diff options
author | Campbell Barton <ideasman42@gmail.com> | 2006-05-14 07:11:55 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2006-05-14 07:11:55 +0400 |
commit | b817c78b0d5c7bd50ac4bf2c4b21751d61cc2342 (patch) | |
tree | 652dd6fec474dc44b9374ea58e970dca9b67237c /release | |
parent | 4a5826fa83f15dad702a65438b36ec6d1f0f30df (diff) |
Applied patch 4188 with some modifications.
https://projects.blender.org/tracker/index.php?func=detail&aid=4188&group_id=9&atid=127
* Sped up export of UV coords,
* Use Mesh instead of NMesh
* Use BPyMesh GetMeshFromObject so correct object materials are exported as well as modifiers applied.
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/3ds_export.py | 212 |
1 files changed, 108 insertions, 104 deletions
diff --git a/release/scripts/3ds_export.py b/release/scripts/3ds_export.py index 938afcd1bc6..9404e4b6642 100644 --- a/release/scripts/3ds_export.py +++ b/release/scripts/3ds_export.py @@ -9,7 +9,7 @@ Tooltip: 'Export to 3DS file format (.3ds).' __author__ = ["Campbell Barton", "Bob Holcomb", "Richard Lärkäng", "Damien McGinnes", "Mark Stijnman"] __url__ = ("blender", "elysiun", "http://www.gametutorials.com", "http://lib3ds.sourceforge.net/") -__version__ = "0.90" +__version__ = "0.90a" __bpydoc__ = """\ 3ds Exporter @@ -47,10 +47,12 @@ from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode. ###################################################### import Blender -from Blender import NMesh, Scene, Object, Material +from Blender import Object, Material +import BPyMesh import struct + ###################################################### # Data Structures ###################################################### @@ -127,6 +129,8 @@ def newFName(ext): """ return Blender.Get('filename')[: -len(Blender.Get('filename').split('.', -1)[-1]) ] + ext +def uv_key(uv): + return round(uv.x, 6), round(uv.y, 6) # size defines: SZ_SHORT = 2 @@ -468,7 +472,7 @@ def make_material_chunk(material): material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specCol)) return material_chunk -class tri: +class tri_wrapper: """Class representing a triangle. Used when converting faces to triangles""" @@ -478,54 +482,22 @@ class tri: # material index: mat_index=None # uv coordinates (used on blender faces that have face-uv) - uvco=None + faceuvs=None - def __init__(self, vindex=(0,0,0), mat=None, uvco=None): - self.vertex_index = vindex - self.mat = mat - self.uvco = uvco - -class UniqueList: - """A list that only allows unique items. - - Trying to add an item that is not unique will give you the index where the item is already located.""" - items=[] - - def __init__(self): - self.items=[] - - def add(self, new_item): - """Add an item to the list and return the index at which it is added. - - If the item is already in the list, the index of the existing item is returned.""" - found_index=None - for i,item in enumerate(self.items): - if (item==new_item): - found_index = i - break - if found_index==None: - found_index=len(self.items) - self.items.append(new_item) - return found_index - + def __init__(self, vindex=(0,0,0), mat=None, faceuvs=None): + self.vertex_index= vindex + self.mat= mat + self.faceuvs= faceuvs + self.offset= [0, 0, 0] # offset indicies def split_into_tri(face, do_uv=False): - """Split a quad face into two triangles. - - The quad will be split along the shortest of its two diagonals.""" - if (face[0].co-face[2].co).length < (face[1].co-face[3].co).length: - first_tri = tri((face[0].index, face[1].index, face[2].index), face.mat) - second_tri = tri((face[2].index, face[3].index, face[0].index), face.mat) - if (do_uv): - first_tri.uvco = (face.uv[0], face.uv[1], face.uv[2]) - second_tri.uvco = (face.uv[2], face.uv[3], face.uv[0]) - else: - first_tri = tri((face[0].index, face[1].index, face[3].index), face.mat) - second_tri = tri((face[1].index, face[2].index, face[3].index), face.mat) - if (do_uv): - first_tri.uvco = (face.uv[0], face.uv[1], face.uv[3]) - second_tri.uvco = (face.uv[1], face.uv[2], face.uv[3]) - return first_tri, second_tri + """Split a quad face into two triangles""" + first_tri = tri_wrapper((face.v[0].index, face.v[1].index, face.v[2].index), face.mat) + second_tri = tri_wrapper((face.v[0].index, face.v[2].index, face.v[3].index), face.mat) + if (do_uv): + first_tri.faceuvs= uv_key(face.uv[0]), uv_key(face.uv[1]), uv_key(face.uv[2]) + second_tri.faceuvs= uv_key(face.uv[0]), uv_key(face.uv[2]), uv_key(face.uv[3]) + return [first_tri, second_tri] def extract_triangles(mesh): @@ -533,21 +505,18 @@ def extract_triangles(mesh): If the mesh contains quads, they will be split into triangles.""" tri_list = [] - do_uv = mesh.hasFaceUV() + do_uv = mesh.faceUV for face in mesh.faces: - if len(face) > 2: - num_fv = len(face) + num_fv = len(face.v) if num_fv==3: - new_tri = tri((face[0].index, face[1].index, face[2].index), face.mat) + new_tri = tri_wrapper((face.v[0].index, face.v[1].index, face.v[2].index), face.mat) if (do_uv): - new_tri.uvco = face.uv + new_tri.faceuvs= uv_key(face.uv[0]), uv_key(face.uv[1]), uv_key(face.uv[2]) tri_list.append(new_tri) - elif num_fv==4: #it's a quad - first_tri, second_tri = split_into_tri(face, do_uv) - tri_list.append(first_tri) - tri_list.append(second_tri) + else: #it's a quad + tri_list.extend( split_into_tri(face, do_uv) ) return tri_list @@ -560,17 +529,23 @@ def remove_face_uv(verts, tri_list): there are multiple uv coordinates per vertex.""" # initialize a list of UniqueLists, one per vertex: - uv_list = [UniqueList() for i in xrange(len(verts))] - - offset_list = [ ] + #uv_list = [UniqueList() for i in xrange(len(verts))] + unique_uvs= [{} for i in xrange(len(verts))] # for each face uv coordinate, add it to the UniqueList of the vertex for tri in tri_list: - offset = [] for i in xrange(3): # store the index into the UniqueList for future reference: - offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.uvco[i]))) - offset_list.append(offset) + # 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] + try: + offset_index, uv_3ds= context_uv_vert[uvkey] + except: + offset_index= len(context_uv_vert) + context_uv_vert[tri.faceuvs[i]]= offset_index, _3ds_point_uv(uvkey) + tri.offset[i]= offset_index + # At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it # only once. @@ -582,18 +557,18 @@ def remove_face_uv(verts, tri_list): index_list=[] for i,vert in enumerate(verts): index_list.append(vert_index) - for uv in uv_list[i].items: + for ii, uv_3ds in unique_uvs[i].itervalues(): # add a vertex duplicate to the vertex_array for every uv associated with this vertex: - vert_array.add(_3ds_point_3d(vert)) + vert_array.add(_3ds_point_3d(vert.co)) # add the uv coordinate to the uv array: - uv_array.add(uv) + uv_array.add(uv_3ds) vert_index+=1 # Make sure the triangle vertex indices now refer to the new vertex list: - for tri, offset in zip(tri_list, offset_list): + for tri in tri_list: for i in xrange(3): - offset[i]+=index_list[tri.vertex_index[i]] - tri.vertex_index = offset + tri.offset[i]+=index_list[tri.vertex_index[i]] + tri.vertex_index= tri.offset return vert_array, uv_array, tri_list @@ -644,7 +619,7 @@ def make_mesh_chunk(mesh): # Extract the triangles from the mesh: tri_list = extract_triangles(mesh) - if (mesh.hasFaceUV()): + 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: @@ -653,7 +628,7 @@ def make_mesh_chunk(mesh): 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 (mesh.hasVertexUV()): + if mesh.vertexUV: uv_array = _3ds_array() for vert in mesh.verts: uv_array.add(_3ds_point_uv(vert.uvco)) @@ -709,16 +684,29 @@ def make_track_chunk(ID, obj): # 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 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())) + if obj.getType()=='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 @@ -786,8 +774,9 @@ def make_kf_obj_node(obj, name_to_id): def save_3ds(filename): """Save the Blender scene to a 3ds file.""" # Time the export - time1 = Blender.sys.time() - + time1= Blender.sys.time() + scn= Blender.Scene.GetCurrent() + # Initialize the main chunk (primary): primary = _3ds_chunk(PRIMARY) # Add version chunk: @@ -801,45 +790,55 @@ def save_3ds(filename): # init main key frame data chunk: kfdata = make_kfdata() - # Make chunks for all materials in the scene: - for material in Material.Get(): + # Get all the supported objects selected in this scene: + ob_sel= Blender.Object.GetSelected() + #getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None): + mesh_objects = [ (ob, BPyMesh.getMeshFromObject(ob, None, True, False, scn)) for ob in ob_sel if ob.getType() == 'Mesh' ] + empty_objects = [ ob for ob in ob_sel if ob.getType() == 'Empty' ] + + # Make a list of all materials used in the selected meshes (use a dictionary, + # each material is added once): + materials = {} + for ob, data in mesh_objects: + for m in data.materials: + try: + materials[m.name] + except: + materials[m.name]= m + + # Make material chunks for all materials used in the meshes: + for material in materials.itervalues(): object_info.add_subchunk(make_material_chunk(material)) - - # Get all the supported objects in this scene - mesh_objects = [ ob for ob in Blender.Object.Get() if ob.getType() == 'Mesh' ] - empty_objects = [ ob for ob in Blender.Object.Get() if ob.getType() == 'Empty' ] - - all_objects = mesh_objects + empty_objects - # Give all objects a unique ID and build a dictionary from object name to object id: name_to_id = {} - for i,obj in enumerate(all_objects): - name_to_id[obj.getName()] = i + 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: - for obj in mesh_objects: - #create a new object chunk + for ob, blender_mesh in mesh_objects: + # create a new object chunk object_chunk = _3ds_chunk(OBJECT) - #get the mesh data - blender_mesh = obj.getData() - blender_mesh.transform(obj.getMatrix()) + # transform the mesh: + blender_mesh.transform(ob.matrixWorld) - #set the object name - object_chunk.add_variable("name", _3ds_string(obj.getName())) + # set the object name + object_chunk.add_variable("name", _3ds_string(ob.name)) # make a mesh chunk out of the mesh: object_chunk.add_subchunk(make_mesh_chunk(blender_mesh)) object_info.add_subchunk(object_chunk) # make a kf object node for the object: - kfdata.add_subchunk(make_kf_obj_node(obj, name_to_id)) + kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id)) # Create chunks for all empties: - for obj in empty_objects: + for ob in empty_objects: # Empties only require a kf object node: - kfdata.add_subchunk(make_kf_obj_node(obj, name_to_id)) + kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id)) # Add main object info chunk to primary chunk: primary.add_subchunk(object_info) @@ -859,6 +858,11 @@ def save_3ds(filename): # Close the file: file.close() + # Free memory + for ob, blender_mesh in mesh_objects: + blender_mesh.verts= None + + # Debugging only: report the exporting time: print "3ds export time: %.2f" % (Blender.sys.time() - time1) |