file.write(''' + ObjectType: "Deformer" { + Count: %i + }''' % tmp) + del tmp + + # we could avoid writing this possibly but for now just write it + + file.write(''' + ObjectType: "Pose" { + Count: 1 + }''') + + if groups: + file.write(''' + ObjectType: "GroupSelection" { + Count: %i + }''' % len(groups)) + + file.write(''' + ObjectType: "GlobalSettings" { + Count: 1 + } +}''') + + file.write(''' + +; Object properties +;------------------------------------------------------------------ + +Objects: {''') + + # To comply with other FBX FILES + write_camera_switch() + + # Write the null object + write_null(None, 'blend_root')# , GLOBAL_MATRIX) + + for my_null in ob_null: + write_null(my_null) + + for my_arm in ob_arms: + write_null(my_arm) + + for my_cam in ob_cameras: + write_camera(my_cam) + + for my_light in ob_lights: + write_light(my_light) + + for my_mesh in ob_meshes: + write_mesh(my_mesh) + + #for bonename, bone, obname, me, armob in ob_bones: + for my_bone in ob_bones: + write_bone(my_bone) + + write_camera_default() + + for matname, (mat, tex) in materials: + write_material(matname, mat) # We only need to have a material per image pair, but no need to write any image info into the material (dumb fbx standard) + + # each texture uses a video, odd + for texname, tex in textures: + write_video(texname, tex) + i = 0 + for texname, tex in textures: + write_texture(texname, tex, i) + i+=1 + + for groupname, group in groups: + write_group(groupname) + + # NOTE - c4d and motionbuilder dont need normalized weights, but deep-exploration 5 does and (max?) do. + + # Write armature modifiers + # TODO - add another MODEL? - because of this skin definition. + for my_mesh in ob_meshes: + if my_mesh.fbxArm: + write_deformer_skin(my_mesh.fbxName) + + # Get normalized weights for temorary use + if my_mesh.fbxBoneParent: + weights = None + else: + weights = meshNormalizedWeights(my_mesh.blenObject) +# weights = meshNormalizedWeights(my_mesh.blenData) + + #for bonename, bone, obname, bone_mesh, armob in ob_bones: + for my_bone in ob_bones: + if me in iter(my_bone.blenMeshes.values()): + write_sub_deformer_skin(my_mesh, my_bone, weights) + + # Write pose's really weired, only needed when an armature and mesh are used together + # each by themselves dont need pose data. for now only pose meshes and bones + + file.write(''' + Pose: "Pose::BIND_POSES", "BindPose" { + Type: "BindPose" + Version: 100 + Properties60: { + } + NbPoseNodes: ''') + file.write(str(len(pose_items))) + + + for fbxName, matrix in pose_items: + file.write('\n\t\tPoseNode: {') + file.write('\n\t\t\tNode: "Model::%s"' % fbxName ) + if matrix: file.write('\n\t\t\tMatrix: %s' % mat4x4str(matrix)) + else: file.write('\n\t\t\tMatrix: %s' % mat4x4str(mtx4_identity)) + file.write('\n\t\t}') + + file.write('\n\t}') + + + # Finish Writing Objects + # Write global settings + file.write(''' + GlobalSettings: { + Version: 1000 + Properties60: { + Property: "UpAxis", "int", "",1 + Property: "UpAxisSign", "int", "",1 + Property: "FrontAxis", "int", "",2 + Property: "FrontAxisSign", "int", "",1 + Property: "CoordAxis", "int", "",0 + Property: "CoordAxisSign", "int", "",1 + Property: "UnitScaleFactor", "double", "",100 + } + } +''') + file.write('}') + + file.write(''' + +; Object relations +;------------------------------------------------------------------ + +Relations: {''') + + file.write('\n\tModel: "Model::blend_root", "Null" {\n\t}') + + for my_null in ob_null: + file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_null.fbxName) + + for my_arm in ob_arms: + file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_arm.fbxName) + + for my_mesh in ob_meshes: + file.write('\n\tModel: "Model::%s", "Mesh" {\n\t}' % my_mesh.fbxName) + + # TODO - limbs can have the same name for multiple armatures, should prefix. + #for bonename, bone, obname, me, armob in ob_bones: + for my_bone in ob_bones: + file.write('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_bone.fbxName) + + for my_cam in ob_cameras: + file.write('\n\tModel: "Model::%s", "Camera" {\n\t}' % my_cam.fbxName) + + for my_light in ob_lights: + file.write('\n\tModel: "Model::%s", "Light" {\n\t}' % my_light.fbxName) + + file.write(''' + Model: "Model::Producer Perspective", "Camera" { + } + Model: "Model::Producer Top", "Camera" { + } + Model: "Model::Producer Bottom", "Camera" { + } + Model: "Model::Producer Front", "Camera" { + } + Model: "Model::Producer Back", "Camera" { + } + Model: "Model::Producer Right", "Camera" { + } + Model: "Model::Producer Left", "Camera" { + } + Model: "Model::Camera Switcher", "CameraSwitcher" { + }''') + + for matname, (mat, tex) in materials: + file.write('\n\tMaterial: "Material::%s", "" {\n\t}' % matname) + + if textures: + for texname, tex in textures: + file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {\n\t}' % texname) + for texname, tex in textures: + file.write('\n\tVideo: "Video::%s", "Clip" {\n\t}' % texname) + + # deformers - modifiers + for my_mesh in ob_meshes: + if my_mesh.fbxArm: + file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {\n\t}' % my_mesh.fbxName) + + #for bonename, bone, obname, me, armob in ob_bones: + for my_bone in ob_bones: + for fbxMeshObName in my_bone.blenMeshes: # .keys() - fbxMeshObName + # is this bone effecting a mesh? + file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName)) + + # This should be at the end + # file.write('\n\tPose: "Pose::BIND_POSES", "BindPose" {\n\t}') + + for groupname, group in groups: + file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {\n\t}' % groupname) + + file.write('\n}') + file.write(''' + +; Object connections +;------------------------------------------------------------------ + +Connections: {''') + + # NOTE - The FBX SDK dosnt care about the order but some importers DO! + # for instance, defining the material->mesh connection + # before the mesh->blend_root crashes cinema4d + + + # write the fake root node + file.write('\n\tConnect: "OO", "Model::blend_root", "Model::Scene"') + + for ob_generic in ob_all_typegroups: # all blender 'Object's we support + for my_ob in ob_generic: + if my_ob.fbxParent: + file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName)) + else: + file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_ob.fbxName) + + if materials: + for my_mesh in ob_meshes: + # Connect all materials to all objects, not good form but ok for now. + for mat, tex in my_mesh.blenMaterials: + if mat: mat_name = mat.name + else: mat_name = None + + if tex: tex_name = tex.name + else: tex_name = None + + file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat_name, tex_name], my_mesh.fbxName)) + + if textures: + for my_mesh in ob_meshes: + if my_mesh.blenTextures: + # file.write('\n\tConnect: "OO", "Texture::_empty_", "Model::%s"' % my_mesh.fbxName) + for tex in my_mesh.blenTextures: + if tex: + file.write('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (sane_name_mapping_tex[tex.name], my_mesh.fbxName)) + + for texname, tex in textures: + file.write('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname)) + + for my_mesh in ob_meshes: + if my_mesh.fbxArm: + file.write('\n\tConnect: "OO", "Deformer::Skin %s", "Model::%s"' % (my_mesh.fbxName, my_mesh.fbxName)) + + #for bonename, bone, obname, me, armob in ob_bones: + for my_bone in ob_bones: + for fbxMeshObName in my_bone.blenMeshes: # .keys() + file.write('\n\tConnect: "OO", "SubDeformer::Cluster %s %s", "Deformer::Skin %s"' % (fbxMeshObName, my_bone.fbxName, fbxMeshObName)) + + # limbs -> deformers + # for bonename, bone, obname, me, armob in ob_bones: + for my_bone in ob_bones: + for fbxMeshObName in my_bone.blenMeshes: # .keys() + file.write('\n\tConnect: "OO", "Model::%s", "SubDeformer::Cluster %s %s"' % (my_bone.fbxName, fbxMeshObName, my_bone.fbxName)) + + + #for bonename, bone, obname, me, armob in ob_bones: + for my_bone in ob_bones: + # Always parent to armature now + if my_bone.parent: + file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.parent.fbxName) ) + else: + # the armature object is written as an empty and all root level bones connect to it + file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName) ) + + # groups + if groups: + for ob_generic in ob_all_typegroups: + for ob_base in ob_generic: + for fbxGroupName in ob_base.fbxGroupNames: + file.write('\n\tConnect: "OO", "Model::%s", "GroupSelection::%s"' % (ob_base.fbxName, fbxGroupName)) + + for my_arm in ob_arms: + file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_arm.fbxName) + + file.write('\n}') + + + # Needed for scene footer as well as animation + render = sce.render_data +# render = sce.render + + # from the FBX sdk + #define KTIME_ONE_SECOND KTime (K_LONGLONG(46186158000)) + def fbx_time(t): + # 0.5 + val is the same as rounding. + return int(0.5 + ((t/fps) * 46186158000)) + + fps = float(render.fps) + start = sce.start_frame +# start = render.sFrame + end = sce.end_frame +# end = render.eFrame + if end < start: start, end = end, start + if start==end: ANIM_ENABLE = False + + # animations for these object types + ob_anim_lists = ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms + + if ANIM_ENABLE and [tmp for tmp in ob_anim_lists if tmp]: + + frame_orig = sce.current_frame +# frame_orig = Blender.Get('curframe') + + if ANIM_OPTIMIZE: + ANIM_OPTIMIZE_PRECISSION_FLOAT = 0.1 ** ANIM_OPTIMIZE_PRECISSION + + # default action, when no actions are avaioable + tmp_actions = [None] # None is the default action + blenActionDefault = None + action_lastcompat = None + + # instead of tagging + tagged_actions = [] + + if ANIM_ACTION_ALL: +# bpy.data.actions.tag = False + tmp_actions = list(bpy.data.actions) + + + # find which actions are compatible with the armatures + # blenActions is not yet initialized so do it now. + tmp_act_count = 0 + for my_arm in ob_arms: + + # get the default name + if not blenActionDefault: + blenActionDefault = my_arm.blenAction + + arm_bone_names = set([my_bone.blenName for my_bone in my_arm.fbxBones]) + + for action in tmp_actions: + + action_chan_names = arm_bone_names.intersection( set([g.name for g in action.groups]) ) +# action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) ) + + if action_chan_names: # at least one channel matches. + my_arm.blenActionList.append(action) + tagged_actions.append(action.name) +# action.tag = True + tmp_act_count += 1 + + # incase there is no actions applied to armatures + action_lastcompat = action + + if tmp_act_count: + # unlikely to ever happen but if no actions applied to armatures, just use the last compatible armature. + if not blenActionDefault: + blenActionDefault = action_lastcompat + + del action_lastcompat + + file.write(''' +;Takes and animation section +;---------------------------------------------------- + +Takes: {''') + + if blenActionDefault: + file.write('\n\tCurrent: "%s"' % sane_takename(blenActionDefault)) + else: + file.write('\n\tCurrent: "Default Take"') + + for blenAction in tmp_actions: + # we have tagged all actious that are used be selected armatures + if blenAction: + if blenAction.name in tagged_actions: +# if blenAction.tag: + print('\taction: "%s" exporting...' % blenAction.name) + else: + print('\taction: "%s" has no armature using it, skipping' % blenAction.name) + continue + + if blenAction == None: + # Warning, this only accounts for tmp_actions being [None] + file.write('\n\tTake: "Default Take" {') + act_start = start + act_end = end + else: + # use existing name + if blenAction == blenActionDefault: # have we alredy got the name + file.write('\n\tTake: "%s" {' % sane_name_mapping_take[blenAction.name]) + else: + file.write('\n\tTake: "%s" {' % sane_takename(blenAction)) + + act_start, act_end = blenAction.get_frame_range() +# tmp = blenAction.getFrameNumbers() +# if tmp: +# act_start = min(tmp) +# act_end = max(tmp) +# del tmp +# else: +# # Fallback on this, theres not much else we can do? :/ +# # when an action has no length +# act_start = start +# act_end = end + + # Set the action active + for my_bone in ob_arms: + if blenAction in my_bone.blenActionList: + ob.action = blenAction + # print '\t\tSetting Action!', blenAction + # sce.update(1) + + file.write('\n\t\tFileName: "Default_Take.tak"') # ??? - not sure why this is needed + file.write('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed + file.write('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed + + file.write(''' + + ;Models animation + ;----------------------------------------------------''') + + + # set pose data for all bones + # do this here incase the action changes + ''' + for my_bone in ob_bones: + my_bone.flushAnimData() + ''' + i = act_start + while i <= act_end: + sce.set_frame(i) +# Blender.Set('curframe', i) + for ob_generic in ob_anim_lists: + for my_ob in ob_generic: + #Blender.Window.RedrawAll() + if ob_generic == ob_meshes and my_ob.fbxArm: + # We cant animate armature meshes! + pass + else: + my_ob.setPoseFrame(i) + + i+=1 + + + #for bonename, bone, obname, me, armob in ob_bones: + for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms): + + for my_ob in ob_generic: + + if ob_generic == ob_meshes and my_ob.fbxArm: + # do nothing, + pass + else: + + file.write('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed + file.write('\n\t\t\tVersion: 1.1') + file.write('\n\t\t\tChannel: "Transform" {') + + context_bone_anim_mats = [ (my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in range(act_start, act_end+1) ] + + # ---------------- + # ---------------- + for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale + + if TX_CHAN=='T': context_bone_anim_vecs = [mtx[0].translationPart() for mtx in context_bone_anim_mats] + elif TX_CHAN=='S': context_bone_anim_vecs = [mtx[0].scalePart() for mtx in context_bone_anim_mats] + elif TX_CHAN=='R': + # Was.... + # elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].toEuler() for mtx in context_bone_anim_mats] + # + # ...but we need to use the previous euler for compatible conversion. + context_bone_anim_vecs = [] + prev_eul = None + for mtx in context_bone_anim_mats: + if prev_eul: prev_eul = mtx[1].toEuler(prev_eul) + else: prev_eul = mtx[1].toEuler() + context_bone_anim_vecs.append(eulerRadToDeg(prev_eul)) +# context_bone_anim_vecs.append(prev_eul) + + file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation + + for i in range(3): + # Loop on each axis of the bone + file.write('\n\t\t\t\t\tChannel: "%s" {'% ('XYZ'[i])) # translation + file.write('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i] ) + file.write('\n\t\t\t\t\t\tKeyVer: 4005') + + if not ANIM_OPTIMIZE: + # Just write all frames, simple but in-eficient + file.write('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start)) + file.write('\n\t\t\t\t\t\tKey: ') + frame = act_start + while frame <= act_end: + if frame!=act_start: + file.write(',') + + # Curve types are 'C,n' for constant, 'L' for linear + # C,n is for bezier? - linear is best for now so we can do simple keyframe removal + file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame-1), context_bone_anim_vecs[frame-act_start][i] )) + frame+=1 + else: + # remove unneeded keys, j is the frame, needed when some frames are removed. + context_bone_anim_keys = [ (vec[i], j) for j, vec in enumerate(context_bone_anim_vecs) ] + + # last frame to fisrt frame, missing 1 frame on either side. + # removeing in a backwards loop is faster + #for j in xrange( (act_end-act_start)-1, 0, -1 ): + # j = (act_end-act_start)-1 + j = len(context_bone_anim_keys)-2 + while j > 0 and len(context_bone_anim_keys) > 2: + # print j, len(context_bone_anim_keys) + # Is this key the same as the ones next to it? + + # co-linear horizontal... + if abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j-1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and\ + abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j+1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT: + + del context_bone_anim_keys[j] + + else: + frame_range = float(context_bone_anim_keys[j+1][1] - context_bone_anim_keys[j-1][1]) + frame_range_fac1 = (context_bone_anim_keys[j+1][1] - context_bone_anim_keys[j][1]) / frame_range + frame_range_fac2 = 1.0 - frame_range_fac1 + + if abs(((context_bone_anim_keys[j-1][0]*frame_range_fac1 + context_bone_anim_keys[j+1][0]*frame_range_fac2)) - context_bone_anim_keys[j][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT: + del context_bone_anim_keys[j] + else: + j-=1 + + # keep the index below the list length + if j > len(context_bone_anim_keys)-2: + j = len(context_bone_anim_keys)-2 + + if len(context_bone_anim_keys) == 2 and context_bone_anim_keys[0][0] == context_bone_anim_keys[1][0]: + # This axis has no moton, its okay to skip KeyCount and Keys in this case + pass + else: + # We only need to write these if there is at least one + file.write('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys)) + file.write('\n\t\t\t\t\t\tKey: ') + for val, frame in context_bone_anim_keys: + if frame != context_bone_anim_keys[0][1]: # not the first + file.write(',') + # frame is alredy one less then blenders frame + file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val )) + + if i==0: file.write('\n\t\t\t\t\t\tColor: 1,0,0') + elif i==1: file.write('\n\t\t\t\t\t\tColor: 0,1,0') + elif i==2: file.write('\n\t\t\t\t\t\tColor: 0,0,1') + + file.write('\n\t\t\t\t\t}') + file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER+1) ) + file.write('\n\t\t\t\t}') + + # --------------- + + file.write('\n\t\t\t}') + file.write('\n\t\t}') + + # end the take + file.write('\n\t}') + + # end action loop. set original actions + # do this after every loop incase actions effect eachother. + for my_bone in ob_arms: + my_bone.blenObject.action = my_bone.blenAction + + file.write('\n}') + + sce.set_frame(frame_orig) +# Blender.Set('curframe', frame_orig) + + else: + # no animation + file.write('\n;Takes and animation section') + file.write('\n;----------------------------------------------------') + file.write('\n') + file.write('\nTakes: {') + file.write('\n\tCurrent: ""') + file.write('\n}') + + + # write meshes animation + #for obname, ob, mtx, me, mats, arm, armname in ob_meshes: + + + # Clear mesh data Only when writing with modifiers applied + for me in meshes_to_clear: + bpy.data.remove_mesh(me) +# me.verts = None + + # --------------------------- Footer + if world: + m = world.mist + has_mist = m.enabled +# has_mist = world.mode & 1 + mist_intense = m.intensity + mist_start = m.start + mist_end = m.depth + mist_height = m.height +# mist_intense, mist_start, mist_end, mist_height = world.mist + world_hor = world.horizon_color +# world_hor = world.hor + else: + has_mist = mist_intense = mist_start = mist_end = mist_height = 0 + world_hor = 0,0,0 + + file.write('\n;Version 5 settings') + file.write('\n;------------------------------------------------------------------') + file.write('\n') + file.write('\nVersion5: {') + file.write('\n\tAmbientRenderSettings: {') + file.write('\n\t\tVersion: 101') + file.write('\n\t\tAmbientLightColor: %.1f,%.1f,%.1f,0' % tuple(world_amb)) + file.write('\n\t}') + file.write('\n\tFogOptions: {') + file.write('\n\t\tFlogEnable: %i' % has_mist) + file.write('\n\t\tFogMode: 0') + file.write('\n\t\tFogDensity: %.3f' % mist_intense) + file.write('\n\t\tFogStart: %.3f' % mist_start) + file.write('\n\t\tFogEnd: %.3f' % mist_end) + file.write('\n\t\tFogColor: %.1f,%.1f,%.1f,1' % tuple(world_hor)) + file.write('\n\t}') + file.write('\n\tSettings: {') + file.write('\n\t\tFrameRate: "%i"' % int(fps)) + file.write('\n\t\tTimeFormat: 1') + file.write('\n\t\tSnapOnFrames: 0') + file.write('\n\t\tReferenceTimeIndex: -1') + file.write('\n\t\tTimeLineStartTime: %i' % fbx_time(start-1)) + file.write('\n\t\tTimeLineStopTime: %i' % fbx_time(end-1)) + file.write('\n\t}') + file.write('\n\tRendererSetting: {') + file.write('\n\t\tDefaultCamera: "Producer Perspective"') + file.write('\n\t\tDefaultViewingMode: 0') + file.write('\n\t}') + file.write('\n}') + file.write('\n') + + # Incase sombody imports this, clean up by clearing global dicts + sane_name_mapping_ob.clear() + sane_name_mapping_mat.clear() + sane_name_mapping_tex.clear() + + ob_arms[:] = [] + ob_bones[:] = [] + ob_cameras[:] = [] + ob_lights[:] = [] + ob_meshes[:] = [] + ob_null[:] = [] + + + # copy images if enabled +# if EXP_IMAGE_COPY: +# # copy_images( basepath, [ tex[1] for tex in textures if tex[1] != None ]) +# bpy.util.copy_images( [ tex[1] for tex in textures if tex[1] != None ], basepath) + + print('export finished in %.4f sec.' % (time.clock() - start_time)) +# print 'export finished in %.4f sec.' % (Blender.sys.time() - start_time) + return True + + +# -------------------------------------------- +# UI Function - not a part of the exporter. +# this is to seperate the user interface from the rest of the exporter. +# from Blender import Draw, Window +EVENT_NONE = 0 +EVENT_EXIT = 1 +EVENT_REDRAW = 2 +EVENT_FILESEL = 3 + +GLOBALS = {} + +# export opts + +def do_redraw(e,v): GLOBALS['EVENT'] = e + +# toggle between these 2, only allow one on at once +def do_obs_sel(e,v): + GLOBALS['EVENT'] = e + GLOBALS['EXP_OBS_SCENE'].val = 0 + GLOBALS['EXP_OBS_SELECTED'].val = 1 + +def do_obs_sce(e,v): + GLOBALS['EVENT'] = e + GLOBALS['EXP_OBS_SCENE'].val = 1 + GLOBALS['EXP_OBS_SELECTED'].val = 0 + +def do_batch_type_grp(e,v): + GLOBALS['EVENT'] = e + GLOBALS['BATCH_GROUP'].val = 1 + GLOBALS['BATCH_SCENE'].val = 0 + +def do_batch_type_sce(e,v): + GLOBALS['EVENT'] = e + GLOBALS['BATCH_GROUP'].val = 0 + GLOBALS['BATCH_SCENE'].val = 1 + +def do_anim_act_all(e,v): + GLOBALS['EVENT'] = e + GLOBALS['ANIM_ACTION_ALL'][0].val = 1 + GLOBALS['ANIM_ACTION_ALL'][1].val = 0 + +def do_anim_act_cur(e,v): + if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val: + Draw.PupMenu('Warning%t|Cant use this with batch export group option') + else: + GLOBALS['EVENT'] = e + GLOBALS['ANIM_ACTION_ALL'][0].val = 0 + GLOBALS['ANIM_ACTION_ALL'][1].val = 1 + +def fbx_ui_exit(e,v): + GLOBALS['EVENT'] = e + +def do_help(e,v): + url = 'http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx' + print('Trying to open web browser with documentation at this address...') + print('\t' + url) + + try: + import webbrowser + webbrowser.open(url) + except: + Blender.Draw.PupMenu("Error%t|Opening a webbrowser requires a full python installation") + print('...could not open a browser window.') + + + +# run when export is pressed +#def fbx_ui_write(e,v): +def fbx_ui_write(filename, context): + + # Dont allow overwriting files when saving normally + if not GLOBALS['BATCH_ENABLE'].val: + if not BPyMessages.Warning_SaveOver(filename): + return + + GLOBALS['EVENT'] = EVENT_EXIT + + # Keep the order the same as above for simplicity + # the [] is a dummy arg used for objects + + Blender.Window.WaitCursor(1) + + # Make the matrix + GLOBAL_MATRIX = mtx4_identity + GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = GLOBALS['_SCALE'].val + if GLOBALS['_XROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n + if GLOBALS['_YROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n + if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n + + ret = write(\ + filename, None,\ + context, + GLOBALS['EXP_OBS_SELECTED'].val,\ + GLOBALS['EXP_MESH'].val,\ + GLOBALS['EXP_MESH_APPLY_MOD'].val,\ + GLOBALS['EXP_MESH_HQ_NORMALS'].val,\ + GLOBALS['EXP_ARMATURE'].val,\ + GLOBALS['EXP_LAMP'].val,\ + GLOBALS['EXP_CAMERA'].val,\ + GLOBALS['EXP_EMPTY'].val,\ + GLOBALS['EXP_IMAGE_COPY'].val,\ + GLOBAL_MATRIX,\ + GLOBALS['ANIM_ENABLE'].val,\ + GLOBALS['ANIM_OPTIMIZE'].val,\ + GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val,\ + GLOBALS['ANIM_ACTION_ALL'][0].val,\ + GLOBALS['BATCH_ENABLE'].val,\ + GLOBALS['BATCH_GROUP'].val,\ + GLOBALS['BATCH_SCENE'].val,\ + GLOBALS['BATCH_FILE_PREFIX'].val,\ + GLOBALS['BATCH_OWN_DIR'].val,\ + ) + + Blender.Window.WaitCursor(0) + GLOBALS.clear() + + if ret == False: + Draw.PupMenu('Error%t|Path cannot be written to!') + + +def fbx_ui(): + # Only to center the UI + x,y = GLOBALS['MOUSE'] + x-=180; y-=0 # offset... just to get it centered + + Draw.Label('Export Objects...', x+20,y+165, 200, 20) + + if not GLOBALS['BATCH_ENABLE'].val: + Draw.BeginAlign() + GLOBALS['EXP_OBS_SELECTED'] = Draw.Toggle('Selected Objects', EVENT_REDRAW, x+20, y+145, 160, 20, GLOBALS['EXP_OBS_SELECTED'].val, 'Export selected objects on visible layers', do_obs_sel) + GLOBALS['EXP_OBS_SCENE'] = Draw.Toggle('Scene Objects', EVENT_REDRAW, x+180, y+145, 160, 20, GLOBALS['EXP_OBS_SCENE'].val, 'Export all objects in this scene', do_obs_sce) + Draw.EndAlign() + + Draw.BeginAlign() + GLOBALS['_SCALE'] = Draw.Number('Scale:', EVENT_NONE, x+20, y+120, 140, 20, GLOBALS['_SCALE'].val, 0.01, 1000.0, 'Scale all data, (Note! some imports dont support scaled armatures)') + GLOBALS['_XROT90'] = Draw.Toggle('Rot X90', EVENT_NONE, x+160, y+120, 60, 20, GLOBALS['_XROT90'].val, 'Rotate all objects 90 degrese about the X axis') + GLOBALS['_YROT90'] = Draw.Toggle('Rot Y90', EVENT_NONE, x+220, y+120, 60, 20, GLOBALS['_YROT90'].val, 'Rotate all objects 90 degrese about the Y axis') + GLOBALS['_ZROT90'] = Draw.Toggle('Rot Z90', EVENT_NONE, x+280, y+120, 60, 20, GLOBALS['_ZROT90'].val, 'Rotate all objects 90 degrese about the Z axis') + Draw.EndAlign() + + y -= 35 + + Draw.BeginAlign() + GLOBALS['EXP_EMPTY'] = Draw.Toggle('Empty', EVENT_NONE, x+20, y+120, 60, 20, GLOBALS['EXP_EMPTY'].val, 'Export empty objects') + GLOBALS['EXP_CAMERA'] = Draw.Toggle('Camera', EVENT_NONE, x+80, y+120, 60, 20, GLOBALS['EXP_CAMERA'].val, 'Export camera objects') + GLOBALS['EXP_LAMP'] = Draw.Toggle('Lamp', EVENT_NONE, x+140, y+120, 60, 20, GLOBALS['EXP_LAMP'].val, 'Export lamp objects') + GLOBALS['EXP_ARMATURE'] = Draw.Toggle('Armature', EVENT_NONE, x+200, y+120, 60, 20, GLOBALS['EXP_ARMATURE'].val, 'Export armature objects') + GLOBALS['EXP_MESH'] = Draw.Toggle('Mesh', EVENT_REDRAW, x+260, y+120, 80, 20, GLOBALS['EXP_MESH'].val, 'Export mesh objects', do_redraw) #, do_axis_z) + Draw.EndAlign() + + if GLOBALS['EXP_MESH'].val: + # below mesh but + Draw.BeginAlign() + GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Toggle('Modifiers', EVENT_NONE, x+260, y+100, 80, 20, GLOBALS['EXP_MESH_APPLY_MOD'].val, 'Apply modifiers to mesh objects') #, do_axis_z) + GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Toggle('HQ Normals', EVENT_NONE, x+260, y+80, 80, 20, GLOBALS['EXP_MESH_HQ_NORMALS'].val, 'Generate high quality normals') #, do_axis_z) + Draw.EndAlign() + + GLOBALS['EXP_IMAGE_COPY'] = Draw.Toggle('Copy Image Files', EVENT_NONE, x+20, y+80, 160, 20, GLOBALS['EXP_IMAGE_COPY'].val, 'Copy image files to the destination path') #, do_axis_z) + + + Draw.Label('Export Armature Animation...', x+20,y+45, 300, 20) + + GLOBALS['ANIM_ENABLE'] = Draw.Toggle('Enable Animation', EVENT_REDRAW, x+20, y+25, 160, 20, GLOBALS['ANIM_ENABLE'].val, 'Export keyframe animation', do_redraw) + if GLOBALS['ANIM_ENABLE'].val: + Draw.BeginAlign() + GLOBALS['ANIM_OPTIMIZE'] = Draw.Toggle('Optimize Keyframes', EVENT_REDRAW, x+20, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE'].val, 'Remove double keyframes', do_redraw) + if GLOBALS['ANIM_OPTIMIZE'].val: + GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Number('Precission: ', EVENT_NONE, x+180, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val, 1, 16, 'Tolerence for comparing double keyframes (higher for greater accuracy)') + Draw.EndAlign() + + Draw.BeginAlign() + GLOBALS['ANIM_ACTION_ALL'][1] = Draw.Toggle('Current Action', EVENT_REDRAW, x+20, y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][1].val, 'Use actions currently applied to the armatures (use scene start/end frame)', do_anim_act_cur) + GLOBALS['ANIM_ACTION_ALL'][0] = Draw.Toggle('All Actions', EVENT_REDRAW, x+180,y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][0].val, 'Use all actions for armatures', do_anim_act_all) + Draw.EndAlign() + + + Draw.Label('Export Batch...', x+20,y-60, 300, 20) + GLOBALS['BATCH_ENABLE'] = Draw.Toggle('Enable Batch', EVENT_REDRAW, x+20, y-80, 160, 20, GLOBALS['BATCH_ENABLE'].val, 'Automate exporting multiple scenes or groups to files', do_redraw) + + if GLOBALS['BATCH_ENABLE'].val: + Draw.BeginAlign() + GLOBALS['BATCH_GROUP'] = Draw.Toggle('Group > File', EVENT_REDRAW, x+20, y-105, 160, 20, GLOBALS['BATCH_GROUP'].val, 'Export each group as an FBX file', do_batch_type_grp) + GLOBALS['BATCH_SCENE'] = Draw.Toggle('Scene > File', EVENT_REDRAW, x+180, y-105, 160, 20, GLOBALS['BATCH_SCENE'].val, 'Export each scene as an FBX file', do_batch_type_sce) + + # Own dir requires OS module + if os: + GLOBALS['BATCH_OWN_DIR'] = Draw.Toggle('Own Dir', EVENT_NONE, x+20, y-125, 80, 20, GLOBALS['BATCH_OWN_DIR'].val, 'Create a dir for each exported file') + GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+100, y-125, 240, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ') + else: + GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+20, y-125, 320, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ') + + + Draw.EndAlign() + + #y+=80 + + ''' + Draw.BeginAlign() + GLOBALS['FILENAME'] = Draw.String('path: ', EVENT_NONE, x+20, y-170, 300, 20, GLOBALS['FILENAME'].val, 64, 'Prefix each file with this name ') + Draw.PushButton('..', EVENT_FILESEL, x+320, y-170, 20, 20, 'Select the path', do_redraw) + ''' + # Until batch is added + # + + + #Draw.BeginAlign() + Draw.PushButton('Online Help', EVENT_REDRAW, x+20, y-160, 100, 20, 'Open online help in a browser window', do_help) + Draw.PushButton('Cancel', EVENT_EXIT, x+130, y-160, 100, 20, 'Exit the exporter', fbx_ui_exit) + Draw.PushButton('Export', EVENT_FILESEL, x+240, y-160, 100, 20, 'Export the fbx file', do_redraw) + + #Draw.PushButton('Export', EVENT_EXIT, x+180, y-160, 160, 20, 'Export the fbx file', fbx_ui_write) + #Draw.EndAlign() + + # exit when mouse out of the view? + # GLOBALS['EVENT'] = EVENT_EXIT + +#def write_ui(filename): +def write_ui(): + + # globals + GLOBALS['EVENT'] = EVENT_REDRAW + #GLOBALS['MOUSE'] = Window.GetMouseCoords() + GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()] + GLOBALS['FILENAME'] = '' + ''' + # IF called from the fileselector + if filename == None: + GLOBALS['FILENAME'] = filename # Draw.Create(Blender.sys.makename(ext='.fbx')) + else: + GLOBALS['FILENAME'].val = filename + ''' + GLOBALS['EXP_OBS_SELECTED'] = Draw.Create(1) # dont need 2 variables but just do this for clarity + GLOBALS['EXP_OBS_SCENE'] = Draw.Create(0) + + GLOBALS['EXP_MESH'] = Draw.Create(1) + GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Create(1) + GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Create(0) + GLOBALS['EXP_ARMATURE'] = Draw.Create(1) + GLOBALS['EXP_LAMP'] = Draw.Create(1) + GLOBALS['EXP_CAMERA'] = Draw.Create(1) + GLOBALS['EXP_EMPTY'] = Draw.Create(1) + GLOBALS['EXP_IMAGE_COPY'] = Draw.Create(0) + # animation opts + GLOBALS['ANIM_ENABLE'] = Draw.Create(1) + GLOBALS['ANIM_OPTIMIZE'] = Draw.Create(1) + GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Create(4) # decimal places + GLOBALS['ANIM_ACTION_ALL'] = [Draw.Create(0), Draw.Create(1)] # not just the current action + + # batch export options + GLOBALS['BATCH_ENABLE'] = Draw.Create(0) + GLOBALS['BATCH_GROUP'] = Draw.Create(1) # cant have both of these enabled at once. + GLOBALS['BATCH_SCENE'] = Draw.Create(0) # see above + GLOBALS['BATCH_FILE_PREFIX'] = Draw.Create(Blender.sys.makename(ext='_').split('\\')[-1].split('/')[-1]) + GLOBALS['BATCH_OWN_DIR'] = Draw.Create(0) + # done setting globals + + # Used by the user interface + GLOBALS['_SCALE'] = Draw.Create(1.0) + GLOBALS['_XROT90'] = Draw.Create(True) + GLOBALS['_YROT90'] = Draw.Create(False) + GLOBALS['_ZROT90'] = Draw.Create(False) + + # best not do move the cursor + # Window.SetMouseCoords(*[i/2 for i in Window.GetScreenSize()]) + + # hack so the toggle buttons redraw. this is not nice at all + while GLOBALS['EVENT'] != EVENT_EXIT: + + if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val and GLOBALS['ANIM_ACTION_ALL'][1].val: + #Draw.PupMenu("Warning%t|Cant batch export groups with 'Current Action' ") + GLOBALS['ANIM_ACTION_ALL'][0].val = 1 + GLOBALS['ANIM_ACTION_ALL'][1].val = 0 + + if GLOBALS['EVENT'] == EVENT_FILESEL: + if GLOBALS['BATCH_ENABLE'].val: + txt = 'Batch FBX Dir' + name = Blender.sys.expandpath('//') + else: + txt = 'Export FBX' + name = Blender.sys.makename(ext='.fbx') + + Blender.Window.FileSelector(fbx_ui_write, txt, name) + #fbx_ui_write('/test.fbx') + break + + Draw.UIBlock(fbx_ui, 0) + + + # GLOBALS.clear() + +class EXPORT_OT_fbx(bpy.types.Operator): + ''' + Operator documentation text, will be used for the operator tooltip and python docs. + ''' + __idname__ = "export.fbx" + __label__ = "Export FBX" + + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + + __props__ = [ + bpy.props.StringProperty(attr="filename", name="File Name", description="File name used for exporting the PLY file", maxlen= 1024, default=""), + bpy.props.BoolProperty(attr="EXP_OBS_SELECTED", name="Selected Objects", description="Export selected objects on visible layers", default=True), +# bpy.props.BoolProperty(attr="EXP_OBS_SCENE", name="Scene Objects", description="Export all objects in this scene", default=True), + bpy.props.FloatProperty(attr="_SCALE", name="Scale", description="Scale all data, (Note! some imports dont support scaled armatures)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0), + bpy.props.BoolProperty(attr="_XROT90", name="Rot X90", description="Rotate all objects 90 degrese about the X axis", default=True), + bpy.props.BoolProperty(attr="_YROT90", name="Rot Y90", description="Rotate all objects 90 degrese about the Y axis", default=False), + bpy.props.BoolProperty(attr="_ZROT90", name="Rot Z90", description="Rotate all objects 90 degrese about the Z axis", default=False), + bpy.props.BoolProperty(attr="EXP_EMPTY", name="Empties", description="Export empty objects", default=True), + bpy.props.BoolProperty(attr="EXP_CAMERA", name="Cameras", description="Export camera objects", default=True), + bpy.props.BoolProperty(attr="EXP_LAMP", name="Lamps", description="Export lamp objects", default=True), + bpy.props.BoolProperty(attr="EXP_ARMATURE", name="Armatures", description="Export armature objects", default=True), + bpy.props.BoolProperty(attr="EXP_MESH", name="Meshes", description="Export mesh objects", default=True), + bpy.props.BoolProperty(attr="EXP_MESH_APPLY_MOD", name="Modifiers", description="Apply modifiers to mesh objects", default=True), + bpy.props.BoolProperty(attr="EXP_MESH_HQ_NORMALS", name="HQ Normals", description="Generate high quality normals", default=True), + bpy.props.BoolProperty(attr="EXP_IMAGE_COPY", name="Copy Image Files", description="Copy image files to the destination path", default=False), + # armature animation + bpy.props.BoolProperty(attr="ANIM_ENABLE", name="Enable Animation", description="Export keyframe animation", default=True), + bpy.props.BoolProperty(attr="ANIM_OPTIMIZE", name="Optimize Keyframes", description="Remove double keyframes", default=True), + bpy.props.FloatProperty(attr="ANIM_OPTIMIZE_PRECISSION", name="Precision", description="Tolerence for comparing double keyframes (higher for greater accuracy)", min=1, max=16, soft_min=1, soft_max=16, default=6.0), +# bpy.props.BoolProperty(attr="ANIM_ACTION_ALL", name="Current Action", description="Use actions currently applied to the armatures (use scene start/end frame)", default=True), + bpy.props.BoolProperty(attr="ANIM_ACTION_ALL", name="All Actions", description="Use all actions for armatures, if false, use current action", default=False), + # batch + bpy.props.BoolProperty(attr="BATCH_ENABLE", name="Enable Batch", description="Automate exporting multiple scenes or groups to files", default=False), + bpy.props.BoolProperty(attr="BATCH_GROUP", name="Group > File", description="Export each group as an FBX file, if false, export each scene as an FBX file", default=False), + bpy.props.BoolProperty(attr="BATCH_OWN_DIR", name="Own Dir", description="Create a dir for each exported file", default=True), + bpy.props.StringProperty(attr="BATCH_FILE_PREFIX", name="Prefix", description="Prefix each file with this name", maxlen= 1024, default=""), + ] + + def poll(self, context): + print("Poll") + return context.active_object != None + + def execute(self, context): + if not self.filename: + raise Exception("filename not set") + + GLOBAL_MATRIX = mtx4_identity + GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = self._SCALE + if self._XROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n + if self._YROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n + if self._ZROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n + + write(self.filename, + None, # XXX + context, + self.EXP_OBS_SELECTED, + self.EXP_MESH, + self.EXP_MESH_APPLY_MOD, +# self.EXP_MESH_HQ_NORMALS, + self.EXP_ARMATURE, + self.EXP_LAMP, + self.EXP_CAMERA, + self.EXP_EMPTY, + self.EXP_IMAGE_COPY, + GLOBAL_MATRIX, + self.ANIM_ENABLE, + self.ANIM_OPTIMIZE, + self.ANIM_OPTIMIZE_PRECISSION, + self.ANIM_ACTION_ALL, + self.BATCH_ENABLE, + self.BATCH_GROUP, + self.BATCH_FILE_PREFIX, + self.BATCH_OWN_DIR) + + return ('FINISHED',) + + def invoke(self, context, event): + wm = context.manager + wm.add_fileselect(self.__operator__) + return ('RUNNING_MODAL',) + + +bpy.ops.add(EXPORT_OT_fbx) + +# if __name__ == "__main__": +# bpy.ops.EXPORT_OT_ply(filename="/tmp/test.ply") + + +# NOTES (all line numbers correspond to original export_fbx.py (under release/scripts) +# - Draw.PupMenu alternative in 2.5?, temporarily replaced PupMenu with print +# - get rid of cleanName somehow +# + fixed: isinstance(inst, bpy.types.*) doesn't work on RNA objects: line 565 +# + get rid of BPyObject_getObjectArmature, move it in RNA? +# - BATCH_ENABLE and BATCH_GROUP options: line 327 +# - implement all BPyMesh_* used here with RNA +# - getDerivedObjects is not fully replicated with .dupli* funcs +# - talk to Campbell, this code won't work? lines 1867-1875 +# - don't know what those colbits are, do we need them? they're said to be deprecated in DNA_object_types.h: 1886-1893 +# - no hq normals: 1900-1901 + +# TODO + +# - bpy.data.remove_scene: line 366 +# - bpy.sys.time move to bpy.sys.util? +# - new scene creation, activation: lines 327-342, 368 +# - uses bpy.sys.expandpath, *.relpath - replace at least relpath + +# SMALL or COSMETICAL +# - find a way to get blender version, and put it in bpy.util?, old was Blender.Get('version') diff --git a/release/io/export_obj.py b/release/io/export_obj.py new file mode 100644 index 00000000000..d52ee8ec158 --- /dev/null +++ b/release/io/export_obj.py @@ -0,0 +1,988 @@ +#!BPY + +""" +Name: 'Wavefront (.obj)...' +Blender: 248 +Group: 'Export' +Tooltip: 'Save a Wavefront OBJ File' +""" + +__author__ = "Campbell Barton, Jiri Hnidek, Paolo Ciccone" +__url__ = ['http://wiki.blender.org/index.php/Scripts/Manual/Export/wavefront_obj', 'www.blender.org', 'blenderartists.org'] +__version__ = "1.21" + +__bpydoc__ = """\ +This script is an exporter to OBJ file format. + +Usage: + +Select the objects you wish to export and run this script from "File->Export" menu. +Selecting the default options from the popup box will be good in most cases. +All objects that can be represented as a mesh (mesh, curve, metaball, surface, text3d) +will be exported as mesh data. +""" + + +# -------------------------------------------------------------------------- +# OBJ Export v1.1 by Campbell Barton (AKA Ideasman) +# -------------------------------------------------------------------------- +# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# +# ***** END GPL LICENCE BLOCK ***** +# -------------------------------------------------------------------------- + +# import math and other in functions that use them for the sake of fast Blender startup +# import math +import os + +import bpy +import Mathutils + + +# Returns a tuple - path,extension. +# 'hello.obj' > ('hello', '.obj') +def splitExt(path): + dotidx = path.rfind('.') + if dotidx == -1: + return path, '' + else: + return path[:dotidx], path[dotidx:] + +def fixName(name): + if name == None: + return 'None' + else: + return name.replace(' ', '_') + + +# this used to be in BPySys module +# frankly, I don't understand how it works +def BPySys_cleanName(name): + + v = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,46,47,58,59,60,61,62,63,64,91,92,93,94,96,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254] + + invalid = ''.join([chr(i) for i in v]) + + for ch in invalid: + name = name.replace(ch, '_') + return name + +# A Dict of Materials +# (material.name, image.name):matname_imagename # matname_imagename has gaps removed. +MTL_DICT = {} + +def write_mtl(scene, filename, copy_images): + + world = scene.world + worldAmb = world.ambient_color + + dest_dir = os.path.dirname(filename) + + def copy_image(image): + rel = image.get_export_path(dest_dir, True) + + if copy_images: + abspath = image.get_export_path(dest_dir, False) + if not os.path.exists(abs_path): + shutil.copy(bpy.sys.expandpath(image.filename), abs_path) + + return rel + + + file = open(filename, "w") + # XXX +# file.write('# Blender3D MTL File: %s\n' % Blender.Get('filename').split('\\')[-1].split('/')[-1]) + file.write('# Material Count: %i\n' % len(MTL_DICT)) + # Write material/image combinations we have used. + for key, (mtl_mat_name, mat, img) in MTL_DICT.items(): + + # 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.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.filename.split('\\')[-1].split('/')[-1]) # Diffuse mapping image + + elif mat: # No face image. if we havea material search for MTex image. + for mtex in mat.textures: + if mtex and mtex.texure.type == 'IMAGE': + try: + filename = copy_image(mtex.texture.image) +# filename = mtex.texture.image.filename.split('\\')[-1].split('/')[-1] + file.write('map_Kd %s\n' % filename) # Diffuse mapping image + break + except: + # Texture has no image though its an image type, best ignore. + pass + + 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 +# if dest_dir[-1] != sys.sep: +# dest_dir += sys.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.textures: + 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.sys.expandpath(bImage.filename) +# if bpy.sys.exists(image_path): +# # Make a name for the target path. +# dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1] +# if not bpy.sys.exists(dest_image_path): # Image isnt alredy there +# print('\tCopying "%s" > "%s"' % (image_path, dest_image_path)) +# copy_file(image_path, dest_image_path) +# copyCount+=1 + +# paths= bpy.util.copy_images(uniqueImages.values(), dest_dir) + + print('\tCopied %d images' % copyCount) +# print('\tCopied %d images' % copyCount) + +# XXX not converted +def test_nurbs_compat(ob): + if ob.type != 'Curve': + return False + + for nu in ob.data: + if (not nu.knotsV) and nu.type != 1: # not a surface and not bezier + return True + + return False + + +# XXX not converted +def write_nurb(file, ob, ob_mat): + tot_verts = 0 + cu = ob.data + + # use negative indices + Vector = Blender.Mathutils.Vector + for nu in cu: + + if nu.type==0: DEG_ORDER_U = 1 + else: DEG_ORDER_U = nu.orderU-1 # Tested to be correct + + if nu.type==1: + print("\tWarning, bezier curve:", ob.name, "only poly and nurbs curves supported") + continue + + if nu.knotsV: + print("\tWarning, surface:", ob.name, "only poly and nurbs curves supported") + continue + + if len(nu) <= DEG_ORDER_U: + print("\tWarning, orderU is lower then vert count, skipping:", ob.name) + continue + + pt_num = 0 + do_closed = (nu.flagU & 1) + do_endpoints = (do_closed==0) and (nu.flagU & 2) + + for pt in nu: + pt = Vector(pt[0], pt[1], pt[2]) * 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' % (fixName(ob.name))) # fixName(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( [str(i) for i in parm_ls] )) + + file.write('end\n') + + return tot_verts + +def write(filename, objects, scene, + EXPORT_TRI=False, + EXPORT_EDGES=False, + EXPORT_NORMALS=False, + EXPORT_NORMALS_HQ=False, + EXPORT_UV=True, + EXPORT_MTL=True, + EXPORT_COPY_IMAGES=False, + EXPORT_APPLY_MODIFIERS=True, + EXPORT_ROTX90=True, + EXPORT_BLEN_OBS=True, + EXPORT_GROUP_BY_OB=False, + EXPORT_GROUP_BY_MAT=False, + EXPORT_KEEP_VERT_ORDER=False, + EXPORT_POLYGROUPS=False, + EXPORT_CURVE_AS_NURBS=True): + ''' + Basic write function. The context and options must be alredy set + This can be accessed externaly + eg. + write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options. + ''' + + # XXX + import math + + def veckey3d(v): + return round(v.x, 6), round(v.y, 6), round(v.z, 6) + + def veckey2d(v): + return round(v.x, 6), round(v.y, 6) + + 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.verts: +# for vert in face: + vWeights = vWeightMap[vert_index] +# vWeights = vWeightMap[vert] + for vGroupName, weight in vWeights: + weightDict[vGroupName] = weightDict.get(vGroupName, 0) + weight + + if weightDict: + alist = [(weight,vGroupName) for vGroupName, weight in weightDict.items()] # sort least to greatest amount of weight + alist.sort() + return(alist[-1][1]) # highest value last + else: + return '(null)' + + # TODO: implement this in C? dunno how it should be called... + def getVertsFromGroup(me, group_index): + ret = [] + + for i, v in enumerate(me.verts): + for g in v.groups: + if g.group == group_index: + ret.append((i, g.weight)) + + return ret + + + print('OBJ Export path: "%s"' % filename) + temp_mesh_name = '~tmp-mesh' + + time1 = bpy.sys.time() +# time1 = sys.time() +# scn = Scene.GetCurrent() + + file = open(filename, "w") + + # Write Header + version = "2.5" + file.write('# Blender3D v%s OBJ File: %s\n' % (version, bpy.data.filename.split('/')[-1].split('\\')[-1] )) + file.write('# www.blender3d.org\n') + + # Tell the obj file what material file to use. + if EXPORT_MTL: + mtlfilename = '%s.mtl' % '.'.join(filename.split('.')[:-1]) + file.write('mtllib %s\n' % ( mtlfilename.split('\\')[-1].split('/')[-1] )) + + if EXPORT_ROTX90: + mat_xrot90= Mathutils.RotationMatrix(-math.pi/2, 4, 'x') + + # Initialize totals, these are updated each object + totverts = totuvco = totno = 1 + + face_vert_index = 1 + + globalNormals = {} + + # 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.create_dupli_list() + + obs = [(dob.object, dob.matrix) for dob in ob_main.dupli_list] + + # XXX debug print + print(ob_main.name, 'has', len(obs), 'dupli children') + else: + obs = [(ob_main, ob_main.matrix)] + + for ob, ob_mat in obs: + + # XXX postponed +# # Nurbs curve support +# if EXPORT_CURVE_AS_NURBS and test_nurbs_compat(ob): +# if EXPORT_ROTX90: +# ob_mat = ob_mat * mat_xrot90 + +# totverts += write_nurb(file, ob, ob_mat) + +# continue +# end nurbs + + if ob.type != 'MESH': + continue + + me = ob.create_mesh(EXPORT_APPLY_MODIFIERS, 'PREVIEW') + + if EXPORT_ROTX90: + me.transform(ob_mat * mat_xrot90) + else: + me.transform(ob_mat) + +# # Will work for non meshes now! :) +# me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, EXPORT_POLYGROUPS, scn) +# if not me: +# continue + + if EXPORT_UV: + faceuv = len(me.uv_textures) > 0 + else: + faceuv = False + + # We have a valid mesh + if EXPORT_TRI and me.faces: + # Add a dummy object to it. + has_quads = False + for f in me.faces: + if f.verts[3] != 0: + has_quads = True + break + + if has_quads: + newob = bpy.data.add_object('MESH', 'temp_object') + newob.data = me + # if we forget to set Object.data - crash + scene.add_object(newob) + newob.convert_to_triface(scene) + # mesh will still be there + scene.remove_object(newob) + + # Make our own list so it can be sorted to reduce context switching + 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.verts)): # Make sure there is somthing to write + + # clean up + bpy.data.remove_mesh(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: # !=None + 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 indicies + # 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: + # XXX update + tface = me.active_uv_texture.data + + # exception only raised if Python 2.3 or lower... + try: + face_index_pairs.sort(key = lambda a: (a[0].material_index, tface[a[1]].image, a[0].smooth)) + except: + face_index_pairs.sort(lambda a,b: cmp((a[0].material_index, tface[a[1]].image, a[0].smooth), + (b[0].material_index, tface[b[1]].image, b[0].smooth))) + elif len(materials) > 1: + try: + face_index_pairs.sort(key = lambda a: (a[0].material_index, a[0].smooth)) + except: + face_index_pairs.sort(lambda a,b: cmp((a[0].material_index, a[0].smooth), + (b[0].material_index, b[0].smooth))) + else: + # no materials + try: + face_index_pairs.sort(key = lambda a: a[0].smooth) + except: + face_index_pairs.sort(lambda a,b: cmp(a[0].smooth, b[0].smooth)) +# if EXPORT_KEEP_VERT_ORDER: +# pass +# elif faceuv: +# try: faces.sort(key = lambda a: (a.mat, a.image, a.smooth)) +# except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth))) +# elif len(materials) > 1: +# try: faces.sort(key = lambda a: (a.mat, a.smooth)) +# except: faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth))) +# else: +# # no materials +# try: faces.sort(key = lambda a: a.smooth) +# except: faces.sort(lambda a,b: cmp(a.smooth, b.smooth)) + + faces = [pair[0] for pair in face_index_pairs] + + # Set the default mat to no material and no image. + contextMat = (0, 0) # Can never be this, so we will label a new material teh first chance we get. + 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 = fixName(name1) + else: + obnamestring = '%s_%s' % (fixName(name1), fixName(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' % tuple(v.co)) + + # UV + if faceuv: + uv_face_mapping = [[0,0,0,0] for f in faces] # a bit of a waste for tri's :/ + + uv_dict = {} # could use a set() here + uv_layer = me.active_uv_texture + for f, f_index in face_index_pairs: + + tface = uv_layer.data[f_index] + + uvs = [tface.uv1, tface.uv2, tface.uv3] + + # add another UV if it's a quad + if f.verts[3] != 0: + uvs.append(tface.uv4) + + for uv_index, uv in enumerate(uvs): + uvkey = veckey2d(uv) + try: + uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] + except: + uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict) + file.write('vt %.6f %.6f\n' % tuple(uv)) + +# uv_dict = {} # could use a set() here +# for f_index, f in enumerate(faces): + +# for uv_index, uv in enumerate(f.uv): +# uvkey = veckey2d(uv) +# try: +# uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] +# except: +# uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict) +# file.write('vt %.6f %.6f\n' % tuple(uv)) + + uv_unique_count = len(uv_dict) +# del uv, uvkey, uv_dict, f_index, uv_index + # Only need uv_unique_count and uv_face_mapping + + # NORMAL, Smooth/Non smoothed. + if EXPORT_NORMALS: + for f in faces: + if f.smooth: + for v in f: + 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 = me.getVertGroupNames() + + currentVGroup = '' + # Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to + vgroupsMap = [[] for _i in range(len(me.verts))] +# vgroupsMap = [[] for _i in xrange(len(me.verts))] + for g in ob.vertex_groups: +# for vertexGroupName in vertGroupNames: + for vIdx, vWeight in getVertsFromGroup(me, g.index): +# for vIdx, vWeight in me.getVertsFromGroup(vertexGroupName, 1): + vgroupsMap[vIdx].append((g.name, vWeight)) + + for f_index, f in enumerate(faces): + f_v = [{"index": index, "vertex": me.verts[index]} for index in f.verts] + + if f.verts[3] == 0: + f_v.pop() + +# f_v= f.v + f_smooth= f.smooth + f_mat = min(f.material_index, len(materialNames)-1) +# f_mat = min(f.mat, len(materialNames)-1) + if faceuv: + + tface = me.active_uv_texture.data[face_index_pairs[f_index][1]] + + f_image = tface.image + f_uv= [tface.uv1, tface.uv2, tface.uv3] + if f.verts[3] != 0: + f_uv.append(tface.uv4) +# f_image = f.image +# f_uv= f.uv + + # MAKE KEY + if faceuv and f_image: # Object is always true. + key = materialNames[f_mat], f_image.name + else: + key = materialNames[f_mat], None # No image, use None instead. + + # Write the vertex group + if EXPORT_POLYGROUPS: + if len(ob.vertex_groups): + # find what vertext group the face belongs to + theVGroup = findVertexGroupName(f,vgroupsMap) + if theVGroup != currentVGroup: + currentVGroup = theVGroup + file.write('g %s\n' % theVGroup) +# # Write the vertex group +# if EXPORT_POLYGROUPS: +# if vertGroupNames: +# # find what vertext group the face belongs to +# theVGroup = findVertexGroupName(f,vgroupsMap) +# if theVGroup != currentVGroup: +# currentVGroup = theVGroup +# file.write('g %s\n' % theVGroup) + + # CHECK FOR CONTEXT SWITCH + if key == contextMat: + pass # Context alredy switched, dont do anything + else: + if key[0] == None and key[1] == 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' % (fixName(ob.name), fixName(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 fixName. + + # If none image dont bother adding it to the name + if key[1] == None: + mat_data = MTL_DICT[key] = ('%s'%fixName(key[0])), materialItems[f_mat], f_image + else: + mat_data = MTL_DICT[key] = ('%s_%s' % (fixName(key[0]), fixName(key[1]))), materialItems[f_mat], f_image + + if EXPORT_GROUP_BY_MAT: + file.write('g %s_%s_%s\n' % (fixName(ob.name), fixName(ob.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 + + file.write('f') + if faceuv: + if EXPORT_NORMALS: + if f_smooth: # Smoothed, use vertex normals + for vi, v in enumerate(f_v): + file.write( ' %d/%d/%d' % \ + (v["index"] + totverts, + totuvco + uv_face_mapping[f_index][vi], + globalNormals[ veckey3d(v["vertex"].normal) ]) ) # vert, uv, normal + + else: # No smoothing, face normals + no = globalNormals[ veckey3d(f.normal) ] + for vi, v in enumerate(f_v): + file.write( ' %d/%d/%d' % \ + (v["index"] + totverts, + totuvco + uv_face_mapping[f_index][vi], + no) ) # vert, uv, normal + else: # No Normals + for vi, v in enumerate(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 v in f_v: + file.write( ' %d//%d' % + (v["index"] + totverts, globalNormals[ veckey3d(v["vertex"].normal) ]) ) + else: # No smoothing, face normals + no = globalNormals[ veckey3d(f.normal) ] + for v in f_v: + file.write( ' %d//%d' % (v["index"] + totverts, no) ) + else: # No Normals + for v in f_v: + file.write( ' %d' % (v["index"] + totverts) ) + + file.write('\n') + + # Write edges. + if EXPORT_EDGES: + for ed in edges: + if ed.loose: + file.write('f %d %d\n' % (ed.verts[0] + totverts, ed.verts[1] + totverts)) + + # Make the indicies global rather then per mesh + totverts += len(me.verts) + if faceuv: + totuvco += uv_unique_count + + # clean up + bpy.data.remove_mesh(me) + + if ob_main.dupli_type != 'NONE': + ob_main.free_dupli_list() + + file.close() + + + # Now we have all our materials, save them + if EXPORT_MTL: + write_mtl(scene, mtlfilename, EXPORT_COPY_IMAGES) +# if EXPORT_COPY_IMAGES: +# dest_dir = os.path.basename(filename) +# # dest_dir = filename +# # # Remove chars until we are just the path. +# # while dest_dir and dest_dir[-1] not in '\\/': +# # dest_dir = dest_dir[:-1] +# if dest_dir: +# copy_images(dest_dir) +# else: +# print('\tError: "%s" could not be used as a base for an image path.' % filename) + + print("OBJ Export time: %.2f" % (bpy.sys.time() - time1)) +# print "OBJ Export time: %.2f" % (sys.time() - time1) + +def do_export(filename, context, + EXPORT_APPLY_MODIFIERS = True, # not used + EXPORT_ROTX90 = True, # wrong + EXPORT_TRI = False, # ok + EXPORT_EDGES = False, + EXPORT_NORMALS = False, # not yet + EXPORT_NORMALS_HQ = False, # not yet + EXPORT_UV = True, # ok + EXPORT_MTL = True, + EXPORT_SEL_ONLY = True, # ok + EXPORT_ALL_SCENES = False, # XXX not working atm + EXPORT_ANIMATION = False, + EXPORT_COPY_IMAGES = False, + EXPORT_BLEN_OBS = True, + EXPORT_GROUP_BY_OB = False, + EXPORT_GROUP_BY_MAT = False, + EXPORT_KEEP_VERT_ORDER = False, + EXPORT_POLYGROUPS = False, + EXPORT_CURVE_AS_NURBS = True): + # Window.EditMode(0) + # Window.WaitCursor(1) + + base_name, ext = splitExt(filename) + context_name = [base_name, '', '', ext] # Base name, scene name, frame number, extension + + orig_scene = context.scene + +# if EXPORT_ALL_SCENES: +# export_scenes = bpy.data.scenes +# else: +# export_scenes = [orig_scene] + + # XXX only exporting one scene atm since changing + # current scene is not possible. + # Brecht says that ideally in 2.5 we won't need such a function, + # allowing multiple scenes open at once. + export_scenes = [orig_scene] + + # Export all scenes. + for scn in export_scenes: + # scn.makeCurrent() # If already current, this is not slow. + # context = scn.getRenderingContext() + orig_frame = scn.current_frame + + if EXPORT_ALL_SCENES: # Add scene name into the context_name + context_name[1] = '_%s' % BPySys_cleanName(scn.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied. + + # Export an animation? + if EXPORT_ANIMATION: + scene_frames = range(scn.start_frame, context.end_frame+1) # Up to and including the end frame. + else: + scene_frames = [orig_frame] # Dont export an animation. + + # Loop through all frames in the scene and export. + for frame in scene_frames: + if EXPORT_ANIMATION: # Add frame to the filename. + context_name[2] = '_%.6d' % frame + + scn.current_frame = frame + if EXPORT_SEL_ONLY: + export_objects = context.selected_objects + else: + export_objects = scn.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(full_path, export_objects, scn, + EXPORT_TRI, EXPORT_EDGES, EXPORT_NORMALS, + EXPORT_NORMALS_HQ, EXPORT_UV, EXPORT_MTL, + EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS, + EXPORT_ROTX90, EXPORT_BLEN_OBS, + EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER, + EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS) + + + scn.current_frame = orig_frame + + # Restore old active scene. +# orig_scene.makeCurrent() +# Window.WaitCursor(0) + + +class EXPORT_OT_obj(bpy.types.Operator): + ''' + Currently the exporter lacks these features: + * nurbs + * multiple scene export (only active scene is written) + * particles + ''' + __idname__ = "export.obj" + __label__ = 'Export OBJ' + + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + + __props__ = [ + bpy.props.StringProperty(attr="filename", name="File Name", description="File name used for exporting the OBJ file", maxlen= 1024, default= ""), + + # context group + bpy.props.BoolProperty(attr="use_selection", name="Selection Only", description="", default= False), + bpy.props.BoolProperty(attr="use_all_scenes", name="All Scenes", description="", default= False), + bpy.props.BoolProperty(attr="use_animation", name="All Animation", description="", default= False), + + # object group + bpy.props.BoolProperty(attr="use_modifiers", name="Apply Modifiers", description="", default= True), + bpy.props.BoolProperty(attr="use_rotate90", name="Rotate X90", description="", default= True), + + # extra data group + bpy.props.BoolProperty(attr="use_edges", name="Edges", description="", default= True), + bpy.props.BoolProperty(attr="use_normals", name="Normals", description="", default= False), + bpy.props.BoolProperty(attr="use_hq_normals", name="High Quality Normals", description="", default= True), + bpy.props.BoolProperty(attr="use_uvs", name="UVs", description="", default= True), + bpy.props.BoolProperty(attr="use_materials", name="Materials", description="", default= True), + bpy.props.BoolProperty(attr="copy_images", name="Copy Images", description="", default= False), + bpy.props.BoolProperty(attr="use_triangles", name="Triangulate", description="", default= False), + bpy.props.BoolProperty(attr="use_vertex_groups", name="Polygroups", description="", default= False), + bpy.props.BoolProperty(attr="use_nurbs", name="Nurbs", description="", default= False), + + # grouping group + bpy.props.BoolProperty(attr="use_blen_objects", name="Objects as OBJ Objects", description="", default= True), + bpy.props.BoolProperty(attr="group_by_object", name="Objects as OBJ Groups ", description="", default= False), + bpy.props.BoolProperty(attr="group_by_material", name="Material Groups", description="", default= False), + bpy.props.BoolProperty(attr="keep_vertex_order", name="Keep Vertex Order", description="", default= False) + ] + + def execute(self, context): + + do_export(self.filename, context, + EXPORT_TRI=self.use_triangles, + EXPORT_EDGES=self.use_edges, + EXPORT_NORMALS=self.use_normals, + EXPORT_NORMALS_HQ=self.use_hq_normals, + EXPORT_UV=self.use_uvs, + EXPORT_MTL=self.use_materials, + EXPORT_COPY_IMAGES=self.copy_images, + EXPORT_APPLY_MODIFIERS=self.use_modifiers, + EXPORT_ROTX90=self.use_rotate90, + EXPORT_BLEN_OBS=self.use_blen_objects, + EXPORT_GROUP_BY_OB=self.group_by_object, + EXPORT_GROUP_BY_MAT=self.group_by_material, + EXPORT_KEEP_VERT_ORDER=self.keep_vertex_order, + EXPORT_POLYGROUPS=self.use_vertex_groups, + EXPORT_CURVE_AS_NURBS=self.use_nurbs, + EXPORT_SEL_ONLY=self.use_selection, + EXPORT_ALL_SCENES=self.use_all_scenes) + + return ('FINISHED',) + + def invoke(self, context, event): + wm = context.manager + wm.add_fileselect(self.__operator__) + return ('RUNNING_MODAL',) + + def poll(self, context): # Poll isnt working yet + print("Poll") + return context.active_object != None + +bpy.ops.add(EXPORT_OT_obj) + +if __name__ == "__main__": + bpy.ops.EXPORT_OT_obj(filename="/tmp/test.obj") + +# CONVERSION ISSUES +# - matrix problem +# - duplis - only tested dupliverts +# - NURBS - needs API additions +# - all scenes export +# + normals calculation +# - get rid of cleanName somehow diff --git a/release/io/export_ply.py b/release/io/export_ply.py index 98ce210aa1f..8e79c3741bb 100644 --- a/release/io/export_ply.py +++ b/release/io/export_ply.py @@ -78,7 +78,7 @@ def write(filename, scene, ob, \ #mesh = BPyMesh.getMeshFromObject(ob, None, EXPORT_APPLY_MODIFIERS, False, scn) # XXX if EXPORT_APPLY_MODIFIERS: - mesh = ob.create_render_mesh(scene) + mesh = ob.create_mesh(True, 'PREVIEW') else: mesh = ob.data diff --git a/release/io/export_x3d.py b/release/io/export_x3d.py new file mode 100644 index 00000000000..3e89a5202de --- /dev/null +++ b/release/io/export_x3d.py @@ -0,0 +1,1239 @@ +#!BPY +""" Registration info for Blender menus: +Name: 'X3D Extensible 3D (.x3d)...' +Blender: 245 +Group: 'Export' +Tooltip: 'Export selection to Extensible 3D file (.x3d)' +""" + +__author__ = ("Bart", "Campbell Barton") +__email__ = ["Bart, bart:neeneenee*de"] +__url__ = ["Author's (Bart) homepage, http://www.neeneenee.de/vrml"] +__version__ = "2006/01/17" +__bpydoc__ = """\ +This script exports to X3D format. + +Usage: + +Run this script from "File->Export" menu. A pop-up will ask whether you +want to export only selected or all relevant objects. + +Known issues:<br> + Doesn't handle multiple materials (don't use material indices);<br> + Doesn't handle multiple UV textures on a single mesh (create a mesh for each texture);<br> + Can't get the texture array associated with material * not the UV ones; +""" + + +# $Id: export_x3d.py 23222 2009-09-14 14:55:49Z kazanbas $ +# +#------------------------------------------------------------------------ +# X3D exporter for blender 2.36 or above +# +# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# +# ***** END GPL LICENCE BLOCK ***** +# + +#################################### +# Library dependancies +#################################### + +import math +import os + +import bpy +import Mathutils + +from export_3ds import create_derived_objects, free_derived_objects + +# import Blender +# from Blender import Object, Lamp, Draw, Image, Text, sys, Mesh +# from Blender.Scene import Render +# import BPyObject +# import BPyMesh + +# +DEG2RAD=0.017453292519943295 +MATWORLD= Mathutils.RotationMatrix(-90, 4, 'x') + +#################################### +# Global Variables +#################################### + +filename = "" +# filename = Blender.Get('filename') +_safeOverwrite = True + +extension = '' + +########################################################## +# Functions for writing output file +########################################################## + +class x3d_class: + + def __init__(self, filename): + #--- public you can change these --- + self.writingcolor = 0 + self.writingtexture = 0 + self.writingcoords = 0 + self.proto = 1 + self.matonly = 0 + self.share = 0 + self.billnode = 0 + self.halonode = 0 + self.collnode = 0 + self.tilenode = 0 + self.verbose=2 # level of verbosity in console 0-none, 1-some, 2-most + self.cp=3 # decimals for material color values 0.000 - 1.000 + self.vp=3 # decimals for vertex coordinate values 0.000 - n.000 + self.tp=3 # decimals for texture coordinate values 0.000 - 1.000 + self.it=3 + + #--- class private don't touch --- + self.texNames={} # dictionary of textureNames + self.matNames={} # dictionary of materiaNames + self.meshNames={} # dictionary of meshNames + self.indentLevel=0 # keeps track of current indenting + self.filename=filename + self.file = None + if filename.lower().endswith('.x3dz'): + try: + import gzip + self.file = gzip.open(filename, "w") + except: + print("failed to import compression modules, exporting uncompressed") + self.filename = filename[:-1] # remove trailing z + + if self.file == None: + self.file = open(self.filename, "w") + + self.bNav=0 + self.nodeID=0 + self.namesReserved=[ "Anchor","Appearance","Arc2D","ArcClose2D","AudioClip","Background","Billboard", + "BooleanFilter","BooleanSequencer","BooleanToggle","BooleanTrigger","Box","Circle2D", + "Collision","Color","ColorInterpolator","ColorRGBA","component","Cone","connect", + "Contour2D","ContourPolyline2D","Coordinate","CoordinateDouble","CoordinateInterpolator", + "CoordinateInterpolator2D","Cylinder","CylinderSensor","DirectionalLight","Disk2D", + "ElevationGrid","EspduTransform","EXPORT","ExternProtoDeclare","Extrusion","field", + "fieldValue","FillProperties","Fog","FontStyle","GeoCoordinate","GeoElevationGrid", + "GeoLocationLocation","GeoLOD","GeoMetadata","GeoOrigin","GeoPositionInterpolator", + "GeoTouchSensor","GeoViewpoint","Group","HAnimDisplacer","HAnimHumanoid","HAnimJoint", + "HAnimSegment","HAnimSite","head","ImageTexture","IMPORT","IndexedFaceSet", + "IndexedLineSet","IndexedTriangleFanSet","IndexedTriangleSet","IndexedTriangleStripSet", + "Inline","IntegerSequencer","IntegerTrigger","IS","KeySensor","LineProperties","LineSet", + "LoadSensor","LOD","Material","meta","MetadataDouble","MetadataFloat","MetadataInteger", + "MetadataSet","MetadataString","MovieTexture","MultiTexture","MultiTextureCoordinate", + "MultiTextureTransform","NavigationInfo","Normal","NormalInterpolator","NurbsCurve", + "NurbsCurve2D","NurbsOrientationInterpolator","NurbsPatchSurface", + "NurbsPositionInterpolator","NurbsSet","NurbsSurfaceInterpolator","NurbsSweptSurface", + "NurbsSwungSurface","NurbsTextureCoordinate","NurbsTrimmedSurface","OrientationInterpolator", + "PixelTexture","PlaneSensor","PointLight","PointSet","Polyline2D","Polypoint2D", + "PositionInterpolator","PositionInterpolator2D","ProtoBody","ProtoDeclare","ProtoInstance", + "ProtoInterface","ProximitySensor","ReceiverPdu","Rectangle2D","ROUTE","ScalarInterpolator", + "Scene","Script","Shape","SignalPdu","Sound","Sphere","SphereSensor","SpotLight","StaticGroup", + "StringSensor","Switch","Text","TextureBackground","TextureCoordinate","TextureCoordinateGenerator", + "TextureTransform","TimeSensor","TimeTrigger","TouchSensor","Transform","TransmitterPdu", + "TriangleFanSet","TriangleSet","TriangleSet2D","TriangleStripSet","Viewpoint","VisibilitySensor", + "WorldInfo","X3D","XvlShell","VertexShader","FragmentShader","MultiShaderAppearance","ShaderAppearance" ] + self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005", + "Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012", + "Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013", + "Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012", + "World","World.000","World.001","World.002","World.003","World.004","World.005" ] + self.namesFog=[ "","LINEAR","EXPONENTIAL","" ] + +########################################################## +# Writing nodes routines +########################################################## + + def writeHeader(self): + #bfile = sys.expandpath( Blender.Get('filename') ).replace('<', '<').replace('>', '>') + bfile = self.filename.replace('<', '<').replace('>', '>') # use outfile name + self.file.write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n") + self.file.write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.0//EN\" \"http://www.web3d.org/specifications/x3d-3.0.dtd\">\n") + self.file.write("<X3D version=\"3.0\" profile=\"Immersive\" xmlns:xsd=\"http://www.w3.org/2001/XMLSchema-instance\" xsd:noNamespaceSchemaLocation=\"http://www.web3d.org/specifications/x3d-3.0.xsd\">\n") + self.file.write("<head>\n") + self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % os.path.basename(bfile)) + # self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile)) + self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % '2.5') + # self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version')) + self.file.write("\t<meta name=\"translator\" content=\"X3D exporter v1.55 (2006/01/17)\" />\n") + self.file.write("</head>\n") + self.file.write("<Scene>\n") + + # This functionality is poorly defined, disabling for now - campbell + ''' + def writeInline(self): + inlines = Blender.Scene.Get() + allinlines = len(inlines) + if scene != inlines[0]: + return + else: + for i in xrange(allinlines): + nameinline=inlines[i].name + if (nameinline not in self.namesStandard) and (i > 0): + self.file.write("<Inline DEF=\"%s\" " % (self.cleanStr(nameinline))) + nameinline = nameinline+".x3d" + self.file.write("url=\"%s\" />" % nameinline) + self.file.write("\n\n") + + + def writeScript(self): + textEditor = Blender.Text.Get() + alltext = len(textEditor) + for i in xrange(alltext): + nametext = textEditor[i].name + nlines = textEditor[i].getNLines() + if (self.proto == 1): + if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None): + nalllines = len(textEditor[i].asLines()) + alllines = textEditor[i].asLines() + for j in xrange(nalllines): + self.writeIndented(alllines[j] + "\n") + elif (self.proto == 0): + if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None): + nalllines = len(textEditor[i].asLines()) + alllines = textEditor[i].asLines() + for j in xrange(nalllines): + self.writeIndented(alllines[j] + "\n") + self.writeIndented("\n") + ''' + + def writeViewpoint(self, ob, mat, scene): + context = scene.render_data + # context = scene.render + ratio = float(context.resolution_x)/float(context.resolution_y) + # ratio = float(context.imageSizeY())/float(context.imageSizeX()) + lens = (360* (math.atan(ratio *16 / ob.data.lens) / math.pi))*(math.pi/180) + # lens = (360* (math.atan(ratio *16 / ob.data.getLens()) / math.pi))*(math.pi/180) + lens = min(lens, math.pi) + + # get the camera location, subtract 90 degress from X to orient like X3D does + # mat = ob.matrixWorld - mat is now passed! + + loc = self.rotatePointForVRML(mat.translationPart()) + rot = mat.toEuler() + rot = (((rot[0]-90)), rot[1], rot[2]) + # rot = (((rot[0]-90)*DEG2RAD), rot[1]*DEG2RAD, rot[2]*DEG2RAD) + nRot = self.rotatePointForVRML( rot ) + # convert to Quaternion and to Angle Axis + Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2]) + Q1 = self.multiplyQuaternions(Q[0], Q[1]) + Qf = self.multiplyQuaternions(Q1, Q[2]) + angleAxis = self.quaternionToAngleAxis(Qf) + self.file.write("<Viewpoint DEF=\"%s\" " % (self.cleanStr(ob.name))) + self.file.write("description=\"%s\" " % (ob.name)) + self.file.write("centerOfRotation=\"0 0 0\" ") + self.file.write("position=\"%3.2f %3.2f %3.2f\" " % (loc[0], loc[1], loc[2])) + self.file.write("orientation=\"%3.2f %3.2f %3.2f %3.2f\" " % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3])) + self.file.write("fieldOfView=\"%.3f\" />\n\n" % (lens)) + + def writeFog(self, world): + if world: + mtype = world.mist.falloff + # mtype = world.getMistype() + mparam = world.mist + # mparam = world.getMist() + grd = world.horizon_color + # grd = world.getHor() + grd0, grd1, grd2 = grd[0], grd[1], grd[2] + else: + return + if (mtype == 'LINEAR' or mtype == 'INVERSE_QUADRATIC'): + mtype = 1 if mtype == 'LINEAR' else 2 + # if (mtype == 1 or mtype == 2): + self.file.write("<Fog fogType=\"%s\" " % self.namesFog[mtype]) + self.file.write("color=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam[2],self.cp)) + else: + return + + def writeNavigationInfo(self, scene): + self.file.write('<NavigationInfo headlight="FALSE" visibilityLimit="0.0" type=\'"EXAMINE","ANY"\' avatarSize="0.25, 1.75, 0.75" />\n') + + def writeSpotLight(self, ob, mtx, lamp, world): + safeName = self.cleanStr(ob.name) + if world: + ambi = world.ambient_color + # ambi = world.amb + ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 + else: + ambi = 0 + ambientIntensity = 0 + + # compute cutoff and beamwidth + intensity=min(lamp.energy/1.75,1.0) + beamWidth=((lamp.spot_size*math.pi)/180.0)*.37; + # beamWidth=((lamp.spotSize*math.pi)/180.0)*.37; + cutOffAngle=beamWidth*1.3 + + dx,dy,dz=self.computeDirection(mtx) + # note -dx seems to equal om[3][0] + # note -dz seems to equal om[3][1] + # note dy seems to equal om[3][2] + + #location=(ob.matrixWorld*MATWORLD).translationPart() # now passed + location=(mtx*MATWORLD).translationPart() + + radius = lamp.distance*math.cos(beamWidth) + # radius = lamp.dist*math.cos(beamWidth) + self.file.write("<SpotLight DEF=\"%s\" " % safeName) + self.file.write("radius=\"%s\" " % (round(radius,self.cp))) + self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp))) + self.file.write("intensity=\"%s\" " % (round(intensity,self.cp))) + self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp))) + # self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) + self.file.write("beamWidth=\"%s\" " % (round(beamWidth,self.cp))) + self.file.write("cutOffAngle=\"%s\" " % (round(cutOffAngle,self.cp))) + self.file.write("direction=\"%s %s %s\" " % (round(dx,3),round(dy,3),round(dz,3))) + self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3))) + + + def writeDirectionalLight(self, ob, mtx, lamp, world): + safeName = self.cleanStr(ob.name) + if world: + ambi = world.ambient_color + # ambi = world.amb + ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 + else: + ambi = 0 + ambientIntensity = 0 + + intensity=min(lamp.energy/1.75,1.0) + (dx,dy,dz)=self.computeDirection(mtx) + self.file.write("<DirectionalLight DEF=\"%s\" " % safeName) + self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp))) + self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp))) + # self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) + self.file.write("intensity=\"%s\" " % (round(intensity,self.cp))) + self.file.write("direction=\"%s %s %s\" />\n\n" % (round(dx,4),round(dy,4),round(dz,4))) + + def writePointLight(self, ob, mtx, lamp, world): + safeName = self.cleanStr(ob.name) + if world: + ambi = world.ambient_color + # ambi = world.amb + ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 + else: + ambi = 0 + ambientIntensity = 0 + + # location=(ob.matrixWorld*MATWORLD).translationPart() # now passed + location= (mtx*MATWORLD).translationPart() + + self.file.write("<PointLight DEF=\"%s\" " % safeName) + self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp))) + self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp))) + # self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) + self.file.write("intensity=\"%s\" " % (round( min(lamp.energy/1.75,1.0) ,self.cp))) + self.file.write("radius=\"%s\" " % lamp.distance ) + # self.file.write("radius=\"%s\" " % lamp.dist ) + self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3))) + ''' + def writeNode(self, ob, mtx): + obname=str(ob.name) + if obname in self.namesStandard: + return + else: + dx,dy,dz = self.computeDirection(mtx) + # location=(ob.matrixWorld*MATWORLD).translationPart() + location=(mtx*MATWORLD).translationPart() + self.writeIndented("<%s\n" % obname,1) + self.writeIndented("direction=\"%s %s %s\"\n" % (round(dx,3),round(dy,3),round(dz,3))) + self.writeIndented("location=\"%s %s %s\"\n" % (round(location[0],3), round(location[1],3), round(location[2],3))) + self.writeIndented("/>\n",-1) + self.writeIndented("\n") + ''' + def secureName(self, name): + name = name + str(self.nodeID) + self.nodeID=self.nodeID+1 + if len(name) <= 3: + newname = "_" + str(self.nodeID) + return "%s" % (newname) + else: + for bad in ['"','#',"'",',','.','[','\\',']','{','}']: + name=name.replace(bad,'_') + if name in self.namesReserved: + newname = name[0:3] + "_" + str(self.nodeID) + return "%s" % (newname) + elif name[0].isdigit(): + newname = "_" + name + str(self.nodeID) + return "%s" % (newname) + else: + newname = name + return "%s" % (newname) + + def writeIndexedFaceSet(self, ob, mesh, mtx, world, EXPORT_TRI = False): + imageMap={} # set of used images + sided={} # 'one':cnt , 'two':cnt + vColors={} # 'multi':1 + meshName = self.cleanStr(ob.name) + + meshME = self.cleanStr(ob.data.name) # We dont care if its the mesh name or not + # meshME = self.cleanStr(ob.getData(mesh=1).name) # We dont care if its the mesh name or not + if len(mesh.faces) == 0: return + mode = [] + # mode = 0 + if mesh.active_uv_texture: + # if mesh.faceUV: + for face in mesh.active_uv_texture.data: + # for face in mesh.faces: + if face.halo and 'HALO' not in mode: + mode += ['HALO'] + if face.billboard and 'BILLBOARD' not in mode: + mode += ['BILLBOARD'] + if face.object_color and 'OBJECT_COLOR' not in mode: + mode += ['OBJECT_COLOR'] + if face.collision and 'COLLISION' not in mode: + mode += ['COLLISION'] + # mode |= face.mode + + if 'HALO' in mode and self.halonode == 0: + # if mode & Mesh.FaceModes.HALO and self.halonode == 0: + self.writeIndented("<Billboard axisOfRotation=\"0 0 0\">\n",1) + self.halonode = 1 + elif 'BILLBOARD' in mode and self.billnode == 0: + # elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0: + self.writeIndented("<Billboard axisOfRotation=\"0 1 0\">\n",1) + self.billnode = 1 + elif 'OBJECT_COLOR' in mode and self.matonly == 0: + # elif mode & Mesh.FaceModes.OBCOL and self.matonly == 0: + self.matonly = 1 + # TF_TILES is marked as deprecated in DNA_meshdata_types.h + # elif mode & Mesh.FaceModes.TILES and self.tilenode == 0: + # self.tilenode = 1 + elif 'COLLISION' not in mode and self.collnode == 0: + # elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0: + self.writeIndented("<Collision enabled=\"false\">\n",1) + self.collnode = 1 + + nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors) + + if nIFSCnt > 1: + self.writeIndented("<Group DEF=\"%s%s\">\n" % ("G_", meshName),1) + + if 'two' in sided and sided['two'] > 0: + bTwoSided=1 + else: + bTwoSided=0 + + # mtx = ob.matrixWorld * MATWORLD # mtx is now passed + mtx = mtx * MATWORLD + + loc= mtx.translationPart() + sca= mtx.scalePart() + quat = mtx.toQuat() + rot= quat.axis + + self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\n' % \ + (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle) ) + # self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\n' % \ + # (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle*DEG2RAD) ) + + self.writeIndented("<Shape>\n",1) + maters=mesh.materials + hasImageTexture=0 + issmooth=0 + + if len(maters) > 0 or mesh.active_uv_texture: + # if len(maters) > 0 or mesh.faceUV: + self.writeIndented("<Appearance>\n", 1) + # right now this script can only handle a single material per mesh. + if len(maters) >= 1: + mat=maters[0] + # matFlags = mat.getMode() + if not mat.face_texture: + # if not matFlags & Blender.Material.Modes['TEXFACE']: + self.writeMaterial(mat, self.cleanStr(mat.name,''), world) + # self.writeMaterial(mat, self.cleanStr(maters[0].name,''), world) + if len(maters) > 1: + print("Warning: mesh named %s has multiple materials" % meshName) + print("Warning: only one material per object handled") + + #-- textures + face = None + if mesh.active_uv_texture: + # if mesh.faceUV: + for face in mesh.active_uv_texture.data: + # for face in mesh.faces: + if face.image: + # if (hasImageTexture == 0) and (face.image): + self.writeImageTexture(face.image) + # hasImageTexture=1 # keep track of face texture + break + if self.tilenode == 1 and face and face.image: + # if self.tilenode == 1: + self.writeIndented("<TextureTransform scale=\"%s %s\" />\n" % (face.image.xrep, face.image.yrep)) + self.tilenode = 0 + self.writeIndented("</Appearance>\n", -1) + + #-- IndexedFaceSet or IndexedLineSet + + # user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5 + ifStyle="IndexedFaceSet" + # look up mesh name, use it if available + if meshME in self.meshNames: + self.writeIndented("<%s USE=\"ME_%s\">" % (ifStyle, meshME), 1) + self.meshNames[meshME]+=1 + else: + if int(mesh.users) > 1: + self.writeIndented("<%s DEF=\"ME_%s\" " % (ifStyle, meshME), 1) + self.meshNames[meshME]=1 + else: + self.writeIndented("<%s " % ifStyle, 1) + + if bTwoSided == 1: + self.file.write("solid=\"false\" ") + else: + self.file.write("solid=\"true\" ") + + for face in mesh.faces: + if face.smooth: + issmooth=1 + break + if issmooth==1: + creaseAngle=(mesh.autosmooth_angle)*(math.pi/180.0) + # creaseAngle=(mesh.degr)*(math.pi/180.0) + self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp))) + + #--- output textureCoordinates if UV texture used + if mesh.active_uv_texture: + # if mesh.faceUV: + if self.matonly == 1 and self.share == 1: + self.writeFaceColors(mesh) + elif hasImageTexture == 1: + self.writeTextureCoordinates(mesh) + #--- output coordinates + self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI) + + self.writingcoords = 1 + self.writingtexture = 1 + self.writingcolor = 1 + self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI) + + #--- output textureCoordinates if UV texture used + if mesh.active_uv_texture: + # if mesh.faceUV: + if hasImageTexture == 1: + self.writeTextureCoordinates(mesh) + elif self.matonly == 1 and self.share == 1: + self.writeFaceColors(mesh) + #--- output vertexColors + self.matonly = 0 + self.share = 0 + + self.writingcoords = 0 + self.writingtexture = 0 + self.writingcolor = 0 + #--- output closing braces + self.writeIndented("</%s>\n" % ifStyle, -1) + self.writeIndented("</Shape>\n", -1) + self.writeIndented("</Transform>\n", -1) + + if self.halonode == 1: + self.writeIndented("</Billboard>\n", -1) + self.halonode = 0 + + if self.billnode == 1: + self.writeIndented("</Billboard>\n", -1) + self.billnode = 0 + + if self.collnode == 1: + self.writeIndented("</Collision>\n", -1) + self.collnode = 0 + + if nIFSCnt > 1: + self.writeIndented("</Group>\n", -1) + + self.file.write("\n") + + def writeCoordinates(self, ob, mesh, meshName, EXPORT_TRI = False): + # create vertex list and pre rotate -90 degrees X for VRML + + if self.writingcoords == 0: + self.file.write('coordIndex="') + for face in mesh.faces: + fv = face.verts + # fv = face.v + + if len(fv)==3: + # if len(face)==3: + self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2])) + # self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index)) + else: + if EXPORT_TRI: + self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2])) + # self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index)) + self.file.write("%i %i %i -1, " % (fv[0], fv[2], fv[3])) + # self.file.write("%i %i %i -1, " % (fv[0].index, fv[2].index, fv[3].index)) + else: + self.file.write("%i %i %i %i -1, " % (fv[0], fv[1], fv[2], fv[3])) + # self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index)) + + self.file.write("\">\n") + else: + #-- vertices + # mesh.transform(ob.matrixWorld) + self.writeIndented("<Coordinate DEF=\"%s%s\" \n" % ("coord_",meshName), 1) + self.file.write("\t\t\t\tpoint=\"") + for v in mesh.verts: + self.file.write("%.6f %.6f %.6f, " % tuple(v.co)) + self.file.write("\" />") + self.writeIndented("\n", -1) + + def writeTextureCoordinates(self, mesh): + texCoordList=[] + texIndexList=[] + j=0 + + for face in mesh.active_uv_texture.data: + # for face in mesh.faces: + uvs = [face.uv1, face.uv2, face.uv3, face.uv4] if face.verts[3] else [face.uv1, face.uv2, face.uv3] + + for uv in uvs: + # for uv in face.uv: + texIndexList.append(j) + texCoordList.append(uv) + j=j+1 + texIndexList.append(-1) + if self.writingtexture == 0: + self.file.write("\n\t\t\ttexCoordIndex=\"") + texIndxStr="" + for i in range(len(texIndexList)): + texIndxStr = texIndxStr + "%d, " % texIndexList[i] + if texIndexList[i]==-1: + self.file.write(texIndxStr) + texIndxStr="" + self.file.write("\"\n\t\t\t") + else: + self.writeIndented("<TextureCoordinate point=\"", 1) + for i in range(len(texCoordList)): + self.file.write("%s %s, " % (round(texCoordList[i][0],self.tp), round(texCoordList[i][1],self.tp))) + self.file.write("\" />") + self.writeIndented("\n", -1) + + def writeFaceColors(self, mesh): + if self.writingcolor == 0: + self.file.write("colorPerVertex=\"false\" ") + elif mesh.active_vertex_color: + # else: + self.writeIndented("<Color color=\"", 1) + for face in mesh.active_vertex_color.data: + c = face.color1 + if self.verbose > 2: + print("Debug: face.col r=%d g=%d b=%d" % (c[0], c[1], c[2])) + # print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b)) + aColor = self.rgbToFS(c) + self.file.write("%s, " % aColor) + + # for face in mesh.faces: + # if face.col: + # c=face.col[0] + # if self.verbose > 2: + # print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b)) + # aColor = self.rgbToFS(c) + # self.file.write("%s, " % aColor) + self.file.write("\" />") + self.writeIndented("\n",-1) + + def writeMaterial(self, mat, matName, world): + # look up material name, use it if available + if matName in self.matNames: + self.writeIndented("<Material USE=\"MA_%s\" />\n" % matName) + self.matNames[matName]+=1 + return; + + self.matNames[matName]=1 + + ambient = mat.ambient/3 + # ambient = mat.amb/3 + diffuseR, diffuseG, diffuseB = tuple(mat.diffuse_color) + # diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2] + if world: + ambi = world.ambient_color + # ambi = world.getAmb() + ambi0, ambi1, ambi2 = (ambi[0]*mat.ambient)*2, (ambi[1]*mat.ambient)*2, (ambi[2]*mat.ambient)*2 + # ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2 + else: + ambi0, ambi1, ambi2 = 0, 0, 0 + emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/2, (diffuseG*mat.emit+ambi1)/2, (diffuseB*mat.emit+ambi2)/2 + + shininess = mat.specular_hardness/512.0 + # shininess = mat.hard/512.0 + specR = (mat.specular_color[0]+0.001)/(1.25/(mat.specular_reflection+0.001)) + # specR = (mat.specCol[0]+0.001)/(1.25/(mat.spec+0.001)) + specG = (mat.specular_color[1]+0.001)/(1.25/(mat.specular_reflection+0.001)) + # specG = (mat.specCol[1]+0.001)/(1.25/(mat.spec+0.001)) + specB = (mat.specular_color[2]+0.001)/(1.25/(mat.specular_reflection+0.001)) + # specB = (mat.specCol[2]+0.001)/(1.25/(mat.spec+0.001)) + transp = 1-mat.alpha + # matFlags = mat.getMode() + if mat.shadeless: + # if matFlags & Blender.Material.Modes['SHADELESS']: + ambient = 1 + shine = 1 + specR = emitR = diffuseR + specG = emitG = diffuseG + specB = emitB = diffuseB + self.writeIndented("<Material DEF=\"MA_%s\" " % matName, 1) + self.file.write("diffuseColor=\"%s %s %s\" " % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp))) + self.file.write("specularColor=\"%s %s %s\" " % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp))) + self.file.write("emissiveColor=\"%s %s %s\" \n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp))) + self.writeIndented("ambientIntensity=\"%s\" " % (round(ambient,self.cp))) + self.file.write("shininess=\"%s\" " % (round(shininess,self.cp))) + self.file.write("transparency=\"%s\" />" % (round(transp,self.cp))) + self.writeIndented("\n",-1) + + def writeImageTexture(self, image): + name = image.name + filename = image.filename.split('/')[-1].split('\\')[-1] + if name in self.texNames: + self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name)) + self.texNames[name] += 1 + return + else: + self.writeIndented("<ImageTexture DEF=\"%s\" " % self.cleanStr(name), 1) + self.file.write("url=\"%s\" />" % name) + self.writeIndented("\n",-1) + self.texNames[name] = 1 + + def writeBackground(self, world, alltextures): + if world: worldname = world.name + else: return + blending = (world.blend_sky, world.paper_sky, world.real_sky) + # blending = world.getSkytype() + grd = world.horizon_color + # grd = world.getHor() + grd0, grd1, grd2 = grd[0], grd[1], grd[2] + sky = world.zenith_color + # sky = world.getZen() + sky0, sky1, sky2 = sky[0], sky[1], sky[2] + mix0, mix1, mix2 = grd[0]+sky[0], grd[1]+sky[1], grd[2]+sky[2] + mix0, mix1, mix2 = mix0/2, mix1/2, mix2/2 + self.file.write("<Background ") + if worldname not in self.namesStandard: + self.file.write("DEF=\"%s\" " % self.secureName(worldname)) + # No Skytype - just Hor color + if blending == (0, 0, 0): + # if blending == 0: + self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.file.write("skyColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + # Blend Gradient + elif blending == (1, 0, 0): + # elif blending == 1: + self.file.write("groundColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) + self.file.write("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) + # Blend+Real Gradient Inverse + elif blending == (1, 0, 1): + # elif blending == 3: + self.file.write("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) + self.file.write("skyColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) + # Paper - just Zen Color + elif blending == (0, 0, 1): + # elif blending == 4: + self.file.write("groundColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + # Blend+Real+Paper - komplex gradient + elif blending == (1, 1, 1): + # elif blending == 7: + self.writeIndented("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.writeIndented("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.writeIndented("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.writeIndented("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + # Any Other two colors + else: + self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + + alltexture = len(alltextures) + + for i in range(alltexture): + tex = alltextures[i] + + if tex.type != 'IMAGE' or tex.image == None: + continue + + namemat = tex.name + # namemat = alltextures[i].name + + pic = tex.image + + # using .expandpath just in case, os.path may not expect // + basename = os.path.basename(bpy.sys.expandpath(pic.filename)) + + pic = alltextures[i].image + # pic = alltextures[i].getImage() + if (namemat == "back") and (pic != None): + self.file.write("\n\tbackUrl=\"%s\" " % basename) + # self.file.write("\n\tbackUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) + elif (namemat == "bottom") and (pic != None): + self.writeIndented("bottomUrl=\"%s\" " % basename) + # self.writeIndented("bottomUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) + elif (namemat == "front") and (pic != None): + self.writeIndented("frontUrl=\"%s\" " % basename) + # self.writeIndented("frontUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) + elif (namemat == "left") and (pic != None): + self.writeIndented("leftUrl=\"%s\" " % basename) + # self.writeIndented("leftUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) + elif (namemat == "right") and (pic != None): + self.writeIndented("rightUrl=\"%s\" " % basename) + # self.writeIndented("rightUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) + elif (namemat == "top") and (pic != None): + self.writeIndented("topUrl=\"%s\" " % basename) + # self.writeIndented("topUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) + self.writeIndented("/>\n\n") + +########################################################## +# export routine +########################################################## + + def export(self, scene, world, alltextures,\ + EXPORT_APPLY_MODIFIERS = False,\ + EXPORT_TRI= False,\ + ): + + print("Info: starting X3D export to " + self.filename + "...") + self.writeHeader() + # self.writeScript() + self.writeNavigationInfo(scene) + self.writeBackground(world, alltextures) + self.writeFog(world) + self.proto = 0 + + + # # COPIED FROM OBJ EXPORTER + # if EXPORT_APPLY_MODIFIERS: + # temp_mesh_name = '~tmp-mesh' + + # # Get the container mesh. - used for applying modifiers and non mesh objects. + # containerMesh = meshName = tempMesh = None + # for meshName in Blender.NMesh.GetNames(): + # if meshName.startswith(temp_mesh_name): + # tempMesh = Mesh.Get(meshName) + # if not tempMesh.users: + # containerMesh = tempMesh + # if not containerMesh: + # containerMesh = Mesh.New(temp_mesh_name) + # -------------------------- + + + for ob_main in [o for o in scene.objects if o.is_visible()]: + # for ob_main in scene.objects.context: + + free, derived = create_derived_objects(ob_main) + + if derived == None: continue + + for ob, ob_mat in derived: + # for ob, ob_mat in BPyObject.getDerivedObjects(ob_main): + objType=ob.type + objName=ob.name + self.matonly = 0 + if objType == "CAMERA": + # if objType == "Camera": + self.writeViewpoint(ob, ob_mat, scene) + elif objType in ("MESH", "CURVE", "SURF", "TEXT") : + # elif objType in ("Mesh", "Curve", "Surf", "Text") : + if EXPORT_APPLY_MODIFIERS or objType != 'MESH': + # if EXPORT_APPLY_MODIFIERS or objType != 'Mesh': + me = ob.create_mesh(EXPORT_APPLY_MODIFIERS, 'PREVIEW') + # me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scene) + else: + me = ob.data + # me = ob.getData(mesh=1) + + self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI = EXPORT_TRI) + + # free mesh created with create_mesh() + if me != ob.data: + bpy.data.remove_mesh(me) + + elif objType == "LAMP": + # elif objType == "Lamp": + data= ob.data + datatype=data.type + if datatype == 'POINT': + # if datatype == Lamp.Types.Lamp: + self.writePointLight(ob, ob_mat, data, world) + elif datatype == 'SPOT': + # elif datatype == Lamp.Types.Spot: + self.writeSpotLight(ob, ob_mat, data, world) + elif datatype == 'SUN': + # elif datatype == Lamp.Types.Sun: + self.writeDirectionalLight(ob, ob_mat, data, world) + else: + self.writeDirectionalLight(ob, ob_mat, data, world) + # do you think x3d could document what to do with dummy objects? + #elif objType == "Empty" and objName != "Empty": + # self.writeNode(ob, ob_mat) + else: + #print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType) + pass + + if free: + free_derived_objects(ob_main) + + self.file.write("\n</Scene>\n</X3D>") + + # if EXPORT_APPLY_MODIFIERS: + # if containerMesh: + # containerMesh.verts = None + + self.cleanup() + +########################################################## +# Utility methods +########################################################## + + def cleanup(self): + self.file.close() + self.texNames={} + self.matNames={} + self.indentLevel=0 + print("Info: finished X3D export to %s\n" % self.filename) + + def cleanStr(self, name, prefix='rsvd_'): + """cleanStr(name,prefix) - try to create a valid VRML DEF name from object name""" + + newName=name[:] + if len(newName) == 0: + self.nNodeID+=1 + return "%s%d" % (prefix, self.nNodeID) + + if newName in self.namesReserved: + newName='%s%s' % (prefix,newName) + + if newName[0].isdigit(): + newName='%s%s' % ('_',newName) + + for bad in [' ','"','#',"'",',','.','[','\\',']','{','}']: + newName=newName.replace(bad,'_') + return newName + + def countIFSSetsNeeded(self, mesh, imageMap, sided, vColors): + """ + countIFFSetsNeeded() - should look at a blender mesh to determine + how many VRML IndexFaceSets or IndexLineSets are needed. A + new mesh created under the following conditions: + + o - split by UV Textures / one per mesh + o - split by face, one sided and two sided + o - split by smooth and flat faces + o - split when faces only have 2 vertices * needs to be an IndexLineSet + """ + + imageNameMap={} + faceMap={} + nFaceIndx=0 + + if mesh.active_uv_texture: + # if mesh.faceUV: + for face in mesh.active_uv_texture.data: + # for face in mesh.faces: + sidename=''; + if face.twoside: + # if face.mode & Mesh.FaceModes.TWOSIDE: + sidename='two' + else: + sidename='one' + + if sidename in sided: + sided[sidename]+=1 + else: + sided[sidename]=1 + + image = face.image + if image: + faceName="%s_%s" % (face.image.name, sidename); + try: + imageMap[faceName].append(face) + except: + imageMap[faceName]=[face.image.name,sidename,face] + + if self.verbose > 2: + for faceName in imageMap.keys(): + ifs=imageMap[faceName] + print("Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \ + (faceName, ifs[0], ifs[1], len(ifs)-2)) + + return len(imageMap) + + def faceToString(self,face): + + print("Debug: face.flag=0x%x (bitflags)" % face.flag) + if face.sel: + print("Debug: face.sel=true") + + print("Debug: face.mode=0x%x (bitflags)" % face.mode) + if face.mode & Mesh.FaceModes.TWOSIDE: + print("Debug: face.mode twosided") + + print("Debug: face.transp=0x%x (enum)" % face.transp) + if face.transp == Mesh.FaceTranspModes.SOLID: + print("Debug: face.transp.SOLID") + + if face.image: + print("Debug: face.image=%s" % face.image.name) + print("Debug: face.materialIndex=%d" % face.materialIndex) + + # XXX not used + # def getVertexColorByIndx(self, mesh, indx): + # c = None + # for face in mesh.faces: + # j=0 + # for vertex in face.v: + # if vertex.index == indx: + # c=face.col[j] + # break + # j=j+1 + # if c: break + # return c + + def meshToString(self,mesh): + # print("Debug: mesh.hasVertexUV=%d" % mesh.vertexColors) + print("Debug: mesh.faceUV=%d" % (len(mesh.uv_textures) > 0)) + # print("Debug: mesh.faceUV=%d" % mesh.faceUV) + print("Debug: mesh.hasVertexColours=%d" % (len(mesh.vertex_colors) > 0)) + # print("Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours()) + print("Debug: mesh.verts=%d" % len(mesh.verts)) + print("Debug: mesh.faces=%d" % len(mesh.faces)) + print("Debug: mesh.materials=%d" % len(mesh.materials)) + + def rgbToFS(self, c): + s="%s %s %s" % (round(c[0]/255.0,self.cp), + round(c[1]/255.0,self.cp), + round(c[2]/255.0,self.cp)) + + # s="%s %s %s" % ( + # round(c.r/255.0,self.cp), + # round(c.g/255.0,self.cp), + # round(c.b/255.0,self.cp)) + return s + + def computeDirection(self, mtx): + x,y,z=(0,-1.0,0) # point down + + ax,ay,az = (mtx*MATWORLD).toEuler() + + # ax *= DEG2RAD + # ay *= DEG2RAD + # az *= DEG2RAD + + # rot X + x1=x + y1=y*math.cos(ax)-z*math.sin(ax) + z1=y*math.sin(ax)+z*math.cos(ax) + + # rot Y + x2=x1*math.cos(ay)+z1*math.sin(ay) + y2=y1 + z2=z1*math.cos(ay)-x1*math.sin(ay) + + # rot Z + x3=x2*math.cos(az)-y2*math.sin(az) + y3=x2*math.sin(az)+y2*math.cos(az) + z3=z2 + + return [x3,y3,z3] + + + # swap Y and Z to handle axis difference between Blender and VRML + #------------------------------------------------------------------------ + def rotatePointForVRML(self, v): + x = v[0] + y = v[2] + z = -v[1] + + vrmlPoint=[x, y, z] + return vrmlPoint + + # For writing well formed VRML code + #------------------------------------------------------------------------ + def writeIndented(self, s, inc=0): + if inc < 1: + self.indentLevel = self.indentLevel + inc + + spaces="" + for x in range(self.indentLevel): + spaces = spaces + "\t" + self.file.write(spaces + s) + + if inc > 0: + self.indentLevel = self.indentLevel + inc + + # Converts a Euler to three new Quaternions + # Angles of Euler are passed in as radians + #------------------------------------------------------------------------ + def eulerToQuaternions(self, x, y, z): + Qx = [math.cos(x/2), math.sin(x/2), 0, 0] + Qy = [math.cos(y/2), 0, math.sin(y/2), 0] + Qz = [math.cos(z/2), 0, 0, math.sin(z/2)] + + quaternionVec=[Qx,Qy,Qz] + return quaternionVec + + # Multiply two Quaternions together to get a new Quaternion + #------------------------------------------------------------------------ + def multiplyQuaternions(self, Q1, Q2): + result = [((Q1[0] * Q2[0]) - (Q1[1] * Q2[1]) - (Q1[2] * Q2[2]) - (Q1[3] * Q2[3])), + ((Q1[0] * Q2[1]) + (Q1[1] * Q2[0]) + (Q1[2] * Q2[3]) - (Q1[3] * Q2[2])), + ((Q1[0] * Q2[2]) + (Q1[2] * Q2[0]) + (Q1[3] * Q2[1]) - (Q1[1] * Q2[3])), + ((Q1[0] * Q2[3]) + (Q1[3] * Q2[0]) + (Q1[1] * Q2[2]) - (Q1[2] * Q2[1]))] + + return result + + # Convert a Quaternion to an Angle Axis (ax, ay, az, angle) + # angle is in radians + #------------------------------------------------------------------------ + def quaternionToAngleAxis(self, Qf): + scale = math.pow(Qf[1],2) + math.pow(Qf[2],2) + math.pow(Qf[3],2) + ax = Qf[1] + ay = Qf[2] + az = Qf[3] + + if scale > .0001: + ax/=scale + ay/=scale + az/=scale + + angle = 2 * math.acos(Qf[0]) + + result = [ax, ay, az, angle] + return result + +########################################################## +# Callbacks, needed before Main +########################################################## + +def x3d_export(filename, + context, + EXPORT_APPLY_MODIFIERS=False, + EXPORT_TRI=False, + EXPORT_GZIP=False): + + if EXPORT_GZIP: + if not filename.lower().endswith('.x3dz'): + filename = '.'.join(filename.split('.')[:-1]) + '.x3dz' + else: + if not filename.lower().endswith('.x3d'): + filename = '.'.join(filename.split('.')[:-1]) + '.x3d' + + + scene = context.scene + # scene = Blender.Scene.GetCurrent() + world = scene.world + + # XXX these are global textures while .Get() returned only scene's? + alltextures = bpy.data.textures + # alltextures = Blender.Texture.Get() + + wrlexport=x3d_class(filename) + wrlexport.export(\ + scene,\ + world,\ + alltextures,\ + \ + EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS,\ + EXPORT_TRI = EXPORT_TRI,\ + ) + + +def x3d_export_ui(filename): + if not filename.endswith(extension): + filename += extension + #if _safeOverwrite and sys.exists(filename): + # result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0") + #if(result != 1): + # return + + # Get user options + EXPORT_APPLY_MODIFIERS = Draw.Create(1) + EXPORT_TRI = Draw.Create(0) + EXPORT_GZIP = Draw.Create( filename.lower().endswith('.x3dz') ) + + # Get USER Options + pup_block = [\ + ('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object.'),\ + ('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\ + ('Compress', EXPORT_GZIP, 'GZip the resulting file, requires a full python install'),\ + ] + + if not Draw.PupBlock('Export...', pup_block): + return + + Blender.Window.EditMode(0) + Blender.Window.WaitCursor(1) + + x3d_export(filename,\ + EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val,\ + EXPORT_TRI = EXPORT_TRI.val,\ + EXPORT_GZIP = EXPORT_GZIP.val\ + ) + + Blender.Window.WaitCursor(0) + + + +######################################################### +# main routine +######################################################### + + +# if __name__ == '__main__': +# Blender.Window.FileSelector(x3d_export_ui,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d')) + +class EXPORT_OT_x3d(bpy.types.Operator): + ''' + X3D Exporter + ''' + __idname__ = "export.x3d" + __label__ = 'Export X3D' + + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + + __props__ = [ + bpy.props.StringProperty(attr="filename", name="File Name", description="File name used for exporting the X3D file", maxlen=1024, default=""), + + bpy.props.BoolProperty(attr="apply_modifiers", name="Apply Modifiers", description="Use transformed mesh data from each object.", default=True), + bpy.props.BoolProperty(attr="triangulate", name="Triangulate", description="Triangulate quads.", default=False), + bpy.props.BoolProperty(attr="compress", name="Compress", description="GZip the resulting file, requires a full python install.", default=False), + ] + + def execute(self, context): + x3d_export(self.filename, context, self.apply_modifiers, self.triangulate, self.compress) + return ('FINISHED',) + + def invoke(self, context, event): + wm = context.manager + wm.add_fileselect(self.__operator__) + return ('RUNNING_MODAL',) + + def poll(self, context): # Poll isnt working yet + print("Poll") + return context.active_object != None + +bpy.ops.add(EXPORT_OT_x3d) + +# NOTES +# - blender version is hardcoded diff --git a/release/io/import_3ds.py b/release/io/import_3ds.py new file mode 100644 index 00000000000..f2dc99d5b7e --- /dev/null +++ b/release/io/import_3ds.py @@ -0,0 +1,1166 @@ +#!BPY +""" +Name: '3D Studio (.3ds)...' +Blender: 244 +Group: 'Import' +Tooltip: 'Import from 3DS file format (.3ds)' +""" + +__author__= ['Bob Holcomb', 'Richard L?rk?ng', 'Damien McGinnes', 'Campbell Barton', 'Mario Lapin'] +__url__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/") +__version__= '0.996' +__bpydoc__= '''\ + +3ds Importer + +This script imports a 3ds file and the materials into Blender for editing. + +Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen). + +0.996 by Mario Lapin (mario.lapin@gmail.com) 13/04/200 <br> + - Implemented workaround to correct association between name, geometry and materials of + imported meshes. + + Without this patch, version 0.995 of this importer would associate to each mesh object the + geometry and the materials of the previously parsed mesh object. By so, the name of the + first mesh object would be thrown away, and the name of the last mesh object would be + automatically merged with a '.001' at the end. No object would desappear, however object's + names and materials would be completely jumbled. + +0.995 by Campbell Barton<br> +- workaround for buggy mesh vert delete +- minor tweaks + +0.99 by Bob Holcomb<br> +- added support for floating point color values that previously broke on import. + +0.98 by Campbell Barton<br> +- import faces and verts to lists instead of a mesh, convert to a mesh later +- use new index mapping feature of mesh to re-map faces that were not added. + +0.97 by Campbell Barton<br> +- Strip material names of spaces +- Added import as instance to import the 3ds into its own + scene and add a group instance to the current scene +- New option to scale down imported objects so they are within a limited bounding area. + +0.96 by Campbell Barton<br> +- Added workaround for bug in setting UV's for Zero vert index UV faces. +- Removed unique name function, let blender make the names unique. + +0.95 by Campbell Barton<br> +- Removed workarounds for Blender 2.41 +- Mesh objects split by material- many 3ds objects used more then 16 per mesh. +- Removed a lot of unneeded variable creation. + +0.94 by Campbell Barton<br> +- Face import tested to be about overall 16x speedup over 0.93. +- Material importing speedup. +- Tested with more models. +- Support some corrupt models. + +0.93 by Campbell Barton<br> +- Tested with 400 3ds files from turbosquid and samples. +- Tactfully ignore faces that used the same verts twice. +- Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading. +- Converted from NMesh to Mesh. +- Faster and cleaner new names. +- Use external comprehensive image loader. +- Re intergrated 0.92 and 0.9 changes +- Fixes for 2.41 compat. +- Non textured faces do not use a texture flag. + +0.92<br> +- Added support for diffuse, alpha, spec, bump maps in a single material + +0.9<br> +- Reorganized code into object/material block functions<br> +- Use of Matrix() to copy matrix data<br> +- added support for material transparency<br> + +0.83 2005-08-07: Campell Barton +- Aggressive image finding and case insensitivy for posisx systems. + +0.82a 2005-07-22 +- image texture loading (both for face uv and renderer) + +0.82 - image texture loading (for face uv) + +0.81a (fork- not 0.9) Campbell Barton 2005-06-08 +- Simplified import code +- Never overwrite data +- Faster list handling +- Leaves import selected + +0.81 Damien McGinnes 2005-01-09 +- handle missing images better + +0.8 Damien McGinnes 2005-01-08 +- copies sticky UV coords to face ones +- handles images better +- Recommend that you run 'RemoveDoubles' on each imported mesh after using this script + +''' + +# ***** BEGIN GPL LICENSE BLOCK ***** +# +# Script copyright (C) Bob Holcomb +# +# 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# +# ***** END GPL LICENCE BLOCK ***** +# -------------------------------------------------------------------------- + +# Importing modules + +import os +import time +import struct + +from import_obj import unpack_face_list, load_image + +import bpy +import Mathutils + +# import Blender +# from Blender import Mesh, Object, Material, Image, Texture, Lamp, Mathutils +# from Blender.Mathutils import Vector +# import BPyImage + +# import BPyMessages + +# try: +# from struct import calcsize, unpack +# except: +# calcsize= unpack= None + + + +# # If python version is less than 2.4, try to get set stuff from module +# try: +# set +# except: +# from sets import Set as set + +BOUNDS_3DS = [] + + +#this script imports uvcoords as sticky vertex coords +#this parameter enables copying these to face uv coords +#which shold be more useful. + +def createBlenderTexture(material, name, image): + texture = bpy.data.textures.new(name) + texture.setType('Image') + texture.image = image + material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL) + + + +###################################################### +# Data Structures +###################################################### + +#Some of the chunks that we will see +#----- Primary Chunk, at the beginning of each file +PRIMARY = int('0x4D4D',16) + +#------ Main Chunks +OBJECTINFO = int('0x3D3D',16); #This gives the version of the mesh and is found right before the material and object information +VERSION = int('0x0002',16); #This gives the version of the .3ds file +EDITKEYFRAME= int('0xB000',16); #This is the header for all of the key frame info + +#------ sub defines of OBJECTINFO +MATERIAL = 45055 #0xAFFF // This stored the texture info +OBJECT = 16384 #0x4000 // This stores the faces, vertices, etc... + +#>------ sub defines of MATERIAL +#------ sub defines of MATERIAL_BLOCK +MAT_NAME = int('0xA000',16) # This holds the material name +MAT_AMBIENT = int('0xA010',16) # Ambient color of the object/material +MAT_DIFFUSE = int('0xA020',16) # This holds the color of the object/material +MAT_SPECULAR = int('0xA030',16) # SPecular color of the object/material +MAT_SHINESS = int('0xA040',16) # ?? +MAT_TRANSPARENCY= int('0xA050',16) # Transparency value of material +MAT_SELF_ILLUM = int('0xA080',16) # Self Illumination value of material +MAT_WIRE = int('0xA085',16) # Only render's wireframe + +MAT_TEXTURE_MAP = int('0xA200',16) # This is a header for a new texture map +MAT_SPECULAR_MAP= int('0xA204',16) # This is a header for a new specular map +MAT_OPACITY_MAP = int('0xA210',16) # This is a header for a new opacity map +MAT_REFLECTION_MAP= int('0xA220',16) # This is a header for a new reflection map +MAT_BUMP_MAP = int('0xA230',16) # This is a header for a new bump map +MAT_MAP_FILENAME = int('0xA300',16) # This holds the file name of the texture + +MAT_FLOAT_COLOR = int ('0x0010', 16) #color defined as 3 floats +MAT_24BIT_COLOR = int ('0x0011', 16) #color defined as 3 bytes + +#>------ sub defines of OBJECT +OBJECT_MESH = int('0x4100',16); # This lets us know that we are reading a new object +OBJECT_LAMP = int('0x4600',16); # This lets un know we are reading a light object +OBJECT_LAMP_SPOT = int('0x4610',16); # The light is a spotloght. +OBJECT_LAMP_OFF = int('0x4620',16); # The light off. +OBJECT_LAMP_ATTENUATE = int('0x4625',16); +OBJECT_LAMP_RAYSHADE = int('0x4627',16); +OBJECT_LAMP_SHADOWED = int('0x4630',16); +OBJECT_LAMP_LOCAL_SHADOW = int('0x4640',16); +OBJECT_LAMP_LOCAL_SHADOW2 = int('0x4641',16); +OBJECT_LAMP_SEE_CONE = int('0x4650',16); +OBJECT_LAMP_SPOT_RECTANGULAR = int('0x4651',16); +OBJECT_LAMP_SPOT_OVERSHOOT = int('0x4652',16); +OBJECT_LAMP_SPOT_PROJECTOR = int('0x4653',16); +OBJECT_LAMP_EXCLUDE = int('0x4654',16); +OBJECT_LAMP_RANGE = int('0x4655',16); +OBJECT_LAMP_ROLL = int('0x4656',16); +OBJECT_LAMP_SPOT_ASPECT = int('0x4657',16); +OBJECT_LAMP_RAY_BIAS = int('0x4658',16); +OBJECT_LAMP_INNER_RANGE = int('0x4659',16); +OBJECT_LAMP_OUTER_RANGE = int('0x465A',16); +OBJECT_LAMP_MULTIPLIER = int('0x465B',16); +OBJECT_LAMP_AMBIENT_LIGHT = int('0x4680',16); + + + +OBJECT_CAMERA= int('0x4700',16); # This lets un know we are reading a camera object + +#>------ sub defines of CAMERA +OBJECT_CAM_RANGES= int('0x4720',16); # The camera range values + +#>------ sub defines of OBJECT_MESH +OBJECT_VERTICES = int('0x4110',16); # The objects vertices +OBJECT_FACES = int('0x4120',16); # The objects faces +OBJECT_MATERIAL = int('0x4130',16); # This is found if the object has a material, either texture map or color +OBJECT_UV = int('0x4140',16); # The UV texture coordinates +OBJECT_TRANS_MATRIX = int('0x4160',16); # The Object Matrix + +global scn +scn = None + +#the chunk class +class chunk: + ID = 0 + length = 0 + bytes_read = 0 + + #we don't read in the bytes_read, we compute that + binary_format='<HI' + + def __init__(self): + self.ID = 0 + self.length = 0 + self.bytes_read = 0 + + def dump(self): + print('ID: ', self.ID) + print('ID in hex: ', hex(self.ID)) + print('length: ', self.length) + print('bytes_read: ', self.bytes_read) + +def read_chunk(file, chunk): + temp_data = file.read(struct.calcsize(chunk.binary_format)) + data = struct.unpack(chunk.binary_format, temp_data) + chunk.ID = data[0] + chunk.length = data[1] + #update the bytes read function + chunk.bytes_read = 6 + + #if debugging + #chunk.dump() + +def read_string(file): + #read in the characters till we get a null character + s = b'' +# s = '' + while not s.endswith(b'\x00'): +# while not s.endswith('\x00'): + s += struct.unpack('<c', file.read(1))[0] +# s += struct.unpack( '<c', file.read(1) )[0] + #print 'string: ',s + + s = str(s[:-1], 'ASCII') +# print("read string", s) + + #remove the null character from the string + return s +# return s[:-1] + +###################################################### +# IMPORT +###################################################### +def process_next_object_chunk(file, previous_chunk): + new_chunk = chunk() + temp_chunk = chunk() + + while (previous_chunk.bytes_read < previous_chunk.length): + #read the next chunk + read_chunk(file, new_chunk) + +def skip_to_end(file, skip_chunk): + buffer_size = skip_chunk.length - skip_chunk.bytes_read + binary_format='%ic' % buffer_size + temp_data = file.read(struct.calcsize(binary_format)) + skip_chunk.bytes_read += buffer_size + + +def add_texture_to_material(image, texture, material, mapto): +# if mapto=='DIFFUSE': +# map = Texture.MapTo.COL +# elif mapto=='SPECULAR': +# map = Texture.MapTo.SPEC +# elif mapto=='OPACITY': +# map = Texture.MapTo.ALPHA +# elif mapto=='BUMP': +# map = Texture.MapTo.NOR +# else: + if mapto not in ("COLOR", "SPECULARITY", "ALPHA", "NORMAL"): + print('/tError: Cannot map to "%s"\n\tassuming diffuse color. modify material "%s" later.' % (mapto, material.name)) + mapto = "COLOR" +# map = Texture.MapTo.COL + + if image: texture.image = image +# if image: texture.setImage(image) # double check its an image. + + material.add_texture(texture, "UV", mapto) +# free_tex_slots = [i for i, tex in enumerate( material.getTextures() ) if tex == None] +# if not free_tex_slots: +# print('/tError: Cannot add "%s" map. 10 Texture slots alredy used.' % mapto) +# else: +# material.setTexture(free_tex_slots[0],texture,Texture.TexCo.UV,map) + + +def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): + #print previous_chunk.bytes_read, 'BYTES READ' + contextObName = None + contextLamp = [None, None] # object, Data + contextMaterial = None + contextMatrix_rot = None # Blender.Mathutils.Matrix(); contextMatrix.identity() + #contextMatrix_tx = None # Blender.Mathutils.Matrix(); contextMatrix.identity() + contextMesh_vertls = None + contextMesh_facels = None + contextMeshMaterials = {} # matname:[face_idxs] + contextMeshUV = None + + TEXTURE_DICT = {} + MATDICT = {} +# TEXMODE = Mesh.FaceModes['TEX'] + + # Localspace variable names, faster. + STRUCT_SIZE_1CHAR = struct.calcsize('c') + STRUCT_SIZE_2FLOAT = struct.calcsize('2f') + STRUCT_SIZE_3FLOAT = struct.calcsize('3f') + STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize('H') + STRUCT_SIZE_4UNSIGNED_SHORT = struct.calcsize('4H') + STRUCT_SIZE_4x3MAT = struct.calcsize('ffffffffffff') + _STRUCT_SIZE_4x3MAT = struct.calcsize('fffffffffffff') + # STRUCT_SIZE_4x3MAT = calcsize('ffffffffffff') + # print STRUCT_SIZE_4x3MAT, ' STRUCT_SIZE_4x3MAT' + + def putContextMesh(myContextMesh_vertls, myContextMesh_facels, myContextMeshMaterials): + + materialFaces = set() # faces that have a material. Can optimize? + + # Now make copies with assigned materils. + + def makeMeshMaterialCopy(matName, faces): + ''' + Make a new mesh with only face the faces that use this material. + faces can be any iterable object - containing ints. + ''' + + faceVertUsers = [False] * len(myContextMesh_vertls) + ok = 0 + for fIdx in faces: + for vindex in myContextMesh_facels[fIdx]: + faceVertUsers[vindex] = True + if matName != None: # if matName is none then this is a set(), meaning we are using the untextured faces and do not need to store textured faces. + materialFaces.add(fIdx) + ok = 1 + + if not ok: + return + + myVertMapping = {} + vertMappingIndex = 0 + + vertsToUse = [i for i in range(len(myContextMesh_vertls)) if faceVertUsers[i]] + myVertMapping = dict( [ (ii, i) for i, ii in enumerate(vertsToUse) ] ) + + tempName= '%s_%s' % (contextObName, matName) # matName may be None. + bmesh = bpy.data.add_mesh(tempName) +# bmesh = bpy.data.meshes.new(tempName) + + if matName == None: + img = None + else: + bmat = MATDICT[matName][1] + bmesh.add_material(bmat) +# bmesh.materials = [bmat] + try: img = TEXTURE_DICT[bmat.name] + except: img = None + +# bmesh_verts = bmesh.verts + if len(vertsToUse): + bmesh.add_geometry(len(vertsToUse), 0, len(faces)) + + # XXX why add extra vertex? +# bmesh_verts.extend( [Vector()] ) + bmesh.verts.foreach_set("co", [x for tup in [myContextMesh_vertls[i] for i in vertsToUse] for x in tup]) +# bmesh_verts.extend( [myContextMesh_vertls[i] for i in vertsToUse] ) + + # +1 because of DUMMYVERT + bmesh.faces.foreach_set("verts", unpack_face_list([[myVertMapping[vindex] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces])) +# face_mapping = bmesh.faces.extend( [ [ bmesh_verts[ myVertMapping[vindex]+1] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces ], indexList=True ) + + if bmesh.faces and (contextMeshUV or img): + bmesh.add_uv_texture() +# bmesh.faceUV = 1 + for ii, i in enumerate(faces): + + # Mapped index- faces may have not been added- if so, then map to the correct index + # BUGGY API - face_mapping is not always the right length +# map_index = face_mapping[ii] + + if 1: +# if map_index != None: + targetFace = bmesh.faces[ii] +# targetFace = bmesh.faces[map_index] + + uf = bmesh.active_uv_texture.data[ii] + + if contextMeshUV: + # v.index-1 because of the DUMMYVERT + uvs = [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]] + + if len(myContextMesh_facels[i]) == 3: + uf.uv1, uf.uv2, uf.uv3, uf.uv4 = uvs + [(0.0, 0.0)] + else: + uf.uv1, uf.uv2, uf.uv3, uf.uv4 = uvs +# targetFace.uv = [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]] + if img: + uf.image = img +# targetFace.image = img + + # bmesh.transform(contextMatrix) + ob = bpy.data.add_object("MESH", tempName) + ob.data = bmesh + SCN.add_object(ob) +# ob = SCN_OBJECTS.new(bmesh, tempName) + ''' + if contextMatrix_tx: + ob.setMatrix(contextMatrix_tx) + ''' + + if contextMatrix_rot: + # ob.matrix = [x for row in contextMatrix_rot for x in row] + ob.matrix = contextMatrix_rot +# ob.setMatrix(contextMatrix_rot) + + importedObjects.append(ob) + bmesh.update() +# bmesh.calcNormals() + + for matName, faces in myContextMeshMaterials.items(): + makeMeshMaterialCopy(matName, faces) + + if len(materialFaces) != len(myContextMesh_facels): + # Invert material faces. + makeMeshMaterialCopy(None, set(range(len( myContextMesh_facels ))) - materialFaces) + #raise 'Some UnMaterialed faces', len(contextMesh.faces) + + #a spare chunk + new_chunk = chunk() + temp_chunk = chunk() + + CreateBlenderObject = False + + def read_float_color(temp_chunk): + temp_data = file.read(struct.calcsize('3f')) + temp_chunk.bytes_read += 12 + return [float(col) for col in struct.unpack('<3f', temp_data)] + + def read_byte_color(temp_chunk): + temp_data = file.read(struct.calcsize('3B')) + temp_chunk.bytes_read += 3 + return [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb + + def read_texture(new_chunk, temp_chunk, name, mapto): + new_texture = bpy.data.add_texture('Diffuse') + new_texture.type = 'IMAGE' + + img = None + while (new_chunk.bytes_read < new_chunk.length): + #print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length + read_chunk(file, temp_chunk) + + if (temp_chunk.ID == MAT_MAP_FILENAME): + texture_name = read_string(file) + img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname) + new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed + + else: + skip_to_end(file, temp_chunk) + + new_chunk.bytes_read += temp_chunk.bytes_read + + # add the map to the material in the right channel + if img: + add_texture_to_material(img, new_texture, contextMaterial, mapto) + + dirname = os.path.dirname(FILENAME) + + #loop through all the data for this chunk (previous chunk) and see what it is + while (previous_chunk.bytes_read < previous_chunk.length): + #print '\t', previous_chunk.bytes_read, 'keep going' + #read the next chunk + #print 'reading a chunk' + read_chunk(file, new_chunk) + + #is it a Version chunk? + if (new_chunk.ID == VERSION): + #print 'if (new_chunk.ID == VERSION):' + #print 'found a VERSION chunk' + #read in the version of the file + #it's an unsigned short (H) + temp_data = file.read(struct.calcsize('I')) + version = struct.unpack('<I', temp_data)[0] + new_chunk.bytes_read += 4 #read the 4 bytes for the version number + #this loader works with version 3 and below, but may not with 4 and above + if (version > 3): + print('\tNon-Fatal Error: Version greater than 3, may not load correctly: ', version) + + #is it an object info chunk? + elif (new_chunk.ID == OBJECTINFO): + #print 'elif (new_chunk.ID == OBJECTINFO):' + # print 'found an OBJECTINFO chunk' + process_next_chunk(file, new_chunk, importedObjects, IMAGE_SEARCH) + + #keep track of how much we read in the main chunk + new_chunk.bytes_read += temp_chunk.bytes_read + + #is it an object chunk? + elif (new_chunk.ID == OBJECT): + + if CreateBlenderObject: + putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials) + contextMesh_vertls = []; contextMesh_facels = [] + + ## preparando para receber o proximo objeto + contextMeshMaterials = {} # matname:[face_idxs] + contextMeshUV = None + #contextMesh.vertexUV = 1 # Make sticky coords. + # Reset matrix + contextMatrix_rot = None + #contextMatrix_tx = None + + CreateBlenderObject = True + tempName = read_string(file) + contextObName = tempName + new_chunk.bytes_read += len(tempName)+1 + + #is it a material chunk? + elif (new_chunk.ID == MATERIAL): + +# print("read material") + + #print 'elif (new_chunk.ID == MATERIAL):' + contextMaterial = bpy.data.add_material('Material') +# contextMaterial = bpy.data.materials.new('Material') + + elif (new_chunk.ID == MAT_NAME): + #print 'elif (new_chunk.ID == MAT_NAME):' + material_name = read_string(file) + +# print("material name", material_name) + + #plus one for the null character that ended the string + new_chunk.bytes_read += len(material_name)+1 + + contextMaterial.name = material_name.rstrip() # remove trailing whitespace + MATDICT[material_name]= (contextMaterial.name, contextMaterial) + + elif (new_chunk.ID == MAT_AMBIENT): + #print 'elif (new_chunk.ID == MAT_AMBIENT):' + read_chunk(file, temp_chunk) + if (temp_chunk.ID == MAT_FLOAT_COLOR): + contextMaterial.mirror_color = read_float_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3f')) +# temp_chunk.bytes_read += 12 +# contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)] + elif (temp_chunk.ID == MAT_24BIT_COLOR): + contextMaterial.mirror_color = read_byte_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3B')) +# temp_chunk.bytes_read += 3 +# contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb + else: + skip_to_end(file, temp_chunk) + new_chunk.bytes_read += temp_chunk.bytes_read + + elif (new_chunk.ID == MAT_DIFFUSE): + #print 'elif (new_chunk.ID == MAT_DIFFUSE):' + read_chunk(file, temp_chunk) + if (temp_chunk.ID == MAT_FLOAT_COLOR): + contextMaterial.diffuse_color = read_float_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3f')) +# temp_chunk.bytes_read += 12 +# contextMaterial.rgbCol = [float(col) for col in struct.unpack('<3f', temp_data)] + elif (temp_chunk.ID == MAT_24BIT_COLOR): + contextMaterial.diffuse_color = read_byte_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3B')) +# temp_chunk.bytes_read += 3 +# contextMaterial.rgbCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb + else: + skip_to_end(file, temp_chunk) + +# print("read material diffuse color", contextMaterial.diffuse_color) + + new_chunk.bytes_read += temp_chunk.bytes_read + + elif (new_chunk.ID == MAT_SPECULAR): + #print 'elif (new_chunk.ID == MAT_SPECULAR):' + read_chunk(file, temp_chunk) + if (temp_chunk.ID == MAT_FLOAT_COLOR): + contextMaterial.specular_color = read_float_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3f')) +# temp_chunk.bytes_read += 12 +# contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)] + elif (temp_chunk.ID == MAT_24BIT_COLOR): + contextMaterial.specular_color = read_byte_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3B')) +# temp_chunk.bytes_read += 3 +# contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb + else: + skip_to_end(file, temp_chunk) + new_chunk.bytes_read += temp_chunk.bytes_read + + elif (new_chunk.ID == MAT_TEXTURE_MAP): + read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR") +# #print 'elif (new_chunk.ID==MAT_TEXTURE_MAP):' +# new_texture= bpy.data.textures.new('Diffuse') +# new_texture.setType('Image') +# img = None +# while (new_chunk.bytes_read<new_chunk.length): +# #print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length +# read_chunk(file, temp_chunk) + +# if (temp_chunk.ID==MAT_MAP_FILENAME): +# texture_name=read_string(file) +# #img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME) +# img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH) +# new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed + +# else: +# skip_to_end(file, temp_chunk) + +# new_chunk.bytes_read+= temp_chunk.bytes_read + +# #add the map to the material in the right channel +# if img: +# add_texture_to_material(img, new_texture, contextMaterial, 'DIFFUSE') + + elif (new_chunk.ID == MAT_SPECULAR_MAP): + read_texture(new_chunk, temp_chunk, "Specular", "SPECULARITY") +# #print 'elif (new_chunk.ID == MAT_SPECULAR_MAP):' +# new_texture = bpy.data.textures.new('Specular') +# new_texture.setType('Image') +# img = None +# while (new_chunk.bytes_read < new_chunk.length): +# read_chunk(file, temp_chunk) + +# if (temp_chunk.ID == MAT_MAP_FILENAME): +# texture_name = read_string(file) +# #img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME) +# img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH) +# new_chunk.bytes_read+= (len(texture_name)+1) #plus one for the null character that gets removed +# else: +# skip_to_end(file, temp_chunk) + +# new_chunk.bytes_read += temp_chunk.bytes_read + +# #add the map to the material in the right channel +# if img: +# add_texture_to_material(img, new_texture, contextMaterial, 'SPECULAR') + + elif (new_chunk.ID == MAT_OPACITY_MAP): + read_texture(new_chunk, temp_chunk, "Opacity", "ALPHA") +# #print 'new_texture = Blender.Texture.New('Opacity')' +# new_texture = bpy.data.textures.new('Opacity') +# new_texture.setType('Image') +# img = None +# while (new_chunk.bytes_read < new_chunk.length): +# read_chunk(file, temp_chunk) + +# if (temp_chunk.ID == MAT_MAP_FILENAME): +# texture_name = read_string(file) +# #img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME) +# img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH) +# new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed +# else: +# skip_to_end(file, temp_chunk) + +# new_chunk.bytes_read += temp_chunk.bytes_read +# #add the map to the material in the right channel +# if img: +# add_texture_to_material(img, new_texture, contextMaterial, 'OPACITY') + + elif (new_chunk.ID == MAT_BUMP_MAP): + read_texture(new_chunk, temp_chunk, "Bump", "NORMAL") +# #print 'elif (new_chunk.ID == MAT_BUMP_MAP):' +# new_texture = bpy.data.textures.new('Bump') +# new_texture.setType('Image') +# img = None +# while (new_chunk.bytes_read < new_chunk.length): +# read_chunk(file, temp_chunk) + +# if (temp_chunk.ID == MAT_MAP_FILENAME): +# texture_name = read_string(file) +# #img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME) +# img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH) +# new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed +# else: +# skip_to_end(file, temp_chunk) + +# new_chunk.bytes_read += temp_chunk.bytes_read + +# #add the map to the material in the right channel +# if img: +# add_texture_to_material(img, new_texture, contextMaterial, 'BUMP') + + elif (new_chunk.ID == MAT_TRANSPARENCY): + #print 'elif (new_chunk.ID == MAT_TRANSPARENCY):' + read_chunk(file, temp_chunk) + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + + temp_chunk.bytes_read += 2 + contextMaterial.alpha = 1-(float(struct.unpack('<H', temp_data)[0])/100) + new_chunk.bytes_read += temp_chunk.bytes_read + + + elif (new_chunk.ID == OBJECT_LAMP): # Basic lamp support. + + temp_data = file.read(STRUCT_SIZE_3FLOAT) + + x,y,z = struct.unpack('<3f', temp_data) + new_chunk.bytes_read += STRUCT_SIZE_3FLOAT + + ob = bpy.data.add_object("LAMP", "Lamp") + ob.data = bpy.data.add_lamp("Lamp") + SCN.add_object(ob) + + contextLamp[1]= ob.data +# contextLamp[1]= bpy.data.lamps.new() + contextLamp[0]= ob +# contextLamp[0]= SCN_OBJECTS.new(contextLamp[1]) + importedObjects.append(contextLamp[0]) + + #print 'number of faces: ', num_faces + #print x,y,z + contextLamp[0].location = (x, y, z) +# contextLamp[0].setLocation(x,y,z) + + # Reset matrix + contextMatrix_rot = None + #contextMatrix_tx = None + #print contextLamp.name, + + elif (new_chunk.ID == OBJECT_MESH): + # print 'Found an OBJECT_MESH chunk' + pass + elif (new_chunk.ID == OBJECT_VERTICES): + ''' + Worldspace vertex locations + ''' + # print 'elif (new_chunk.ID == OBJECT_VERTICES):' + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + num_verts = struct.unpack('<H', temp_data)[0] + new_chunk.bytes_read += 2 + + # print 'number of verts: ', num_verts + def getvert(): + temp_data = struct.unpack('<3f', file.read(STRUCT_SIZE_3FLOAT)) + new_chunk.bytes_read += STRUCT_SIZE_3FLOAT #12: 3 floats x 4 bytes each + return temp_data + + #contextMesh.verts.extend( [Vector(),] ) # DUMMYVERT! - remove when blenders internals are fixed. + contextMesh_vertls = [getvert() for i in range(num_verts)] + + #print 'object verts: bytes read: ', new_chunk.bytes_read + + elif (new_chunk.ID == OBJECT_FACES): + # print 'elif (new_chunk.ID == OBJECT_FACES):' + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + num_faces = struct.unpack('<H', temp_data)[0] + new_chunk.bytes_read += 2 + #print 'number of faces: ', num_faces + + def getface(): + # print '\ngetting a face' + temp_data = file.read(STRUCT_SIZE_4UNSIGNED_SHORT) + new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each + v1,v2,v3,dummy = struct.unpack('<4H', temp_data) + return v1, v2, v3 + + contextMesh_facels = [ getface() for i in range(num_faces) ] + + + elif (new_chunk.ID == OBJECT_MATERIAL): + # print 'elif (new_chunk.ID == OBJECT_MATERIAL):' + material_name = read_string(file) + new_chunk.bytes_read += len(material_name)+1 # remove 1 null character. + + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + num_faces_using_mat = struct.unpack('<H', temp_data)[0] + new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT + + def getmat(): + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT + return struct.unpack('<H', temp_data)[0] + + contextMeshMaterials[material_name]= [ getmat() for i in range(num_faces_using_mat) ] + + #look up the material in all the materials + + elif (new_chunk.ID == OBJECT_UV): + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + num_uv = struct.unpack('<H', temp_data)[0] + new_chunk.bytes_read += 2 + + def getuv(): + temp_data = file.read(STRUCT_SIZE_2FLOAT) + new_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each + return Mathutils.Vector( struct.unpack('<2f', temp_data) ) +# return Vector( struct.unpack('<2f', temp_data) ) + + contextMeshUV = [ getuv() for i in range(num_uv) ] + + elif (new_chunk.ID == OBJECT_TRANS_MATRIX): + # How do we know the matrix size? 54 == 4x4 48 == 4x3 + temp_data = file.read(STRUCT_SIZE_4x3MAT) + data = list( struct.unpack('<ffffffffffff', temp_data) ) + new_chunk.bytes_read += STRUCT_SIZE_4x3MAT + + contextMatrix_rot = Mathutils.Matrix(\ +# contextMatrix_rot = Blender.Mathutils.Matrix(\ + data[:3] + [0],\ + data[3:6] + [0],\ + data[6:9] + [0],\ + data[9:] + [1]) + + + ''' + contextMatrix_rot = Blender.Mathutils.Matrix(\ + data[:3] + [0],\ + data[3:6] + [0],\ + data[6:9] + [0],\ + [0,0,0,1]) + ''' + + ''' + contextMatrix_rot = Blender.Mathutils.Matrix(\ + data[:3] ,\ + data[3:6],\ + data[6:9]) + ''' + + ''' + contextMatrix_rot = Blender.Mathutils.Matrix() + m = 0 + for j in xrange(4): + for i in xrange(3): + contextMatrix_rot[j][i] = data[m] + m += 1 + + contextMatrix_rot[0][3]=0; + contextMatrix_rot[1][3]=0; + contextMatrix_rot[2][3]=0; + contextMatrix_rot[3][3]=1; + ''' + + #contextMatrix_rot.resize4x4() + #print "MTX" + #print contextMatrix_rot + contextMatrix_rot.invert() + #print contextMatrix_rot + #contextMatrix_tx = Blender.Mathutils.TranslationMatrix(0.5 * Blender.Mathutils.Vector(data[9:])) + #contextMatrix_tx.invert() + + #tx.invert() + + #contextMatrix = contextMatrix * tx + #contextMatrix = contextMatrix *tx + + elif (new_chunk.ID == MAT_MAP_FILENAME): + texture_name = read_string(file) + try: + TEXTURE_DICT[contextMaterial.name] + except: + #img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME) + img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname) +# img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH) + + new_chunk.bytes_read += len(texture_name)+1 #plus one for the null character that gets removed + + else: #(new_chunk.ID!=VERSION or new_chunk.ID!=OBJECTINFO or new_chunk.ID!=OBJECT or new_chunk.ID!=MATERIAL): + # print 'skipping to end of this chunk' + buffer_size = new_chunk.length - new_chunk.bytes_read + binary_format='%ic' % buffer_size + temp_data = file.read(struct.calcsize(binary_format)) + new_chunk.bytes_read += buffer_size + + + #update the previous chunk bytes read + # print 'previous_chunk.bytes_read += new_chunk.bytes_read' + # print previous_chunk.bytes_read, new_chunk.bytes_read + previous_chunk.bytes_read += new_chunk.bytes_read + ## print 'Bytes left in this chunk: ', previous_chunk.length - previous_chunk.bytes_read + + # FINISHED LOOP + # There will be a number of objects still not added + if contextMesh_facels != None: + putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials) + +def load_3ds(filename, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True, APPLY_MATRIX=False): + global FILENAME, SCN +# global FILENAME, SCN_OBJECTS + + # XXX +# if BPyMessages.Error_NoFile(filename): +# return + + print('\n\nImporting 3DS: "%s"' % (bpy.sys.expandpath(filename))) +# print('\n\nImporting 3DS: "%s"' % (Blender.sys.expandpath(filename))) + + time1 = time.clock() +# time1 = Blender.sys.time() + + FILENAME = filename + current_chunk = chunk() + + file = open(filename,'rb') + + #here we go! + # print 'reading the first chunk' + read_chunk(file, current_chunk) + if (current_chunk.ID!=PRIMARY): + print('\tFatal Error: Not a valid 3ds file: ', filename) + file.close() + return + + + # IMPORT_AS_INSTANCE = Blender.Draw.Create(0) +# IMPORT_CONSTRAIN_BOUNDS = Blender.Draw.Create(10.0) +# IMAGE_SEARCH = Blender.Draw.Create(1) +# APPLY_MATRIX = Blender.Draw.Create(0) + + # Get USER Options +# pup_block = [\ +# ('Size Constraint:', IMPORT_CONSTRAIN_BOUNDS, 0.0, 1000.0, 'Scale the model by 10 until it reacehs the size constraint. Zero Disables.'),\ +# ('Image Search', IMAGE_SEARCH, 'Search subdirs for any assosiated images (Warning, may be slow)'),\ +# ('Transform Fix', APPLY_MATRIX, 'Workaround for object transformations importing incorrectly'),\ +# #('Group Instance', IMPORT_AS_INSTANCE, 'Import objects into a new scene and group, creating an instance in the current scene.'),\ +# ] + +# if PREF_UI: +# if not Blender.Draw.PupBlock('Import 3DS...', pup_block): +# return + +# Blender.Window.WaitCursor(1) + +# IMPORT_CONSTRAIN_BOUNDS = IMPORT_CONSTRAIN_BOUNDS.val +# # IMPORT_AS_INSTANCE = IMPORT_AS_INSTANCE.val +# IMAGE_SEARCH = IMAGE_SEARCH.val +# APPLY_MATRIX = APPLY_MATRIX.val + + if IMPORT_CONSTRAIN_BOUNDS: + BOUNDS_3DS[:]= [1<<30, 1<<30, 1<<30, -1<<30, -1<<30, -1<<30] + else: + BOUNDS_3DS[:]= [] + + ##IMAGE_SEARCH + + scn = context.scene +# scn = bpy.data.scenes.active + SCN = scn +# SCN_OBJECTS = scn.objects +# SCN_OBJECTS.selected = [] # de select all + + importedObjects = [] # Fill this list with objects + process_next_chunk(file, current_chunk, importedObjects, IMAGE_SEARCH) + + + # Link the objects into this scene. + # Layers = scn.Layers + + # REMOVE DUMMYVERT, - remove this in the next release when blenders internal are fixed. + + +# for ob in importedObjects: +# if ob.type == 'MESH': +# # if ob.type=='Mesh': +# me = ob.getData(mesh=1) +# me.verts.delete([me.verts[0],]) +# if not APPLY_MATRIX: +# me.transform(ob.matrixWorld.copy().invert()) + + # Done DUMMYVERT + """ + if IMPORT_AS_INSTANCE: + name = filename.split('\\')[-1].split('/')[-1] + # Create a group for this import. + group_scn = Scene.New(name) + for ob in importedObjects: + group_scn.link(ob) # dont worry about the layers + + grp = Blender.Group.New(name) + grp.objects = importedObjects + + grp_ob = Object.New('Empty', name) + grp_ob.enableDupGroup = True + grp_ob.DupGroup = grp + scn.link(grp_ob) + grp_ob.Layers = Layers + grp_ob.sel = 1 + else: + # Select all imported objects. + for ob in importedObjects: + scn.link(ob) + ob.Layers = Layers + ob.sel = 1 + """ + + if 0: +# if IMPORT_CONSTRAIN_BOUNDS!=0.0: + # Set bounds from objecyt bounding box + for ob in importedObjects: + if ob.type == 'MESH': +# if ob.type=='Mesh': + ob.makeDisplayList() # Why dosnt this update the bounds? + for v in ob.getBoundBox(): + for i in (0,1,2): + if v[i] < BOUNDS_3DS[i]: + BOUNDS_3DS[i]= v[i] # min + + if v[i] > BOUNDS_3DS[i + 3]: + BOUNDS_3DS[i + 3]= v[i] # min + + # Get the max axis x/y/z + max_axis = max(BOUNDS_3DS[3]-BOUNDS_3DS[0], BOUNDS_3DS[4]-BOUNDS_3DS[1], BOUNDS_3DS[5]-BOUNDS_3DS[2]) + # print max_axis + if max_axis < 1 << 30: # Should never be false but just make sure. + + # Get a new scale factor if set as an option + SCALE = 1.0 + while (max_axis * SCALE) > IMPORT_CONSTRAIN_BOUNDS: + SCALE/=10 + + # SCALE Matrix + SCALE_MAT = Mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1]) +# SCALE_MAT = Blender.Mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1]) + + for ob in importedObjects: + ob.setMatrix(ob.matrixWorld * SCALE_MAT) + + # Done constraining to bounds. + + # Select all new objects. + print('finished importing: "%s" in %.4f sec.' % (filename, (time.clock()-time1))) +# print('finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1))) + file.close() +# Blender.Window.WaitCursor(0) + + +DEBUG = False +# if __name__=='__main__' and not DEBUG: +# if calcsize == None: +# Blender.Draw.PupMenu('Error%t|a full python installation not found') +# else: +# Blender.Window.FileSelector(load_3ds, 'Import 3DS', '*.3ds') + +# For testing compatibility +#load_3ds('/metavr/convert/vehicle/truck_002/TruckTanker1.3DS', False) +#load_3ds('/metavr/archive/convert/old/arranged_3ds_to_hpx-2/only-need-engine-trains/Engine2.3DS', False) +''' + +else: + import os + # DEBUG ONLY + TIME = Blender.sys.time() + import os + print 'Searching for files' + os.system('find /metavr/ -iname "*.3ds" > /tmp/temp3ds_list') + # os.system('find /storage/ -iname "*.3ds" > /tmp/temp3ds_list') + print '...Done' + file = open('/tmp/temp3ds_list', 'r') + lines = file.readlines() + file.close() + # sort by filesize for faster testing + lines_size = [(os.path.getsize(f[:-1]), f[:-1]) for f in lines] + lines_size.sort() + lines = [f[1] for f in lines_size] + + + def between(v,a,b): + if v <= max(a,b) and v >= min(a,b): + return True + return False + + for i, _3ds in enumerate(lines): + if between(i, 650,800): + #_3ds= _3ds[:-1] + print 'Importing', _3ds, '\nNUMBER', i, 'of', len(lines) + _3ds_file= _3ds.split('/')[-1].split('\\')[-1] + newScn = Blender.Scene.New(_3ds_file) + newScn.makeCurrent() + load_3ds(_3ds, False) + + print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME) + +''' + +class IMPORT_OT_3ds(bpy.types.Operator): + ''' + 3DS Importer + ''' + __idname__ = "import.3ds" + __label__ = 'Import 3DS' + + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + + __props__ = [ + bpy.props.StringProperty(attr="filename", name="File Name", description="File name used for importing the 3DS file", maxlen=1024, default= ""), +# bpy.props.FloatProperty(attr="size_constraint", name="Size Constraint", description="Scale the model by 10 until it reacehs the size constraint. Zero Disables.", min=0.0, max=1000.0, soft_min=0.0, soft_max=1000.0, default=10.0), +# bpy.props.BoolProperty(attr="search_images", name="Image Search", description="Search subdirectories for any assosiated images (Warning, may be slow)", default=True), +# bpy.props.BoolProperty(attr="apply_matrix", name="Transform Fix", description="Workaround for object transformations importing incorrectly", default=False), + ] + + def execute(self, context): + load_3ds(self.filename, context, 0.0, False, False) + return ('FINISHED',) + + def invoke(self, context, event): + wm = context.manager + wm.add_fileselect(self.__operator__) + return ('RUNNING_MODAL',) + + def poll(self, context): # Poll isnt working yet + print("Poll") + return context.active_object != None + +bpy.ops.add(IMPORT_OT_3ds) + +# NOTES: +# why add 1 extra vertex? and remove it when done? +# disabled scaling to size, this requires exposing bb (easy) and understanding how it works (needs some time) diff --git a/release/io/import_obj.py b/release/io/import_obj.py new file mode 100644 index 00000000000..34f6575dba2 --- /dev/null +++ b/release/io/import_obj.py @@ -0,0 +1,1633 @@ +#!BPY + +""" +Name: 'Wavefront (.obj)...' +Blender: 249 +Group: 'Import' +Tooltip: 'Load a Wavefront OBJ File, Shift: batch import all dir.' +""" + +__author__= "Campbell Barton", "Jiri Hnidek", "Paolo Ciccone" +__url__= ['http://wiki.blender.org/index.php/Scripts/Manual/Import/wavefront_obj', 'blender.org', 'blenderartists.org'] +__version__= "2.11" + +__bpydoc__= """\ +This script imports a Wavefront OBJ files to Blender. + +Usage: +Run this script from "File->Import" menu and then load the desired OBJ file. +Note, This loads mesh objects and materials only, nurbs and curves are not supported. +""" + +# ***** BEGIN GPL LICENSE BLOCK ***** +# +# Script copyright (C) Campbell J Barton 2007 +# +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU General Public License +# 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# +# ***** END GPL LICENCE BLOCK ***** +# -------------------------------------------------------------------------- + +import os + +import bpy +import Mathutils +import Geometry + +# from Blender import Mesh, Draw, Window, Texture, Material, sys +# # import BPyMesh +# import BPyImage +# import BPyMessages + +# try: import os +# except: os= False + +# Generic path functions +def stripFile(path): + '''Return directory, where the file is''' + lastSlash= max(path.rfind('\\'), path.rfind('/')) + if lastSlash != -1: + path= path[:lastSlash] + return '%s%s' % (path, os.sep) +# return '%s%s' % (path, sys.sep) + +def stripPath(path): + '''Strips the slashes from the back of a string''' + return path.split('/')[-1].split('\\')[-1] + +def stripExt(name): # name is a string + '''Strips the prefix off the name before writing''' + index= name.rfind('.') + if index != -1: + return name[ : index ] + else: + return name +# end path funcs + +def unpack_list(list_of_tuples): + l = [] + for t in list_of_tuples: + l.extend(t) + return l + +# same as above except that it adds 0 for triangle faces +def unpack_face_list(list_of_tuples): + l = [] + for t in list_of_tuples: + face = [i for i in t] + if len(face) != 3 and len(face) != 4: + raise RuntimeError("{0} vertices in face.".format(len(face))) + if len(face) == 3: + face.append(0) + l.extend(face) + return l + +def BPyMesh_ngon(from_data, indices, PREF_FIX_LOOPS= True): + ''' + Takes a polyline of indices (fgon) + and returns a list of face indicie lists. + Designed to be used for importers that need indices for an fgon to create from existing verts. + + from_data: either a mesh, or a list/tuple of vectors. + indices: a list of indicies to use this list is the ordered closed polyline to fill, and can be a subset of the data given. + PREF_FIX_LOOPS: If this is enabled polylines that use loops to make multiple polylines are delt with correctly. + ''' + + if not set: # Need sets for this, otherwise do a normal fill. + PREF_FIX_LOOPS= False + + Vector= Mathutils.Vector + if not indices: + return [] + + # return [] + def rvec(co): return round(co.x, 6), round(co.y, 6), round(co.z, 6) + def mlen(co): return abs(co[0])+abs(co[1])+abs(co[2]) # manhatten length of a vector, faster then length + + def vert_treplet(v, i): + return v, rvec(v), i, mlen(v) + + def ed_key_mlen(v1, v2): + if v1[3] > v2[3]: + return v2[1], v1[1] + else: + return v1[1], v2[1] + + + if not PREF_FIX_LOOPS: + ''' + Normal single concave loop filling + ''' + if type(from_data) in (tuple, list): + verts= [Vector(from_data[i]) for ii, i in enumerate(indices)] + else: + verts= [from_data.verts[i].co for ii, i in enumerate(indices)] + + for i in range(len(verts)-1, 0, -1): # same as reversed(xrange(1, len(verts))): + if verts[i][1]==verts[i-1][0]: + verts.pop(i-1) + + fill= Geometry.PolyFill([verts]) + + else: + ''' + Seperate this loop into multiple loops be finding edges that are used twice + This is used by lightwave LWO files a lot + ''' + + if type(from_data) in (tuple, list): + verts= [vert_treplet(Vector(from_data[i]), ii) for ii, i in enumerate(indices)] + else: + verts= [vert_treplet(from_data.verts[i].co, ii) for ii, i in enumerate(indices)] + + edges= [(i, i-1) for i in range(len(verts))] + if edges: + edges[0]= (0,len(verts)-1) + + if not verts: + return [] + + + edges_used= set() + edges_doubles= set() + # We need to check if any edges are used twice location based. + for ed in edges: + edkey= ed_key_mlen(verts[ed[0]], verts[ed[1]]) + if edkey in edges_used: + edges_doubles.add(edkey) + else: + edges_used.add(edkey) + + # Store a list of unconnected loop segments split by double edges. + # will join later + loop_segments= [] + + v_prev= verts[0] + context_loop= [v_prev] + loop_segments= [context_loop] + + for v in verts: + if v!=v_prev: + # Are we crossing an edge we removed? + if ed_key_mlen(v, v_prev) in edges_doubles: + context_loop= [v] + loop_segments.append(context_loop) + else: + if context_loop and context_loop[-1][1]==v[1]: + #raise "as" + pass + else: + context_loop.append(v) + + v_prev= v + # Now join loop segments + + def join_seg(s1,s2): + if s2[-1][1]==s1[0][1]: # + s1,s2= s2,s1 + elif s1[-1][1]==s2[0][1]: + pass + else: + return False + + # If were stuill here s1 and s2 are 2 segments in the same polyline + s1.pop() # remove the last vert from s1 + s1.extend(s2) # add segment 2 to segment 1 + + if s1[0][1]==s1[-1][1]: # remove endpoints double + s1.pop() + + s2[:]= [] # Empty this segment s2 so we dont use it again. + return True + + joining_segments= True + while joining_segments: + joining_segments= False + segcount= len(loop_segments) + + for j in range(segcount-1, -1, -1): #reversed(range(segcount)): + seg_j= loop_segments[j] + if seg_j: + for k in range(j-1, -1, -1): # reversed(range(j)): + if not seg_j: + break + seg_k= loop_segments[k] + + if seg_k and join_seg(seg_j, seg_k): + joining_segments= True + + loop_list= loop_segments + + for verts in loop_list: + while verts and verts[0][1]==verts[-1][1]: + verts.pop() + + loop_list= [verts for verts in loop_list if len(verts)>2] + # DONE DEALING WITH LOOP FIXING + + + # vert mapping + vert_map= [None]*len(indices) + ii=0 + for verts in loop_list: + if len(verts)>2: + for i, vert in enumerate(verts): + vert_map[i+ii]= vert[2] + ii+=len(verts) + + fill= Geometry.PolyFill([ [v[0] for v in loop] for loop in loop_list ]) + #draw_loops(loop_list) + #raise 'done loop' + # map to original indicies + fill= [[vert_map[i] for i in reversed(f)] for f in fill] + + + if not fill: + print('Warning Cannot scanfill, fallback on a triangle fan.') + fill= [ [0, i-1, i] for i in range(2, len(indices)) ] + else: + # Use real scanfill. + # See if its flipped the wrong way. + flip= None + for fi in fill: + if flip != None: + break + for i, vi in enumerate(fi): + if vi==0 and fi[i-1]==1: + flip= False + break + elif vi==1 and fi[i-1]==0: + flip= True + break + + if not flip: + for i, fi in enumerate(fill): + fill[i]= tuple([ii for ii in reversed(fi)]) + + return fill + +def line_value(line_split): + ''' + Returns 1 string represneting the value for this line + None will be returned if theres only 1 word + ''' + length= len(line_split) + if length == 1: + return None + + elif length == 2: + return line_split[1] + + elif length > 2: + return ' '.join( line_split[1:] ) + +# limited replacement for BPyImage.comprehensiveImageLoad +def load_image(imagepath, dirname): + + if os.path.exists(imagepath): + return bpy.data.add_image(imagepath) + + variants = [os.path.join(dirname, imagepath), os.path.join(dirname, os.path.basename(imagepath))] + + for path in variants: + if os.path.exists(path): + return bpy.data.add_image(path) + else: + print(path, "doesn't exist") + + # TODO comprehensiveImageLoad also searched in bpy.config.textureDir + return None + +def obj_image_load(imagepath, DIR, IMAGE_SEARCH): + + if '_' in imagepath: + image= load_image(imagepath.replace('_', ' '), DIR) + if image: return image + + return load_image(imagepath, DIR) + +# def obj_image_load(imagepath, DIR, IMAGE_SEARCH): +# ''' +# Mainly uses comprehensiveImageLoad +# but tries to replace '_' with ' ' for Max's exporter replaces spaces with underscores. +# ''' + +# if '_' in imagepath: +# image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH) +# if image: return image +# # Did the exporter rename the image? +# image= BPyImage.comprehensiveImageLoad(imagepath.replace('_', ' '), DIR, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH) +# if image: return image + +# # Return an image, placeholder if it dosnt exist +# image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= True, RECURSIVE= IMAGE_SEARCH) +# return image + + +def create_materials(filepath, material_libs, unique_materials, unique_material_images, IMAGE_SEARCH): + ''' + Create all the used materials in this obj, + assign colors and images to the materials from all referenced material libs + ''' + DIR= stripFile(filepath) + + #==================================================================================# + # This function sets textures defined in .mtl file # + #==================================================================================# + def load_material_image(blender_material, context_material_name, imagepath, type): + + texture= bpy.data.add_texture(type) + texture.type= 'IMAGE' +# texture= bpy.data.textures.new(type) +# texture.setType('Image') + + # Absolute path - c:\.. etc would work here + image= obj_image_load(imagepath, DIR, IMAGE_SEARCH) + has_data = image.has_data if image else False + + if image: + texture.image = image + + # Adds textures for materials (rendering) + if type == 'Kd': + if has_data and image.depth == 32: + # Image has alpha + + # XXX bitmask won't work? + blender_material.add_texture(texture, "UV", ("COLOR", "ALPHA")) + texture.mipmap = True + texture.interpolation = True + texture.use_alpha = True + blender_material.z_transparency = True + blender_material.alpha = 0.0 + +# blender_material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL | Texture.MapTo.ALPHA) +# texture.setImageFlags('MipMap', 'InterPol', 'UseAlpha') +# blender_material.mode |= Material.Modes.ZTRANSP +# blender_material.alpha = 0.0 + else: + blender_material.add_texture(texture, "UV", "COLOR") +# blender_material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL) + + # adds textures to faces (Textured/Alt-Z mode) + # Only apply the diffuse texture to the face if the image has not been set with the inline usemat func. + unique_material_images[context_material_name]= image, has_data # set the texface image + + elif type == 'Ka': + blender_material.add_texture(texture, "UV", "AMBIENT") +# blender_material.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.CMIR) # TODO- Add AMB to BPY API + + elif type == 'Ks': + blender_material.add_texture(texture, "UV", "SPECULARITY") +# blender_material.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC) + + elif type == 'Bump': + blender_material.add_texture(texture, "UV", "NORMAL") +# blender_material.setTexture(3, texture, Texture.TexCo.UV, Texture.MapTo.NOR) + elif type == 'D': + blender_material.add_texture(texture, "UV", "ALPHA") + blender_material.z_transparency = True + blender_material.alpha = 0.0 +# blender_material.setTexture(4, texture, Texture.TexCo.UV, Texture.MapTo.ALPHA) +# blender_material.mode |= Material.Modes.ZTRANSP +# blender_material.alpha = 0.0 + # Todo, unset deffuse material alpha if it has an alpha channel + + elif type == 'refl': + blender_material.add_texture(texture, "UV", "REFLECTION") +# blender_material.setTexture(5, texture, Texture.TexCo.UV, Texture.MapTo.REF) + + + # Add an MTL with the same name as the obj if no MTLs are spesified. + temp_mtl= stripExt(stripPath(filepath))+ '.mtl' + + if os.path.exists(DIR + temp_mtl) and temp_mtl not in material_libs: +# if sys.exists(DIR + temp_mtl) and temp_mtl not in material_libs: + material_libs.append( temp_mtl ) + del temp_mtl + + #Create new materials + for name in unique_materials: # .keys() + if name != None: + unique_materials[name]= bpy.data.add_material(name) +# unique_materials[name]= bpy.data.materials.new(name) + unique_material_images[name]= None, False # assign None to all material images to start with, add to later. + + unique_materials[None]= None + unique_material_images[None]= None, False + + for libname in material_libs: + mtlpath= DIR + libname + if not os.path.exists(mtlpath): +# if not sys.exists(mtlpath): + #print '\tError Missing MTL: "%s"' % mtlpath + pass + else: + #print '\t\tloading mtl: "%s"' % mtlpath + context_material= None + mtl= open(mtlpath, 'rU') + for line in mtl: #.xreadlines(): + if line.startswith('newmtl'): + context_material_name= line_value(line.split()) + if context_material_name in unique_materials: + context_material = unique_materials[ context_material_name ] + else: + context_material = None + + elif context_material: + # we need to make a material to assign properties to it. + line_split= line.split() + line_lower= line.lower().lstrip() + if line_lower.startswith('ka'): + context_material.mirror_color = (float(line_split[1]), float(line_split[2]), float(line_split[3])) +# context_material.setMirCol((float(line_split[1]), float(line_split[2]), float(line_split[3]))) + elif line_lower.startswith('kd'): + context_material.diffuse_color = (float(line_split[1]), float(line_split[2]), float(line_split[3])) +# context_material.setRGBCol((float(line_split[1]), float(line_split[2]), float(line_split[3]))) + elif line_lower.startswith('ks'): + context_material.specular_color = (float(line_split[1]), float(line_split[2]), float(line_split[3])) +# context_material.setSpecCol((float(line_split[1]), float(line_split[2]), float(line_split[3]))) + elif line_lower.startswith('ns'): + context_material.specular_hardness = int((float(line_split[1])*0.51)) +# context_material.setHardness( int((float(line_split[1])*0.51)) ) + elif line_lower.startswith('ni'): # Refraction index + context_material.ior = max(1, min(float(line_split[1]), 3)) +# context_material.setIOR( max(1, min(float(line_split[1]), 3))) # Between 1 and 3 + elif line_lower.startswith('d') or line_lower.startswith('tr'): + context_material.alpha = float(line_split[1]) +# context_material.setAlpha(float(line_split[1])) + elif line_lower.startswith('map_ka'): + img_filepath= line_value(line.split()) + if img_filepath: + load_material_image(context_material, context_material_name, img_filepath, 'Ka') + elif line_lower.startswith('map_ks'): + img_filepath= line_value(line.split()) + if img_filepath: + load_material_image(context_material, context_material_name, img_filepath, 'Ks') + elif line_lower.startswith('map_kd'): + img_filepath= line_value(line.split()) + if img_filepath: + load_material_image(context_material, context_material_name, img_filepath, 'Kd') + elif line_lower.startswith('map_bump'): + img_filepath= line_value(line.split()) + if img_filepath: + load_material_image(context_material, context_material_name, img_filepath, 'Bump') + elif line_lower.startswith('map_d') or line_lower.startswith('map_tr'): # Alpha map - Dissolve + img_filepath= line_value(line.split()) + if img_filepath: + load_material_image(context_material, context_material_name, img_filepath, 'D') + + elif line_lower.startswith('refl'): # Reflectionmap + img_filepath= line_value(line.split()) + if img_filepath: + load_material_image(context_material, context_material_name, img_filepath, 'refl') + mtl.close() + + + + +def split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP, SPLIT_MATERIALS): + ''' + Takes vert_loc and faces, and seperates into multiple sets of + (verts_loc, faces, unique_materials, dataname) + This is done so objects do not overload the 16 material limit. + ''' + + filename = stripExt(stripPath(filepath)) + + if not SPLIT_OB_OR_GROUP and not SPLIT_MATERIALS: + # use the filename for the object name since we arnt chopping up the mesh. + return [(verts_loc, faces, unique_materials, filename)] + + + def key_to_name(key): + # if the key is a tuple, join it to make a string + if type(key) == tuple: + return '%s_%s' % key + elif not key: + return filename # assume its a string. make sure this is true if the splitting code is changed + else: + return key + + # Return a key that makes the faces unique. + if SPLIT_OB_OR_GROUP and not SPLIT_MATERIALS: + def face_key(face): + return face[4] # object + + elif not SPLIT_OB_OR_GROUP and SPLIT_MATERIALS: + def face_key(face): + return face[2] # material + + else: # Both + def face_key(face): + return face[4], face[2] # object,material + + + face_split_dict= {} + + oldkey= -1 # initialize to a value that will never match the key + + for face in faces: + + key= face_key(face) + + if oldkey != key: + # Check the key has changed. + try: + verts_split, faces_split, unique_materials_split, vert_remap= face_split_dict[key] + except KeyError: + faces_split= [] + verts_split= [] + unique_materials_split= {} + vert_remap= [-1]*len(verts_loc) + + face_split_dict[key]= (verts_split, faces_split, unique_materials_split, vert_remap) + + oldkey= key + + face_vert_loc_indicies= face[0] + + # Remap verts to new vert list and add where needed + for enum, i in enumerate(face_vert_loc_indicies): + if vert_remap[i] == -1: + new_index= len(verts_split) + vert_remap[i]= new_index # set the new remapped index so we only add once and can reference next time. + face_vert_loc_indicies[enum] = new_index # remap to the local index + verts_split.append( verts_loc[i] ) # add the vert to the local verts + + else: + face_vert_loc_indicies[enum] = vert_remap[i] # remap to the local index + + matname= face[2] + if matname and matname not in unique_materials_split: + unique_materials_split[matname] = unique_materials[matname] + + faces_split.append(face) + + + # remove one of the itemas and reorder + return [(value[0], value[1], value[2], key_to_name(key)) for key, value in list(face_split_dict.items())] + + +def create_mesh(scn, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, verts_tex, faces, unique_materials, unique_material_images, unique_smooth_groups, vertex_groups, dataname): + ''' + Takes all the data gathered and generates a mesh, adding the new object to new_objects + deals with fgons, sharp edges and assigning materials + ''' + if not has_ngons: + CREATE_FGONS= False + + if unique_smooth_groups: + sharp_edges= {} + smooth_group_users= dict([ (context_smooth_group, {}) for context_smooth_group in list(unique_smooth_groups.keys()) ]) + context_smooth_group_old= -1 + + # Split fgons into tri's + fgon_edges= {} # Used for storing fgon keys + if CREATE_EDGES: + edges= [] + + context_object= None + + # reverse loop through face indicies + for f_idx in range(len(faces)-1, -1, -1): + + face_vert_loc_indicies,\ + face_vert_tex_indicies,\ + context_material,\ + context_smooth_group,\ + context_object= faces[f_idx] + + len_face_vert_loc_indicies = len(face_vert_loc_indicies) + + if len_face_vert_loc_indicies==1: + faces.pop(f_idx)# cant add single vert faces + + elif not face_vert_tex_indicies or len_face_vert_loc_indicies == 2: # faces that have no texture coords are lines + if CREATE_EDGES: + # generators are better in python 2.4+ but can't be used in 2.3 + # edges.extend( (face_vert_loc_indicies[i], face_vert_loc_indicies[i+1]) for i in xrange(len_face_vert_loc_indicies-1) ) + edges.extend( [(face_vert_loc_indicies[i], face_vert_loc_indicies[i+1]) for i in range(len_face_vert_loc_indicies-1)] ) + + faces.pop(f_idx) + else: + + # Smooth Group + if unique_smooth_groups and context_smooth_group: + # Is a part of of a smooth group and is a face + if context_smooth_group_old is not context_smooth_group: + edge_dict= smooth_group_users[context_smooth_group] + context_smooth_group_old= context_smooth_group + + for i in range(len_face_vert_loc_indicies): + i1= face_vert_loc_indicies[i] + i2= face_vert_loc_indicies[i-1] + if i1>i2: i1,i2= i2,i1 + + try: + edge_dict[i1,i2]+= 1 + except KeyError: + edge_dict[i1,i2]= 1 + + # FGons into triangles + if has_ngons and len_face_vert_loc_indicies > 4: + + ngon_face_indices= BPyMesh_ngon(verts_loc, face_vert_loc_indicies) + faces.extend(\ + [(\ + [face_vert_loc_indicies[ngon[0]], face_vert_loc_indicies[ngon[1]], face_vert_loc_indicies[ngon[2]] ],\ + [face_vert_tex_indicies[ngon[0]], face_vert_tex_indicies[ngon[1]], face_vert_tex_indicies[ngon[2]] ],\ + context_material,\ + context_smooth_group,\ + context_object)\ + for ngon in ngon_face_indices]\ + ) + + # edges to make fgons + if CREATE_FGONS: + edge_users= {} + for ngon in ngon_face_indices: + for i in (0,1,2): + i1= face_vert_loc_indicies[ngon[i ]] + i2= face_vert_loc_indicies[ngon[i-1]] + if i1>i2: i1,i2= i2,i1 + + try: + edge_users[i1,i2]+=1 + except KeyError: + edge_users[i1,i2]= 1 + + for key, users in edge_users.items(): + if users>1: + fgon_edges[key]= None + + # remove all after 3, means we dont have to pop this one. + faces.pop(f_idx) + + + # Build sharp edges + if unique_smooth_groups: + for edge_dict in list(smooth_group_users.values()): + for key, users in list(edge_dict.items()): + if users==1: # This edge is on the boundry of a group + sharp_edges[key]= None + + + # map the material names to an index + material_mapping= dict([(name, i) for i, name in enumerate(unique_materials)]) # enumerate over unique_materials keys() + + materials= [None] * len(unique_materials) + + for name, index in list(material_mapping.items()): + materials[index]= unique_materials[name] + + me= bpy.data.add_mesh(dataname) +# me= bpy.data.meshes.new(dataname) + + # make sure the list isnt too big + for material in materials[0:16]: + me.add_material(material) +# me.materials= materials[0:16] # make sure the list isnt too big. + #me.verts.extend([(0,0,0)]) # dummy vert + + me.add_geometry(len(verts_loc), 0, len(faces)) + + # verts_loc is a list of (x, y, z) tuples + me.verts.foreach_set("co", unpack_list(verts_loc)) +# me.verts.extend(verts_loc) + + # faces is a list of (vert_indices, texco_indices, ...) tuples + # XXX faces should not contain edges + # XXX no check for valid face indices + me.faces.foreach_set("verts", unpack_face_list([f[0] for f in faces])) +# face_mapping= me.faces.extend([f[0] for f in faces], indexList=True) + + if verts_tex and me.faces: + me.add_uv_texture() +# me.faceUV= 1 + # TEXMODE= Mesh.FaceModes['TEX'] + + context_material_old= -1 # avoid a dict lookup + mat= 0 # rare case it may be un-initialized. + me_faces= me.faces +# ALPHA= Mesh.FaceTranspModes.ALPHA + + for i, face in enumerate(faces): + if len(face[0]) < 2: + pass #raise "bad face" + elif len(face[0])==2: + if CREATE_EDGES: + edges.append(face[0]) + else: +# face_index_map= face_mapping[i] + + # since we use foreach_set to add faces, all of them are added + if 1: +# if face_index_map!=None: # None means the face wasnt added + + blender_face = me.faces[i] +# blender_face= me_faces[face_index_map] + + face_vert_loc_indicies,\ + face_vert_tex_indicies,\ + context_material,\ + context_smooth_group,\ + context_object= face + + + + if context_smooth_group: + blender_face.smooth= True + + if context_material: + if context_material_old is not context_material: + mat= material_mapping[context_material] + if mat>15: + mat= 15 + context_material_old= context_material + + blender_face.material_index= mat +# blender_face.mat= mat + + + if verts_tex: + + blender_tface= me.uv_textures[0].data[i] + + if context_material: + image, has_data= unique_material_images[context_material] + if image: # Can be none if the material dosnt have an image. + blender_tface.image= image +# blender_face.image= image + if has_data: +# if has_data and image.depth == 32: + blender_tface.transp = 'ALPHA' +# blender_face.transp |= ALPHA + + # BUG - Evil eekadoodle problem where faces that have vert index 0 location at 3 or 4 are shuffled. + if len(face_vert_loc_indicies)==4: + if face_vert_loc_indicies[2]==0 or face_vert_loc_indicies[3]==0: + face_vert_tex_indicies= face_vert_tex_indicies[2], face_vert_tex_indicies[3], face_vert_tex_indicies[0], face_vert_tex_indicies[1] + else: # length of 3 + if face_vert_loc_indicies[2]==0: + face_vert_tex_indicies= face_vert_tex_indicies[1], face_vert_tex_indicies[2], face_vert_tex_indicies[0] + # END EEEKADOODLE FIX + + # assign material, uv's and image + blender_tface.uv1= verts_tex[face_vert_tex_indicies[0]] + blender_tface.uv2= verts_tex[face_vert_tex_indicies[1]] + blender_tface.uv3= verts_tex[face_vert_tex_indicies[2]] + + if blender_face.verts[3] != 0: + blender_tface.uv4= verts_tex[face_vert_tex_indicies[3]] + +# for ii, uv in enumerate(blender_face.uv): +# uv.x, uv.y= verts_tex[face_vert_tex_indicies[ii]] + del me_faces +# del ALPHA + + if CREATE_EDGES: + + me.add_geometry(0, len(edges), 0) + + # edges should be a list of (a, b) tuples + me.edges.foreach_set("verts", unpack_list(edges)) +# me_edges.extend( edges ) + +# del me_edges + + # Add edge faces. +# me_edges= me.edges + + def edges_match(e1, e2): + return (e1[0] == e2[0] and e1[1] == e2[1]) or (e1[0] == e2[1] and e1[1] == e2[0]) + + # XXX slow +# if CREATE_FGONS and fgon_edges: +# for fgon_edge in fgon_edges.keys(): +# for ed in me.edges: +# if edges_match(fgon_edge, ed.verts): +# ed.fgon = True + +# if CREATE_FGONS and fgon_edges: +# FGON= Mesh.EdgeFlags.FGON +# for ed in me.findEdges( fgon_edges.keys() ): +# if ed!=None: +# me_edges[ed].flag |= FGON +# del FGON + + # XXX slow +# if unique_smooth_groups and sharp_edges: +# for sharp_edge in sharp_edges.keys(): +# for ed in me.edges: +# if edges_match(sharp_edge, ed.verts): +# ed.sharp = True + +# if unique_smooth_groups and sharp_edges: +# SHARP= Mesh.EdgeFlags.SHARP +# for ed in me.findEdges( sharp_edges.keys() ): +# if ed!=None: +# me_edges[ed].flag |= SHARP +# del SHARP + + me.update() +# me.calcNormals() + + ob= bpy.data.add_object("MESH", "Mesh") + ob.data= me + scn.add_object(ob) +# ob= scn.objects.new(me) + new_objects.append(ob) + + # Create the vertex groups. No need to have the flag passed here since we test for the + # content of the vertex_groups. If the user selects to NOT have vertex groups saved then + # the following test will never run + for group_name, group_indicies in vertex_groups.items(): + group= ob.add_vertex_group(group_name) +# me.addVertGroup(group_name) + for vertex_index in group_indicies: + ob.add_vertex_to_group(vertex_index, group, 1.0, 'REPLACE') +# me.assignVertsToGroup(group_name, group_indicies, 1.00, Mesh.AssignModes.REPLACE) + + +def create_nurbs(scn, context_nurbs, vert_loc, new_objects): + ''' + Add nurbs object to blender, only support one type at the moment + ''' + deg = context_nurbs.get('deg', (3,)) + curv_range = context_nurbs.get('curv_range', None) + curv_idx = context_nurbs.get('curv_idx', []) + parm_u = context_nurbs.get('parm_u', []) + parm_v = context_nurbs.get('parm_v', []) + name = context_nurbs.get('name', 'ObjNurb') + cstype = context_nurbs.get('cstype', None) + + if cstype == None: + print('\tWarning, cstype not found') + return + if cstype != 'bspline': + print('\tWarning, cstype is not supported (only bspline)') + return + if not curv_idx: + print('\tWarning, curv argument empty or not set') + return + if len(deg) > 1 or parm_v: + print('\tWarning, surfaces not supported') + return + + cu = bpy.data.curves.new(name, 'Curve') + cu.flag |= 1 # 3D curve + + nu = None + for pt in curv_idx: + + pt = vert_loc[pt] + pt = (pt[0], pt[1], pt[2], 1.0) + + if nu == None: + nu = cu.appendNurb(pt) + else: + nu.append(pt) + + nu.orderU = deg[0]+1 + + # get for endpoint flag from the weighting + if curv_range and len(parm_u) > deg[0]+1: + do_endpoints = True + for i in range(deg[0]+1): + + if abs(parm_u[i]-curv_range[0]) > 0.0001: + do_endpoints = False + break + + if abs(parm_u[-(i+1)]-curv_range[1]) > 0.0001: + do_endpoints = False + break + + else: + do_endpoints = False + + if do_endpoints: + nu.flagU |= 2 + + + # close + ''' + do_closed = False + if len(parm_u) > deg[0]+1: + for i in xrange(deg[0]+1): + #print curv_idx[i], curv_idx[-(i+1)] + + if curv_idx[i]==curv_idx[-(i+1)]: + do_closed = True + break + + if do_closed: + nu.flagU |= 1 + ''' + + ob = scn.objects.new(cu) + new_objects.append(ob) + + +def strip_slash(line_split): + if line_split[-1][-1]== '\\': + if len(line_split[-1])==1: + line_split.pop() # remove the \ item + else: + line_split[-1]= line_split[-1][:-1] # remove the \ from the end last number + return True + return False + + + +def get_float_func(filepath): + ''' + find the float function for this obj file + - weather to replace commas or not + ''' + file= open(filepath, 'rU') + for line in file: #.xreadlines(): + line = line.lstrip() + if line.startswith('v'): # vn vt v + if ',' in line: + return lambda f: float(f.replace(',', '.')) + elif '.' in line: + return float + + # incase all vert values were ints + return float + +def load_obj(filepath, + context, + CLAMP_SIZE= 0.0, + CREATE_FGONS= True, + CREATE_SMOOTH_GROUPS= True, + CREATE_EDGES= True, + SPLIT_OBJECTS= True, + SPLIT_GROUPS= True, + SPLIT_MATERIALS= True, + ROTATE_X90= True, + IMAGE_SEARCH=True, + POLYGROUPS=False): + ''' + Called by the user interface or another script. + load_obj(path) - should give acceptable results. + This function passes the file and sends the data off + to be split into objects and then converted into mesh objects + ''' + print('\nimporting obj "%s"' % filepath) + + if SPLIT_OBJECTS or SPLIT_GROUPS or SPLIT_MATERIALS: + POLYGROUPS = False + + time_main= bpy.sys.time() +# time_main= sys.time() + + verts_loc= [] + verts_tex= [] + faces= [] # tuples of the faces + material_libs= [] # filanems to material libs this uses + vertex_groups = {} # when POLYGROUPS is true + + # Get the string to float conversion func for this file- is 'float' for almost all files. + float_func= get_float_func(filepath) + + # Context variables + context_material= None + context_smooth_group= None + context_object= None + context_vgroup = None + + # Nurbs + context_nurbs = {} + nurbs = [] + context_parm = '' # used by nurbs too but could be used elsewhere + + has_ngons= False + # has_smoothgroups= False - is explicit with len(unique_smooth_groups) being > 0 + + # Until we can use sets + unique_materials= {} + unique_material_images= {} + unique_smooth_groups= {} + # unique_obects= {} - no use for this variable since the objects are stored in the face. + + # when there are faces that end with \ + # it means they are multiline- + # since we use xreadline we cant skip to the next line + # so we need to know weather + context_multi_line= '' + + print('\tparsing obj file "%s"...' % filepath) + time_sub= bpy.sys.time() +# time_sub= sys.time() + + file= open(filepath, 'rU') + for line in file: #.xreadlines(): + line = line.lstrip() # rare cases there is white space at the start of the line + + if line.startswith('v '): + line_split= line.split() + # rotate X90: (x,-z,y) + verts_loc.append( (float_func(line_split[1]), -float_func(line_split[3]), float_func(line_split[2])) ) + + elif line.startswith('vn '): + pass + + elif line.startswith('vt '): + line_split= line.split() + verts_tex.append( (float_func(line_split[1]), float_func(line_split[2])) ) + + # Handel faces lines (as faces) and the second+ lines of fa multiline face here + # use 'f' not 'f ' because some objs (very rare have 'fo ' for faces) + elif line.startswith('f') or context_multi_line == 'f': + + if context_multi_line: + # use face_vert_loc_indicies and face_vert_tex_indicies previously defined and used the obj_face + line_split= line.split() + + else: + line_split= line[2:].split() + face_vert_loc_indicies= [] + face_vert_tex_indicies= [] + + # Instance a face + faces.append((\ + face_vert_loc_indicies,\ + face_vert_tex_indicies,\ + context_material,\ + context_smooth_group,\ + context_object\ + )) + + if strip_slash(line_split): + context_multi_line = 'f' + else: + context_multi_line = '' + + for v in line_split: + obj_vert= v.split('/') + + vert_loc_index= int(obj_vert[0])-1 + # Add the vertex to the current group + # *warning*, this wont work for files that have groups defined around verts + if POLYGROUPS and context_vgroup: + vertex_groups[context_vgroup].append(vert_loc_index) + + # Make relative negative vert indicies absolute + if vert_loc_index < 0: + vert_loc_index= len(verts_loc) + vert_loc_index + 1 + + face_vert_loc_indicies.append(vert_loc_index) + + if len(obj_vert)>1 and obj_vert[1]: + # formatting for faces with normals and textures us + # loc_index/tex_index/nor_index + + vert_tex_index= int(obj_vert[1])-1 + # Make relative negative vert indicies absolute + if vert_tex_index < 0: + vert_tex_index= len(verts_tex) + vert_tex_index + 1 + + face_vert_tex_indicies.append(vert_tex_index) + else: + # dummy + face_vert_tex_indicies.append(0) + + if len(face_vert_loc_indicies) > 4: + has_ngons= True + + elif CREATE_EDGES and (line.startswith('l ') or context_multi_line == 'l'): + # very similar to the face load function above with some parts removed + + if context_multi_line: + # use face_vert_loc_indicies and face_vert_tex_indicies previously defined and used the obj_face + line_split= line.split() + + else: + line_split= line[2:].split() + face_vert_loc_indicies= [] + face_vert_tex_indicies= [] + + # Instance a face + faces.append((\ + face_vert_loc_indicies,\ + face_vert_tex_indicies,\ + context_material,\ + context_smooth_group,\ + context_object\ + )) + + if strip_slash(line_split): + context_multi_line = 'l' + else: + context_multi_line = '' + + isline= line.startswith('l') + + for v in line_split: + vert_loc_index= int(v)-1 + + # Make relative negative vert indicies absolute + if vert_loc_index < 0: + vert_loc_index= len(verts_loc) + vert_loc_index + 1 + + face_vert_loc_indicies.append(vert_loc_index) + + elif line.startswith('s'): + if CREATE_SMOOTH_GROUPS: + context_smooth_group= line_value(line.split()) + if context_smooth_group=='off': + context_smooth_group= None + elif context_smooth_group: # is not None + unique_smooth_groups[context_smooth_group]= None + + elif line.startswith('o'): + if SPLIT_OBJECTS: + context_object= line_value(line.split()) + # unique_obects[context_object]= None + + elif line.startswith('g'): + if SPLIT_GROUPS: + context_object= line_value(line.split()) + # print 'context_object', context_object + # unique_obects[context_object]= None + elif POLYGROUPS: + context_vgroup = line_value(line.split()) + if context_vgroup and context_vgroup != '(null)': + vertex_groups.setdefault(context_vgroup, []) + else: + context_vgroup = None # dont assign a vgroup + + elif line.startswith('usemtl'): + context_material= line_value(line.split()) + unique_materials[context_material]= None + elif line.startswith('mtllib'): # usemap or usemat + material_libs.extend( line.split()[1:] ) # can have multiple mtllib filenames per line + + + # Nurbs support + elif line.startswith('cstype '): + context_nurbs['cstype']= line_value(line.split()) # 'rat bspline' / 'bspline' + elif line.startswith('curv ') or context_multi_line == 'curv': + line_split= line.split() + + curv_idx = context_nurbs['curv_idx'] = context_nurbs.get('curv_idx', []) # incase were multiline + + if not context_multi_line: + context_nurbs['curv_range'] = float_func(line_split[1]), float_func(line_split[2]) + line_split[0:3] = [] # remove first 3 items + + if strip_slash(line_split): + context_multi_line = 'curv' + else: + context_multi_line = '' + + + for i in line_split: + vert_loc_index = int(i)-1 + + if vert_loc_index < 0: + vert_loc_index= len(verts_loc) + vert_loc_index + 1 + + curv_idx.append(vert_loc_index) + + elif line.startswith('parm') or context_multi_line == 'parm': + line_split= line.split() + + if context_multi_line: + context_multi_line = '' + else: + context_parm = line_split[1] + line_split[0:2] = [] # remove first 2 + + if strip_slash(line_split): + context_multi_line = 'parm' + else: + context_multi_line = '' + + if context_parm.lower() == 'u': + context_nurbs.setdefault('parm_u', []).extend( [float_func(f) for f in line_split] ) + elif context_parm.lower() == 'v': # surfaces not suported yet + context_nurbs.setdefault('parm_v', []).extend( [float_func(f) for f in line_split] ) + # else: # may want to support other parm's ? + + elif line.startswith('deg '): + context_nurbs['deg']= [int(i) for i in line.split()[1:]] + elif line.startswith('end'): + # Add the nurbs curve + if context_object: + context_nurbs['name'] = context_object + nurbs.append(context_nurbs) + context_nurbs = {} + context_parm = '' + + ''' # How to use usemap? depricated? + elif line.startswith('usema'): # usemap or usemat + context_image= line_value(line.split()) + ''' + + file.close() + time_new= bpy.sys.time() +# time_new= sys.time() + print('%.4f sec' % (time_new-time_sub)) + time_sub= time_new + + + print('\tloading materials and images...') + create_materials(filepath, material_libs, unique_materials, unique_material_images, IMAGE_SEARCH) + + time_new= bpy.sys.time() +# time_new= sys.time() + print('%.4f sec' % (time_new-time_sub)) + time_sub= time_new + + if not ROTATE_X90: + verts_loc[:] = [(v[0], v[2], -v[1]) for v in verts_loc] + + # deselect all +# if context.selected_objects: +# bpy.ops.OBJECT_OT_select_all_toggle() + + scene = context.scene +# scn = bpy.data.scenes.active +# scn.objects.selected = [] + new_objects= [] # put new objects here + + print('\tbuilding geometry...\n\tverts:%i faces:%i materials: %i smoothgroups:%i ...' % ( len(verts_loc), len(faces), len(unique_materials), len(unique_smooth_groups) )) + # Split the mesh by objects/materials, may + if SPLIT_OBJECTS or SPLIT_GROUPS: SPLIT_OB_OR_GROUP = True + else: SPLIT_OB_OR_GROUP = False + + for verts_loc_split, faces_split, unique_materials_split, dataname in split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP, SPLIT_MATERIALS): + # Create meshes from the data, warning 'vertex_groups' wont support splitting + create_mesh(scene, new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc_split, verts_tex, faces_split, unique_materials_split, unique_material_images, unique_smooth_groups, vertex_groups, dataname) + + # nurbs support +# for context_nurbs in nurbs: +# create_nurbs(scn, context_nurbs, verts_loc, new_objects) + + + axis_min= [ 1000000000]*3 + axis_max= [-1000000000]*3 + +# if CLAMP_SIZE: +# # Get all object bounds +# for ob in new_objects: +# for v in ob.getBoundBox(): +# for axis, value in enumerate(v): +# if axis_min[axis] > value: axis_min[axis]= value +# if axis_max[axis] < value: axis_max[axis]= value + +# # Scale objects +# max_axis= max(axis_max[0]-axis_min[0], axis_max[1]-axis_min[1], axis_max[2]-axis_min[2]) +# scale= 1.0 + +# while CLAMP_SIZE < max_axis * scale: +# scale= scale/10.0 + +# for ob in new_objects: +# ob.setSize(scale, scale, scale) + + # Better rotate the vert locations + #if not ROTATE_X90: + # for ob in new_objects: + # ob.RotX = -1.570796326794896558 + + time_new= bpy.sys.time() +# time_new= sys.time() + + print('%.4f sec' % (time_new-time_sub)) + print('finished importing: "%s" in %.4f sec.' % (filepath, (time_new-time_main))) + + +DEBUG= True + + +def load_obj_ui(filepath, BATCH_LOAD= False): + if BPyMessages.Error_NoFile(filepath): + return + + global CREATE_SMOOTH_GROUPS, CREATE_FGONS, CREATE_EDGES, SPLIT_OBJECTS, SPLIT_GROUPS, SPLIT_MATERIALS, CLAMP_SIZE, IMAGE_SEARCH, POLYGROUPS, KEEP_VERT_ORDER, ROTATE_X90 + + CREATE_SMOOTH_GROUPS= Draw.Create(0) + CREATE_FGONS= Draw.Create(1) + CREATE_EDGES= Draw.Create(1) + SPLIT_OBJECTS= Draw.Create(0) + SPLIT_GROUPS= Draw.Create(0) + SPLIT_MATERIALS= Draw.Create(0) + CLAMP_SIZE= Draw.Create(10.0) + IMAGE_SEARCH= Draw.Create(1) + POLYGROUPS= Draw.Create(0) + KEEP_VERT_ORDER= Draw.Create(1) + ROTATE_X90= Draw.Create(1) + + + # Get USER Options + # Note, Works but not pretty, instead use a more complicated GUI + ''' + pup_block= [\ + 'Import...',\ + ('Smooth Groups', CREATE_SMOOTH_GROUPS, 'Surround smooth groups by sharp edges'),\ + ('Create FGons', CREATE_FGONS, 'Import faces with more then 4 verts as fgons.'),\ + ('Lines', CREATE_EDGES, 'Import lines and faces with 2 verts as edges'),\ + 'Separate objects from obj...',\ + ('Object', SPLIT_OBJECTS, 'Import OBJ Objects into Blender Objects'),\ + ('Group', SPLIT_GROUPS, 'Import OBJ Groups into Blender Objects'),\ + ('Material', SPLIT_MATERIALS, 'Import each material into a seperate mesh (Avoids > 16 per mesh error)'),\ + 'Options...',\ + ('Keep Vert Order', KEEP_VERT_ORDER, 'Keep vert and face order, disables some other options.'),\ + ('Clamp Scale:', CLAMP_SIZE, 0.0, 1000.0, 'Clamp the size to this maximum (Zero to Disable)'),\ + ('Image Search', IMAGE_SEARCH, 'Search subdirs for any assosiated images (Warning, may be slow)'),\ + ] + + if not Draw.PupBlock('Import OBJ...', pup_block): + return + + if KEEP_VERT_ORDER.val: + SPLIT_OBJECTS.val = False + SPLIT_GROUPS.val = False + SPLIT_MATERIALS.val = False + ''' + + + + # BEGIN ALTERNATIVE UI ******************* + if True: + + EVENT_NONE = 0 + EVENT_EXIT = 1 + EVENT_REDRAW = 2 + EVENT_IMPORT = 3 + + GLOBALS = {} + GLOBALS['EVENT'] = EVENT_REDRAW + #GLOBALS['MOUSE'] = Window.GetMouseCoords() + GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()] + + def obj_ui_set_event(e,v): + GLOBALS['EVENT'] = e + + def do_split(e,v): + global SPLIT_OBJECTS, SPLIT_GROUPS, SPLIT_MATERIALS, KEEP_VERT_ORDER, POLYGROUPS + if SPLIT_OBJECTS.val or SPLIT_GROUPS.val or SPLIT_MATERIALS.val: + KEEP_VERT_ORDER.val = 0 + POLYGROUPS.val = 0 + else: + KEEP_VERT_ORDER.val = 1 + + def do_vertorder(e,v): + global SPLIT_OBJECTS, SPLIT_GROUPS, SPLIT_MATERIALS, KEEP_VERT_ORDER + if KEEP_VERT_ORDER.val: + SPLIT_OBJECTS.val = SPLIT_GROUPS.val = SPLIT_MATERIALS.val = 0 + else: + if not (SPLIT_OBJECTS.val or SPLIT_GROUPS.val or SPLIT_MATERIALS.val): + KEEP_VERT_ORDER.val = 1 + + def do_polygroups(e,v): + global SPLIT_OBJECTS, SPLIT_GROUPS, SPLIT_MATERIALS, KEEP_VERT_ORDER, POLYGROUPS + if POLYGROUPS.val: + SPLIT_OBJECTS.val = SPLIT_GROUPS.val = SPLIT_MATERIALS.val = 0 + + def do_help(e,v): + url = __url__[0] + print('Trying to open web browser with documentation at this address...') + print('\t' + url) + + try: + import webbrowser + webbrowser.open(url) + except: + print('...could not open a browser window.') + + def obj_ui(): + ui_x, ui_y = GLOBALS['MOUSE'] + + # Center based on overall pup size + ui_x -= 165 + ui_y -= 90 + + global CREATE_SMOOTH_GROUPS, CREATE_FGONS, CREATE_EDGES, SPLIT_OBJECTS, SPLIT_GROUPS, SPLIT_MATERIALS, CLAMP_SIZE, IMAGE_SEARCH, POLYGROUPS, KEEP_VERT_ORDER, ROTATE_X90 + + Draw.Label('Import...', ui_x+9, ui_y+159, 220, 21) + Draw.BeginAlign() + CREATE_SMOOTH_GROUPS = Draw.Toggle('Smooth Groups', EVENT_NONE, ui_x+9, ui_y+139, 110, 20, CREATE_SMOOTH_GROUPS.val, 'Surround smooth groups by sharp edges') + CREATE_FGONS = Draw.Toggle('NGons as FGons', EVENT_NONE, ui_x+119, ui_y+139, 110, 20, CREATE_FGONS.val, 'Import faces with more then 4 verts as fgons') + CREATE_EDGES = Draw.Toggle('Lines as Edges', EVENT_NONE, ui_x+229, ui_y+139, 110, 20, CREATE_EDGES.val, 'Import lines and faces with 2 verts as edges') + Draw.EndAlign() + + Draw.Label('Separate objects by OBJ...', ui_x+9, ui_y+110, 220, 20) + Draw.BeginAlign() + SPLIT_OBJECTS = Draw.Toggle('Object', EVENT_REDRAW, ui_x+9, ui_y+89, 55, 21, SPLIT_OBJECTS.val, 'Import OBJ Objects into Blender Objects', do_split) + SPLIT_GROUPS = Draw.Toggle('Group', EVENT_REDRAW, ui_x+64, ui_y+89, 55, 21, SPLIT_GROUPS.val, 'Import OBJ Groups into Blender Objects', do_split) + SPLIT_MATERIALS = Draw.Toggle('Material', EVENT_REDRAW, ui_x+119, ui_y+89, 60, 21, SPLIT_MATERIALS.val, 'Import each material into a seperate mesh (Avoids > 16 per mesh error)', do_split) + Draw.EndAlign() + + # Only used for user feedback + KEEP_VERT_ORDER = Draw.Toggle('Keep Vert Order', EVENT_REDRAW, ui_x+184, ui_y+89, 113, 21, KEEP_VERT_ORDER.val, 'Keep vert and face order, disables split options, enable for morph targets', do_vertorder) + + ROTATE_X90 = Draw.Toggle('-X90', EVENT_REDRAW, ui_x+302, ui_y+89, 38, 21, ROTATE_X90.val, 'Rotate X 90.') + + Draw.Label('Options...', ui_x+9, ui_y+60, 211, 20) + CLAMP_SIZE = Draw.Number('Clamp Scale: ', EVENT_NONE, ui_x+9, ui_y+39, 130, 21, CLAMP_SIZE.val, 0.0, 1000.0, 'Clamp the size to this maximum (Zero to Disable)') + POLYGROUPS = Draw.Toggle('Poly Groups', EVENT_REDRAW, ui_x+144, ui_y+39, 90, 21, POLYGROUPS.val, 'Import OBJ groups as vertex groups.', do_polygroups) + IMAGE_SEARCH = Draw.Toggle('Image Search', EVENT_NONE, ui_x+239, ui_y+39, 100, 21, IMAGE_SEARCH.val, 'Search subdirs for any assosiated images (Warning, may be slow)') + Draw.BeginAlign() + Draw.PushButton('Online Help', EVENT_REDRAW, ui_x+9, ui_y+9, 110, 21, 'Load the wiki page for this script', do_help) + Draw.PushButton('Cancel', EVENT_EXIT, ui_x+119, ui_y+9, 110, 21, '', obj_ui_set_event) + Draw.PushButton('Import', EVENT_IMPORT, ui_x+229, ui_y+9, 110, 21, 'Import with these settings', obj_ui_set_event) + Draw.EndAlign() + + + # hack so the toggle buttons redraw. this is not nice at all + while GLOBALS['EVENT'] not in (EVENT_EXIT, EVENT_IMPORT): + Draw.UIBlock(obj_ui, 0) + + if GLOBALS['EVENT'] != EVENT_IMPORT: + return + + # END ALTERNATIVE UI ********************* + + + + + + + + Window.WaitCursor(1) + + if BATCH_LOAD: # load the dir + try: + files= [ f for f in os.listdir(filepath) if f.lower().endswith('.obj') ] + except: + Window.WaitCursor(0) + Draw.PupMenu('Error%t|Could not open path ' + filepath) + return + + if not files: + Window.WaitCursor(0) + Draw.PupMenu('Error%t|No files at path ' + filepath) + return + + for f in files: + scn= bpy.data.scenes.new( stripExt(f) ) + scn.makeCurrent() + + load_obj(sys.join(filepath, f),\ + CLAMP_SIZE.val,\ + CREATE_FGONS.val,\ + CREATE_SMOOTH_GROUPS.val,\ + CREATE_EDGES.val,\ + SPLIT_OBJECTS.val,\ + SPLIT_GROUPS.val,\ + SPLIT_MATERIALS.val,\ + ROTATE_X90.val,\ + IMAGE_SEARCH.val,\ + POLYGROUPS.val + ) + + else: # Normal load + load_obj(filepath,\ + CLAMP_SIZE.val,\ + CREATE_FGONS.val,\ + CREATE_SMOOTH_GROUPS.val,\ + CREATE_EDGES.val,\ + SPLIT_OBJECTS.val,\ + SPLIT_GROUPS.val,\ + SPLIT_MATERIALS.val,\ + ROTATE_X90.val,\ + IMAGE_SEARCH.val,\ + POLYGROUPS.val + ) + + Window.WaitCursor(0) + + +def load_obj_ui_batch(file): + load_obj_ui(file, True) + +DEBUG= False + +# if __name__=='__main__' and not DEBUG: +# if os and Window.GetKeyQualifiers() & Window.Qual.SHIFT: +# Window.FileSelector(load_obj_ui_batch, 'Import OBJ Dir', '') +# else: +# Window.FileSelector(load_obj_ui, 'Import a Wavefront OBJ', '*.obj') + + # For testing compatibility +''' +else: + # DEBUG ONLY + TIME= sys.time() + DIR = '/fe/obj' + import os + print 'Searching for files' + def fileList(path): + for dirpath, dirnames, filenames in os.walk(path): + for filename in filenames: + yield os.path.join(dirpath, filename) + + files = [f for f in fileList(DIR) if f.lower().endswith('.obj')] + files.sort() + + for i, obj_file in enumerate(files): + if 0 < i < 20: + print 'Importing', obj_file, '\nNUMBER', i, 'of', len(files) + newScn= bpy.data.scenes.new(os.path.basename(obj_file)) + newScn.makeCurrent() + load_obj(obj_file, False, IMAGE_SEARCH=0) + + print 'TOTAL TIME: %.6f' % (sys.time() - TIME) +''' +#load_obj('/test.obj') +#load_obj('/fe/obj/mba1.obj') + + + +class IMPORT_OT_obj(bpy.types.Operator): + ''' + Operator documentation text, will be used for the operator tooltip and python docs. + ''' + __idname__ = "import.obj" + __label__ = "Import OBJ" + + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + + __props__ = [ + bpy.props.StringProperty(attr="filename", name="File Name", description="File name used for exporting the PLY file", maxlen= 1024, default= ""), + + bpy.props.BoolProperty(attr="CREATE_SMOOTH_GROUPS", name="Smooth Groups", description="Surround smooth groups by sharp edges", default= True), + bpy.props.BoolProperty(attr="CREATE_FGONS", name="NGons as FGons", description="Import faces with more then 4 verts as fgons", default= True), + bpy.props.BoolProperty(attr="CREATE_EDGES", name="Lines as Edges", description="Import lines and faces with 2 verts as edge", default= True), + bpy.props.BoolProperty(attr="SPLIT_OBJECTS", name="Object", description="Import OBJ Objects into Blender Objects", default= True), + bpy.props.BoolProperty(attr="SPLIT_GROUPS", name="Group", description="Import OBJ Groups into Blender Objects", default= True), + bpy.props.BoolProperty(attr="SPLIT_MATERIALS", name="Material", description="Import each material into a seperate mesh (Avoids > 16 per mesh error)", default= True), + # old comment: only used for user feedback + # disabled this option because in old code a handler for it disabled SPLIT* params, it's not passed to load_obj + # bpy.props.BoolProperty(attr="KEEP_VERT_ORDER", name="Keep Vert Order", description="Keep vert and face order, disables split options, enable for morph targets", default= True), + bpy.props.BoolProperty(attr="ROTATE_X90", name="-X90", description="Rotate X 90.", default= True), + bpy.props.FloatProperty(attr="CLAMP_SIZE", name="Clamp Scale", description="Clamp the size to this maximum (Zero to Disable)", min=0.01, max=1000.0, soft_min=0.0, soft_max=1000.0, default=0.0), + bpy.props.BoolProperty(attr="POLYGROUPS", name="Poly Groups", description="Import OBJ groups as vertex groups.", default= True), + bpy.props.BoolProperty(attr="IMAGE_SEARCH", name="Image Search", description="Search subdirs for any assosiated images (Warning, may be slow)", default= True), + ] + + def poll(self, context): + print("Poll") + return context.active_object != None + + def execute(self, context): + # print("Selected: " + context.active_object.name) + + if not self.filename: + raise Exception("filename not set") + + load_obj(self.filename, + context, + self.CLAMP_SIZE, + self.CREATE_FGONS, + self.CREATE_SMOOTH_GROUPS, + self.CREATE_EDGES, + self.SPLIT_OBJECTS, + self.SPLIT_GROUPS, + self.SPLIT_MATERIALS, + self.ROTATE_X90, + self.IMAGE_SEARCH, + self.POLYGROUPS) + + return ('FINISHED',) + + def invoke(self, context, event): + wm = context.manager + wm.add_fileselect(self.__operator__) + return ('RUNNING_MODAL',) + + +bpy.ops.add(IMPORT_OT_obj) + + +# NOTES (all line numbers refer to 2.4x import_obj.py, not this file) +# check later: line 489 +# can convert now: edge flags, edges: lines 508-528 +# ngon (uses python module BPyMesh): 384-414 +# nurbs: 947- +# NEXT clamp size: get bound box with RNA +# get back to l 140 (here) +# search image in bpy.config.textureDir - load_image +# replaced BPyImage.comprehensiveImageLoad with a simplified version that only checks additional directory specified, but doesn't search dirs recursively (obj_image_load) +# bitmask won't work? - 132 +# uses operator bpy.ops.OBJECT_OT_select_all_toggle() to deselect all (not necessary?) +# uses bpy.sys.time() diff --git a/release/ui/space_info.py b/release/ui/space_info.py index 539a6722cf0..7162716e73e 100644 --- a/release/ui/space_info.py +++ b/release/ui/space_info.py @@ -84,7 +84,9 @@ class INFO_MT_file_import(bpy.types.Menu): def draw(self, context): layout = self.layout - layout.itemL(text="Nothing yet") + layout.itemO("import.3ds", text="3DS") + layout.itemO("import.obj", text="OBJ") + class INFO_MT_file_export(bpy.types.Menu): __space_type__ = 'INFO' @@ -93,7 +95,12 @@ class INFO_MT_file_export(bpy.types.Menu): def draw(self, context): layout = self.layout + layout.itemO("export.3ds", text="3DS") + layout.itemO("export.fbx", text="FBX") + layout.itemO("export.obj", text="OBJ") layout.itemO("export.ply", text="PLY") + layout.itemO("export.x3d", text="X3D") + class INFO_MT_file_external_data(bpy.types.Menu): __space_type__ = 'INFO' diff --git a/source/blender/blenkernel/BKE_anim.h b/source/blender/blenkernel/BKE_anim.h index 4b1e758da54..32c5ff81740 100644 --- a/source/blender/blenkernel/BKE_anim.h +++ b/source/blender/blenkernel/BKE_anim.h @@ -39,14 +39,7 @@ struct PartEff; struct Scene; struct ListBase; -typedef struct DupliObject { - struct DupliObject *next, *prev; - struct Object *ob; - unsigned int origlay; - int index, no_draw, type, animated; - float mat[4][4], omat[4][4]; - float orco[3], uv[2]; -} DupliObject; +#include "DNA_object_types.h" void free_path(struct Path *path); void calc_curvepath(struct Object *ob); diff --git a/source/blender/blenkernel/intern/image.c b/source/blender/blenkernel/intern/image.c index e955f10f3e3..9953540bbcf 100644 --- a/source/blender/blenkernel/intern/image.c +++ b/source/blender/blenkernel/intern/image.c @@ -2175,3 +2175,103 @@ void BKE_image_user_calc_imanr(ImageUser *iuser, int cfra, int fieldnr) } } +/* + Produce image export path. + + Fails returning 0 if image filename is empty or if destination path + matches image path (i.e. both are the same file). + + Trailing slash in dest_dir is optional. + + Logic: + + - if an image is "below" current .blend file directory, rebuild the + same dir structure in dest_dir + + For example //textures/foo/bar.png becomes + [dest_dir]/textures/foo/bar.png. + + - if an image is not "below" current .blend file directory, + disregard it's path and copy it in the same directory where 3D file + goes. + + For example //../foo/bar.png becomes [dest_dir]/bar.png. + + This logic will help ensure that all image paths are relative and + that a user gets his images in one place. It'll also provide + consistent behaviour across exporters. + */ +int BKE_get_image_export_path(struct Image *im, const char *dest_dir, char *abs, int abs_size, char *rel, int rel_size) +{ + char path[FILE_MAX]; + char dir[FILE_MAX]; + char base[FILE_MAX]; + char blend_dir[FILE_MAX]; /* directory, where current .blend file resides */ + char dest_path[FILE_MAX]; + char rel_dir[FILE_MAX]; + int len; + + if (abs) + abs[0]= 0; + + if (rel) + rel[0]= 0; + + BLI_split_dirfile_basic(G.sce, blend_dir, NULL); + + if (!strlen(im->name)) { + if (G.f & G_DEBUG) printf("Invalid image type.\n"); + return 0; + } + + BLI_strncpy(path, im->name, sizeof(path)); + + /* expand "//" in filename and get absolute path */ + BLI_convertstringcode(path, G.sce); + + /* get the directory part */ + BLI_split_dirfile_basic(path, dir, base); + + len= strlen(blend_dir); + + rel_dir[0] = 0; + + /* if image is "below" current .blend file directory */ + if (!strncmp(path, blend_dir, len)) { + + /* if image is _in_ current .blend file directory */ + if (!strcmp(dir, blend_dir)) { + BLI_join_dirfile(dest_path, dest_dir, base); + } + /* "below" */ + else { + /* rel = image_path_dir - blend_dir */ + BLI_strncpy(rel_dir, dir + len, sizeof(rel_dir)); + + BLI_join_dirfile(dest_path, dest_dir, rel_dir); + BLI_join_dirfile(dest_path, dest_path, base); + } + + } + /* image is out of current directory */ + else { + BLI_join_dirfile(dest_path, dest_dir, base); + } + + if (abs) + BLI_strncpy(abs, dest_path, abs_size); + + if (rel) { + strncat(rel, rel_dir, rel_size); + strncat(rel, base, rel_size); + } + + /* return 2 if src=dest */ + if (!strcmp(path, dest_path)) { + if (G.f & G_DEBUG) printf("%s and %s are the same file\n", path, dest_path); + return 2; + } + + return 1; +} + diff --git a/source/blender/blenkernel/intern/mesh.c b/source/blender/blenkernel/intern/mesh.c index c92eda6d169..431543f8dbd 100644 --- a/source/blender/blenkernel/intern/mesh.c +++ b/source/blender/blenkernel/intern/mesh.c @@ -542,7 +542,8 @@ void set_mesh(Object *ob, Mesh *me) if(ob->type==OB_MESH) { old= ob->data; - old->id.us--; + if (old) + old->id.us--; ob->data= me; id_us_plus((ID *)me); } diff --git a/source/blender/editors/include/ED_mesh.h b/source/blender/editors/include/ED_mesh.h index a871ab555a5..634a3bc278b 100644 --- a/source/blender/editors/include/ED_mesh.h +++ b/source/blender/editors/include/ED_mesh.h @@ -118,6 +118,7 @@ void EM_select_face(struct EditFace *efa, int sel); void EM_select_face_fgon(struct EditMesh *em, struct EditFace *efa, int val); void EM_select_swap(struct EditMesh *em); void EM_toggle_select_all(struct EditMesh *em); +void EM_select_all(struct EditMesh *em); void EM_selectmode_flush(struct EditMesh *em); void EM_deselect_flush(struct EditMesh *em); void EM_selectmode_set(struct EditMesh *em); diff --git a/source/blender/editors/mesh/editmesh_mods.c b/source/blender/editors/mesh/editmesh_mods.c index 93f8bdb6669..325a1aeec99 100644 --- a/source/blender/editors/mesh/editmesh_mods.c +++ b/source/blender/editors/mesh/editmesh_mods.c @@ -3293,6 +3293,11 @@ void EM_toggle_select_all(EditMesh *em) /* exported for UV */ EM_set_flag_all(em, SELECT); } +void EM_select_all(EditMesh *em) +{ + EM_set_flag_all(em, SELECT); +} + static int toggle_select_all_exec(bContext *C, wmOperator *op) { Object *obedit= CTX_data_edit_object(C); diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h index a89f8e1fb2e..f0fd3e60cf2 100644 --- a/source/blender/makesdna/DNA_object_types.h +++ b/source/blender/makesdna/DNA_object_types.h @@ -243,6 +243,7 @@ typedef struct Object { ListBase gpulamp; /* runtime, for lamps only */ ListBase pc_ids; + ListBase *duplilist; /* for temporary dupli list storage, only for use by RNA API */ } Object; /* Warning, this is not used anymore because hooks are now modifiers */ @@ -263,6 +264,14 @@ typedef struct ObHook { float force; } ObHook; +typedef struct DupliObject { + struct DupliObject *next, *prev; + struct Object *ob; + unsigned int origlay; + int index, no_draw, type, animated; + float mat[4][4], omat[4][4]; + float orco[3], uv[2]; +} DupliObject; /* this work object is defined in object.c */ extern Object workob; diff --git a/source/blender/makesrna/intern/makesrna.c b/source/blender/makesrna/intern/makesrna.c index 3e610005113..961fb9a3d0b 100644 --- a/source/blender/makesrna/intern/makesrna.c +++ b/source/blender/makesrna/intern/makesrna.c @@ -1969,7 +1969,7 @@ RNAProcessItem PROCESS_ITEMS[]= { {"rna_rna.c", NULL, RNA_def_rna}, {"rna_ID.c", NULL, RNA_def_ID}, {"rna_texture.c", NULL, RNA_def_texture}, - {"rna_action.c", NULL, RNA_def_action}, + {"rna_action.c", "rna_action_api.c", RNA_def_action}, {"rna_animation.c", "rna_animation_api.c", RNA_def_animation}, {"rna_actuator.c", NULL, RNA_def_actuator}, {"rna_armature.c", NULL, RNA_def_armature}, @@ -1986,12 +1986,12 @@ RNAProcessItem PROCESS_ITEMS[]= { {"rna_fluidsim.c", NULL, RNA_def_fluidsim}, {"rna_gpencil.c", NULL, RNA_def_gpencil}, {"rna_group.c", NULL, RNA_def_group}, - {"rna_image.c", NULL, RNA_def_image}, + {"rna_image.c", "rna_image_api.c", RNA_def_image}, {"rna_key.c", NULL, RNA_def_key}, {"rna_lamp.c", NULL, RNA_def_lamp}, {"rna_lattice.c", NULL, RNA_def_lattice}, {"rna_main.c", "rna_main_api.c", RNA_def_main}, - {"rna_material.c", NULL, RNA_def_material}, + {"rna_material.c", "rna_material_api.c", RNA_def_material}, {"rna_mesh.c", "rna_mesh_api.c", RNA_def_mesh}, {"rna_meta.c", NULL, RNA_def_meta}, {"rna_modifier.c", NULL, RNA_def_modifier}, @@ -2001,7 +2001,7 @@ RNAProcessItem PROCESS_ITEMS[]= { {"rna_object_force.c", NULL, RNA_def_object_force}, {"rna_packedfile.c", NULL, RNA_def_packedfile}, {"rna_particle.c", NULL, RNA_def_particle}, - {"rna_pose.c", NULL, RNA_def_pose}, + {"rna_pose.c", "rna_pose_api.c", RNA_def_pose}, {"rna_property.c", NULL, RNA_def_gameproperty}, {"rna_render.c", NULL, RNA_def_render}, {"rna_scene.c", "rna_scene_api.c", RNA_def_scene}, diff --git a/source/blender/makesrna/intern/rna_action.c b/source/blender/makesrna/intern/rna_action.c index 99090b62938..eaa11b4ad38 100644 --- a/source/blender/makesrna/intern/rna_action.c +++ b/source/blender/makesrna/intern/rna_action.c @@ -100,6 +100,8 @@ static void rna_def_action(BlenderRNA *brna) RNA_def_property_collection_sdna(prop, NULL, "markers", NULL); RNA_def_property_struct_type(prop, "TimelineMarker"); RNA_def_property_ui_text(prop, "Pose Markers", "Markers specific to this Action, for labeling poses."); + + RNA_api_action(srna); } /* --------- */ diff --git a/source/blender/makesrna/intern/rna_action_api.c b/source/blender/makesrna/intern/rna_action_api.c new file mode 100644 index 00000000000..991a8251cc5 --- /dev/null +++ b/source/blender/makesrna/intern/rna_action_api.c @@ -0,0 +1,80 @@ +/** + * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2009 Blender Foundation. + * All rights reserved. + * + * + * Contributor(s): Arystanbek Dyussenov + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include <time.h> + +#include "RNA_define.h" +#include "RNA_types.h" + +#include "DNA_action_types.h" + +#ifdef RNA_RUNTIME + +#include "BKE_action.h" + +#include "DNA_anim_types.h" +#include "DNA_curve_types.h" + +/* XXX disabled until RNA allows returning arrays */ +#if 0 +/* return frame range of all curves (min, max) or (0, 1) if there are no keys */ +int *rna_Action_get_frame_range(bAction *act, int *ret_length) +{ + int *ret; + float start, end; + + calc_action_range(act, &start, &end, 1); + + *ret_length= 2; + ret= MEM_callocN(*ret_length * sizeof(int), "rna_Action_get_frame_range"); + + ret[0]= (int)start; + ret[1]= (int)end; + + return ret; +} +#endif + +#else + +void RNA_api_action(StructRNA *srna) +{ +#if 0 + FunctionRNA *func; + PropertyRNA *parm; + + func= RNA_def_function(srna, "get_frame_range", "rna_Action_get_frame_range"); + RNA_def_function_ui_description(func, "Get action frame range as a (min, max) tuple."); + parm= RNA_def_int_array(func, "frame_range", 1, NULL, 0, 0, "", "Action frame range.", 0, 0); + RNA_def_property_flag(parm, PROP_DYNAMIC_ARRAY); + RNA_def_function_return(func, parm); +#endif +} + +#endif diff --git a/source/blender/makesrna/intern/rna_armature.c b/source/blender/makesrna/intern/rna_armature.c index 379ec208bc1..c89ed48d44a 100644 --- a/source/blender/makesrna/intern/rna_armature.c +++ b/source/blender/makesrna/intern/rna_armature.c @@ -464,6 +464,37 @@ static void rna_def_bone(BlenderRNA *brna) RNA_def_property_boolean_sdna(prop, NULL, "flag", BONE_SELECTED); RNA_def_property_ui_text(prop, "Selected", ""); RNA_def_property_update(prop, 0, "rna_Armature_redraw_data"); + + /* XXX better matrix descriptions possible (Arystan) */ + prop= RNA_def_property(srna, "matrix", PROP_FLOAT, PROP_MATRIX); + RNA_def_property_float_sdna(prop, NULL, "bone_mat"); + RNA_def_property_array(prop, 9); + RNA_def_property_ui_text(prop, "Bone Matrix", "3x3 bone matrix."); + + prop= RNA_def_property(srna, "armature_matrix", PROP_FLOAT, PROP_MATRIX); + RNA_def_property_float_sdna(prop, NULL, "arm_mat"); + RNA_def_property_array(prop, 16); + RNA_def_property_ui_text(prop, "Bone Armature-Relative Matrix", "4x4 bone matrix relative to armature."); + + prop= RNA_def_property(srna, "tail", PROP_FLOAT, PROP_TRANSLATION); + RNA_def_property_float_sdna(prop, NULL, "tail"); + RNA_def_property_array(prop, 3); + RNA_def_property_ui_text(prop, "Tail", "Location of tail end of the bone."); + + prop= RNA_def_property(srna, "armature_tail", PROP_FLOAT, PROP_TRANSLATION); + RNA_def_property_float_sdna(prop, NULL, "arm_tail"); + RNA_def_property_array(prop, 3); + RNA_def_property_ui_text(prop, "Armature-Relative Tail", "Location of tail end of the bone relative to armature."); + + prop= RNA_def_property(srna, "head", PROP_FLOAT, PROP_TRANSLATION); + RNA_def_property_float_sdna(prop, NULL, "head"); + RNA_def_property_array(prop, 3); + RNA_def_property_ui_text(prop, "Head", "Location of head end of the bone."); + + prop= RNA_def_property(srna, "armature_head", PROP_FLOAT, PROP_TRANSLATION); + RNA_def_property_float_sdna(prop, NULL, "arm_head"); + RNA_def_property_array(prop, 3); + RNA_def_property_ui_text(prop, "Armature-Relative Head", "Location of head end of the bone relative to armature."); } static void rna_def_edit_bone(BlenderRNA *brna) diff --git a/source/blender/makesrna/intern/rna_image.c b/source/blender/makesrna/intern/rna_image.c index 13ec9aea9bb..db7a8afb4a4 100644 --- a/source/blender/makesrna/intern/rna_image.c +++ b/source/blender/makesrna/intern/rna_image.c @@ -144,6 +144,29 @@ static EnumPropertyItem *rna_Image_source_itemf(bContext *C, PointerRNA *ptr, in return item; } +static int rna_Image_has_data_get(PointerRNA *ptr) +{ + Image *im= (Image*)ptr->data; + + if (im->ibufs.first) + return 1; + + return 0; +} + +static int rna_Image_depth_get(PointerRNA *ptr) +{ + Image *im= (Image*)ptr->data; + ImBuf *ibuf= BKE_image_get_ibuf(im, NULL); + + if (!ibuf) return 0; + + if (ibuf->rect_float) + return 128; + + return ibuf->depth; +} + #else static void rna_def_imageuser(BlenderRNA *brna) @@ -356,6 +379,22 @@ static void rna_def_image(BlenderRNA *brna) RNA_def_property_boolean_sdna(prop, NULL, "tpageflag", IMA_CLAMP_V); RNA_def_property_ui_text(prop, "Clamp Y", "Disable texture repeating vertically."); RNA_def_property_update(prop, NC_IMAGE|ND_DISPLAY, NULL); + + /* + Image.has_data and Image.depth are temporary, + Update import_obj.py when they are replaced (Arystan) + */ + prop= RNA_def_property(srna, "has_data", PROP_BOOLEAN, PROP_NONE); + RNA_def_property_boolean_funcs(prop, "rna_Image_has_data_get", NULL); + RNA_def_property_clear_flag(prop, PROP_EDITABLE); + RNA_def_property_ui_text(prop, "Has data", "True if this image has data."); + + prop= RNA_def_property(srna, "depth", PROP_INT, PROP_NONE); + RNA_def_property_int_funcs(prop, "rna_Image_depth_get", NULL, NULL); + RNA_def_property_ui_text(prop, "Depth", "Image bit depth."); + RNA_def_property_clear_flag(prop, PROP_EDITABLE); + + RNA_api_image(srna); } void RNA_def_image(BlenderRNA *brna) diff --git a/source/blender/makesrna/intern/rna_image_api.c b/source/blender/makesrna/intern/rna_image_api.c new file mode 100644 index 00000000000..25c764b8823 --- /dev/null +++ b/source/blender/makesrna/intern/rna_image_api.c @@ -0,0 +1,82 @@ +/** + * $Id$ + * + * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2009 Blender Foundation. + * All rights reserved. + * + * + * Contributor(s): Arystanbek Dyussenov + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include <time.h> + +#include "RNA_define.h" +#include "RNA_types.h" + +#include "DNA_object_types.h" + +#ifdef RNA_RUNTIME + +#include "BKE_utildefines.h" +#include "BKE_image.h" + +#include "MEM_guardedalloc.h" + +/* + User should check if returned path exists before copying a file there. + + TODO: it would be better to return a (abs, rel) tuple. +*/ +static char *rna_Image_get_export_path(Image *image, char *dest_dir, int rel) +{ + int length = FILE_MAX; + char *path= MEM_callocN(length, "image file path"); + + if (!BKE_get_image_export_path(image, dest_dir, rel ? NULL : path, length, rel ? path : NULL, length )) { + MEM_freeN(path); + return NULL; + } + + return path; +} + +#else + +void RNA_api_image(StructRNA *srna) +{ + FunctionRNA *func; + PropertyRNA *parm; + + func= RNA_def_function(srna, "get_export_path", "rna_Image_get_export_path"); + RNA_def_function_ui_description(func, "Produce image export path."); + parm= RNA_def_string(func, "dest_dir", "", 0, "", "Destination directory."); + RNA_def_property_flag(parm, PROP_REQUIRED); + parm= RNA_def_boolean(func, "get_rel_path", 1, "", "Return relative path if True."); + RNA_def_property_flag(parm, PROP_REQUIRED); + parm= RNA_def_string(func, "path", "", 0, "", "Absolute export path."); + RNA_def_function_return(func, parm); +} + +#endif + diff --git a/source/blender/makesrna/intern/rna_internal.h b/source/blender/makesrna/intern/rna_internal.h index 4d8ef7082b6..3723c05ada0 100644 --- a/source/blender/makesrna/intern/rna_internal.h +++ b/source/blender/makesrna/intern/rna_internal.h @@ -200,15 +200,19 @@ void rna_Mesh_update_draw(struct bContext *C, struct PointerRNA *ptr); /* API functions */ +void RNA_api_action(StructRNA *srna); +void RNA_api_image(struct StructRNA *srna); void RNA_api_keyingset(struct StructRNA *srna); void RNA_api_main(struct StructRNA *srna); +void RNA_api_material(StructRNA *srna); void RNA_api_mesh(struct StructRNA *srna); void RNA_api_object(struct StructRNA *srna); -void RNA_api_scene(struct StructRNA *srna); +void RNA_api_scene(struct StructRNA *srna); void RNA_api_text(struct StructRNA *srna); void RNA_api_ui_layout(struct StructRNA *srna); void RNA_api_wm(struct StructRNA *srna); + /* ID Properties */ extern StringPropertyRNA rna_IDProperty_string; diff --git a/source/blender/makesrna/intern/rna_main_api.c b/source/blender/makesrna/intern/rna_main_api.c index d0a3789b9d8..9d42c473f50 100644 --- a/source/blender/makesrna/intern/rna_main_api.c +++ b/source/blender/makesrna/intern/rna_main_api.c @@ -32,13 +32,21 @@ #include "RNA_define.h" #include "RNA_types.h" +#include "DNA_object_types.h" +#include "DNA_material_types.h" +#include "DNA_mesh_types.h" + #ifdef RNA_RUNTIME #include "BKE_main.h" #include "BKE_mesh.h" #include "BKE_library.h" +#include "BKE_object.h" +#include "BKE_material.h" +#include "BKE_image.h" +#include "BKE_texture.h" -#include "DNA_mesh_types.h" +#include "DNA_lamp_types.h" static Mesh *rna_Main_add_mesh(Main *main, char *name) { @@ -57,24 +65,145 @@ static void rna_Main_remove_mesh(Main *main, ReportList *reports, Mesh *me) /* XXX python now has invalid pointer? */ } +static Lamp *rna_Main_add_lamp(Main *main, char *name) +{ + Lamp *la= add_lamp(name); + la->id.us--; + return la; +} + +/* +static void rna_Main_remove_lamp(Main *main, ReportList *reports, Lamp *la) +{ + if(la->id.us == 0) + free_libblock(&main->lamp, la); + else + BKE_report(reports, RPT_ERROR, "Lamp must have zero users to be removed."); +} +*/ + +static Object* rna_Main_add_object(Main *main, int type, char *name) +{ + Object *ob= add_only_object(type, name); + ob->id.us--; + return ob; +} + +/* + NOTE: the following example shows when this function should _not_ be called + + ob = bpy.data.add_object() + scene.add_object(ob) + + # ob is freed here + scene.remove_object(ob) + + # don't do this since ob is already freed! + bpy.data.remove_object(ob) +*/ +static void rna_Main_remove_object(Main *main, ReportList *reports, Object *ob) +{ + if(ob->id.us == 0) + free_libblock(&main->object, ob); + else + BKE_report(reports, RPT_ERROR, "Object must have zero users to be removed."); +} + +static Material *rna_Main_add_material(Main *main, char *name) +{ + return add_material(name); +} + +/* TODO: remove material? */ + +struct Tex *rna_Main_add_texture(Main *main, char *name) +{ + return add_texture(name); +} + +/* TODO: remove texture? */ + +struct Image *rna_Main_add_image(Main *main, char *filename) +{ + return BKE_add_image_file(filename, 0); +} + #else void RNA_api_main(StructRNA *srna) { FunctionRNA *func; - PropertyRNA *prop; + PropertyRNA *parm; + + /* copied from rna_def_object */ + static EnumPropertyItem object_type_items[] = { + {OB_EMPTY, "EMPTY", 0, "Empty", ""}, + {OB_MESH, "MESH", 0, "Mesh", ""}, + {OB_CURVE, "CURVE", 0, "Curve", ""}, + {OB_SURF, "SURFACE", 0, "Surface", ""}, + {OB_FONT, "TEXT", 0, "Text", ""}, + {OB_MBALL, "META", 0, "Meta", ""}, + {OB_LAMP, "LAMP", 0, "Lamp", ""}, + {OB_CAMERA, "CAMERA", 0, "Camera", ""}, + {OB_WAVE, "WAVE", 0, "Wave", ""}, + {OB_LATTICE, "LATTICE", 0, "Lattice", ""}, + {OB_ARMATURE, "ARMATURE", 0, "Armature", ""}, + {0, NULL, 0, NULL, NULL}}; + + func= RNA_def_function(srna, "add_object", "rna_Main_add_object"); + RNA_def_function_ui_description(func, "Add a new object."); + parm= RNA_def_enum(func, "type", object_type_items, 0, "", "Type of Object."); + RNA_def_property_flag(parm, PROP_REQUIRED); + parm= RNA_def_string(func, "name", "Object", 0, "", "New name for the datablock."); + RNA_def_property_flag(parm, PROP_REQUIRED); + parm= RNA_def_pointer(func, "object", "Object", "", "New object."); + RNA_def_function_return(func, parm); + + func= RNA_def_function(srna, "remove_object", "rna_Main_remove_object"); + RNA_def_function_flag(func, FUNC_USE_REPORTS); + RNA_def_function_ui_description(func, "Remove an object if it has zero users."); + parm= RNA_def_pointer(func, "object", "Object", "", "Object to remove."); + RNA_def_property_flag(parm, PROP_REQUIRED); func= RNA_def_function(srna, "add_mesh", "rna_Main_add_mesh"); RNA_def_function_ui_description(func, "Add a new mesh."); - prop= RNA_def_string(func, "name", "Mesh", 0, "", "New name for the datablock."); - prop= RNA_def_pointer(func, "mesh", "Mesh", "", "New mesh."); - RNA_def_function_return(func, prop); + parm= RNA_def_string(func, "name", "Mesh", 0, "", "New name for the datablock."); + RNA_def_property_flag(parm, PROP_REQUIRED); + parm= RNA_def_pointer(func, "mesh", "Mesh", "", "New mesh."); + RNA_def_function_return(func, parm); func= RNA_def_function(srna, "remove_mesh", "rna_Main_remove_mesh"); RNA_def_function_flag(func, FUNC_USE_REPORTS); RNA_def_function_ui_description(func, "Remove a mesh if it has zero users."); - prop= RNA_def_pointer(func, "mesh", "Mesh", "", "Mesh to remove."); - RNA_def_property_flag(prop, PROP_REQUIRED); + parm= RNA_def_pointer(func, "mesh", "Mesh", "", "Mesh to remove."); + RNA_def_property_flag(parm, PROP_REQUIRED); + + func= RNA_def_function(srna, "add_lamp", "rna_Main_add_lamp"); + RNA_def_function_ui_description(func, "Add a new lamp."); + parm= RNA_def_string(func, "name", "Lamp", 0, "", "New name for the datablock."); + RNA_def_property_flag(parm, PROP_REQUIRED); + parm= RNA_def_pointer(func, "mesh", "Lamp", "", "New lamp."); + RNA_def_function_return(func, parm); + + func= RNA_def_function(srna, "add_material", "rna_Main_add_material"); + RNA_def_function_ui_description(func, "Add a new material."); + parm= RNA_def_string(func, "name", "Material", 0, "", "New name for the datablock."); /* optional */ + parm= RNA_def_pointer(func, "material", "Material", "", "New material."); + RNA_def_function_return(func, parm); + + func= RNA_def_function(srna, "add_texture", "rna_Main_add_texture"); + RNA_def_function_ui_description(func, "Add a new texture."); + parm= RNA_def_string(func, "name", "Tex", 0, "", "New name for the datablock."); /* optional */ + parm= RNA_def_pointer(func, "texture", "Texture", "", "New texture."); + RNA_def_function_return(func, parm); + + func= RNA_def_function(srna, "add_image", "rna_Main_add_image"); + RNA_def_function_ui_description(func, "Add a new image."); + parm= RNA_def_string(func, "filename", "", 0, "", "Filename to load image from."); + RNA_def_property_flag(parm, PROP_REQUIRED); + parm= RNA_def_pointer(func, "image", "Image", "", "New image."); + RNA_def_function_return(func, parm); + } #endif diff --git a/source/blender/makesrna/intern/rna_material.c b/source/blender/makesrna/intern/rna_material.c index 23aeacb97f2..a6f22017aaa 100644 --- a/source/blender/makesrna/intern/rna_material.c +++ b/source/blender/makesrna/intern/rna_material.c @@ -1688,6 +1688,8 @@ void RNA_def_material(BlenderRNA *brna) rna_def_material_mtex(brna); rna_def_material_strand(brna); rna_def_material_physics(brna); + + RNA_api_material(srna); } void rna_def_mtex_common(StructRNA *srna, const char *begin, const char *activeget, const char *activeset, const char *structname) diff --git a/source/blender/makesrna/intern/rna_material_api.c b/source/blender/makesrna/intern/rna_material_api.c new file mode 100644 index 00000000000..aa28b6b923c --- /dev/null +++ b/source/blender/makesrna/intern/rna_material_api.c @@ -0,0 +1,126 @@ +/** + * + * + * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2009 Blender Foundation. + * All rights reserved. + * + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include <stdlib.h> +#include <stdio.h> + +#include "RNA_define.h" +#include "RNA_types.h" + +#include "DNA_material_types.h" + +#ifdef RNA_RUNTIME + +#include "BKE_material.h" +#include "BKE_texture.h" + +/* + Adds material to the first free texture slot. + If all slots are busy, replaces the first. +*/ +static void rna_Material_add_texture(Material *ma, Tex *tex, int mapto, int texco) +{ + int i; + MTex *mtex; + int slot= -1; + + for (i= 0; i < MAX_MTEX; i++) { + if (!ma->mtex[i]) { + slot= i; + break; + } + } + + if (slot == -1) + slot= 0; + + if (ma->mtex[slot]) { + ma->mtex[slot]->tex->id.us--; + } + else { + ma->mtex[slot]= add_mtex(); + } + + mtex= ma->mtex[slot]; + + mtex->tex= tex; + id_us_plus(&tex->id); + + mtex->texco= mapto; + mtex->mapto= texco; +} + +#else + +void RNA_api_material(StructRNA *srna) +{ + FunctionRNA *func; + PropertyRNA *parm; + + /* copied from rna_def_material_mtex (rna_material.c) */ + static EnumPropertyItem prop_texture_coordinates_items[] = { + {TEXCO_GLOB, "GLOBAL", 0, "Global", "Uses global coordinates for the texture coordinates."}, + {TEXCO_OBJECT, "OBJECT", 0, "Object", "Uses linked object's coordinates for texture coordinates."}, + {TEXCO_UV, "UV", 0, "UV", "Uses UV coordinates for texture coordinates."}, + {TEXCO_ORCO, "ORCO", 0, "Generated", "Uses the original undeformed coordinates of the object."}, + {TEXCO_STRAND, "STRAND", 0, "Strand", "Uses normalized strand texture coordinate (1D)."}, + {TEXCO_STICKY, "STICKY", 0, "Sticky", "Uses mesh's sticky coordinates for the texture coordinates."}, + {TEXCO_WINDOW, "WINDOW", 0, "Window", "Uses screen coordinates as texture coordinates."}, + {TEXCO_NORM, "NORMAL", 0, "Normal", "Uses normal vector as texture coordinates."}, + {TEXCO_REFL, "REFLECTION", 0, "Reflection", "Uses reflection vector as texture coordinates."}, + {TEXCO_STRESS, "STRESS", 0, "Stress", "Uses the difference of edge lengths compared to original coordinates of the mesh."}, + {TEXCO_TANGENT, "TANGENT", 0, "Tangent", "Uses the optional tangent vector as texture coordinates."}, + + {0, NULL, 0, NULL, NULL}}; + + static EnumPropertyItem prop_texture_mapto_items[] = { + {MAP_COL, "COLOR", 0, "Color", "Causes the texture to affect basic color of the material"}, + {MAP_NORM, "NORMAL", 0, "Normal", "Causes the texture to affect the rendered normal"}, + {MAP_COLSPEC, "SPECULAR_COLOR", 0, "Specularity Color", "Causes the texture to affect the specularity color"}, + {MAP_COLMIR, "MIRROR", 0, "Mirror", "Causes the texture to affect the mirror color"}, + {MAP_REF, "REFLECTION", 0, "Reflection", "Causes the texture to affect the value of the materials reflectivity"}, + {MAP_SPEC, "SPECULARITY", 0, "Specularity", "Causes the texture to affect the value of specularity"}, + {MAP_EMIT, "EMIT", 0, "Emit", "Causes the texture to affect the emit value"}, + {MAP_ALPHA, "ALPHA", 0, "Alpha", "Causes the texture to affect the alpha value"}, + {MAP_HAR, "HARDNESS", 0, "Hardness", "Causes the texture to affect the hardness value"}, + {MAP_RAYMIRR, "RAY_MIRROR", 0, "Ray-Mirror", "Causes the texture to affect the ray-mirror value"}, + {MAP_TRANSLU, "TRANSLUCENCY", 0, "Translucency", "Causes the texture to affect the translucency value"}, + {MAP_AMB, "AMBIENT", 0, "Ambient", "Causes the texture to affect the value of ambient"}, + {MAP_DISPLACE, "DISPLACEMENT", 0, "Displacement", "Let the texture displace the surface"}, + {MAP_WARP, "WARP", 0, "Warp", "Let the texture warp texture coordinates of next channels"}, + {0, NULL, 0, NULL, NULL}}; + + func= RNA_def_function(srna, "add_texture", "rna_Material_add_texture"); + RNA_def_function_ui_description(func, "Add a texture to material's free texture slot."); + parm= RNA_def_pointer(func, "texture", "Texture", "", "Texture to add."); + parm= RNA_def_enum(func, "texture_coordinates", prop_texture_coordinates_items, TEXCO_UV, "", "Source of texture coordinate information."); /* optional */ + parm= RNA_def_enum(func, "map_to", prop_texture_mapto_items, MAP_COL, "", "Controls which material property the texture affects."); /* optional */ +} + +#endif + diff --git a/source/blender/makesrna/intern/rna_mesh.c b/source/blender/makesrna/intern/rna_mesh.c index 78fb8ede3ee..cfc1e017f3c 100644 --- a/source/blender/makesrna/intern/rna_mesh.c +++ b/source/blender/makesrna/intern/rna_mesh.c @@ -953,6 +953,16 @@ static void rna_def_medge(BlenderRNA *brna) RNA_def_property_boolean_sdna(prop, NULL, "flag", ME_SHARP); RNA_def_property_ui_text(prop, "Sharp", "Sharp edge for the EdgeSplit modifier"); RNA_def_property_update(prop, 0, "rna_Mesh_update_data"); + + prop= RNA_def_property(srna, "loose", PROP_BOOLEAN, PROP_NONE); + RNA_def_property_boolean_sdna(prop, NULL, "flag", ME_LOOSEEDGE); + RNA_def_property_clear_flag(prop, PROP_EDITABLE); + RNA_def_property_ui_text(prop, "Loose", "Loose edge"); + + prop= RNA_def_property(srna, "fgon", PROP_BOOLEAN, PROP_NONE); + RNA_def_property_boolean_sdna(prop, NULL, "flag", ME_FGON); + RNA_def_property_clear_flag(prop, PROP_EDITABLE); + RNA_def_property_ui_text(prop, "Fgon", "Fgon edge"); } static void rna_def_mface(BlenderRNA *brna) @@ -968,10 +978,13 @@ static void rna_def_mface(BlenderRNA *brna) // XXX allows creating invalid meshes prop= RNA_def_property(srna, "verts", PROP_INT, PROP_UNSIGNED); + RNA_def_property_int_sdna(prop, NULL, "v1"); RNA_def_property_array(prop, 4); + /* RNA_def_property_flag(prop, PROP_DYNAMIC); RNA_def_property_dynamic_array_funcs(prop, "rna_MeshFace_verts_get_length"); RNA_def_property_int_funcs(prop, "rna_MeshFace_verts_get", "rna_MeshFace_verts_set", NULL); + */ RNA_def_property_ui_text(prop, "Vertices", "Vertex indices"); prop= RNA_def_property(srna, "material_index", PROP_INT, PROP_UNSIGNED); diff --git a/source/blender/makesrna/intern/rna_mesh_api.c b/source/blender/makesrna/intern/rna_mesh_api.c index 686d91e4fe2..d8466337781 100644 --- a/source/blender/makesrna/intern/rna_mesh_api.c +++ b/source/blender/makesrna/intern/rna_mesh_api.c @@ -42,12 +42,19 @@ #include "BKE_DerivedMesh.h" #include "BKE_main.h" #include "BKE_mesh.h" +#include "BKE_material.h" +#include "DNA_mesh_types.h" +#include "DNA_scene_types.h" + +#include "BLI_arithb.h" #include "BLI_edgehash.h" #include "WM_api.h" #include "WM_types.h" +#include "MEM_guardedalloc.h" + static void rna_Mesh_calc_edges(Mesh *mesh) { CustomData edata; @@ -102,6 +109,9 @@ static void rna_Mesh_calc_edges(Mesh *mesh) static void rna_Mesh_update(Mesh *mesh, bContext *C) { + Main *bmain= CTX_data_main(C); + Object *ob; + if(mesh->totface && mesh->totedge == 0) rna_Mesh_calc_edges(mesh); @@ -111,6 +121,18 @@ static void rna_Mesh_update(Mesh *mesh, bContext *C) WM_event_add_notifier(C, NC_GEOM|ND_DATA, mesh); } +static void rna_Mesh_transform(Mesh *me, float *mat) +{ + + /* TODO: old API transform had recalc_normals option */ + int i; + MVert *mvert= me->mvert; + + for(i= 0; i < me->totvert; i++, mvert++) { + Mat4MulVecfl((float (*)[4])mat, mvert->co); + } +} + static void rna_Mesh_add_verts(Mesh *mesh, int len) { CustomData vdata; @@ -141,6 +163,14 @@ static void rna_Mesh_add_verts(Mesh *mesh, int len) mesh->totvert= totvert; } +Mesh *rna_Mesh_create_copy(Mesh *me) +{ + Mesh *ret= copy_mesh(me); + ret->id.us--; + + return ret; +} + static void rna_Mesh_add_edges(Mesh *mesh, int len) { CustomData edata; @@ -201,6 +231,12 @@ static void rna_Mesh_add_faces(Mesh *mesh, int len) mesh->totface= totface; } +/* +static void rna_Mesh_add_faces(Mesh *mesh) +{ +} +*/ + static void rna_Mesh_add_geometry(Mesh *mesh, int verts, int edges, int faces) { if(verts) @@ -211,6 +247,39 @@ static void rna_Mesh_add_geometry(Mesh *mesh, int verts, int edges, int faces) rna_Mesh_add_faces(mesh, faces); } +static void rna_Mesh_add_uv_texture(Mesh *me) +{ + me->mtface= CustomData_add_layer(&me->fdata, CD_MTFACE, CD_DEFAULT, NULL, me->totface); +} + +static void rna_Mesh_calc_normals(Mesh *me) +{ + mesh_calc_normals(me->mvert, me->totvert, me->mface, me->totface, NULL); +} + +static void rna_Mesh_add_material(Mesh *me, Material *ma) +{ + int i; + int totcol = me->totcol + 1; + Material **mat; + + /* don't add if mesh already has it */ + for (i = 0; i < me->totcol; i++) + if (me->mat[i] == ma) + return; + + mat= MEM_callocN(sizeof(void*) * totcol, "newmatar"); + + if (me->totcol) memcpy(mat, me->mat, sizeof(void*) * me->totcol); + if (me->mat) MEM_freeN(me->mat); + + me->mat = mat; + me->mat[me->totcol++] = ma; + ma->id.us++; + + test_object_materials((ID*)me); +} + #else void RNA_api_mesh(StructRNA *srna) @@ -218,6 +287,11 @@ void RNA_api_mesh(StructRNA *srna) FunctionRNA *func; PropertyRNA *parm; + func= RNA_def_function(srna, "transform", "rna_Mesh_transform"); + RNA_def_function_ui_description(func, "Transform mesh vertices by a matrix."); + parm= RNA_def_float_matrix(func, "matrix", 4, 4, NULL, 0.0f, 0.0f, "", "Matrix.", 0.0f, 0.0f); + RNA_def_property_flag(parm, PROP_REQUIRED); + func= RNA_def_function(srna, "add_geometry", "rna_Mesh_add_geometry"); parm= RNA_def_int(func, "verts", 0, 0, INT_MAX, "Number", "Number of vertices to add.", 0, INT_MAX); RNA_def_property_flag(parm, PROP_REQUIRED); @@ -226,8 +300,24 @@ void RNA_api_mesh(StructRNA *srna) parm= RNA_def_int(func, "faces", 0, 0, INT_MAX, "Number", "Number of faces to add.", 0, INT_MAX); RNA_def_property_flag(parm, PROP_REQUIRED); + func= RNA_def_function(srna, "create_copy", "rna_Mesh_create_copy"); + RNA_def_function_ui_description(func, "Create a copy of this Mesh datablock."); + parm= RNA_def_pointer(func, "mesh", "Mesh", "", "Mesh, remove it if it is only used for export."); + RNA_def_function_return(func, parm); + + func= RNA_def_function(srna, "add_uv_texture", "rna_Mesh_add_uv_texture"); + RNA_def_function_ui_description(func, "Add a UV texture layer to Mesh."); + + func= RNA_def_function(srna, "calc_normals", "rna_Mesh_calc_normals"); + RNA_def_function_ui_description(func, "Calculate vertex normals."); + func= RNA_def_function(srna, "update", "rna_Mesh_update"); RNA_def_function_flag(func, FUNC_USE_CONTEXT); + + func= RNA_def_function(srna, "add_material", "rna_Mesh_add_material"); + RNA_def_function_ui_description(func, "Add a new material to Mesh."); + parm= RNA_def_pointer(func, "material", "Material", "", "Material to add."); + RNA_def_property_flag(parm, PROP_REQUIRED); } #endif diff --git a/source/blender/makesrna/intern/rna_object.c b/source/blender/makesrna/intern/rna_object.c index 8e805597e11..76d9e077a18 100644 --- a/source/blender/makesrna/intern/rna_object.c +++ b/source/blender/makesrna/intern/rna_object.c @@ -103,6 +103,12 @@ void rna_Object_update(bContext *C, PointerRNA *ptr) DAG_id_flush_update(ptr->id.data, OB_RECALC_OB); } +void rna_Object_matrix_update(bContext *C, PointerRNA *ptr) +{ + ED_object_apply_obmat(ptr->id.data); + rna_Object_update(C, ptr); +} + void rna_Object_update_data(bContext *C, PointerRNA *ptr) { DAG_id_flush_update(ptr->id.data, OB_RECALC_DATA); @@ -1212,6 +1218,7 @@ static void rna_def_object(BlenderRNA *brna) RNA_def_property_float_sdna(prop, NULL, "obmat"); RNA_def_property_multi_array(prop, 2, matrix_dimsize); RNA_def_property_ui_text(prop, "Matrix", "Transformation matrix."); + RNA_def_property_update(prop, NC_OBJECT|ND_TRANSFORM, "rna_Object_matrix_update"); /* collections */ prop= RNA_def_property(srna, "constraints", PROP_COLLECTION, PROP_NONE); @@ -1524,12 +1531,43 @@ static void rna_def_object(BlenderRNA *brna) RNA_api_object(srna); } +static void rna_def_dupli_object(BlenderRNA *brna) +{ + StructRNA *srna; + PropertyRNA *prop; + + srna= RNA_def_struct(brna, "DupliObject", NULL); + RNA_def_struct_sdna(srna, "DupliObject"); + RNA_def_struct_ui_text(srna, "Dupli Object", "Dupli Object data."); + /* RNA_def_struct_ui_icon(srna, ICON_OBJECT_DATA); */ + + prop= RNA_def_property(srna, "object", PROP_POINTER, PROP_NONE); + /* RNA_def_property_struct_type(prop, "Object"); */ + RNA_def_property_pointer_sdna(prop, NULL, "ob"); + /* RNA_def_property_pointer_funcs(prop, "rna_DupliObject_object_get", NULL, NULL); */ + RNA_def_property_clear_flag(prop, PROP_EDITABLE); + RNA_def_property_ui_text(prop, "Object", "Object this DupliObject represents."); + + prop= RNA_def_property(srna, "ob_matrix", PROP_FLOAT, PROP_MATRIX); + RNA_def_property_float_sdna(prop, NULL, "omat"); + RNA_def_property_array(prop, 16); + RNA_def_property_ui_text(prop, "Object Matrix", "Object transformation matrix."); + + prop= RNA_def_property(srna, "matrix", PROP_FLOAT, PROP_MATRIX); + RNA_def_property_float_sdna(prop, NULL, "mat"); + RNA_def_property_array(prop, 16); + RNA_def_property_ui_text(prop, "DupliObject Matrix", "DupliObject transformation matrix."); + + /* TODO: DupliObject has more properties that can be wrapped */ +} + void RNA_def_object(BlenderRNA *brna) { rna_def_object(brna); rna_def_object_game_settings(brna); rna_def_vertex_group(brna); rna_def_material_slot(brna); + rna_def_dupli_object(brna); } #endif diff --git a/source/blender/makesrna/intern/rna_object_api.c b/source/blender/makesrna/intern/rna_object_api.c index e51dcbe3c57..f809868c130 100644 --- a/source/blender/makesrna/intern/rna_object_api.c +++ b/source/blender/makesrna/intern/rna_object_api.c @@ -28,43 +28,64 @@ #include <stdlib.h> #include <stdio.h> +#include <string.h> +#include <time.h> #include "RNA_define.h" #include "RNA_types.h" +#include "DNA_object_types.h" + +#include "BLO_sys_types.h" /* needed for intptr_t used in ED_mesh.h */ + +#include "ED_mesh.h" + #ifdef RNA_RUNTIME -#include "MEM_guardedalloc.h" +#include "BKE_main.h" +#include "BKE_global.h" +#include "BKE_context.h" +#include "BKE_report.h" +#include "BKE_object.h" +#include "BKE_mesh.h" +#include "BKE_DerivedMesh.h" #include "BKE_customdata.h" -#include "BKE_DerivedMesh.h" +#include "BKE_anim.h" +#include "BKE_depsgraph.h" #include "BKE_displist.h" -#include "BKE_object.h" +#include "BKE_font.h" #include "BKE_mball.h" -#include "BKE_main.h" + +#include "BLI_arithb.h" #include "DNA_mesh_types.h" -#include "DNA_curve_types.h" #include "DNA_scene_types.h" +#include "DNA_meshdata_types.h" +#include "DNA_curve_types.h" +#include "DNA_modifier_types.h" + +#include "MEM_guardedalloc.h" -/* copied from init_render_mesh (render code) */ -static Mesh *rna_Object_create_render_mesh(Object *ob, bContext *C, Scene *scene) +/* copied from Mesh_getFromObject and adapted to RNA interface */ +/* settings: 0 - preview, 1 - render */ +static Mesh *rna_Object_create_mesh(Object *ob, bContext *C, ReportList *reports, int apply_modifiers, int settings) { - CustomDataMask mask = CD_MASK_BAREMESH|CD_MASK_MTFACE|CD_MASK_MCOL; + Mesh *tmpmesh; + Curve *tmpcu = NULL; Object *tmpobj = NULL; - DerivedMesh *dm; - Mesh *me; - - switch(ob->type) { + int render = settings, i; + int cage = !apply_modifiers; + Scene *sce = CTX_data_scene(C); + + /* perform the mesh extraction based on type */ + switch (ob->type) { case OB_FONT: case OB_CURVE: case OB_SURF: - { - int cage = 0; //XXX -todo - Curve *tmpcu = NULL; /* copies object and modifiers (but not the data) */ - tmpobj= copy_object( ob ); + tmpobj= copy_object(ob); tmpcu = (Curve *)tmpobj->data; tmpcu->id.us--; @@ -88,80 +109,352 @@ static Mesh *rna_Object_create_render_mesh(Object *ob, bContext *C, Scene *scene #endif /* get updated display list, and convert to a mesh */ - makeDispListCurveTypes( scene, tmpobj, 0 ); + makeDispListCurveTypes( sce, tmpobj, 0 ); nurbs_to_mesh( tmpobj ); - - /* nurbs_to_mesh changes the type tp a mesh, check it worked */ + + /* nurbs_to_mesh changes the type to a mesh, check it worked */ if (tmpobj->type != OB_MESH) { - free_libblock_us( &(CTX_data_main(C)->object), tmpobj ); - printf("cant convert curve to mesh. Does the curve have any segments?" ); // XXX use report api + free_libblock_us( &G.main->object, tmpobj ); + BKE_report(reports, RPT_ERROR, "cant convert curve to mesh. Does the curve have any segments?"); + return NULL; } - me = tmpobj->data; - free_libblock_us( &(CTX_data_main(C)->object), tmpobj ); - break; - } + tmpmesh = tmpobj->data; + free_libblock_us( &G.main->object, tmpobj ); + break; + case OB_MBALL: /* metaballs don't have modifiers, so just convert to mesh */ - ob = find_basis_mball(scene, ob); - /* todo, re-generatre for render-res */ - // metaball_polygonize(scene, ob) - me = add_mesh("Mesh"); - mball_to_mesh( &ob->disp, me ); + ob = find_basis_mball( sce, ob ); + tmpmesh = add_mesh("Mesh"); + mball_to_mesh( &ob->disp, tmpmesh ); + break; + + case OB_MESH: + /* copies object and modifiers (but not the data) */ + if (cage) { + /* copies the data */ + tmpmesh = copy_mesh( ob->data ); + /* if not getting the original caged mesh, get final derived mesh */ + } else { + /* Make a dummy mesh, saves copying */ + DerivedMesh *dm; + /* CustomDataMask mask = CD_MASK_BAREMESH|CD_MASK_MTFACE|CD_MASK_MCOL; */ + CustomDataMask mask = CD_MASK_MESH; /* this seems more suitable, exporter, + for example, needs CD_MASK_MDEFORMVERT */ + + /* Write the display mesh into the dummy mesh */ + if (render) + dm = mesh_create_derived_render( sce, ob, mask ); + else + dm = mesh_create_derived_view( sce, ob, mask ); + + tmpmesh = add_mesh( "Mesh" ); + DM_to_mesh( dm, tmpmesh ); + dm->release( dm ); + } + break; - case OB_MESH: - { - dm= mesh_create_derived_render(scene, ob, mask); - // dm= mesh_create_derived_view(scene, ob, mask); + default: + BKE_report(reports, RPT_ERROR, "Object does not have geometry data"); + return NULL; + } - if(!dm) - return NULL; + /* Copy materials to new mesh */ + switch (ob->type) { + case OB_SURF: + tmpmesh->totcol = tmpcu->totcol; + + /* free old material list (if it exists) and adjust user counts */ + if( tmpcu->mat ) { + for( i = tmpcu->totcol; i-- > 0; ) { + /* are we an object material or data based? */ + if (ob->colbits & 1<<i) + tmpmesh->mat[i] = ob->mat[i]; + else + tmpmesh->mat[i] = tmpcu->mat[i]; + + if (tmpmesh->mat[i]) + tmpmesh->mat[i]->id.us++; + } + } + break; + +#if 0 + /* Crashes when assigning the new material, not sure why */ + case OB_MBALL: + tmpmb = (MetaBall *)ob->data; + tmpmesh->totcol = tmpmb->totcol; + + /* free old material list (if it exists) and adjust user counts */ + if( tmpmb->mat ) { + for( i = tmpmb->totcol; i-- > 0; ) { + tmpmesh->mat[i] = tmpmb->mat[i]; /* CRASH HERE ??? */ + if (tmpmesh->mat[i]) { + tmpmb->mat[i]->id.us++; + } + } + } + break; +#endif - me= add_mesh("tmp_render_mesh"); - me->id.us--; /* we don't assign it to anything */ - DM_to_mesh(dm, me); - dm->release(dm); + case OB_MESH: + if (!cage) { + Mesh *origmesh= ob->data; + tmpmesh->flag= origmesh->flag; + tmpmesh->mat = MEM_dupallocN(origmesh->mat); + tmpmesh->totcol = origmesh->totcol; + tmpmesh->smoothresh= origmesh->smoothresh; + if( origmesh->mat ) { + for( i = origmesh->totcol; i-- > 0; ) { + /* are we an object material or data based? */ + if (ob->colbits & 1<<i) + tmpmesh->mat[i] = ob->mat[i]; + else + tmpmesh->mat[i] = origmesh->mat[i]; + if (tmpmesh->mat[i]) + tmpmesh->mat[i]->id.us++; + } + } + } break; + } /* end copy materials */ + + /* we don't assign it to anything */ + tmpmesh->id.us--; + + /* make sure materials get updated in objects */ + test_object_materials( ( ID * ) tmpmesh ); + + return tmpmesh; +} + +/* When no longer needed, duplilist should be freed with Object.free_duplilist */ +static void rna_Object_create_duplilist(Object *ob, bContext *C, ReportList *reports) +{ + if (!(ob->transflag & OB_DUPLI)) { + BKE_report(reports, RPT_ERROR, "Object does not have duplis."); + return; + } + + /* free duplilist if a user forgets to */ + if (ob->duplilist) { + BKE_reportf(reports, RPT_WARNING, "Object.dupli_list has not been freed."); + + free_object_duplilist(ob->duplilist); + ob->duplilist= NULL; + } + + ob->duplilist= object_duplilist(CTX_data_scene(C), ob); + + /* ob->duplilist should now be freed with Object.free_duplilist */ +} + +static void rna_Object_free_duplilist(Object *ob, ReportList *reports) +{ + if (ob->duplilist) { + free_object_duplilist(ob->duplilist); + ob->duplilist= NULL; } - default: - return NULL; +} + +static void rna_Object_convert_to_triface(Object *ob, bContext *C, ReportList *reports, Scene *sce) +{ + Mesh *me; + int ob_editing = CTX_data_edit_object(C) == ob; + + if (ob->type != OB_MESH) { + BKE_report(reports, RPT_ERROR, "Object should be of type MESH."); + return; } + me= (Mesh*)ob->data; + + if (!ob_editing) + make_editMesh(sce, ob); + + /* select all */ + EM_select_all(me->edit_mesh); + + convert_to_triface(me->edit_mesh, 0); + + load_editMesh(sce, ob); + + if (!ob_editing) + free_editMesh(me->edit_mesh); + + DAG_id_flush_update(&ob->id, OB_RECALC_DATA); +} + +static bDeformGroup *rna_Object_add_vertex_group(Object *ob, char *group_name) +{ + return ED_vgroup_add_name(ob, group_name); +} + +static void rna_Object_add_vertex_to_group(Object *ob, int vertex_index, bDeformGroup *def, float weight, int assignmode) +{ + /* creates dverts if needed */ + ED_vgroup_vert_add(ob, def, vertex_index, weight, assignmode); +} + +/* copied from old API Object.makeDisplayList (Object.c) */ +static void rna_Object_make_display_list(Object *ob, bContext *C) +{ + Scene *sce= CTX_data_scene(C); - { /* update the material */ - short i, *totcol =give_totcolp(ob); + if (ob->type == OB_FONT) { + Curve *cu = ob->data; + freedisplist(&cu->disp); + BKE_text_to_curve(sce, ob, CU_LEFT); + } - /* free the current material list */ - if(me->mat) - MEM_freeN((void *)me->mat); + DAG_id_flush_update(&ob->id, OB_RECALC_DATA); +} - me->mat= (Material **)MEM_callocN(sizeof(void *)*(*totcol), "matarray"); +static Object *rna_Object_find_armature(Object *ob) +{ + Object *ob_arm = NULL; - for(i=0; i<*totcol; i++) { - Material *mat= give_current_material(ob, i+1); - if(mat) { - me->mat[i]= mat; - mat->id.us++; + if (ob->type != OB_MESH) return NULL; + + if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) { + ob_arm = ob->parent; + } + else { + ModifierData *mod = (ModifierData*)ob->modifiers.first; + while (mod) { + if (mod->type == eModifierType_Armature) { + ob_arm = ((ArmatureModifierData*)mod)->object; } + + mod = mod->next; } } - return me; + return ob_arm; } +int rna_Object_is_visible(Object *ob, bContext *C) +{ + return ob->lay & CTX_data_scene(C)->lay; +} + +/* +static void rna_Mesh_assign_verts_to_group(Object *ob, bDeformGroup *group, int *indices, int totindex, float weight, int assignmode) +{ + if (ob->type != OB_MESH) { + BKE_report(reports, RPT_ERROR, "Object should be of MESH type."); + return; + } + + Mesh *me = (Mesh*)ob->data; + int group_index = get_defgroup_num(ob, group); + if (group_index == -1) { + BKE_report(reports, RPT_ERROR, "No deform groups assigned to mesh."); + return; + } + + if (assignmode != WEIGHT_REPLACE && assignmode != WEIGHT_ADD && assignmode != WEIGHT_SUBTRACT) { + BKE_report(reports, RPT_ERROR, "Bad assignment mode." ); + return; + } + + // makes a set of dVerts corresponding to the mVerts + if (!me->dvert) + create_dverts(&me->id); + + // loop list adding verts to group + for (i= 0; i < totindex; i++) { + if(i < 0 || i >= me->totvert) { + BKE_report(reports, RPT_ERROR, "Bad vertex index in list."); + return; + } + + add_vert_defnr(ob, group_index, i, weight, assignmode); + } +} +*/ + #else void RNA_api_object(StructRNA *srna) { FunctionRNA *func; - PropertyRNA *prop; + PropertyRNA *parm; + + static EnumPropertyItem mesh_type_items[] = { + {0, "PREVIEW", 0, "Preview", "Apply modifier preview settings."}, + {1, "RENDER", 0, "Render", "Apply modifier render settings."}, + {0, NULL, 0, NULL, NULL} + }; + + static EnumPropertyItem assign_mode_items[] = { + {WEIGHT_REPLACE, "REPLACE", 0, "Replace", "Replace."}, /* TODO: more meaningful descriptions */ + {WEIGHT_ADD, "ADD", 0, "Add", "Add."}, + {WEIGHT_SUBTRACT, "SUBTRACT", 0, "Subtract", "Subtract."}, + {0, NULL, 0, NULL, NULL} + }; + + /* mesh */ + func= RNA_def_function(srna, "create_mesh", "rna_Object_create_mesh"); + RNA_def_function_ui_description(func, "Create a Mesh datablock with modifiers applied."); + RNA_def_function_flag(func, FUNC_USE_CONTEXT|FUNC_USE_REPORTS); + parm= RNA_def_boolean(func, "apply_modifiers", 0, "", "Apply modifiers."); + RNA_def_property_flag(parm, PROP_REQUIRED); + parm= RNA_def_enum(func, "settings", mesh_type_items, 0, "", "Modifier settings to apply."); + RNA_def_property_flag(parm, PROP_REQUIRED); + parm= RNA_def_pointer(func, "mesh", "Mesh", "", "Mesh created from object, remove it if it is only used for export."); + RNA_def_function_return(func, parm); + + func= RNA_def_function(srna, "convert_to_triface", "rna_Object_convert_to_triface"); + RNA_def_function_ui_description(func, "Convert all mesh faces to triangles."); + RNA_def_function_flag(func, FUNC_USE_CONTEXT|FUNC_USE_REPORTS); + parm= RNA_def_pointer(func, "scene", "Scene", "", "Scene where the object belongs."); + RNA_def_property_flag(parm, PROP_REQUIRED); + + /* duplis */ + func= RNA_def_function(srna, "create_dupli_list", "rna_Object_create_duplilist"); + RNA_def_function_ui_description(func, "Create a list of dupli objects for this object, needs to be freed manually with free_dupli_list."); + RNA_def_function_flag(func, FUNC_USE_CONTEXT|FUNC_USE_REPORTS); + + func= RNA_def_function(srna, "free_dupli_list", "rna_Object_free_duplilist"); + RNA_def_function_ui_description(func, "Free the list of dupli objects."); + RNA_def_function_flag(func, FUNC_USE_REPORTS); + + /* vertex groups */ + func= RNA_def_function(srna, "add_vertex_group", "rna_Object_add_vertex_group"); + RNA_def_function_ui_description(func, "Add vertex group to object."); + parm= RNA_def_string(func, "name", "Group", 0, "", "Vertex group name."); /* optional */ + parm= RNA_def_pointer(func, "group", "VertexGroup", "", "New vertex group."); + RNA_def_function_return(func, parm); + + func= RNA_def_function(srna, "add_vertex_to_group", "rna_Object_add_vertex_to_group"); + RNA_def_function_ui_description(func, "Add vertex to a vertex group."); + parm= RNA_def_int(func, "vertex_index", 0, 0, 0, "", "Vertex index.", 0, 0); + RNA_def_property_flag(parm, PROP_REQUIRED); + parm= RNA_def_pointer(func, "group", "VertexGroup", "", "Vertex group to add vertex to."); + RNA_def_property_flag(parm, PROP_REQUIRED); + parm= RNA_def_float(func, "weight", 0, 0.0f, 1.0f, "", "Vertex weight.", 0.0f, 1.0f); + RNA_def_property_flag(parm, PROP_REQUIRED); + parm= RNA_def_enum(func, "type", assign_mode_items, 0, "", "Vertex assign mode."); + RNA_def_property_flag(parm, PROP_REQUIRED); + + /* Armature */ + func= RNA_def_function(srna, "find_armature", "rna_Object_find_armature"); + RNA_def_function_ui_description(func, "Find armature influencing this object as a parent or via a modifier."); + parm= RNA_def_pointer(func, "ob_arm", "Object", "", "Armature object influencing this object or NULL."); + RNA_def_function_return(func, parm); + + /* DAG */ + func= RNA_def_function(srna, "make_display_list", "rna_Object_make_display_list"); + RNA_def_function_ui_description(func, "Update object's display data."); /* XXX describe better */ + RNA_def_function_flag(func, FUNC_USE_CONTEXT); - func= RNA_def_function(srna, "create_render_mesh", "rna_Object_create_render_mesh"); - RNA_def_function_ui_description(func, "Create a Mesh datablock with all modifiers applied."); + /* View */ + func= RNA_def_function(srna, "is_visible", "rna_Object_is_visible"); + RNA_def_function_ui_description(func, "Determine if object is visible in active scene."); RNA_def_function_flag(func, FUNC_USE_CONTEXT); - prop= RNA_def_pointer(func, "scene", "Scene", "", ""); - RNA_def_property_flag(prop, PROP_REQUIRED); - prop= RNA_def_pointer(func, "mesh", "Mesh", "", "Mesh created from object, remove it if it is only used for export."); - RNA_def_function_return(func, prop); + parm= RNA_def_boolean(func, "is_visible", 0, "", "Object visibility."); + RNA_def_function_return(func, parm); } #endif diff --git a/source/blender/makesrna/intern/rna_pose.c b/source/blender/makesrna/intern/rna_pose.c index cb566fb473f..7cb7513f474 100644 --- a/source/blender/makesrna/intern/rna_pose.c +++ b/source/blender/makesrna/intern/rna_pose.c @@ -547,21 +547,25 @@ static void rna_def_pose_channel(BlenderRNA *brna) RNA_def_property_update(prop, NC_OBJECT|ND_POSE, "rna_Pose_update"); /* These three matrix properties await an implementation of the PROP_MATRIX subtype, which currently doesn't exist. */ -/* prop= RNA_def_property(srna, "channel_matrix", PROP_FLOAT, PROP_MATRIX); - RNA_def_property_struct_type(prop, "chan_mat"); + prop= RNA_def_property(srna, "channel_matrix", PROP_FLOAT, PROP_MATRIX); + RNA_def_property_float_sdna(prop, NULL, "chan_mat"); + RNA_def_property_array(prop, 16); RNA_def_property_clear_flag(prop, PROP_EDITABLE); - RNA_def_property_ui_text(prop, "Channel Matrix", "4x4 matrix, before constraints.");*/ + RNA_def_property_ui_text(prop, "Channel Matrix", "4x4 matrix, before constraints."); /* kaito says this should be not user-editable; I disagree; power users should be able to force this in python; he's the boss. */ -/* prop= RNA_def_property(srna, "pose_matrix", PROP_FLOAT, PROP_MATRIX); - RNA_def_property_struct_type(prop, "pose_mat"); + prop= RNA_def_property(srna, "pose_matrix", PROP_FLOAT, PROP_MATRIX); + RNA_def_property_float_sdna(prop, NULL, "pose_mat"); + RNA_def_property_array(prop, 16); RNA_def_property_clear_flag(prop, PROP_EDITABLE); RNA_def_property_ui_text(prop, "Pose Matrix", "Final 4x4 matrix for this channel."); + /* prop= RNA_def_property(srna, "constraint_inverse_matrix", PROP_FLOAT, PROP_MATRIX); RNA_def_property_struct_type(prop, "constinv"); RNA_def_property_clear_flag(prop, PROP_EDITABLE); - RNA_def_property_ui_text(prop, "Constraint Inverse Matrix", "4x4 matrix, defines transform from final position to unconstrained position."); */ + RNA_def_property_ui_text(prop, "Constraint Inverse Matrix", "4x4 matrix, defines transform from final position to unconstrained position."); + */ /* Head/Tail Coordinates (in Pose Space) - Automatically calculated... */ prop= RNA_def_property(srna, "pose_head", PROP_FLOAT, PROP_TRANSLATION); @@ -757,6 +761,8 @@ static void rna_def_pose(BlenderRNA *brna) RNA_def_property_int_funcs(prop, "rna_Pose_active_bone_group_index_get", "rna_Pose_active_bone_group_index_set", "rna_Pose_active_bone_group_index_range"); RNA_def_property_ui_text(prop, "Active Bone Group Index", "Active index in bone groups array."); RNA_def_property_update(prop, NC_OBJECT|ND_POSE, "rna_Pose_update"); + + /* RNA_api_pose(srna); */ } void RNA_def_pose(BlenderRNA *brna) diff --git a/source/blender/makesrna/intern/rna_pose_api.c b/source/blender/makesrna/intern/rna_pose_api.c new file mode 100644 index 00000000000..40bb131b3f9 --- /dev/null +++ b/source/blender/makesrna/intern/rna_pose_api.c @@ -0,0 +1,56 @@ +/** + * $Id$ + * + * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2009 Blender Foundation. + * All rights reserved. + * + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include <time.h> + +#include "RNA_define.h" +#include "RNA_types.h" + +#include "DNA_object_types.h" + +/* #include "BLO_sys_types.h" */ + +#ifdef RNA_RUNTIME + +/* #include "DNA_anim_types.h" */ +#include "DNA_action_types.h" /* bPose */ + +#else + +void RNA_api_pose(StructRNA *srna) +{ + /* FunctionRNA *func; */ + /* PropertyRNA *parm; */ + +} + +#endif + diff --git a/source/blender/makesrna/intern/rna_scene_api.c b/source/blender/makesrna/intern/rna_scene_api.c index 26047ab5dc3..40f2db6d4a4 100644 --- a/source/blender/makesrna/intern/rna_scene_api.c +++ b/source/blender/makesrna/intern/rna_scene_api.c @@ -1,5 +1,5 @@ /** - * $Id: + * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * @@ -21,7 +21,7 @@ * All rights reserved. * * - * Contributor(s): Joshua Leung + * Contributor(s): Joshua Leung, Arystanbek Dyussenov * * ***** END GPL LICENSE BLOCK ***** */ @@ -40,9 +40,49 @@ #ifdef RNA_RUNTIME #include "BKE_animsys.h" +#include "BKE_scene.h" +#include "BKE_depsgraph.h" -// Scene API stuff from kazanbas branch here... +#include "ED_object.h" +#include "WM_api.h" + +static void rna_Scene_add_object(Scene *sce, ReportList *reports, Object *ob) +{ + Base *base= object_in_scene(ob, sce); + if (base) { + BKE_report(reports, RPT_ERROR, "Object is already in this scene."); + return; + } + base= scene_add_base(sce, ob); + ob->id.us++; + + /* this is similar to what object_add_type and add_object do */ + ob->lay= base->lay= sce->lay; + ob->recalc |= OB_RECALC; + + DAG_scene_sort(sce); +} + +static void rna_Scene_remove_object(Scene *sce, ReportList *reports, Object *ob) +{ + Base *base= object_in_scene(ob, sce); + if (!base) { + BKE_report(reports, RPT_ERROR, "Object is not in this scene."); + return; + } + /* as long as ED_base_object_free_and_unlink calls free_libblock_us, we don't have to decrement ob->id.us */ + ED_base_object_free_and_unlink(sce, base); +} + +static void rna_Scene_set_frame(Scene *sce, bContext *C, int frame) +{ + sce->r.cfra= frame; + CLAMP(sce->r.cfra, MINAFRAME, MAXFRAME); + scene_update_for_newframe(sce, (1<<20) - 1); + + WM_event_add_notifier(C, NC_SCENE|ND_FRAME, sce); +} static KeyingSet *rna_Scene_add_keying_set(Scene *sce, ReportList *reports, char name[], int absolute, int insertkey_needed, int insertkey_visual) @@ -77,21 +117,37 @@ void RNA_api_scene(StructRNA *srna) { FunctionRNA *func; PropertyRNA *parm; - - // Scene API stuff from kazanbas branch here... - + + func= RNA_def_function(srna, "add_object", "rna_Scene_add_object"); + RNA_def_function_ui_description(func, "Add object to scene."); + RNA_def_function_flag(func, FUNC_USE_REPORTS); + parm= RNA_def_pointer(func, "object", "Object", "", "Object to add to scene."); + RNA_def_property_flag(parm, PROP_REQUIRED); + + func= RNA_def_function(srna, "remove_object", "rna_Scene_remove_object"); + RNA_def_function_ui_description(func, "Remove object from scene."); + RNA_def_function_flag(func, FUNC_USE_REPORTS); + parm= RNA_def_pointer(func, "object", "Object", "", "Object to remove from scene."); + RNA_def_property_flag(parm, PROP_REQUIRED); + + func= RNA_def_function(srna, "set_frame", "rna_Scene_set_frame"); + RNA_def_function_flag(func, FUNC_USE_CONTEXT); + RNA_def_function_ui_description(func, "Set scene frame updating all objects immediately."); + parm= RNA_def_int(func, "frame", 0, MINAFRAME, MAXFRAME, "", "Frame number to set.", MINAFRAME, MAXFRAME); + RNA_def_property_flag(parm, PROP_REQUIRED); + /* Add Keying Set */ func= RNA_def_function(srna, "add_keying_set", "rna_Scene_add_keying_set"); RNA_def_function_ui_description(func, "Add a new Keying Set to Scene."); RNA_def_function_flag(func, FUNC_USE_REPORTS); - /* returns the new KeyingSet */ + /* returns the new KeyingSet */ parm= RNA_def_pointer(func, "keyingset", "KeyingSet", "", "Newly created Keying Set."); - RNA_def_function_return(func, parm); - /* name */ + RNA_def_function_return(func, parm); + /* name */ RNA_def_string(func, "name", "KeyingSet", 64, "Name", "Name of Keying Set"); - /* flags */ + /* flags */ RNA_def_boolean(func, "absolute", 1, "Absolute", "Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)"); - /* keying flags */ + /* keying flags */ RNA_def_boolean(func, "insertkey_needed", 0, "Insert Keyframes - Only Needed", "Only insert keyframes where they're needed in the relevant F-Curves."); RNA_def_boolean(func, "insertkey_visual", 0, "Insert Keyframes - Visual", "Insert keyframes based on 'visual transforms'."); } diff --git a/source/blender/python/intern/bpy_rna.c b/source/blender/python/intern/bpy_rna.c index 50e32f34594..1f800be266b 100644 --- a/source/blender/python/intern/bpy_rna.c +++ b/source/blender/python/intern/bpy_rna.c @@ -345,6 +345,27 @@ static char *pyrna_enum_as_string(PointerRNA *ptr, PropertyRNA *prop) return result; } +static int pyrna_string_to_enum(PyObject *item, PointerRNA *ptr, PropertyRNA *prop, int *val, const char *error_prefix) +{ + char *param= _PyUnicode_AsString(item); + + if (param==NULL) { + char *enum_str= pyrna_enum_as_string(ptr, prop); + PyErr_Format(PyExc_TypeError, "%.200s expected a string enum type in (%.200s)", error_prefix, enum_str); + MEM_freeN(enum_str); + return 0; + } else { + if (!RNA_property_enum_value(BPy_GetContext(), ptr, prop, param, val)) { + char *enum_str= pyrna_enum_as_string(ptr, prop); + PyErr_Format(PyExc_TypeError, "%.200s enum \"%.200s\" not found in (%.200s)", error_prefix, param, enum_str); + MEM_freeN(enum_str); + return 0; + } + } + + return 1; +} + PyObject * pyrna_prop_to_py(PointerRNA *ptr, PropertyRNA *prop) { PyObject *ret; @@ -603,25 +624,34 @@ int pyrna_py_to_prop(PointerRNA *ptr, PropertyRNA *prop, void *data, PyObject *v } case PROP_ENUM: { - char *param = _PyUnicode_AsString(value); - - if (param==NULL) { + int val, i; + + if (PyUnicode_Check(value)) { + if (!pyrna_string_to_enum(value, ptr, prop, &val, error_prefix)) + return -1; + } + else if (PyTuple_Check(value)) { + /* tuple of enum items, concatenate all values with OR */ + val= 0; + for (i= 0; i < PyTuple_Size(value); i++) { + int tmpval; + + /* PyTuple_GET_ITEM returns a borrowed reference */ + if (!pyrna_string_to_enum(PyTuple_GET_ITEM(value, i), ptr, prop, &tmpval, error_prefix)) + return -1; + + val |= tmpval; + } + } + else { char *enum_str= pyrna_enum_as_string(ptr, prop); - PyErr_Format(PyExc_TypeError, "%.200s expected a string enum type in (%.200s)", error_prefix, enum_str); + PyErr_Format(PyExc_TypeError, "%.200s expected a string enum or a tuple of strings in (%.200s)", error_prefix, enum_str); MEM_freeN(enum_str); return -1; - } else { - int val; - if (RNA_property_enum_value(BPy_GetContext(), ptr, prop, param, &val)) { - if(data) *((int*)data)= val; - else RNA_property_enum_set(ptr, prop, val); - } else { - char *enum_str= pyrna_enum_as_string(ptr, prop); - PyErr_Format(PyExc_TypeError, "%.200s enum \"%.200s\" not found in (%.200s)", error_prefix, param, enum_str); - MEM_freeN(enum_str); - return -1; - } } + + if(data) *((int*)data)= val; + else RNA_property_enum_set(ptr, prop, val); break; } |