diff options
author | Tom Musgrove <LetterRip@gmail.com> | 2006-03-11 13:45:48 +0300 |
---|---|---|
committer | Tom Musgrove <LetterRip@gmail.com> | 2006-03-11 13:45:48 +0300 |
commit | 9af72012c841f45754fe1f459dbedc88efe154fa (patch) | |
tree | 1a7db63f189b7f5d6182f704d19fb937fa06549b /release | |
parent | dd210051a4bc0ba6d5a784800ebe93159456a421 (diff) |
==scripts==
updated directx8 exporter by Ben Omari
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/DirectX8Exporter.py | 741 |
1 files changed, 451 insertions, 290 deletions
diff --git a/release/scripts/DirectX8Exporter.py b/release/scripts/DirectX8Exporter.py index 227d425820b..e16fac38428 100644 --- a/release/scripts/DirectX8Exporter.py +++ b/release/scripts/DirectX8Exporter.py @@ -2,15 +2,13 @@ """ Registration info for Blender menus: Name: 'DirectX(.x)...' -Blender: 240 +Blender: 241 Group: 'Export' -Submenu: 'Export all the scene' export -Submenu: 'Export selected obj' exportsel Tip: 'Export to DirectX text file format format.' """ __author__ = "Arben (Ben) Omari" __url__ = ("blender", "elysiun", "Author's site, http://www.omariben.too.it") -__version__ = "2.0" +__version__ = "3.0" __bpydoc__ = """\ This script exports a Blender mesh with armature to DirectX 8's text file @@ -20,7 +18,7 @@ Notes:<br> Check author's site or the elYsiun forum for a new beta version of the DX exporter. """ -# DirectXExporter.py version 2.0 +# DirectXExporter.py version 3.0 # Copyright (C) 2006 Arben OMARI -- omariarben@everyday.com # # This program is free software; you can redistribute it and/or modify @@ -39,20 +37,196 @@ DX exporter. # Grab the latest version here :www.omariben.too.it import Blender -from Blender import Types, Object, NMesh, Material,Armature +from Blender import Types, Object, NMesh, Material,Armature,Mesh from Blender.Mathutils import * +from Blender import Draw, BGL +from Blender.BGL import * import math global mat_flip,index_list,space,bone_list,mat_dict +global anim,flip_norm,swap_zy,flip_z,speed,ticks bone_list =[] index_list = [] mat_dict = {} -space = 0 -ANIM = 1 -NORMAL = 1 -TEXCOORDS = 1 -TEXTURE = 1 -mat_flip = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1]) +space = 0;flip_z = 1;anim=0;swap_yz=0;flip_norm=0;speed=0;ticks= 25 + + +toggle_val = 0 +toggle1_val = 0 +toggle2_val = 0 +toggle3_val = 1 +toggle4_val = 0 +anim_tick = Draw.Create(25) + + +#*********************************************** +# MAIN +#*********************************************** + +def my_callback(filename): + if filename.find('.x', -2) <= 0: filename += '.x' + xexport = xExport(filename) + xexport.SelectObjs() + +def my_callback_sel(filename): + if filename.find('.x', -2) <= 0: filename += '.x' + xexport = xExport(filename) + xexport.exportSelMesh() +def event(evt, val): + if evt == Draw.ESCKEY: + Draw.Exit() + return + +def button_event(evt): + global toggle_val,toggle1_val,toggle2_val,toggle3_val,toggle4_val + global flip_z,swap_yz,flip_norm,anim,ticks,speed + arg = __script__['arg'] + if evt == 1: + toggle_val = 1 - toggle_val + anim = toggle_val + Draw.Redraw(1) + if evt == 2: + toggle1_val = 1 - toggle1_val + flip_norm = toggle1_val + Draw.Redraw(1) + if evt == 3: + toggle2_val = 1 - toggle2_val + swap_yz = toggle2_val + Draw.Redraw(1) + if evt == 4: + toggle3_val = 1 - toggle3_val + flip_z = toggle3_val + Draw.Redraw(1) + if evt == 5: + toggle4_val = 1 - toggle4_val + speed = toggle4_val + Draw.Redraw(1) + if evt == 6: + ticks = anim_tick.val + if evt == 7: + fname = Blender.sys.makename(ext = ".x") + Blender.Window.FileSelector(my_callback, "Export DirectX", fname) + if evt == 8: + fname = Blender.sys.makename(ext = ".x") + Blender.Window.FileSelector(my_callback_sel, "Export DirectX", fname) + if evt == 9: + Draw.Exit() + + +def draw(): + global animsg,flipmsg,swapmsg,anim_tick + global flip_z,swap_yz,flip_norm,anim,ticks,speed + glClearColor(0.55,0.6,0.6,1) + glClear(BGL.GL_COLOR_BUFFER_BIT) + #external box + glColor3f(0.2,0.3,0.3) + rect(10,402,300,382) + #-- + #glColor3f(0.3,0.4,0.4) + #rect(11,399,298,398) + #-- + glColor3f(0.5,0.75,0.65) + rect(14,398,292,30) + #-- + glColor3f(0.5,0.75,0.65) + rect(14,366,292,160) + #-- + glColor3f(0.5,0.75,0.65) + rect(14,202,292,60) + #-- + glColor3f(0.5,0.75,0.65) + rect(14,138,292,40) + #-- + glColor3f(0.5,0.75,0.65) + rect(14,94,292,70) + + glColor3f(0.8,.8,0.6) + glRasterPos2i(20, 380) + Draw.Text("DirectX Exporter ",'large') + Draw.Text("(for Blender 2.41)", 'small') + #-------Aniamtion toggle--------------------------------------------- + Draw.Toggle("Anim", 1, 20, 330, 55, 20, toggle_val,"export animations") + if toggle_val : + anim = 1 + animsg = "animation will be exported" + else: + anim = 0 + animsg = "animation will be not exported" + glRasterPos2i(100,335) + Draw.Text(animsg) + #---Flip normals toggle----------------------------------------------- + Draw.Toggle("Flip norm", 2, 20, 300, 55, 20, toggle1_val,"invert normals") + if toggle1_val : + flip_norm = 1 + flipmsg = "flipped normals" + else: + flip_norm = 0 + flipmsg = "not flipped normals" + glRasterPos2i(100,305) + Draw.Text(flipmsg) + #------Swap yz toggle---------------------------------------------------------------- + Draw.Toggle("Swap zy", 3, 20, 270, 55, 20, toggle2_val,"swap z,y axis(y up)") + if toggle2_val : + swap_yz = 1 + swapmsg = "Y-axis up" + else: + swap_yz = 0 + swapmsg = "Z-axis up" + glRasterPos2i(100,275) + Draw.Text(swapmsg) + #------Flip z toggle---------------------------------------------------------------- + Draw.Toggle("Flip z", 4, 20, 240, 55, 20, toggle3_val,"flip z axis") + if toggle3_val : + flip_z = 1 + zmsg = "left handed system" + else: + flip_z = 0 + zmsg = "right handed system" + glRasterPos2i(100,245) + Draw.Text(zmsg) + #------Speed toggle---------------------------------------------------------------- + Draw.Toggle("Speed", 5, 20, 210, 55, 20, toggle4_val,"Animation speed") + if toggle4_val : + speed = 1 + spedmsg = "set speed" + anim_tick = Draw.Number("", 6,200, 210, 85, 20, anim_tick.val,1,100000,"ticks per second") + else: + speed = 0 + spedmsg = "" + glRasterPos2i(100,215) + Draw.Text(spedmsg) + #------Draw Button export---------------------------------------------------------------- + exp_butt = Draw.Button("Export All",7,20, 155, 75, 30, "export all the scene objects") + sel_butt = Draw.Button("Export Sel",8,120, 155, 75, 30, "export the selected object") + exit_butt = Draw.Button("Exit",9,220, 155, 75, 30, "exit") + glRasterPos2i(20,75) + Draw.Text("(C) 2006 Arben OMARI ") + glRasterPos2i(20,55) + Draw.Text("http://www.omariben.too.it") + glRasterPos2i(20,35) + Draw.Text("aromar@tin.it") + +def rect(x,y,width,height): + glBegin(GL_LINE_LOOP) + glVertex2i(x,y) + glVertex2i(x+width,y) + glVertex2i(x+width,y-height) + glVertex2i(x,y-height) + glEnd() + +def rectFill(x,y,width,height): + glBegin(GL_POLYGON) + glVertex2i(x,y) + glVertex2i(x+width,y) + glVertex2i(x+width,y-height) + glVertex2i(x,y-height) + glEnd() + + + +Draw.Register(draw, event, button_event) + + #*********************************************** @@ -69,37 +243,137 @@ class xExport: #*********************************************** #Select Scene objects #*********************************************** + def analyzeScene(self): + parent_list = [] + for obj in Object.Get(): + mesh = obj.getData() + if type(mesh) == Types.ArmatureType or type(mesh) == Types.NMeshType or obj.getType() == "Empty": + pare = obj.getParent() + if pare == None : + parent_list.append(obj) + + return parent_list + + def getChildren(self,obj): + children_list = [] + for object in Object.Get(): + pare = object.parent + if pare == obj : + children_list.append(object) + return children_list + + def getArmChildren(self,obj): + for object in Object.Get(): + pare = object.parent + if pare == obj : + return object + + def getLocMat(self, obj): + pare = obj.getParent() + mat = obj.matrixWorld + mat_id = Matrix([1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]) + if pare: + mat_p = pare.matrixWorld + mat_c = Matrix(mat_p) + mat_c.invert() + mat_f = mat * mat_c + else : + mat_id.invert() + mat_f = mat * mat_id + return mat_f + + def writeObjFrames(self,obj): + global space,chld_obj,ch_list + mesh = obj.getData() + if obj.getType() == "Empty" : + mat = self.getLocMat(obj) + mat_c = Matrix(mat) + name = obj.name + name_f = name.replace(".","") + self.writeArmFrames(mat_c, name_f) + if type(mesh) == Types.ArmatureType : + Child_obj = self.getArmChildren(obj) + chld_obj = obj + ch_list.append(Child_obj) + self.writeRootBone(obj, Child_obj) + if type(mesh) == Types.NMeshType and obj not in ch_list: + self.exportMesh(obj) + + + def writeChildObj(self,obj): + global space,ch_list + space += 1 + if obj : + for ob in obj: + if ob not in ch_list: + self.writeObjFrames(ob) + ch_list.append(ob) + ch_ob = self.getChildren(ob) + self.writeChildObj(ch_ob) + self.closeBrackets() + self.file.write(" // End of the Object %s \n" % (ob.name)) + ################################################################## def SelectObjs(self): - global chld_obj + global space,chld_obj,ch_list,flip_z,swap_yz,speed print "exporting..." self.writeHeader() - for obj in Object.Get(): - mesh = obj.getData() - if type(mesh) == Types.NMeshType : - chld_obj = obj.getParent() - if chld_obj : - dt_chld_obj = chld_obj.getData() - if type(dt_chld_obj) == Types.ArmatureType : - self.writeRootBone(chld_obj, obj) - - else : - self.exportMesh(obj) - self.file.write("AnimationSet {\n") - for obj in Object.Get(): - mesh = obj.getData() - if type(mesh) == Types.NMeshType : - ip_list = obj.getIpo() - if ip_list != None : - self.writeAnimationObj(obj) - elif type(mesh) == Types.ArmatureType : - act_list = obj.getAction() - if act_list != None : - self.writeAnimation(obj) - ip_list = obj.getIpo() - if ip_list != None : - self.writeAnimationObjArm(obj) - self.file.write("}\n") + if speed: + self.writeAnimTicks() + if flip_z: + mat_flip = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1]) + else : + mat_flip = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]) + if swap_yz : + mat_rot = RotationMatrix(-90, 4, 'x') + mat_flip = mat_rot * mat_flip + + self.writeArmFrames(mat_flip, "RootFrame") + obj_list = self.analyzeScene() + space += 1 + ch_list = [] + for obj in obj_list: + self.writeObjFrames(obj) + ch_l = self.getChildren(obj) + for ch in ch_l: + if ch and ch.getType() == "Armature": + ch_list.append(ch) + self.writeObjFrames(ch) + else : + self.writeChildObj(ch_l) + if obj.getType() != "Armature": + self.file.write(" } // SI End of the Object %s \n" % (obj.name)) + + + + self.file.write("} // End of the Root Frame\n") + if anim : + self.file.write("AnimationSet {\n") + for obj in Object.Get(): + + mesh = obj.getData() + if type(mesh) == Types.NMeshType or obj.getType() == "Empty": + ip_list = obj.getIpo() + if ip_list != None : + self.writeAnimationObj(obj) + elif type(mesh) == Types.ArmatureType : + act_list = obj.getAction() + if act_list != None : + self.writeAnimation(obj) + #ip_list = obj.getIpo() + #if ip_list != None : + # self.writeAnimationObj(obj) + + self.file.write("} // End of Animation Set\n") self.writeEnd() + ####################################################### + + + def writeAnimTicks(self): + global ticks + self.file.write("AnimTicksPerSecond {\n") + self.file.write("%d; \n" % (ticks)) + self.file.write("}\n") + #*********************************************** #Export Mesh without Armature #*********************************************** @@ -107,12 +381,11 @@ class xExport: tex = [] mesh = obj.getData() self.writeTextures(obj, tex) - self.writeMeshcoord(obj, mesh) + self.writeMeshcoordArm(obj, arm_ob = None) self.writeMeshMaterialList(obj, mesh, tex) self.writeMeshNormals(obj, mesh) self.writeMeshTextureCoords(obj, mesh) - self.file.write(" }\n") - self.file.write("}\n") + self.file.write(" } // End of the Frame %s \n" % (obj.name)) #*********************************************** @@ -126,7 +399,7 @@ class xExport: mesh = obj.getData() if type(mesh) == Types.NMeshType : self.writeTextures(obj, tex) - self.writeMeshcoord(obj, mesh) + self.writeMeshcoordArm(obj, arm_ob = None) self.writeMeshMaterialList(obj, mesh, tex) self.writeMeshNormals(obj, mesh) self.writeMeshTextureCoords(obj, mesh) @@ -148,53 +421,46 @@ class xExport: tex = [] mesh = ch_obj.getData() self.writeTextures(ch_obj, tex) - self.writeMeshcoordArm(ch_obj, mesh,arm_ob) + self.writeMeshcoordArm(ch_obj ,arm_ob) self.writeMeshMaterialList(ch_obj, mesh, tex) self.writeMeshNormals(ch_obj, mesh) self.writeMeshTextureCoords(ch_obj, mesh) self.writeSkinWeights(arm,mesh) - self.file.write(" }\n") - self.file.write("}\n") - + #self.file.write(" } // End of the Frame %s \n" % (ch_obj.name)) + self.file.write(" } // End of the Object %s \n" % (ch_obj.name)) #*********************************************** #Export Root Bone #*********************************************** - def writeRootBone(self,am_ob,child_obj): - global mat_flip,space,root_bon,mat_ob - arms = am_ob.getData() - self.writeArmFrames(mat_flip, "RootFrame") + def writeRootBone(self, chld_obj, child_obj): + global space,root_bon + arms = chld_obj.getData() + mat_arm = self.getLocMat(chld_obj) for bon in arms.bones.values(): if bon.hasParent(): pass else: root_bon = bon space += 1 - mat_rb = self.writeCombineMatrix(root_bon) - mat_r = mat_rb #* am_ob.matrixLocal + mat_r = self.writeAnimCombineMatrix(root_bon,1) name_r = root_bon.name name_f = name_r.replace(".","") self.writeArmFrames(mat_r, name_f) - bon_c = self.findChildrens(root_bon) + bon_c = root_bon.children self.writeChildren(bon_c) - self.file.write(" }\n") - self.exportMeshArm(arms,am_ob,child_obj) - + self.file.write(" } // End of the Bone %s \n" % (root_bon.name)) + self.exportMeshArm(arms, chld_obj ,child_obj) + #*********************************************** #Create Children structure #*********************************************** def writeBon(self,bon): global space - mat_r = self.writeCombineMatrix(bon) + mat_r = self.writeAnimCombineMatrix(bon,1) name_r = bon.name name_f = name_r.replace(".","") self.writeArmFrames(mat_r, name_f) - - def findChildrens(self,bon): - bon_c = bon.children - return bon_c - def writeChildren(self,bon_c): global space,bone_list @@ -228,8 +494,9 @@ class xExport: pose = chld_obj.getPose() pos_b = pose.bones[bon.name] mat_b = pos_b.poseMatrix - mat_b.invert() - return mat_b + mat_c = Matrix(mat_b) + mat_c.invert() + return mat_c #*********************************************** @@ -237,6 +504,7 @@ class xExport: #*********************************************** def writeCombineMatrix(self,bon): global chld_obj + Blender.Set('curframe', 1) pose = chld_obj.getPose() pos_b = pose.bones[bon.name] @@ -248,8 +516,9 @@ class xExport: else: mat_p = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]) - mat_p.invert() - mat_f = mat_b * mat_p + mat_c = Matrix(mat_p) + mat_c.invert() + mat_f = mat_b * mat_c return mat_f #*********************************************** @@ -268,8 +537,9 @@ class xExport: else: mat_p = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]) - mat_p.invert() - mat_f = mat_b * mat_p + mat_c = Matrix(mat_p) + mat_c.invert() + mat_f = mat_b * mat_c return mat_f @@ -284,19 +554,12 @@ class xExport: Blender.Set('curframe',1) self.file.write(" XSkinMeshHeader {\n") max_infl = 0 - #this part supply the missing getVertexInfluences(index) - for v in index_list: - v_dict[v] = [] for bo in arm.bones.values() : name = bo.name - try : vertx_list = mesh.getVertsFromGroup(name,1) - for vn in vertx_list: - v_dict[vn[0]].append(name) - #--------------------------------------------------- for inde in vertx_list : - vert_infl = v_dict[inde[0]] + vert_infl = mesh.getVertexInfluences(inde[0]) ln_infl = len(vert_infl) if ln_infl > max_infl : max_infl = ln_infl @@ -318,14 +581,16 @@ class xExport: vert_list = mesh.getVertsFromGroup(name,1) le = 0 for indx in vert_list: + ver_infl = mesh.getVertexInfluences(indx[0]) infl = 0.0 if len(ver_infl) != 0: sum = 0.0 - for bone_name, weight in ver_infl: - if bone_name == name: + for bone_n, weight in ver_infl: + if bone_n == name: infl = weight - sum += weight - infl/= sum + sum += weight + infl /= sum + i = -1 for el in index_list : i += 1 @@ -359,7 +624,7 @@ class xExport: self.writeOffsFrames(matx, name) except : pass - self.file.write(" }\n") + self.file.write(" } // End of XSkinMeshHeader\n") #*********************************************** @@ -373,26 +638,19 @@ class xExport: self.file.write("%s {\n\n" % (name)) self.file.write("%s" % (tab * space)) self.file.write(" FrameTransformMatrix {\n") - self.file.write("%s" % (tab * space)) - self.file.write(" %f,%f,%f,%f,\n" % - (round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],4))) - self.file.write("%s" % (tab * space)) - self.file.write(" %f,%f,%f,%f,\n" % - (round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],4))) - self.file.write("%s" % (tab * space)) - self.file.write(" %f,%f,%f,%f,\n" % - (round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],4))) - self.file.write("%s" % (tab * space)) - self.file.write(" %f,%f,%f,%f;;\n" % - (round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],6))) - self.file.write("%s" % (tab * space)) - self.file.write(" }\n") + self.writeFrame(matx) #*********************************************** - # Write Matrices + # Write Frames #*********************************************** def writeOffsFrames(self, matx, name): space = 1 + self.writeFrame(matx) + + #*********************************************** + # Write Frames + #*********************************************** + def writeFrame(self, matx): tab = " " self.file.write("%s" % (tab * space)) self.file.write(" %f,%f,%f,%f,\n" % @@ -405,11 +663,9 @@ class xExport: (round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],4))) self.file.write("%s" % (tab * space)) self.file.write(" %f,%f,%f,%f;;\n" % - (round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],6))) + (round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],4))) self.file.write("%s" % (tab * space)) self.file.write(" }\n") - - #********************************************************************************************************************************************* #*********************************************** @@ -460,32 +716,33 @@ template SkinWeights {\n\ #*********************************************** #EXPORT MESH DATA with Armature #*********************************************** - def writeMeshcoordArm(self, name, meshEX,arm_ob): - global index_list - #ROTATION - mat_arm = arm_ob.matrixWorld - mat_ob = name.getMatrix('localspace') - mat_ob.invert() - mat = mat_arm * mat_ob - mat.invert() - name_f = name.name.replace(".","") + def writeMeshcoordArm(self, obj ,arm_ob): + global index_list,flip_z + #TransformMatrix + mat = self.getLocMat(obj) + name_f = obj.name.replace(".","") self.writeArmFrames(mat, name_f) - mesh = NMesh.GetRawFromObject(name.name) + mesh = NMesh.GetRawFromObject(obj.name) self.file.write("Mesh {\n") numface=len(mesh.faces) #VERTICES NUMBER numvert = 0 for face in mesh.faces: numvert = numvert + len(face.v) - self.file.write("%s;\n" % (numvert)) + self.file.write("%d;\n" % (numvert)) + if numvert == 0: + print "Mesh named",mesh.name,"has no vertices.Problems may occur using the .x file" #VERTICES COORDINATES counter = 0 for face in mesh.faces: counter += 1 for n in range(len(face.v)): index_list.append(face.v[n].index) - vec_vert = Vector([face.v[n].co[0], face.v[n].co[1], face.v[n].co[2], 1]) - f_vec_vert = vec_vert * mat + vec_vert = Vector([(face.v[n].co[0]), face.v[n].co[1], face.v[n].co[2], 1]) + if arm_ob : + f_vec_vert = vec_vert * mat + else : + f_vec_vert = vec_vert self.file.write("%f; %f; %f;" % (round(f_vec_vert[0],4), round(f_vec_vert[1],4), round(f_vec_vert[2],4))) if counter == numface : if n == len(face.v)-1 : @@ -494,6 +751,12 @@ template SkinWeights {\n\ self.file.write(",\n") else : self.file.write(",\n") + if flip_z: + a3 = 0;b3 = 2;c3 = 1 + a4 = 0;b4 = 3;c4 = 2;d4 = 1 + else: + a3 = 0;b3 = 1;c3 = 2 + a4 = 0;b4 = 1;c4 = 2;d4 = 3 #FACES NUMBER self.file.write("%s;\n" % (numface)) @@ -502,10 +765,10 @@ template SkinWeights {\n\ coun += 1 if coun == numface: if len(face.v) == 3: - self.file.write("3; %s, %s, %s;;\n" % (counter, counter + 2, counter + 1)) + self.file.write("3; %d, %d, %d;;\n" % (counter + a3, counter + b3, counter + c3)) counter += 3 elif len(face.v) == 4: - self.file.write("4; %s, %s, %s, %s;;\n" % (counter, counter + 3, counter + 2, counter + 1)) + self.file.write("4; %d, %d, %d, %d;;\n" % (counter + a4, counter + b4, counter + c4, counter + d4)) counter += 4 elif len(face.v) < 3: print "WARNING:the mesh has faces with less then 3 vertices" @@ -513,117 +776,58 @@ template SkinWeights {\n\ else: if len(face.v) == 3: - self.file.write("3; %s, %s, %s;,\n" % (counter, counter + 2, counter + 1)) + self.file.write("3; %d, %d, %d;,\n" % (counter + a3, counter + b3, counter + c3)) counter += 3 elif len(face.v) == 4: - self.file.write("4; %s, %s, %s, %s;,\n" % (counter, counter + 3, counter + 2, counter + 1)) + self.file.write("4; %d, %d, %d, %d;,\n" % (counter + a4, counter + b4, counter + c4, counter + d4)) counter += 4 elif len(face.v) < 3: print "WARNING:the mesh has faces with less then 3 vertices" print " It my be not exported correctly." - #*********************************************** - #EXPORT MESH DATA without Armature - #*********************************************** - def writeMeshcoord(self, name, mesh): - global index_list - #ROTATION - mat_ob = mat_flip * name.matrixWorld - name_f = name.name.replace(".","") - self.writeArmFrames(mat_ob, name_f) - - self.file.write("Mesh {\n") - numface=len(mesh.faces) - #VERTICES NUMBER - numvert = 0 - for face in mesh.faces: - numvert = numvert + len(face.v) - self.file.write("%s;\n" % (numvert)) - #VERTICES COORDINATES - counter = 0 - for face in mesh.faces: - counter += 1 - for n in range(len(face.v)): - index_list.append(face.v[n].index) - self.file.write("%s; %s; %s;" % (face.v[n].co[0], face.v[n].co[1], face.v[n].co[2])) - if counter == numface : - if n == len(face.v)-1 : - self.file.write(";\n") - else : - self.file.write(",\n") - else : - self.file.write(",\n") - - #FACES NUMBER - self.file.write("%s;\n" % (numface)) - coun,counter = 0, 0 - for face in mesh.faces : - coun += 1 - if coun == numface: - if len(face.v) == 3: - self.file.write("3; %s, %s, %s;;\n" % (counter, counter + 2, counter + 1)) - counter += 3 - elif len(face.v) == 4: - self.file.write("4; %s, %s, %s, %s;;\n" % (counter, counter + 3, counter + 2, counter + 1)) - counter += 4 - elif len(face.v) < 3: - print "WARNING:the mesh has faces with less then 3 vertices(edges and points)" - print " It my be not exported correctly." - else: - - if len(face.v) == 3: - self.file.write("3; %s, %s, %s;,\n" % (counter, counter + 2, counter + 1)) - counter += 3 - elif len(face.v) == 4: - self.file.write("4; %s, %s, %s, %s;,\n" % (counter, counter + 3, counter + 2, counter + 1)) - counter += 4 - elif len(face.v) < 3: - print "WARNING:the mesh has faces with less then 3 vertices(edges and points)\n" - print " It my be not exported correctly." - #*********************************************** #MESH MATERIAL LIST #*********************************************** - def writeMeshMaterialList(self, name, obj, tex): + def writeMeshMaterialList(self, obj, mesh, tex): self.file.write(" MeshMaterialList {\n") #HOW MANY MATERIALS ARE USED count = 0 - for mat in Material.Get(): + for mat in mesh.getMaterials(): count+=1 - self.file.write(" %s;\n" % (len(tex) + count)) + self.file.write(" %d;\n" % (len(tex) + count)) #HOW MANY FACES IT HAS - numfaces=len(obj.faces) - self.file.write(" %s;\n" % (numfaces)) + numfaces=len(mesh.faces) + self.file.write(" %d;\n" % (numfaces)) ##MATERIALS INDEX FOR EVERY FACE counter = 0 - for face in obj.faces : + for face in mesh.faces : counter += 1 mater = face.materialIndex if counter == numfaces: if face.image and face.image.name in tex : - self.file.write(" %s;;\n" % (tex.index(face.image.name) + count)) + self.file.write(" %d;;\n" % (tex.index(face.image.name) + count)) else : - self.file.write(" %s;;\n" % (mater)) + self.file.write(" %d;;\n" % (mater)) else : if face.image and face.image.name in tex : - self.file.write(" %s,\n" % (tex.index(face.image.name) + count)) + self.file.write(" %d,\n" % (tex.index(face.image.name) + count)) else : - self.file.write(" %s,\n" % (mater)) + self.file.write(" %d,\n" % (mater)) ##MATERIAL NAME - for mat in Material.Get(): + for mat in mesh.getMaterials(): self.file.write(" Material") name_m = mat.name name_f = name_m.replace(".","") self.file.write(" %s "% (name_f)) self.file.write("{\n") - self.file.write(" %s; %s; %s;" % (mat.R, mat.G, mat.B)) + self.file.write(" %f; %f; %f;" % (mat.R, mat.G, mat.B)) self.file.write("%s;;\n" % (mat.alpha)) - self.file.write(" %s;\n" % (mat.spec)) - self.file.write(" %s; %s; %s;;\n" % (mat.specR, mat.specG, mat.specB)) + self.file.write(" %f;\n" % (mat.spec)) + self.file.write(" %f; %f; %f;;\n" % (mat.specR, mat.specG, mat.specB)) self.file.write(" 0.0; 0.0; 0.0;;\n") - self.file.write(" }\n") + self.file.write(" } //End of Material\n") for mat in tex: self.file.write(" Material Mat") @@ -634,29 +838,34 @@ template SkinWeights {\n\ self.file.write(" 1.0; 1.0; 1.0;;\n") self.file.write(" 0.0; 0.0; 0.0;;\n") self.file.write(" TextureFilename {") - self.file.write(' "%s" ;'% (mat)) + self.file.write(' "%s";'% (mat)) self.file.write(" }\n") - self.file.write(" }\n") - self.file.write(" }\n") + self.file.write(" } // End of Material\n") + self.file.write(" } //End of MeshMaterialList\n") #*********************************************** #MESH NORMALS #*********************************************** def writeMeshNormals(self,name,mesh): + global flip_norm,flip_z self.file.write(" MeshNormals {\n") #VERTICES NUMBER numvert = 0 for face in mesh.faces: numvert = numvert + len(face.v) - self.file.write("%s;\n" % (numvert)) + self.file.write("%d;\n" % (numvert)) numfaces=len(mesh.faces) - + if flip_norm : + fl = -1 + else : + fl = 1 #VERTICES NORMAL counter = 0 for face in mesh.faces: counter += 1 for n in range(len(face.v)): - self.file.write(" %s; %s; %s;" % ((round(face.v[n].no[0],6)),(round(face.v[n].no[1],6)),(round(face.v[n].no[2],6)))) + self.file.write(" %f; %f; %f;" % ( + (round(face.v[n].no[0],6)*fl),(round(face.v[n].no[1],6)*fl),(round(face.v[n].no[2],6)*fl))) if counter == numfaces : if n == len(face.v)-1 : self.file.write(";\n") @@ -665,7 +874,12 @@ template SkinWeights {\n\ else : self.file.write(",\n") - + if flip_z: + a3 = 0;b3 = 2;c3 = 1 + a4 = 0;b4 = 3;c4 = 2;d4 = 1 + else: + a3 = 0;b3 = 1;c3 = 2 + a4 = 0;b4 = 1;c4 = 2;d4 = 3 #FACES NUMBER self.file.write("%s;\n" % (numfaces)) @@ -674,20 +888,20 @@ template SkinWeights {\n\ coun += 1 if coun == numfaces: if len(face.v) == 3: - self.file.write("3; %s, %s, %s;;\n" % (counter, counter + 2, counter + 1)) + self.file.write("3; %d, %d, %d;;\n" % (counter + a3, counter + b3, counter + c3)) counter += 3 else : - self.file.write("4; %s, %s, %s, %s;;\n" % (counter, counter + 3, counter + 2, counter + 1)) + self.file.write("4; %d, %d, %d, %d;;\n" % (counter + a4, counter + b4, counter + c4, counter + d4)) counter += 4 else: if len(face.v) == 3: - self.file.write("3; %s, %s, %s;,\n" % (counter, counter + 2, counter + 1)) + self.file.write("3; %d, %d, %d;,\n" % (counter + a3, counter + b3, counter + c3)) counter += 3 else : - self.file.write("4; %s, %s, %s, %s;,\n" % (counter, counter + 3, counter + 2, counter + 1)) + self.file.write("4; %d, %d, %d, %d;,\n" % (counter + a4, counter + b4, counter + c4, counter + d4)) counter += 4 - self.file.write("}\n") + self.file.write("} //End of MeshNormals\n") #*********************************************** #MESH TEXTURE COORDS @@ -699,7 +913,7 @@ template SkinWeights {\n\ numvert = 0 for face in mesh.faces: numvert += len(face.v) - self.file.write("%s;\n" % (numvert)) + self.file.write("%d;\n" % (numvert)) #UV COORDS numfaces = len(mesh.faces) counter = -1 @@ -708,7 +922,7 @@ template SkinWeights {\n\ counter += 1 co += 1 for n in range(len(face.v)): - self.file.write("%s;%s;" % (mesh.faces[counter].uv[n][0], -mesh.faces[counter].uv[n][1])) + self.file.write("%f;%f;" % (mesh.faces[counter].uv[n][0], -mesh.faces[counter].uv[n][1])) if co == numfaces : if n == len(face.v) - 1 : self.file.write(";\n") @@ -717,21 +931,21 @@ template SkinWeights {\n\ else : self.file.write(",\n") - self.file.write("}\n") + self.file.write("} //End of MeshTextureCoords\n") #***********************************************#***********************************************#*********************************************** #*********************************************** #FRAMES #*********************************************** def writeFrames(self, matx): - self.file.write("%s,%s,%s,%s," % - (round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],6))) - self.file.write("%s,%s,%s,%s," % - (round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],6))) - self.file.write("%s,%s,%s,%s," % - (round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],6))) - self.file.write("%s,%s,%s,%s;;" % - (round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],6))) + self.file.write("%f,%f,%f,%f," % + (round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],4))) + self.file.write("%f,%f,%f,%f," % + (round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],4))) + self.file.write("%f,%f,%f,%f," % + (round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],4))) + self.file.write("%f,%f,%f,%f;;" % + (round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],4))) @@ -741,7 +955,7 @@ template SkinWeights {\n\ #WRITE ANIMATION KEYS #*********************************************** def writeAnimation(self,arm_ob): - global mat_dict + global mat_dict, root_bon arm = arm_ob.getData() act_list = arm_ob.getAction() ip = act_list.getAllChannelIpos() @@ -762,15 +976,23 @@ template SkinWeights {\n\ #point_list.pop(0) self.file.write(" Animation { \n") - self.file.write(" {%s}\n" %(name_f)) + self.file.write(" { %s }\n" %(name_f)) self.file.write(" AnimationKey { \n") self.file.write(" 4;\n") - self.file.write(" %s; \n" % (len(point_list))) + self.file.write(" %d; \n" % (len(point_list))) for fr in point_list: - mat = self.writeAnimCombineMatrix(bon,fr) - self.file.write(" %s;" % (fr)) + if name == root_bon.name : + + + mat_b = self.writeAnimCombineMatrix(bon,fr) + mat_arm = self.getLocMat(arm_ob) + mat = mat_b * mat_arm + else: + mat = self.writeAnimCombineMatrix(bon,fr) + + self.file.write(" %d;" % (fr)) self.file.write("16;") self.writeFrames(mat) @@ -797,26 +1019,22 @@ template SkinWeights {\n\ for po in poi[0].getPoints(): a = po.getPoints() point_list.append(int(a[0])) - point_list.pop(0) + name = obj.name + name_f = name.replace(".", "") self.file.write(" Animation {\n") - self.file.write(" {") - self.file.write("%s }\n" % (obj.name)) + self.file.write(" { ") + self.file.write("%s }\n" % (name_f)) self.file.write(" AnimationKey { \n") self.file.write(" 4;\n") - self.file.write(" %s; \n" % (len(point_list)+1)) - self.file.write(" %s;" % (1)) - self.file.write("16;") - Blender.Set('curframe',1) - mat = obj.matrixWorld * mat_flip - self.writeFrames(mat) - self.file.write(",\n") + self.file.write(" %d; \n" % (len(point_list))) for fr in point_list: - self.file.write(" %s;" % (fr)) + self.file.write(" %d;" % (fr)) self.file.write("16;") Blender.Set('curframe',fr) - mat_new = obj.matrixWorld * mat_flip + #mat_new = self.getLocMat(obj) + mat_new = obj.matrixLocal self.writeFrames(mat_new) if fr == point_list[len(point_list)-1]: @@ -826,68 +1044,11 @@ template SkinWeights {\n\ self.file.write(" }\n") self.file.write(" }\n") - #*********************************************** - #WRITE ANIMATION KEYS - #*********************************************** - def writeAnimationObjArm(self, obj): - point_list = [] - ip = obj.getIpo() - poi = ip.getCurves() - for po in poi[0].getPoints(): - a = po.getPoints() - point_list.append(int(a[0])) - point_list.pop(0) - - self.file.write(" Animation {\n") - self.file.write(" {RootFrame}\n" ) - self.file.write(" AnimationKey { \n") - self.file.write(" 4;\n") - self.file.write(" %s; \n" % (len(point_list)+1)) - self.file.write(" %s;" % (1)) - self.file.write("16;") - Blender.Set('curframe',1) - mat = mat_flip * obj.getMatrix('worldspace') - self.writeFrames(mat) - self.file.write(",\n") - for fr in point_list: - self.file.write(" %s;" % (fr)) - self.file.write("16;") - Blender.Set('curframe',fr) - - mat_new = mat_flip * obj.getMatrix('worldspace') - self.writeFrames(mat_new) - - if fr == point_list[len(point_list)-1]: - self.file.write(";\n") - else: - self.file.write(",\n") - self.file.write(" }\n") - self.file.write(" }\n") + #***********************************************#***********************************************#*********************************************** -#*********************************************** -# MAIN -#*********************************************** - -def my_callback(filename): - if filename.find('.x', -2) <= 0: filename += '.x' - xexport = xExport(filename) - xexport.SelectObjs() - -def my_callback_sel(filename): - if filename.find('.x', -2) <= 0: filename += '.x' - xexport = xExport(filename) - xexport.exportSelMesh() - -arg = __script__['arg'] - -if arg == 'exportsel': - fname = Blender.sys.makename(ext = ".x") - Blender.Window.FileSelector(my_callback_sel, "Export DirectX", fname) -else: - fname = Blender.sys.makename(ext = ".x") - Blender.Window.FileSelector(my_callback, "Export DirectX", fname) +
\ No newline at end of file |