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authorCampbell Barton <ideasman42@gmail.com>2011-01-14 20:28:10 +0300
committerCampbell Barton <ideasman42@gmail.com>2011-01-14 20:28:10 +0300
commitc69ecd3f90b40a522ec0c9cfebe2e6b2424fb58c (patch)
tree35644a8c10e022987c01b4c4a06df0617b27be1b /release
parent439140d6aedba79045eca52ba7a905d9e4a34d8a (diff)
moving io scripts to 'addons' dir in extensions svn, leaving MDD format since I dont maintain this.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/op/io_anim_bvh/__init__.py121
-rw-r--r--release/scripts/op/io_anim_bvh/export_bvh.py245
-rw-r--r--release/scripts/op/io_anim_bvh/import_bvh.py550
-rw-r--r--release/scripts/op/io_mesh_ply/__init__.py100
-rw-r--r--release/scripts/op/io_mesh_ply/export_ply.py203
-rw-r--r--release/scripts/op/io_mesh_ply/import_ply.py339
-rw-r--r--release/scripts/op/io_scene_3ds/__init__.py88
-rw-r--r--release/scripts/op/io_scene_3ds/export_3ds.py1044
-rw-r--r--release/scripts/op/io_scene_3ds/import_3ds.py894
-rw-r--r--release/scripts/op/io_scene_fbx/__init__.py109
-rw-r--r--release/scripts/op/io_scene_fbx/export_fbx.py2910
-rw-r--r--release/scripts/op/io_scene_obj/__init__.py131
-rw-r--r--release/scripts/op/io_scene_obj/export_obj.py836
-rw-r--r--release/scripts/op/io_scene_obj/import_obj.py1219
-rw-r--r--release/scripts/op/io_scene_x3d/__init__.py84
-rw-r--r--release/scripts/op/io_scene_x3d/export_x3d.py847
-rw-r--r--release/scripts/op/io_scene_x3d/import_x3d.py2658
17 files changed, 0 insertions, 12378 deletions
diff --git a/release/scripts/op/io_anim_bvh/__init__.py b/release/scripts/op/io_anim_bvh/__init__.py
deleted file mode 100644
index 8f918d05a10..00000000000
--- a/release/scripts/op/io_anim_bvh/__init__.py
+++ /dev/null
@@ -1,121 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# To support reload properly, try to access a package var, if it's there, reload everything
-if "bpy" in locals():
- import imp
- if "import_bvh" in locals():
- imp.reload(import_bvh)
-
-
-import bpy
-from bpy.props import *
-from io_utils import ImportHelper, ExportHelper
-
-
-class ImportBVH(bpy.types.Operator, ImportHelper):
- '''Load a BVH motion capture file'''
- bl_idname = "import_anim.bvh"
- bl_label = "Import BVH"
-
- filename_ext = ".bvh"
- filter_glob = StringProperty(default="*.bvh", options={'HIDDEN'})
-
- target = EnumProperty(items=(
- ('ARMATURE', "Armature", ""),
- ('OBJECT', "Object", ""),
- ),
- name="Target",
- description="Import target type.",
- default='ARMATURE')
-
- global_scale = FloatProperty(name="Scale", description="Scale the BVH by this value", min=0.0001, max=1000000.0, soft_min=0.001, soft_max=100.0, default=1.0)
- frame_start = IntProperty(name="Start Frame", description="Starting frame for the animation", default=1)
- use_cyclic = BoolProperty(name="Loop", description="Loop the animation playback", default=False)
- rotate_mode = EnumProperty(items=(
- ('QUATERNION', "Quaternion", "Convert rotations to quaternions"),
- ('NATIVE', "Euler (Native)", "Use the rotation order defined in the BVH file"),
- ('XYZ', "Euler (XYZ)", "Convert rotations to euler XYZ"),
- ('XZY', "Euler (XZY)", "Convert rotations to euler XZY"),
- ('YXZ', "Euler (YXZ)", "Convert rotations to euler YXZ"),
- ('YZX', "Euler (YZX)", "Convert rotations to euler YZX"),
- ('ZXY', "Euler (ZXY)", "Convert rotations to euler ZXY"),
- ('ZYX', "Euler (ZYX)", "Convert rotations to euler ZYX"),
- ),
- name="Rotation",
- description="Rotation conversion.",
- default='NATIVE')
-
- def execute(self, context):
- from . import import_bvh
- return import_bvh.load(self, context, **self.as_keywords(ignore=("filter_glob",)))
-
-
-class ExportBVH(bpy.types.Operator, ExportHelper):
- '''Save a BVH motion capture file from an armature'''
- bl_idname = "export_anim.bvh"
- bl_label = "Export BVH"
-
- filename_ext = ".bvh"
- filter_glob = StringProperty(default="*.bvh", options={'HIDDEN'})
-
- global_scale = FloatProperty(name="Scale", description="Scale the BVH by this value", min=0.0001, max=1000000.0, soft_min=0.001, soft_max=100.0, default=1.0)
- frame_start = IntProperty(name="Start Frame", description="Starting frame to export", default=0)
- frame_end = IntProperty(name="End Frame", description="End frame to export", default=0)
-
- @classmethod
- def poll(cls, context):
- obj = context.object
- return obj and obj.type == 'ARMATURE'
-
- def invoke(self, context, event):
- self.frame_start = context.scene.frame_start
- self.frame_end = context.scene.frame_end
-
- return super().invoke(context, event)
-
- def execute(self, context):
- if self.frame_start == 0 and self.frame_end == 0:
- self.frame_start = context.scene.frame_start
- self.frame_end = context.scene.frame_end
-
- from . import export_bvh
- return export_bvh.save(self, context, **self.as_keywords(ignore=("check_existing", "filter_glob")))
-
-
-def menu_func_import(self, context):
- self.layout.operator(ImportBVH.bl_idname, text="Motion Capture (.bvh)")
-
-
-def menu_func_export(self, context):
- self.layout.operator(ExportBVH.bl_idname, text="Motion Capture (.bvh)")
-
-
-def register():
- bpy.types.INFO_MT_file_import.append(menu_func_import)
- bpy.types.INFO_MT_file_export.append(menu_func_export)
-
-
-def unregister():
- bpy.types.INFO_MT_file_import.remove(menu_func_import)
- bpy.types.INFO_MT_file_export.remove(menu_func_export)
-
-if __name__ == "__main__":
- register()
diff --git a/release/scripts/op/io_anim_bvh/export_bvh.py b/release/scripts/op/io_anim_bvh/export_bvh.py
deleted file mode 100644
index dc7b4207c73..00000000000
--- a/release/scripts/op/io_anim_bvh/export_bvh.py
+++ /dev/null
@@ -1,245 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# Script copyright (C) Campbell Barton
-# fixes from Andrea Rugliancich
-
-import bpy
-
-
-def write_armature(context, filepath, frame_start, frame_end, global_scale=1.0):
-
- from mathutils import Matrix, Vector, Euler
- from math import degrees
-
- file = open(filepath, "w")
-
- obj = context.object
- arm = obj.data
-
- # Build a dictionary of children.
- # None for parentless
- children = {None: []}
-
- # initialize with blank lists
- for bone in arm.bones:
- children[bone.name] = []
-
- for bone in arm.bones:
- children[getattr(bone.parent, "name", None)].append(bone.name)
-
- # sort the children
- for children_list in children.values():
- children_list.sort()
-
- # bone name list in the order that the bones are written
- serialized_names = []
-
- node_locations = {}
-
- file.write("HIERARCHY\n")
-
- def write_recursive_nodes(bone_name, indent):
- my_children = children[bone_name]
-
- indent_str = "\t" * indent
-
- bone = arm.bones[bone_name]
- loc = bone.head_local
- node_locations[bone_name] = loc
-
- # make relative if we can
- if bone.parent:
- loc = loc - node_locations[bone.parent.name]
-
- if indent:
- file.write("%sJOINT %s\n" % (indent_str, bone_name))
- else:
- file.write("%sROOT %s\n" % (indent_str, bone_name))
-
- file.write("%s{\n" % indent_str)
- file.write("%s\tOFFSET %.6f %.6f %.6f\n" % (indent_str, loc.x * global_scale, loc.y * global_scale, loc.z * global_scale))
- if bone.use_connect and bone.parent:
- file.write("%s\tCHANNELS 3 Xrotation Yrotation Zrotation\n" % indent_str)
- else:
- file.write("%s\tCHANNELS 6 Xposition Yposition Zposition Xrotation Yrotation Zrotation\n" % indent_str)
-
- if my_children:
- # store the location for the children
- # to het their relative offset
-
- # Write children
- for child_bone in my_children:
- serialized_names.append(child_bone)
- write_recursive_nodes(child_bone, indent + 1)
-
- else:
- # Write the bone end.
- file.write("%s\tEnd Site\n" % indent_str)
- file.write("%s\t{\n" % indent_str)
- loc = bone.tail_local - node_locations[bone_name]
- file.write("%s\t\tOFFSET %.6f %.6f %.6f\n" % (indent_str, loc.x * global_scale, loc.y * global_scale, loc.z * global_scale))
- file.write("%s\t}\n" % indent_str)
-
- file.write("%s}\n" % indent_str)
-
- if len(children[None]) == 1:
- key = children[None][0]
- serialized_names.append(key)
- indent = 0
-
- write_recursive_nodes(key, indent)
-
- else:
- # Write a dummy parent node
- file.write("ROOT %s\n" % key)
- file.write("{\n")
- file.write("\tOFFSET 0.0 0.0 0.0\n")
- file.write("\tCHANNELS 0\n") # Xposition Yposition Zposition Xrotation Yrotation Zrotation
- key = None
- indent = 1
-
- write_recursive_nodes(key, indent)
-
- file.write("}\n")
-
- # redefine bones as sorted by serialized_names
- # so we can write motion
-
- class decorated_bone(object):
- __slots__ = (\
- "name", # bone name, used as key in many places
- "parent", # decorated bone parent, set in a later loop
- "rest_bone", # blender armature bone
- "pose_bone", # blender pose bone
- "pose_mat", # blender pose matrix
- "rest_arm_mat", # blender rest matrix (armature space)
- "rest_local_mat", # blender rest batrix (local space)
- "pose_imat", # pose_mat inverted
- "rest_arm_imat", # rest_arm_mat inverted
- "rest_local_imat", # rest_local_mat inverted
- "prev_euler", # last used euler to preserve euler compability in between keyframes
- "connected", # is the bone connected to the parent bone?
- )
-
- def __init__(self, bone_name):
- self.name = bone_name
- self.rest_bone = arm.bones[bone_name]
- self.pose_bone = obj.pose.bones[bone_name]
-
- self.pose_mat = self.pose_bone.matrix
-
- mat = self.rest_bone.matrix
- self.rest_arm_mat = self.rest_bone.matrix_local
- self.rest_local_mat = self.rest_bone.matrix
-
- # inverted mats
- self.pose_imat = self.pose_mat.copy().invert()
- self.rest_arm_imat = self.rest_arm_mat.copy().invert()
- self.rest_local_imat = self.rest_local_mat.copy().invert()
-
- self.parent = None
- self.prev_euler = Euler((0.0, 0.0, 0.0))
- self.connected = (self.rest_bone.use_connect and self.rest_bone.parent)
-
- def update_posedata(self):
- self.pose_mat = self.pose_bone.matrix
- self.pose_imat = self.pose_mat.copy().invert()
-
- def __repr__(self):
- if self.parent:
- return "[\"%s\" child on \"%s\"]\n" % (self.name, self.parent.name)
- else:
- return "[\"%s\" root bone]\n" % (self.name)
-
- bones_decorated = [decorated_bone(bone_name) for bone_name in serialized_names]
-
- # Assign parents
- bones_decorated_dict = {}
- for dbone in bones_decorated:
- bones_decorated_dict[dbone.name] = dbone
-
- for dbone in bones_decorated:
- parent = dbone.rest_bone.parent
- if parent:
- dbone.parent = bones_decorated_dict[parent.name]
- del bones_decorated_dict
- # finish assigning parents
-
- scene = bpy.context.scene
-
- file.write("MOTION\n")
- file.write("Frames: %d\n" % (frame_end - frame_start + 1))
- file.write("Frame Time: %.6f\n" % (1.0 / (scene.render.fps / scene.render.fps_base)))
-
- for frame in range(frame_start, frame_end + 1):
- scene.frame_set(frame)
-
- for dbone in bones_decorated:
- dbone.update_posedata()
-
- for dbone in bones_decorated:
- trans = Matrix.Translation(dbone.rest_bone.head_local)
- itrans = Matrix.Translation(-dbone.rest_bone.head_local)
-
- if dbone.parent:
- mat_final = dbone.parent.rest_arm_mat * dbone.parent.pose_imat * dbone.pose_mat * dbone.rest_arm_imat
- mat_final = itrans * mat_final * trans
- loc = mat_final.translation_part() + (dbone.rest_bone.head_local - dbone.parent.rest_bone.head_local)
- else:
- mat_final = dbone.pose_mat * dbone.rest_arm_imat
- mat_final = itrans * mat_final * trans
- loc = mat_final.translation_part() + dbone.rest_bone.head
-
- # keep eulers compatible, no jumping on interpolation.
- rot = mat_final.rotation_part().invert().to_euler('XYZ', dbone.prev_euler)
-
- if not dbone.connected:
- file.write("%.6f %.6f %.6f " % (loc * global_scale)[:])
-
- file.write("%.6f %.6f %.6f " % (-degrees(rot[0]), -degrees(rot[1]), -degrees(rot[2])))
-
- dbone.prev_euler = rot
-
- file.write("\n")
-
- file.close()
-
- print("BVH Exported: %s frames:%d\n" % (filepath, frame_end - frame_start + 1))
-
-
-def save(operator, context, filepath="",
- frame_start=-1,
- frame_end=-1,
- global_scale=1.0,
- ):
-
- write_armature(context, filepath,
- frame_start=frame_start,
- frame_end=frame_end,
- global_scale=global_scale,
- )
-
- return {'FINISHED'}
-
-
-if __name__ == "__main__":
- scene = bpy.context.scene
- _read(bpy.data.filepath.rstrip(".blend") + ".bvh", bpy.context.object, scene.frame_start, scene.frame_end, 1.0)
diff --git a/release/scripts/op/io_anim_bvh/import_bvh.py b/release/scripts/op/io_anim_bvh/import_bvh.py
deleted file mode 100644
index 5a0c0fcfd45..00000000000
--- a/release/scripts/op/io_anim_bvh/import_bvh.py
+++ /dev/null
@@ -1,550 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# Script copyright (C) Campbell Barton
-
-import math
-from math import radians
-
-import bpy
-import mathutils
-from mathutils import Vector, Euler, Matrix
-
-
-class bvh_node_class(object):
- __slots__ = (
- 'name', # bvh joint name
- 'parent', # bvh_node_class type or None for no parent
- 'children', # a list of children of this type.
- 'rest_head_world', # worldspace rest location for the head of this node
- 'rest_head_local', # localspace rest location for the head of this node
- 'rest_tail_world', # worldspace rest location for the tail of this node
- 'rest_tail_local', # worldspace rest location for the tail of this node
- 'channels', # list of 6 ints, -1 for an unused channel, otherwise an index for the BVH motion data lines, lock triple then rot triple
- 'rot_order', # a triple of indicies as to the order rotation is applied. [0,1,2] is x/y/z - [None, None, None] if no rotation.
- 'rot_order_str', # same as above but a string 'XYZ' format.
- 'anim_data', # a list one tuple's one for each frame. (locx, locy, locz, rotx, roty, rotz), euler rotation ALWAYS stored xyz order, even when native used.
- 'has_loc', # Conveinience function, bool, same as (channels[0]!=-1 or channels[1]!=-1 channels[2]!=-1)
- 'has_rot', # Conveinience function, bool, same as (channels[3]!=-1 or channels[4]!=-1 channels[5]!=-1)
- 'temp') # use this for whatever you want
-
- _eul_order_lookup = {\
- (0, 1, 2): 'XYZ',
- (0, 2, 1): 'XZY',
- (1, 0, 2): 'YXZ',
- (1, 2, 0): 'YZX',
- (2, 0, 1): 'ZXY',
- (2, 1, 0): 'ZYX'}
-
- def __init__(self, name, rest_head_world, rest_head_local, parent, channels, rot_order):
- self.name = name
- self.rest_head_world = rest_head_world
- self.rest_head_local = rest_head_local
- self.rest_tail_world = None
- self.rest_tail_local = None
- self.parent = parent
- self.channels = channels
- self.rot_order = tuple(rot_order)
- self.rot_order_str = __class__._eul_order_lookup[self.rot_order]
-
- # convenience functions
- self.has_loc = channels[0] != -1 or channels[1] != -1 or channels[2] != -1
- self.has_rot = channels[3] != -1 or channels[4] != -1 or channels[5] != -1
-
- self.children = []
-
- # list of 6 length tuples: (lx,ly,lz, rx,ry,rz)
- # even if the channels arnt used they will just be zero
- #
- self.anim_data = [(0, 0, 0, 0, 0, 0)]
-
- def __repr__(self):
- return 'BVH name:"%s", rest_loc:(%.3f,%.3f,%.3f), rest_tail:(%.3f,%.3f,%.3f)' %\
- (self.name,\
- self.rest_head_world.x, self.rest_head_world.y, self.rest_head_world.z,\
- self.rest_head_world.x, self.rest_head_world.y, self.rest_head_world.z)
-
-
-def read_bvh(context, file_path, rotate_mode='XYZ', global_scale=1.0):
- # File loading stuff
- # Open the file for importing
- file = open(file_path, 'rU')
-
- # Seperate into a list of lists, each line a list of words.
- file_lines = file.readlines()
- # Non standard carrage returns?
- if len(file_lines) == 1:
- file_lines = file_lines[0].split('\r')
-
- # Split by whitespace.
- file_lines = [ll for ll in [l.split() for l in file_lines] if ll]
-
- # Create Hirachy as empties
- if file_lines[0][0].lower() == 'hierarchy':
- #print 'Importing the BVH Hierarchy for:', file_path
- pass
- else:
- raise 'ERROR: This is not a BVH file'
-
- bvh_nodes = {None: None}
- bvh_nodes_serial = [None]
-
- channelIndex = -1
-
- lineIdx = 0 # An index for the file.
- while lineIdx < len(file_lines) - 1:
- #...
- if file_lines[lineIdx][0].lower() == 'root' or file_lines[lineIdx][0].lower() == 'joint':
-
- # Join spaces into 1 word with underscores joining it.
- if len(file_lines[lineIdx]) > 2:
- file_lines[lineIdx][1] = '_'.join(file_lines[lineIdx][1:])
- file_lines[lineIdx] = file_lines[lineIdx][:2]
-
- # MAY NEED TO SUPPORT MULTIPLE ROOT's HERE!!!, Still unsure weather multiple roots are possible.??
-
- # Make sure the names are unique- Object names will match joint names exactly and both will be unique.
- name = file_lines[lineIdx][1]
-
- #print '%snode: %s, parent: %s' % (len(bvh_nodes_serial) * ' ', name, bvh_nodes_serial[-1])
-
- lineIdx += 2 # Increment to the next line (Offset)
- rest_head_local = Vector((float(file_lines[lineIdx][1]), float(file_lines[lineIdx][2]), float(file_lines[lineIdx][3]))) * global_scale
- lineIdx += 1 # Increment to the next line (Channels)
-
- # newChannel[Xposition, Yposition, Zposition, Xrotation, Yrotation, Zrotation]
- # newChannel references indecies to the motiondata,
- # if not assigned then -1 refers to the last value that will be added on loading at a value of zero, this is appended
- # We'll add a zero value onto the end of the MotionDATA so this is always refers to a value.
- my_channel = [-1, -1, -1, -1, -1, -1]
- my_rot_order = [None, None, None]
- rot_count = 0
- for channel in file_lines[lineIdx][2:]:
- channel = channel.lower()
- channelIndex += 1 # So the index points to the right channel
- if channel == 'xposition':
- my_channel[0] = channelIndex
- elif channel == 'yposition':
- my_channel[1] = channelIndex
- elif channel == 'zposition':
- my_channel[2] = channelIndex
-
- elif channel == 'xrotation':
- my_channel[3] = channelIndex
- my_rot_order[rot_count] = 0
- rot_count += 1
- elif channel == 'yrotation':
- my_channel[4] = channelIndex
- my_rot_order[rot_count] = 1
- rot_count += 1
- elif channel == 'zrotation':
- my_channel[5] = channelIndex
- my_rot_order[rot_count] = 2
- rot_count += 1
-
- channels = file_lines[lineIdx][2:]
-
- my_parent = bvh_nodes_serial[-1] # account for none
-
- # Apply the parents offset accumulatively
- if my_parent is None:
- rest_head_world = Vector(rest_head_local)
- else:
- rest_head_world = my_parent.rest_head_world + rest_head_local
-
- bvh_node = bvh_nodes[name] = bvh_node_class(name, rest_head_world, rest_head_local, my_parent, my_channel, my_rot_order)
-
- # If we have another child then we can call ourselves a parent, else
- bvh_nodes_serial.append(bvh_node)
-
- # Account for an end node
- if file_lines[lineIdx][0].lower() == 'end' and file_lines[lineIdx][1].lower() == 'site': # There is sometimes a name after 'End Site' but we will ignore it.
- lineIdx += 2 # Increment to the next line (Offset)
- rest_tail = Vector((float(file_lines[lineIdx][1]), float(file_lines[lineIdx][2]), float(file_lines[lineIdx][3]))) * global_scale
-
- bvh_nodes_serial[-1].rest_tail_world = bvh_nodes_serial[-1].rest_head_world + rest_tail
- bvh_nodes_serial[-1].rest_tail_local = bvh_nodes_serial[-1].rest_head_local + rest_tail
-
- # Just so we can remove the Parents in a uniform way- End has kids
- # so this is a placeholder
- bvh_nodes_serial.append(None)
-
- if len(file_lines[lineIdx]) == 1 and file_lines[lineIdx][0] == '}': # == ['}']
- bvh_nodes_serial.pop() # Remove the last item
-
- if len(file_lines[lineIdx]) == 1 and file_lines[lineIdx][0].lower() == 'motion':
- #print '\nImporting motion data'
- lineIdx += 3 # Set the cursor to the first frame
- break
-
- lineIdx += 1
-
- # Remove the None value used for easy parent reference
- del bvh_nodes[None]
- # Dont use anymore
- del bvh_nodes_serial
-
- bvh_nodes_list = bvh_nodes.values()
-
- while lineIdx < len(file_lines):
- line = file_lines[lineIdx]
- for bvh_node in bvh_nodes_list:
- #for bvh_node in bvh_nodes_serial:
- lx = ly = lz = rx = ry = rz = 0.0
- channels = bvh_node.channels
- anim_data = bvh_node.anim_data
- if channels[0] != -1:
- lx = global_scale * float(line[channels[0]])
-
- if channels[1] != -1:
- ly = global_scale * float(line[channels[1]])
-
- if channels[2] != -1:
- lz = global_scale * float(line[channels[2]])
-
- if channels[3] != -1 or channels[4] != -1 or channels[5] != -1:
-
- rx = radians(float(line[channels[3]]))
- ry = radians(float(line[channels[4]]))
- rz = radians(float(line[channels[5]]))
-
- # Done importing motion data #
- anim_data.append((lx, ly, lz, rx, ry, rz))
- lineIdx += 1
-
- # Assign children
- for bvh_node in bvh_nodes.values():
- bvh_node_parent = bvh_node.parent
- if bvh_node_parent:
- bvh_node_parent.children.append(bvh_node)
-
- # Now set the tip of each bvh_node
- for bvh_node in bvh_nodes.values():
-
- if not bvh_node.rest_tail_world:
- if len(bvh_node.children) == 0:
- # could just fail here, but rare BVH files have childless nodes
- bvh_node.rest_tail_world = Vector(bvh_node.rest_head_world)
- bvh_node.rest_tail_local = Vector(bvh_node.rest_head_local)
- elif len(bvh_node.children) == 1:
- bvh_node.rest_tail_world = Vector(bvh_node.children[0].rest_head_world)
- bvh_node.rest_tail_local = bvh_node.rest_head_local + bvh_node.children[0].rest_head_local
- else:
- # allow this, see above
- #if not bvh_node.children:
- # raise 'error, bvh node has no end and no children. bad file'
-
- # Removed temp for now
- rest_tail_world = Vector((0.0, 0.0, 0.0))
- rest_tail_local = Vector((0.0, 0.0, 0.0))
- for bvh_node_child in bvh_node.children:
- rest_tail_world += bvh_node_child.rest_head_world
- rest_tail_local += bvh_node_child.rest_head_local
-
- bvh_node.rest_tail_world = rest_tail_world * (1.0 / len(bvh_node.children))
- bvh_node.rest_tail_local = rest_tail_local * (1.0 / len(bvh_node.children))
-
- # Make sure tail isnt the same location as the head.
- if (bvh_node.rest_tail_local - bvh_node.rest_head_local).length <= 0.001 * global_scale:
- bvh_node.rest_tail_local.y = bvh_node.rest_tail_local.y + global_scale / 10
- bvh_node.rest_tail_world.y = bvh_node.rest_tail_world.y + global_scale / 10
-
- return bvh_nodes
-
-
-def bvh_node_dict2objects(context, bvh_name, bvh_nodes, rotate_mode='NATIVE', frame_start=1, IMPORT_LOOP=False):
-
- if frame_start < 1:
- frame_start = 1
-
- scene = context.scene
- for obj in scene.objects:
- obj.select = False
-
- objects = []
-
- def add_ob(name):
- obj = bpy.data.objects.new(name, None)
- scene.objects.link(obj)
- objects.append(obj)
- obj.select = True
-
- # nicer drawing.
- obj.empty_draw_type = 'CUBE'
- obj.empty_draw_size = 0.1
-
- return obj
-
- # Add objects
- for name, bvh_node in bvh_nodes.items():
- bvh_node.temp = add_ob(name)
- bvh_node.temp.rotation_mode = bvh_node.rot_order_str[::-1]
-
- # Parent the objects
- for bvh_node in bvh_nodes.values():
- for bvh_node_child in bvh_node.children:
- bvh_node_child.temp.parent = bvh_node.temp
-
- # Offset
- for bvh_node in bvh_nodes.values():
- # Make relative to parents offset
- bvh_node.temp.location = bvh_node.rest_head_local
-
- # Add tail objects
- for name, bvh_node in bvh_nodes.items():
- if not bvh_node.children:
- ob_end = add_ob(name + '_end')
- ob_end.parent = bvh_node.temp
- ob_end.location = bvh_node.rest_tail_world - bvh_node.rest_head_world
-
- for name, bvh_node in bvh_nodes.items():
- obj = bvh_node.temp
-
- for frame_current in range(len(bvh_node.anim_data)):
-
- lx, ly, lz, rx, ry, rz = bvh_node.anim_data[frame_current]
-
- if bvh_node.has_loc:
- obj.delta_location = Vector((lx, ly, lz)) - bvh_node.rest_head_world
- obj.keyframe_insert("delta_location", index=-1, frame=frame_start + frame_current)
-
- if bvh_node.has_rot:
- obj.delta_rotation_euler = rx, ry, rz
- obj.keyframe_insert("delta_rotation_euler", index=-1, frame=frame_start + frame_current)
-
- return objects
-
-
-def bvh_node_dict2armature(context, bvh_name, bvh_nodes, rotate_mode='XYZ', frame_start=1, IMPORT_LOOP=False):
-
- if frame_start < 1:
- frame_start = 1
-
- # Add the new armature,
- scene = context.scene
- for obj in scene.objects:
- obj.select = False
-
- arm_data = bpy.data.armatures.new(bvh_name)
- arm_ob = bpy.data.objects.new(bvh_name, arm_data)
-
- scene.objects.link(arm_ob)
-
- arm_ob.select = True
- scene.objects.active = arm_ob
-
- bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
- bpy.ops.object.mode_set(mode='EDIT', toggle=False)
-
- # Get the average bone length for zero length bones, we may not use this.
- average_bone_length = 0.0
- nonzero_count = 0
- for bvh_node in bvh_nodes.values():
- l = (bvh_node.rest_head_local - bvh_node.rest_tail_local).length
- if l:
- average_bone_length += l
- nonzero_count += 1
-
- # Very rare cases all bones couldbe zero length???
- if not average_bone_length:
- average_bone_length = 0.1
- else:
- # Normal operation
- average_bone_length = average_bone_length / nonzero_count
-
- # XXX, annoying, remove bone.
- while arm_data.edit_bones:
- arm_ob.edit_bones.remove(arm_data.edit_bones[-1])
-
- ZERO_AREA_BONES = []
- for name, bvh_node in bvh_nodes.items():
- # New editbone
- bone = bvh_node.temp = arm_data.edit_bones.new(name)
-
- bone.head = bvh_node.rest_head_world
- bone.tail = bvh_node.rest_tail_world
-
- # ZERO AREA BONES.
- if (bone.head - bone.tail).length < 0.001:
- if bvh_node.parent:
- ofs = bvh_node.parent.rest_head_local - bvh_node.parent.rest_tail_local
- if ofs.length: # is our parent zero length also?? unlikely
- bone.tail = bone.tail + ofs
- else:
- bone.tail.y = bone.tail.y + average_bone_length
- else:
- bone.tail.y = bone.tail.y + average_bone_length
-
- ZERO_AREA_BONES.append(bone.name)
-
- for bvh_node in bvh_nodes.values():
- if bvh_node.parent:
- # bvh_node.temp is the Editbone
-
- # Set the bone parent
- bvh_node.temp.parent = bvh_node.parent.temp
-
- # Set the connection state
- if not bvh_node.has_loc and\
- bvh_node.parent and\
- bvh_node.parent.temp.name not in ZERO_AREA_BONES and\
- bvh_node.parent.rest_tail_local == bvh_node.rest_head_local:
- bvh_node.temp.use_connect = True
-
- # Replace the editbone with the editbone name,
- # to avoid memory errors accessing the editbone outside editmode
- for bvh_node in bvh_nodes.values():
- bvh_node.temp = bvh_node.temp.name
-
- # Now Apply the animation to the armature
-
- # Get armature animation data
- bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
-
- pose = arm_ob.pose
- pose_bones = pose.bones
-
- if rotate_mode == 'NATIVE':
- for bvh_node in bvh_nodes.values():
- bone_name = bvh_node.temp # may not be the same name as the bvh_node, could have been shortened.
- pose_bone = pose_bones[bone_name]
- pose_bone.rotation_mode = bvh_node.rot_order_str
-
- elif rotate_mode != 'QUATERNION':
- for pose_bone in pose_bones:
- pose_bone.rotation_mode = rotate_mode
- else:
- # Quats default
- pass
-
- context.scene.update()
-
- arm_ob.animation_data_create()
- action = bpy.data.actions.new(name=bvh_name)
- arm_ob.animation_data.action = action
-
- # Replace the bvh_node.temp (currently an editbone)
- # With a tuple (pose_bone, armature_bone, bone_rest_matrix, bone_rest_matrix_inv)
- for bvh_node in bvh_nodes.values():
- bone_name = bvh_node.temp # may not be the same name as the bvh_node, could have been shortened.
- pose_bone = pose_bones[bone_name]
- rest_bone = arm_data.bones[bone_name]
- bone_rest_matrix = rest_bone.matrix_local.rotation_part()
-
- bone_rest_matrix_inv = Matrix(bone_rest_matrix)
- bone_rest_matrix_inv.invert()
-
- bone_rest_matrix_inv.resize4x4()
- bone_rest_matrix.resize4x4()
- bvh_node.temp = (pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv)
-
- # Make a dict for fast access without rebuilding a list all the time.
-
- # KEYFRAME METHOD, SLOW, USE IPOS DIRECT
- # TODO: use f-point samples instead (Aligorith)
- if rotate_mode != 'QUATERNION':
- prev_euler = [Euler() for i in range(len(bvh_nodes))]
-
- # Animate the data, the last used bvh_node will do since they all have the same number of frames
- for frame_current in range(len(bvh_node.anim_data) - 1): # skip the first frame (rest frame)
- # print frame_current
-
- # if frame_current==40: # debugging
- # break
-
- scene.frame_set(frame_start + frame_current)
-
- # Dont neet to set the current frame
- for i, bvh_node in enumerate(bvh_nodes.values()):
- pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv = bvh_node.temp
- lx, ly, lz, rx, ry, rz = bvh_node.anim_data[frame_current + 1]
-
- if bvh_node.has_rot:
- # apply rotation order and convert to XYZ
- # note that the rot_order_str is reversed.
- bone_rotation_matrix = Euler((rx, ry, rz), bvh_node.rot_order_str[::-1]).to_matrix().resize4x4()
- bone_rotation_matrix = bone_rest_matrix_inv * bone_rotation_matrix * bone_rest_matrix
-
- if rotate_mode == 'QUATERNION':
- pose_bone.rotation_quaternion = bone_rotation_matrix.to_quat()
- else:
- euler = bone_rotation_matrix.to_euler(bvh_node.rot_order_str, prev_euler[i])
- pose_bone.rotation_euler = euler
- prev_euler[i] = euler
-
- if bvh_node.has_loc:
- pose_bone.location = (bone_rest_matrix_inv * Matrix.Translation(Vector((lx, ly, lz)) - bvh_node.rest_head_local)).translation_part()
-
- if bvh_node.has_loc:
- pose_bone.keyframe_insert("location")
- if bvh_node.has_rot:
- if rotate_mode == 'QUATERNION':
- pose_bone.keyframe_insert("rotation_quaternion")
- else:
- pose_bone.keyframe_insert("rotation_euler")
-
- for cu in action.fcurves:
- if IMPORT_LOOP:
- pass # 2.5 doenst have cyclic now?
-
- for bez in cu.keyframe_points:
- bez.interpolation = 'LINEAR'
-
- return arm_ob
-
-
-def load(operator, context, filepath="", target='ARMATURE', rotate_mode='NATIVE', global_scale=1.0, use_cyclic=False, frame_start=1):
- import time
- t1 = time.time()
- print('\tparsing bvh %r...' % filepath, end="")
-
- bvh_nodes = read_bvh(context, filepath,
- rotate_mode=rotate_mode,
- global_scale=global_scale)
-
- print('%.4f' % (time.time() - t1))
-
- frame_orig = context.scene.frame_current
-
- t1 = time.time()
- print('\timporting to blender...', end="")
-
- bvh_name = bpy.path.display_name_from_filepath(filepath)
-
- if target == 'ARMATURE':
- bvh_node_dict2armature(context, bvh_name, bvh_nodes,
- rotate_mode=rotate_mode,
- frame_start=frame_start,
- IMPORT_LOOP=use_cyclic)
-
- elif target == 'OBJECT':
- bvh_node_dict2objects(context, bvh_name, bvh_nodes,
- rotate_mode=rotate_mode,
- frame_start=frame_start,
- IMPORT_LOOP=use_cyclic)
-
- else:
- raise Exception("invalid type")
-
- print('Done in %.4f\n' % (time.time() - t1))
-
- context.scene.frame_set(frame_orig)
-
- return {'FINISHED'}
diff --git a/release/scripts/op/io_mesh_ply/__init__.py b/release/scripts/op/io_mesh_ply/__init__.py
deleted file mode 100644
index 5802dce4c0a..00000000000
--- a/release/scripts/op/io_mesh_ply/__init__.py
+++ /dev/null
@@ -1,100 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# To support reload properly, try to access a package var, if it's there, reload everything
-if "bpy" in locals():
- import imp
- if "export_ply" in locals():
- imp.reload(export_ply)
- if "import_ply" in locals():
- imp.reload(import_ply)
-
-
-import bpy
-from bpy.props import *
-from io_utils import ImportHelper, ExportHelper
-
-
-class ImportPLY(bpy.types.Operator, ImportHelper):
- '''Load a BVH motion capture file'''
- bl_idname = "import_mesh.ply"
- bl_label = "Import PLY"
-
- filename_ext = ".ply"
- filter_glob = StringProperty(default="*.ply", options={'HIDDEN'})
-
- def execute(self, context):
- from . import import_ply
- return import_ply.load(self, context, **self.as_keywords(ignore=("filter_glob",)))
-
-
-class ExportPLY(bpy.types.Operator, ExportHelper):
- '''Export a single object as a stanford PLY with normals, colours and texture coordinates.'''
- bl_idname = "export_mesh.ply"
- bl_label = "Export PLY"
-
- filename_ext = ".ply"
- filter_glob = StringProperty(default="*.ply", options={'HIDDEN'})
-
- use_modifiers = BoolProperty(name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default=True)
- use_normals = BoolProperty(name="Normals", description="Export Normals for smooth and hard shaded faces", default=True)
- use_uv_coords = BoolProperty(name="UVs", description="Exort the active UV layer", default=True)
- use_colors = BoolProperty(name="Vertex Colors", description="Exort the active vertex color layer", default=True)
-
- @classmethod
- def poll(cls, context):
- return context.active_object != None
-
- def execute(self, context):
- filepath = self.filepath
- filepath = bpy.path.ensure_ext(filepath, self.filename_ext)
- from . import export_ply
- return export_ply.save(self, context, **self.as_keywords(ignore=("check_existing", "filter_glob")))
-
- def draw(self, context):
- layout = self.layout
-
- row = layout.row()
- row.prop(self, "use_modifiers")
- row.prop(self, "use_normals")
- row = layout.row()
- row.prop(self, "use_uv_coords")
- row.prop(self, "use_colors")
-
-
-def menu_func_import(self, context):
- self.layout.operator(ImportPLY.bl_idname, text="Stanford (.ply)")
-
-
-def menu_func_export(self, context):
- self.layout.operator(ExportPLY.bl_idname, text="Stanford (.ply)")
-
-
-def register():
- bpy.types.INFO_MT_file_import.append(menu_func_import)
- bpy.types.INFO_MT_file_export.append(menu_func_export)
-
-
-def unregister():
- bpy.types.INFO_MT_file_import.remove(menu_func_import)
- bpy.types.INFO_MT_file_export.remove(menu_func_export)
-
-if __name__ == "__main__":
- register()
diff --git a/release/scripts/op/io_mesh_ply/export_ply.py b/release/scripts/op/io_mesh_ply/export_ply.py
deleted file mode 100644
index 271a2d23207..00000000000
--- a/release/scripts/op/io_mesh_ply/export_ply.py
+++ /dev/null
@@ -1,203 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# Copyright (C) 2004, 2005: Bruce Merry, bmerry@cs.uct.ac.za
-# Contributors: Bruce Merry, Campbell Barton
-
-"""
-This script exports Stanford PLY files from Blender. It supports normals,
-colours, and texture coordinates per face or per vertex.
-Only one mesh can be exported at a time.
-"""
-
-import bpy
-import os
-
-
-def save(operator, context, filepath="", use_modifiers=True, use_normals=True, use_uv_coords=True, use_colors=True):
-
- def rvec3d(v):
- return round(v[0], 6), round(v[1], 6), round(v[2], 6)
-
- def rvec2d(v):
- return round(v[0], 6), round(v[1], 6)
-
- scene = context.scene
- obj = context.object
-
- if not obj:
- raise Exception("Error, Select 1 active object")
-
- file = open(filepath, 'w')
-
- if scene.objects.active:
- bpy.ops.object.mode_set(mode='OBJECT')
-
- if use_modifiers:
- mesh = obj.create_mesh(scene, True, 'PREVIEW')
- else:
- mesh = obj.data
-
- if not mesh:
- raise Exception("Error, could not get mesh data from active object")
-
- # mesh.transform(obj.matrix_world) # XXX
-
- faceUV = (len(mesh.uv_textures) > 0)
- vertexUV = (len(mesh.sticky) > 0)
- vertexColors = len(mesh.vertex_colors) > 0
-
- if (not faceUV) and (not vertexUV):
- use_uv_coords = False
- if not vertexColors:
- use_colors = False
-
- if not use_uv_coords:
- faceUV = vertexUV = False
- if not use_colors:
- vertexColors = False
-
- if faceUV:
- active_uv_layer = mesh.uv_textures.active
- if not active_uv_layer:
- use_uv_coords = False
- faceUV = None
- else:
- active_uv_layer = active_uv_layer.data
-
- if vertexColors:
- active_col_layer = mesh.vertex_colors.active
- if not active_col_layer:
- use_colors = False
- vertexColors = None
- else:
- active_col_layer = active_col_layer.data
-
- # incase
- color = uvcoord = uvcoord_key = normal = normal_key = None
-
- mesh_verts = mesh.vertices # save a lookup
- ply_verts = [] # list of dictionaries
- # vdict = {} # (index, normal, uv) -> new index
- vdict = [{} for i in range(len(mesh_verts))]
- ply_faces = [[] for f in range(len(mesh.faces))]
- vert_count = 0
- for i, f in enumerate(mesh.faces):
-
- smooth = f.use_smooth
- if not smooth:
- normal = tuple(f.normal)
- normal_key = rvec3d(normal)
-
- if faceUV:
- uv = active_uv_layer[i]
- uv = uv.uv1, uv.uv2, uv.uv3, uv.uv4 # XXX - crufty :/
- if vertexColors:
- col = active_col_layer[i]
- col = col.color1[:], col.color2[:], col.color3[:], col.color4[:]
-
- f_verts = f.vertices
-
- pf = ply_faces[i]
- for j, vidx in enumerate(f_verts):
- v = mesh_verts[vidx]
-
- if smooth:
- normal = tuple(v.normal)
- normal_key = rvec3d(normal)
-
- if faceUV:
- uvcoord = uv[j][0], 1.0 - uv[j][1]
- uvcoord_key = rvec2d(uvcoord)
- elif vertexUV:
- uvcoord = v.uvco[0], 1.0 - v.uvco[1]
- uvcoord_key = rvec2d(uvcoord)
-
- if vertexColors:
- color = col[j]
- color = int(color[0] * 255.0), int(color[1] * 255.0), int(color[2] * 255.0)
-
- key = normal_key, uvcoord_key, color
-
- vdict_local = vdict[vidx]
- pf_vidx = vdict_local.get(key) # Will be None initially
-
- if pf_vidx is None: # same as vdict_local.has_key(key)
- pf_vidx = vdict_local[key] = vert_count
- ply_verts.append((vidx, normal, uvcoord, color))
- vert_count += 1
-
- pf.append(pf_vidx)
-
- file.write('ply\n')
- file.write('format ascii 1.0\n')
- file.write('comment Created by Blender %s - www.blender.org, source file: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath)))
-
- file.write('element vertex %d\n' % len(ply_verts))
-
- file.write('property float x\n')
- file.write('property float y\n')
- file.write('property float z\n')
-
- if use_normals:
- file.write('property float nx\n')
- file.write('property float ny\n')
- file.write('property float nz\n')
- if use_uv_coords:
- file.write('property float s\n')
- file.write('property float t\n')
- if use_colors:
- file.write('property uchar red\n')
- file.write('property uchar green\n')
- file.write('property uchar blue\n')
-
- file.write('element face %d\n' % len(mesh.faces))
- file.write('property list uchar uint vertex_indices\n')
- file.write('end_header\n')
-
- for i, v in enumerate(ply_verts):
- file.write('%.6f %.6f %.6f ' % mesh_verts[v[0]].co[:]) # co
- if use_normals:
- file.write('%.6f %.6f %.6f ' % v[1]) # no
- if use_uv_coords:
- file.write('%.6f %.6f ' % v[2]) # uv
- if use_colors:
- file.write('%u %u %u' % v[3]) # col
- file.write('\n')
-
- for pf in ply_faces:
- if len(pf) == 3:
- file.write('3 %d %d %d\n' % tuple(pf))
- else:
- file.write('4 %d %d %d %d\n' % tuple(pf))
-
- file.close()
- print("writing %r done" % filepath)
-
- if use_modifiers:
- bpy.data.meshes.remove(mesh)
-
- # XXX
- """
- if is_editmode:
- Blender.Window.EditMode(1, '', 0)
- """
-
- return {'FINISHED'}
diff --git a/release/scripts/op/io_mesh_ply/import_ply.py b/release/scripts/op/io_mesh_ply/import_ply.py
deleted file mode 100644
index 6de90b1e86e..00000000000
--- a/release/scripts/op/io_mesh_ply/import_ply.py
+++ /dev/null
@@ -1,339 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-import re
-import struct
-
-
-class element_spec(object):
- __slots__ = ("name",
- "count",
- "properties",
- )
-
- def __init__(self, name, count):
- self.name = name
- self.count = count
- self.properties = []
-
- def load(self, format, stream):
- if format == 'ascii':
- stream = re.split('\s+', stream.readline())
- return [x.load(format, stream) for x in self.properties]
-
- def index(self, name):
- for i, p in enumerate(self.properties):
- if p.name == name:
- return i
- return -1
-
-
-class property_spec(object):
- __slots__ = ("name",
- "list_type",
- "numeric_type",
- )
-
- def __init__(self, name, list_type, numeric_type):
- self.name = name
- self.list_type = list_type
- self.numeric_type = numeric_type
-
- def read_format(self, format, count, num_type, stream):
- if format == 'ascii':
- if num_type == 's':
- ans = []
- for i in range(count):
- s = stream[i]
- if len(s) < 2 or s[0] != '"' or s[-1] != '"':
- print('Invalid string', s)
- print('Note: ply_import.py does not handle whitespace in strings')
- return None
- ans.append(s[1:-1])
- stream[:count] = []
- return ans
- if num_type == 'f' or num_type == 'd':
- mapper = float
- else:
- mapper = int
- ans = [mapper(x) for x in stream[:count]]
- stream[:count] = []
- return ans
- else:
- if num_type == 's':
- ans = []
- for i in range(count):
- fmt = format + 'i'
- data = stream.read(struct.calcsize(fmt))
- length = struct.unpack(fmt, data)[0]
- fmt = '%s%is' % (format, length)
- data = stream.read(struct.calcsize(fmt))
- s = struct.unpack(fmt, data)[0]
- ans.append(s[:-1]) # strip the NULL
- return ans
- else:
- fmt = '%s%i%s' % (format, count, num_type)
- data = stream.read(struct.calcsize(fmt))
- return struct.unpack(fmt, data)
-
- def load(self, format, stream):
- if self.list_type is not None:
- count = int(self.read_format(format, 1, self.list_type, stream)[0])
- return self.read_format(format, count, self.numeric_type, stream)
- else:
- return self.read_format(format, 1, self.numeric_type, stream)[0]
-
-
-class object_spec(object):
- __slots__ = ("specs",
- )
- 'A list of element_specs'
- def __init__(self):
- self.specs = []
-
- def load(self, format, stream):
- return dict([(i.name, [i.load(format, stream) for j in range(i.count)]) for i in self.specs])
-
- '''
- # Longhand for above LC
- answer = {}
- for i in self.specs:
- answer[i.name] = []
- for j in range(i.count):
- if not j % 100 and meshtools.show_progress:
- Blender.Window.DrawProgressBar(float(j) / i.count, 'Loading ' + i.name)
- answer[i.name].append(i.load(format, stream))
- return answer
- '''
-
-
-def read(filepath):
- format = ''
- version = '1.0'
- format_specs = {'binary_little_endian': '<',
- 'binary_big_endian': '>',
- 'ascii': 'ascii'}
- type_specs = {'char': 'b',
- 'uchar': 'B',
- 'int8': 'b',
- 'uint8': 'B',
- 'int16': 'h',
- 'uint16': 'H',
- 'ushort': 'H',
- 'int': 'i',
- 'int32': 'i',
- 'uint': 'I',
- 'uint32': 'I',
- 'float': 'f',
- 'float32': 'f',
- 'float64': 'd',
- 'double': 'd',
- 'string': 's'}
- obj_spec = object_spec()
-
- try:
- file = open(filepath, 'rU') # Only for parsing the header, not binary data
- signature = file.readline()
-
- if not signature.startswith('ply'):
- print('Signature line was invalid')
- return None
-
- while 1:
- tokens = re.split(r'[ \n]+', file.readline())
-
- if len(tokens) == 0:
- continue
- if tokens[0] == 'end_header':
- break
- elif tokens[0] == 'comment' or tokens[0] == 'obj_info':
- continue
- elif tokens[0] == 'format':
- if len(tokens) < 3:
- print('Invalid format line')
- return None
- if tokens[1] not in format_specs: # .keys(): # keys is implicit
- print('Unknown format', tokens[1])
- return None
- if tokens[2] != version:
- print('Unknown version', tokens[2])
- return None
- format = tokens[1]
- elif tokens[0] == 'element':
- if len(tokens) < 3:
- print('Invalid element line')
- return None
- obj_spec.specs.append(element_spec(tokens[1], int(tokens[2])))
- elif tokens[0] == 'property':
- if not len(obj_spec.specs):
- print('Property without element')
- return None
- if tokens[1] == 'list':
- obj_spec.specs[-1].properties.append(property_spec(tokens[4], type_specs[tokens[2]], type_specs[tokens[3]]))
- else:
- obj_spec.specs[-1].properties.append(property_spec(tokens[2], None, type_specs[tokens[1]]))
-
- if format != 'ascii':
- file.close() # was ascii, now binary
- file = open(filepath, 'rb')
-
- # skip the header...
- while not file.readline().startswith('end_header'):
- pass
-
- obj = obj_spec.load(format_specs[format], file)
-
- except IOError:
- try:
- file.close()
- except:
- pass
-
- return None
- try:
- file.close()
- except:
- pass
-
- return obj_spec, obj
-
-
-import bpy
-
-
-def load_ply(filepath):
- import time
- from io_utils import load_image, unpack_list, unpack_face_list
-
- t = time.time()
- obj_spec, obj = read(filepath)
- if obj is None:
- print('Invalid file')
- return
-
- uvindices = colindices = None
- # noindices = None # Ignore normals
-
- for el in obj_spec.specs:
- if el.name == 'vertex':
- vindices = vindices_x, vindices_y, vindices_z = (el.index('x'), el.index('y'), el.index('z'))
- # noindices = (el.index('nx'), el.index('ny'), el.index('nz'))
- # if -1 in noindices: noindices = None
- uvindices = (el.index('s'), el.index('t'))
- if -1 in uvindices:
- uvindices = None
- colindices = (el.index('red'), el.index('green'), el.index('blue'))
- if -1 in colindices:
- colindices = None
- elif el.name == 'face':
- findex = el.index('vertex_indices')
-
- mesh_faces = []
- mesh_uvs = []
- mesh_colors = []
-
- def add_face(vertices, indices, uvindices, colindices):
- mesh_faces.append(indices)
- if uvindices:
- mesh_uvs.append([(vertices[index][uvindices[0]], 1.0 - vertices[index][uvindices[1]]) for index in indices])
- if colindices:
- mesh_colors.append([(vertices[index][colindices[0]], vertices[index][colindices[1]], vertices[index][colindices[2]]) for index in indices])
-
- if uvindices or colindices:
- # If we have Cols or UVs then we need to check the face order.
- add_face_simple = add_face
-
- # EVIL EEKADOODLE - face order annoyance.
- def add_face(vertices, indices, uvindices, colindices):
- if len(indices) == 4:
- if indices[2] == 0 or indices[3] == 0:
- indices = indices[2], indices[3], indices[0], indices[1]
- elif len(indices) == 3:
- if indices[2] == 0:
- indices = indices[1], indices[2], indices[0]
-
- add_face_simple(vertices, indices, uvindices, colindices)
-
- verts = obj['vertex']
-
- if 'face' in obj:
- for f in obj['face']:
- ind = f[findex]
- len_ind = len(ind)
- if len_ind <= 4:
- add_face(verts, ind, uvindices, colindices)
- else:
- # Fan fill the face
- for j in range(len_ind - 2):
- add_face(verts, (ind[0], ind[j + 1], ind[j + 2]), uvindices, colindices)
-
- ply_name = bpy.path.display_name_from_filepath(filepath)
-
- mesh = bpy.data.meshes.new(name=ply_name)
-
- mesh.vertices.add(len(obj['vertex']))
-
- mesh.vertices.foreach_set("co", [a for v in obj['vertex'] for a in (v[vindices_x], v[vindices_y], v[vindices_z])])
-
- if mesh_faces:
- mesh.faces.add(len(mesh_faces))
- mesh.faces.foreach_set("vertices_raw", unpack_face_list(mesh_faces))
-
- if uvindices or colindices:
- if uvindices:
- uvlay = mesh.uv_textures.new()
- if colindices:
- vcol_lay = mesh.vertex_colors.new()
-
- if uvindices:
- for i, f in enumerate(uvlay.data):
- ply_uv = mesh_uvs[i]
- for j, uv in enumerate(f.uv):
- uv[:] = ply_uv[j]
-
- if colindices:
- faces = obj['face']
- for i, f in enumerate(vcol_lay.data):
- # XXX, colors dont come in right, needs further investigation.
- ply_col = mesh_colors[i]
- if len(faces[i]) == 4:
- f_col = f.color1, f.color2, f.color3, f.color4
- else:
- f_col = f.color1, f.color2, f.color3
-
- for j, col in enumerate(f_col):
- col.r, col.g, col.b = ply_col[j]
-
- mesh.update()
-
- scn = bpy.context.scene
- #scn.objects.selected = [] # XXX25
-
- obj = bpy.data.objects.new(ply_name, mesh)
- scn.objects.link(obj)
- scn.objects.active = obj
- obj.select = True
-
- print('\nSuccessfully imported %r in %.3f sec' % (filepath, time.time() - t))
-
-
-def load(operator, context, filepath=""):
- load_ply(filepath)
- return {'FINISHED'}
diff --git a/release/scripts/op/io_scene_3ds/__init__.py b/release/scripts/op/io_scene_3ds/__init__.py
deleted file mode 100644
index d12dc0144e8..00000000000
--- a/release/scripts/op/io_scene_3ds/__init__.py
+++ /dev/null
@@ -1,88 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# To support reload properly, try to access a package var, if it's there, reload everything
-if "bpy" in locals():
- import imp
- if "import_3ds" in locals():
- imp.reload(import_3ds)
- if "export_3ds" in locals():
- imp.reload(export_3ds)
-
-
-import bpy
-from bpy.props import *
-from io_utils import ImportHelper, ExportHelper
-
-
-class Import3DS(bpy.types.Operator, ImportHelper):
- '''Import from 3DS file format (.3ds)'''
- bl_idname = "import_scene.autodesk_3ds"
- bl_label = 'Import 3DS'
-
- filename_ext = ".3ds"
- filter_glob = StringProperty(default="*.3ds", options={'HIDDEN'})
-
- constrain_size = FloatProperty(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)
- use_image_search = BoolProperty(name="Image Search", description="Search subdirectories for any assosiated images (Warning, may be slow)", default=True)
- use_apply_transform = BoolProperty(name="Apply Transform", description="Workaround for object transformations importing incorrectly", default=True)
-
- def execute(self, context):
- from . import import_3ds
- return import_3ds.load(self, context, **self.as_keywords(ignore=("filter_glob",)))
-
-
-class Export3DS(bpy.types.Operator, ExportHelper):
- '''Export to 3DS file format (.3ds)'''
- bl_idname = "export_scene.autodesk_3ds"
- bl_label = 'Export 3DS'
-
- filename_ext = ".3ds"
- filter_glob = StringProperty(default="*.3ds", options={'HIDDEN'})
-
- def execute(self, context):
- from . import export_3ds
- return export_3ds.save(self, context, **self.as_keywords(ignore=("check_existing", "filter_glob")))
-
-
-# Add to a menu
-def menu_func_export(self, context):
- self.layout.operator(Export3DS.bl_idname, text="3D Studio (.3ds)")
-
-
-def menu_func_import(self, context):
- self.layout.operator(Import3DS.bl_idname, text="3D Studio (.3ds)")
-
-
-def register():
- bpy.types.INFO_MT_file_import.append(menu_func_import)
- bpy.types.INFO_MT_file_export.append(menu_func_export)
-
-
-def unregister():
- bpy.types.INFO_MT_file_import.remove(menu_func_import)
- bpy.types.INFO_MT_file_export.remove(menu_func_export)
-
-# NOTES:
-# why add 1 extra vertex? and remove it when done? - "Answer - eekadoodle - would need to re-order UV's without this since face order isnt always what we give blender, BMesh will solve :D"
-# disabled scaling to size, this requires exposing bb (easy) and understanding how it works (needs some time)
-
-if __name__ == "__main__":
- register()
diff --git a/release/scripts/op/io_scene_3ds/export_3ds.py b/release/scripts/op/io_scene_3ds/export_3ds.py
deleted file mode 100644
index 65ed8fbce85..00000000000
--- a/release/scripts/op/io_scene_3ds/export_3ds.py
+++ /dev/null
@@ -1,1044 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# Script copyright (C) Bob Holcomb
-# Contributors: Campbell Barton, Bob Holcomb, Richard Lärkäng, Damien McGinnes, Mark Stijnman
-
-"""
-Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen) and using information
-from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode.
-"""
-
-######################################################
-# Data Structures
-######################################################
-
-#Some of the chunks that we will export
-#----- Primary Chunk, at the beginning of each file
-PRIMARY= 0x4D4D
-
-#------ Main Chunks
-OBJECTINFO = 0x3D3D #This gives the version of the mesh and is found right before the material and object information
-VERSION = 0x0002 #This gives the version of the .3ds file
-KFDATA = 0xB000 #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 = 0xA000 # This holds the material name
-MATAMBIENT = 0xA010 # Ambient color of the object/material
-MATDIFFUSE = 0xA020 # This holds the color of the object/material
-MATSPECULAR = 0xA030 # SPecular color of the object/material
-MATSHINESS = 0xA040 # ??
-MATMAP = 0xA200 # This is a header for a new material
-MATMAPFILE = 0xA300 # This holds the file name of the texture
-
-RGB1= 0x0011
-RGB2= 0x0012
-
-#>------ sub defines of OBJECT
-OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object
-OBJECT_LIGHT = 0x4600 # This lets un know we are reading a light object
-OBJECT_CAMERA= 0x4700 # This lets un know we are reading a camera object
-
-#>------ sub defines of CAMERA
-OBJECT_CAM_RANGES= 0x4720 # The camera range values
-
-#>------ sub defines of OBJECT_MESH
-OBJECT_VERTICES = 0x4110 # The objects vertices
-OBJECT_FACES = 0x4120 # The objects faces
-OBJECT_MATERIAL = 0x4130 # This is found if the object has a material, either texture map or color
-OBJECT_UV = 0x4140 # The UV texture coordinates
-OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix
-
-#>------ sub defines of KFDATA
-KFDATA_KFHDR = 0xB00A
-KFDATA_KFSEG = 0xB008
-KFDATA_KFCURTIME = 0xB009
-KFDATA_OBJECT_NODE_TAG = 0xB002
-
-#>------ sub defines of OBJECT_NODE_TAG
-OBJECT_NODE_ID = 0xB030
-OBJECT_NODE_HDR = 0xB010
-OBJECT_PIVOT = 0xB013
-OBJECT_INSTANCE_NAME = 0xB011
-POS_TRACK_TAG = 0xB020
-ROT_TRACK_TAG = 0xB021
-SCL_TRACK_TAG = 0xB022
-
-import struct
-
-# 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 is not None:
- return name_fixed
-
- new_name = name[:12]
-
- 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
-
-def uv_key(uv):
- return round(uv[0], 6), round(uv[1], 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):
- 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):
- 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):
- 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):
- 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):
- 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 is None:
- return 0
- else:
- return self.value.get_size()
-
- def write(self, file):
- if self.value is not None:
- self.value.write(file)
-
- def dump(self,indent):
- if self.value is not 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.texture_slots 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):
- import os
- filename = os.path.basename(image.filepath)
- 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.vertices
-# f_v = face.v
-
- uf = mesh.uv_textures.active.data[i] if do_uv else None
-
- if do_uv:
- f_uv = uf.uv
- # f_uv = (uf.uv1, uf.uv2, uf.uv3, uf.uv4) if face.vertices[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.vertices, tri_list)
- else:
- # Add the vertices to the vertex array:
- vert_array = _3ds_array()
- for vert in mesh.vertices:
- 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.vertices:
- 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().to_quat()
- 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 is 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
-"""
-
-
-def save(operator, context, filepath=""):
- import bpy
- import time
- from io_utils import create_derived_objects, free_derived_objects
-
- '''Save the Blender scene to a 3ds file.'''
-
- # Time the export
- time1 = time.clock()
-# Blender.Window.WaitCursor(1)
-
- sce = context.scene
-
- if bpy.ops.object.mode_set.poll():
- bpy.ops.object.mode_set(mode='OBJECT')
-
- # 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 = []
- scene = context.scene
- for ob in [ob for ob in scene.objects if ob.is_visible(scene)]:
-# for ob in sce.objects.context:
-
- # get derived objects
- free, derived = create_derived_objects(scene, ob)
-
- if derived is None:
- continue
-
- for ob_derived, mat in derived:
-# for ob_derived, mat in getDerivedObjects(ob, False):
-
- if ob.type not in ('MESH', 'CURVE', 'SURFACE', 'FONT', 'META'):
- continue
-
- data = ob_derived.create_mesh(scene, 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.uv_textures.active.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 already 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.meshes.remove(blender_mesh)
-# blender_mesh.vertices = 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(filepath, 'wb')
-
- # Recursively write the chunks to file:
- primary.write(file)
-
- # Close the file:
- file.close()
-
- # Clear name mapping vars, could make locals too
- name_unique[:] = []
- name_mapping.clear()
-
- # Debugging only: report the exporting time:
-# Blender.Window.WaitCursor(0)
- print("3ds export time: %.2f" % (time.clock() - time1))
-
- # Debugging only: dump the chunk hierarchy:
- #primary.dump()
-
- return {'FINISHED'}
diff --git a/release/scripts/op/io_scene_3ds/import_3ds.py b/release/scripts/op/io_scene_3ds/import_3ds.py
deleted file mode 100644
index 26093078335..00000000000
--- a/release/scripts/op/io_scene_3ds/import_3ds.py
+++ /dev/null
@@ -1,894 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# Script copyright (C) Bob Holcomb
-# Contributors: Bob Holcomb, Richard L?rk?ng, Damien McGinnes, Campbell Barton, Mario Lapin, Dominique Lorre
-
-import os
-import time
-import struct
-
-from io_utils import load_image
-
-import bpy
-import mathutils
-
-BOUNDS_3DS = []
-
-
-######################################################
-# 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 = 0x3D3D #This gives the version of the mesh and is found right before the material and object information
-VERSION = 0x0002 #This gives the version of the .3ds file
-EDITKEYFRAME= 0xB000 #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 = 0xA000 # This holds the material name
-MAT_AMBIENT = 0xA010 # Ambient color of the object/material
-MAT_DIFFUSE = 0xA020 # This holds the color of the object/material
-MAT_SPECULAR = 0xA030 # SPecular color of the object/material
-MAT_SHINESS = 0xA040 # ??
-MAT_TRANSPARENCY= 0xA050 # Transparency value of material
-MAT_SELF_ILLUM = 0xA080 # Self Illumination value of material
-MAT_WIRE = 0xA085 # Only render's wireframe
-
-MAT_TEXTURE_MAP = 0xA200 # This is a header for a new texture map
-MAT_SPECULAR_MAP= 0xA204 # This is a header for a new specular map
-MAT_OPACITY_MAP = 0xA210 # This is a header for a new opacity map
-MAT_REFLECTION_MAP= 0xA220 # This is a header for a new reflection map
-MAT_BUMP_MAP = 0xA230 # This is a header for a new bump map
-MAT_MAP_FILEPATH = 0xA300 # This holds the file name of the texture
-
-MAT_FLOAT_COLOR = 0x0010 #color defined as 3 floats
-MAT_24BIT_COLOR = 0x0011 #color defined as 3 bytes
-
-#>------ sub defines of OBJECT
-OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object
-OBJECT_LAMP = 0x4600 # This lets un know we are reading a light object
-OBJECT_LAMP_SPOT = 0x4610 # The light is a spotloght.
-OBJECT_LAMP_OFF = 0x4620 # The light off.
-OBJECT_LAMP_ATTENUATE = 0x4625
-OBJECT_LAMP_RAYSHADE = 0x4627
-OBJECT_LAMP_SHADOWED = 0x4630
-OBJECT_LAMP_LOCAL_SHADOW = 0x4640
-OBJECT_LAMP_LOCAL_SHADOW2 = 0x4641
-OBJECT_LAMP_SEE_CONE = 0x4650
-OBJECT_LAMP_SPOT_RECTANGULAR = 0x4651
-OBJECT_LAMP_SPOT_OVERSHOOT = 0x4652
-OBJECT_LAMP_SPOT_PROJECTOR = 0x4653
-OBJECT_LAMP_EXCLUDE = 0x4654
-OBJECT_LAMP_RANGE = 0x4655
-OBJECT_LAMP_ROLL = 0x4656
-OBJECT_LAMP_SPOT_ASPECT = 0x4657
-OBJECT_LAMP_RAY_BIAS = 0x4658
-OBJECT_LAMP_INNER_RANGE = 0x4659
-OBJECT_LAMP_OUTER_RANGE = 0x465A
-OBJECT_LAMP_MULTIPLIER = 0x465B
-OBJECT_LAMP_AMBIENT_LIGHT = 0x4680
-
-
-
-OBJECT_CAMERA= 0x4700 # This lets un know we are reading a camera object
-
-#>------ sub defines of CAMERA
-OBJECT_CAM_RANGES= 0x4720 # The camera range values
-
-#>------ sub defines of OBJECT_MESH
-OBJECT_VERTICES = 0x4110 # The objects vertices
-OBJECT_FACES = 0x4120 # The objects faces
-OBJECT_MATERIAL = 0x4130 # This is found if the object has a material, either texture map or color
-OBJECT_UV = 0x4140 # The UV texture coordinates
-OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix
-
-#>------ sub defines of EDITKEYFRAME
-# ED_KEY_AMBIENT_NODE = 0xB001
-ED_KEY_OBJECT_NODE = 0xB002
-# ED_KEY_CAMERA_NODE = 0xB003
-# ED_KEY_TARGET_NODE = 0xB004
-# ED_KEY_LIGHT_NODE = 0xB005
-# ED_KEY_L_TARGET_NODE = 0xB006
-# ED_KEY_SPOTLIGHT_NODE = 0xB007
-#>------ sub defines of ED_KEY_OBJECT_NODE
-# EK_OB_KEYFRAME_SEG = 0xB008
-# EK_OB_KEYFRAME_CURTIME = 0xB009
-# EK_OB_KEYFRAME_HEADER = 0xB00A
-EK_OB_NODE_HEADER = 0xB010
-EK_OB_INSTANCE_NAME = 0xB011
-# EK_OB_PRESCALE = 0xB012
-# EK_OB_PIVOT = 0xB013
-# EK_OB_BOUNDBOX = 0xB014
-# EK_OB_MORPH_SMOOTH = 0xB015
-EK_OB_POSITION_TRACK = 0xB020
-EK_OB_ROTATION_TRACK = 0xB021
-EK_OB_SCALE_TRACK = 0xB022
-# EK_OB_CAMERA_FOV_TRACK = 0xB023
-# EK_OB_CAMERA_ROLL_TRACK = 0xB024
-# EK_OB_COLOR_TRACK = 0xB025
-# EK_OB_MORPH_TRACK = 0xB026
-# EK_OB_HOTSPOT_TRACK = 0xB027
-# EK_OB_FALLOF_TRACK = 0xB028
-# EK_OB_HIDE_TRACK = 0xB029
-# EK_OB_NODE_ID = 0xB030
-
-ROOT_OBJECT = 0xFFFF
-
-global scn
-scn = None
-global object_dictionary # dictionary for object hierarchy
-object_dictionary = {}
-
-
-#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''
- while True:
- c = struct.unpack('<c', file.read(1))[0]
- if c == b'\x00':
- break
- s += c
- #print 'string: ',s
-
- #remove the null character from the string
-# print("read string", s)
- return str(s, "utf-8", "replace"), len(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):
- #print('assigning %s to %s' % (texture, material))
-
- 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"
-
- if image:
- texture.image = image
-
- mtex = material.texture_slots.add()
- mtex.texture = texture
- mtex.texture_coords = 'UV'
- mtex.use_map_color_diffuse = False
-
- if mapto == 'COLOR':
- mtex.use_map_color_diffuse = True
- elif mapto == 'SPECULARITY':
- mtex.use_map_specular = True
- elif mapto == 'ALPHA':
- mtex.use_map_alpha = True
- elif mapto == 'NORMAL':
- mtex.use_map_normal = True
-
-
-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 # flat array: (verts * 3)
- contextMesh_facels = None
- contextMeshMaterials = {} # matname:[face_idxs]
- contextMeshUV = None # flat array (verts * 2)
-
- 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_4FLOAT = struct.calcsize('4f')
- 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'
- # only init once
- object_list = [] # for hierarchy
- object_parent = [] # index of parent in hierarchy, 0xFFFF = no parent
-
- def putContextMesh(myContextMesh_vertls, myContextMesh_facels, myContextMeshMaterials):
- bmesh = bpy.data.meshes.new(contextObName)
-
- if myContextMesh_facels is None:
- myContextMesh_facels = []
-
- if myContextMesh_vertls:
-
- bmesh.vertices.add(len(myContextMesh_vertls)//3)
- bmesh.faces.add(len(myContextMesh_facels))
- bmesh.vertices.foreach_set("co", myContextMesh_vertls)
-
- eekadoodle_faces = []
- for v1, v2, v3 in myContextMesh_facels:
- eekadoodle_faces.extend([v3, v1, v2, 0] if v3 == 0 else [v1, v2, v3, 0])
- bmesh.faces.foreach_set("vertices_raw", eekadoodle_faces)
-
- if bmesh.faces and contextMeshUV:
- bmesh.uv_textures.new()
- uv_faces = bmesh.uv_textures.active.data[:]
- else:
- uv_faces = None
-
- for mat_idx, (matName, faces) in enumerate(myContextMeshMaterials.items()):
- if matName is None:
- bmat = None
- else:
- bmat = MATDICT[matName][1]
- img = TEXTURE_DICT.get(bmat.name)
-
- bmesh.materials.append(bmat) # can be None
-
- if uv_faces and img:
- for fidx in faces:
- bmesh.faces[fidx].material_index = mat_idx
- uf = uv_faces[fidx]
- uf.image = img
- uf.use_image = True
- else:
- for fidx in faces:
- bmesh.faces[fidx].material_index = mat_idx
-
- if uv_faces:
- for fidx, uf in enumerate(uv_faces):
- face = myContextMesh_facels[fidx]
- v1, v2, v3 = face
-
- # eekadoodle
- if v3 == 0:
- v1, v2, v3 = v3, v1, v2
-
- uf.uv1 = contextMeshUV[v1 * 2:(v1 * 2) + 2]
- uf.uv2 = contextMeshUV[v2 * 2:(v2 * 2) + 2]
- uf.uv3 = contextMeshUV[v3 * 2:(v3 * 2) + 2]
- # always a tri
-
- ob = bpy.data.objects.new(contextObName, bmesh)
- object_dictionary[contextObName] = ob
- SCN.objects.link(ob)
-
- '''
- if contextMatrix_tx:
- ob.setMatrix(contextMatrix_tx)
- '''
-
- if contextMatrix_rot:
- ob.matrix_local = contextMatrix_rot
-
- importedObjects.append(ob)
- bmesh.update()
-
- #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.textures.new(name, 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_FILEPATH):
- texture_name, read_str_len = read_string(file)
- img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
- new_chunk.bytes_read += read_str_len #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(file.name)
-
- #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
- contextObName, read_str_len = read_string(file)
- new_chunk.bytes_read += read_str_len
-
- #is it a material chunk?
- elif (new_chunk.ID == MATERIAL):
-
-# print("read material")
-
- #print 'elif (new_chunk.ID == MATERIAL):'
- contextMaterial = bpy.data.materials.new('Material')
-
- elif (new_chunk.ID == MAT_NAME):
- #print 'elif (new_chunk.ID == MAT_NAME):'
- material_name, read_str_len = read_string(file)
-
-# print("material name", material_name)
-
- #plus one for the null character that ended the string
- new_chunk.bytes_read += read_str_len
-
- 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")
-
- elif (new_chunk.ID == MAT_SPECULAR_MAP):
- read_texture(new_chunk, temp_chunk, "Specular", "SPECULARITY")
-
- elif (new_chunk.ID == MAT_OPACITY_MAP):
- read_texture(new_chunk, temp_chunk, "Opacity", "ALPHA")
-
- elif (new_chunk.ID == MAT_BUMP_MAP):
- read_texture(new_chunk, temp_chunk, "Bump", "NORMAL")
-
- 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
-
- # no lamp in dict that would be confusing
- contextLamp[1] = bpy.data.lamps.new("Lamp", 'POINT')
- contextLamp[0] = ob = bpy.data.objects.new("Lamp", contextLamp[1])
-
- SCN.objects.link(ob)
- 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
- contextMesh_vertls = struct.unpack('<%df' % (num_verts * 3), file.read(STRUCT_SIZE_3FLOAT * num_verts))
- new_chunk.bytes_read += STRUCT_SIZE_3FLOAT * num_verts
- # dummyvert is not used atm!
-
- #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
-
- # print '\ngetting a face'
- temp_data = file.read(STRUCT_SIZE_4UNSIGNED_SHORT * num_faces)
- new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT * num_faces #4 short ints x 2 bytes each
- contextMesh_facels = struct.unpack('<%dH' % (num_faces * 4), temp_data)
- contextMesh_facels = [contextMesh_facels[i - 3:i] for i in range(3, (num_faces * 4) + 3, 4)]
-
- elif (new_chunk.ID == OBJECT_MATERIAL):
- # print 'elif (new_chunk.ID == OBJECT_MATERIAL):'
- material_name, read_str_len = read_string(file)
- new_chunk.bytes_read += read_str_len # 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
-
-
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * num_faces_using_mat)
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * num_faces_using_mat
-
- contextMeshMaterials[material_name]= struct.unpack("<%dH" % (num_faces_using_mat), temp_data)
-
- #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
-
- temp_data = file.read(STRUCT_SIZE_2FLOAT * num_uv)
- new_chunk.bytes_read += STRUCT_SIZE_2FLOAT * num_uv
- contextMeshUV = struct.unpack('<%df' % (num_uv * 2), temp_data)
-
- 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((data[:3] + [0], \
- data[3:6] + [0], \
- data[6:9] + [0], \
- data[9:] + [1], \
- ))
-
- elif (new_chunk.ID == MAT_MAP_FILEPATH):
- texture_name, read_str_len = read_string(file)
- try:
- TEXTURE_DICT[contextMaterial.name]
- except:
- #img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILEPATH)
- img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
-# img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILEPATH, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)
-
- new_chunk.bytes_read += read_str_len #plus one for the null character that gets removed
- elif new_chunk.ID == EDITKEYFRAME:
- pass
-
- elif new_chunk.ID == ED_KEY_OBJECT_NODE: #another object is being processed
- child = None
-
- elif new_chunk.ID == EK_OB_NODE_HEADER:
- object_name, read_str_len = read_string(file)
- new_chunk.bytes_read += read_str_len
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 2)
- new_chunk.bytes_read += 4
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- hierarchy = struct.unpack('<H', temp_data)[0]
- new_chunk.bytes_read += 2
-
- child = object_dictionary.get(object_name)
-
- if child is None:
- child = bpy.data.objects.new(object_name, None) # create an empty object
- SCN.objects.link(child)
-
- object_list.append(child)
- object_parent.append(hierarchy)
-
- elif new_chunk.ID == EK_OB_INSTANCE_NAME:
- object_name, read_str_len = read_string(file)
- child.name = object_name
- object_dictionary[object_name] = child
- new_chunk.bytes_read += read_str_len
-
- elif new_chunk.ID == EK_OB_POSITION_TRACK: # translation
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 5
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 5)
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- nkeys = struct.unpack('<H', temp_data)[0]
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 2
- for i in range(nkeys):
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- nframe = struct.unpack('<H', temp_data)[0]
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 2)
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 2
- temp_data = file.read(STRUCT_SIZE_3FLOAT)
- loc = struct.unpack('<3f', temp_data)
- new_chunk.bytes_read += STRUCT_SIZE_3FLOAT
- if nframe == 0:
- child.location = loc
-
- elif new_chunk.ID == EK_OB_ROTATION_TRACK: # rotation
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 5
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 5)
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- nkeys = struct.unpack('<H', temp_data)[0]
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 2
- for i in range(nkeys):
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- nframe = struct.unpack('<H', temp_data)[0]
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 2)
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 2
- temp_data = file.read(STRUCT_SIZE_4FLOAT)
- rad,axis_x,axis_y,axis_z = struct.unpack('<4f', temp_data)
- new_chunk.bytes_read += STRUCT_SIZE_4FLOAT
- if nframe == 0:
- child.rotation_euler = mathutils.Quaternion((axis_x, axis_y, axis_z), -rad).to_euler() # why negative?
-
- elif new_chunk.ID == EK_OB_SCALE_TRACK: # translation
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 5
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 5)
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- nkeys = struct.unpack('<H', temp_data)[0]
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 2
- for i in range(nkeys):
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- nframe = struct.unpack('<H', temp_data)[0]
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
- temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 2)
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 2
- temp_data = file.read(STRUCT_SIZE_3FLOAT)
- sca = struct.unpack('<3f', temp_data)
- new_chunk.bytes_read += STRUCT_SIZE_3FLOAT
- if nframe == 0:
- child.scale = sca
-
- 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'
- #print("unknown chunk: "+hex(new_chunk.ID))
- 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 CreateBlenderObject:
- putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
-
-
- # Assign parents to objects
- for ind, ob in enumerate(object_list):
- parent = object_parent[ind]
- if parent == ROOT_OBJECT:
- ob.parent = None
- else:
- ob.parent = object_list[parent]
-
-
-def load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True, APPLY_MATRIX=True):
- global SCN
-
- # XXX
-# if BPyMessages.Error_NoFile(filepath):
-# return
-
- print("importing 3DS: %r..." % (filepath), end="")
-
- time1 = time.clock()
-# time1 = Blender.sys.time()
-
- current_chunk = chunk()
-
- file = open(filepath, '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: %r' % filepath)
- 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
-
- # fixme, make unglobal, clear incase
- object_dictionary.clear()
-
- 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)
-
- # fixme, make unglobal
- object_dictionary.clear()
-
- # Link the objects into this scene.
- # Layers = scn.Layers
-
- # REMOVE DUMMYVERT, - remove this in the next release when blenders internal are fixed.
-
- if APPLY_MATRIX:
- for ob in importedObjects:
- if ob.type == 'MESH':
- me = ob.data
- me.transform(ob.matrix_local.copy().invert())
-
- # Done DUMMYVERT
- """
- if IMPORT_AS_INSTANCE:
- name = filepath.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(SCALE, 4)
-
- for ob in importedObjects:
- if ob.parent is None:
- ob.matrix_world = ob.matrix_world * SCALE_MAT
-
- # Done constraining to bounds.
-
- # Select all new objects.
- print(" done in %.4f sec." % (time.clock()-time1))
- file.close()
-
-
-def load(operator, context, filepath="", constrain_size=0.0, use_image_search=True, use_apply_transform=True):
- load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=constrain_size, IMAGE_SEARCH=use_image_search, APPLY_MATRIX=use_apply_transform)
- return {'FINISHED'}
diff --git a/release/scripts/op/io_scene_fbx/__init__.py b/release/scripts/op/io_scene_fbx/__init__.py
deleted file mode 100644
index 6a76cf0d756..00000000000
--- a/release/scripts/op/io_scene_fbx/__init__.py
+++ /dev/null
@@ -1,109 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# To support reload properly, try to access a package var, if it's there, reload everything
-if "bpy" in locals():
- import imp
- if "export_fbx" in locals():
- imp.reload(export_fbx)
-
-
-import bpy
-from bpy.props import *
-from io_utils import ExportHelper
-
-
-class ExportFBX(bpy.types.Operator, ExportHelper):
- '''Selection to an ASCII Autodesk FBX'''
- bl_idname = "export_scene.fbx"
- bl_label = "Export FBX"
- bl_options = {'PRESET'}
-
- filename_ext = ".fbx"
- filter_glob = StringProperty(default="*.fbx", options={'HIDDEN'})
-
- # List of operator properties, the attributes will be assigned
- # to the class instance from the operator settings before calling.
-
- EXP_OBS_SELECTED = BoolProperty(name="Selected Objects", description="Export selected objects on visible layers", default=True)
-# EXP_OBS_SCENE = BoolProperty(name="Scene Objects", description="Export all objects in this scene", default=True)
- TX_SCALE = FloatProperty(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)
- TX_XROT90 = BoolProperty(name="Rot X90", description="Rotate all objects 90 degrees about the X axis", default=True)
- TX_YROT90 = BoolProperty(name="Rot Y90", description="Rotate all objects 90 degrees about the Y axis", default=False)
- TX_ZROT90 = BoolProperty(name="Rot Z90", description="Rotate all objects 90 degrees about the Z axis", default=False)
- EXP_EMPTY = BoolProperty(name="Empties", description="Export empty objects", default=True)
- EXP_CAMERA = BoolProperty(name="Cameras", description="Export camera objects", default=True)
- EXP_LAMP = BoolProperty(name="Lamps", description="Export lamp objects", default=True)
- EXP_ARMATURE = BoolProperty(name="Armatures", description="Export armature objects", default=True)
- EXP_MESH = BoolProperty(name="Meshes", description="Export mesh objects", default=True)
- EXP_MESH_APPLY_MOD = BoolProperty(name="Modifiers", description="Apply modifiers to mesh objects", default=True)
-# EXP_MESH_HQ_NORMALS = BoolProperty(name="HQ Normals", description="Generate high quality normals", default=True)
- EXP_IMAGE_COPY = BoolProperty(name="Copy Image Files", description="Copy image files to the destination path", default=False)
- # armature animation
- ANIM_ENABLE = BoolProperty(name="Enable Animation", description="Export keyframe animation", default=True)
- ANIM_OPTIMIZE = BoolProperty(name="Optimize Keyframes", description="Remove double keyframes", default=True)
- ANIM_OPTIMIZE_PRECISSION = FloatProperty(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)
-# ANIM_ACTION_ALL = BoolProperty(name="Current Action", description="Use actions currently applied to the armatures (use scene start/end frame)", default=True)
- ANIM_ACTION_ALL = BoolProperty(name="All Actions", description="Use all actions for armatures, if false, use current action", default=False)
- # batch
- BATCH_ENABLE = BoolProperty(name="Enable Batch", description="Automate exporting multiple scenes or groups to files", default=False)
- BATCH_GROUP = BoolProperty(name="Group > File", description="Export each group as an FBX file, if false, export each scene as an FBX file", default=False)
- BATCH_OWN_DIR = BoolProperty(name="Own Dir", description="Create a dir for each exported file", default=True)
- BATCH_FILE_PREFIX = StringProperty(name="Prefix", description="Prefix each file with this name", maxlen=1024, default="")
-
- def execute(self, context):
- import math
- from mathutils import Matrix
- if not self.filepath:
- raise Exception("filepath not set")
-
- mtx4_x90n = Matrix.Rotation(-math.pi / 2.0, 4, 'X')
- mtx4_y90n = Matrix.Rotation(-math.pi / 2.0, 4, 'Y')
- mtx4_z90n = Matrix.Rotation(-math.pi / 2.0, 4, 'Z')
-
- GLOBAL_MATRIX = Matrix()
- GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = self.TX_SCALE
- if self.TX_XROT90:
- GLOBAL_MATRIX = mtx4_x90n * GLOBAL_MATRIX
- if self.TX_YROT90:
- GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX
- if self.TX_ZROT90:
- GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX
-
- keywords = self.as_keywords(ignore=("TX_XROT90", "TX_YROT90", "TX_ZROT90", "TX_SCALE", "check_existing", "filter_glob"))
- keywords["GLOBAL_MATRIX"] = GLOBAL_MATRIX
-
- import io_scene_fbx.export_fbx
- return io_scene_fbx.export_fbx.save(self, context, **keywords)
-
-
-def menu_func(self, context):
- self.layout.operator(ExportFBX.bl_idname, text="Autodesk FBX (.fbx)")
-
-
-def register():
- bpy.types.INFO_MT_file_export.append(menu_func)
-
-
-def unregister():
- bpy.types.INFO_MT_file_export.remove(menu_func)
-
-if __name__ == "__main__":
- register()
diff --git a/release/scripts/op/io_scene_fbx/export_fbx.py b/release/scripts/op/io_scene_fbx/export_fbx.py
deleted file mode 100644
index 40cac6ddb4d..00000000000
--- a/release/scripts/op/io_scene_fbx/export_fbx.py
+++ /dev/null
@@ -1,2910 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# Script copyright (C) Campbell Barton
-
-"""
-This script is an exporter to the FBX file format.
-
-http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx
-"""
-
-import os
-import time
-import math # math.pi
-import shutil # for file copying
-
-import bpy
-from mathutils import Vector, Euler, Matrix
-
-
-# XXX not used anymore, images are copied one at a time
-def copy_images(dest_dir, textures):
- import shutil
-
- if not dest_dir.endswith(os.sep):
- dest_dir += os.sep
-
- image_paths = set()
- for tex in textures:
- image_paths.add(bpy.path.abspath(tex.filepath))
-
- # 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 already there
- print("\tCopying %r > %r" % (image_path, dest_image_path))
- try:
- shutil.copy(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.
-# 180 / math.pi == 57.295779513
-def tuple_rad_to_deg(eul):
- return eul[0] * 57.295779513, eul[1] * 57.295779513, eul[2] * 57.295779513
-
-# def strip_path(p):
-# return p.split('\\')[-1].split('/')[-1]
-
-# Used to add the scene name into the filepath 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
-
- name = data.name if data else 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 = bpy.path.clean_name(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 filepath.
-# use when we know the file will be in the basepath.
-# '''
-# fname = bpy.path.abspath(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.path.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.vertices):
- 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, me):
- ''' 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.
- '''
-
- # 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.vertices))], []
- else:
- vWeightList = [[0.0] * len_groupNames for i in range(len(me.vertices))]
-
- for i, v in enumerate(me.vertices):
- for g in v.groups:
- vWeightList[i][g.group] = g.weight
-
- return groupNames, vWeightList
-
-
-def meshNormalizedWeights(ob, me):
- try: # account for old bad BPyMesh
- groupNames, vWeightList = BPyMesh_meshWeight2List(ob, 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 filepath
-def save(operator, context, filepath="",
- GLOBAL_MATRIX=None,
- EXP_OBS_SELECTED=True,
- EXP_MESH=True,
- EXP_MESH_APPLY_MOD=True,
- EXP_ARMATURE=True,
- EXP_LAMP=True,
- EXP_CAMERA=True,
- EXP_EMPTY=True,
- EXP_IMAGE_COPY=False,
- 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
- ):
-
- #XXX, missing arg
- batch_objects = None
-
- # testing
- mtx_x90 = Matrix.Rotation(math.pi / 2.0, 3, 'X') # used
- mtx4_z90 = Matrix.Rotation(math.pi / 2.0, 4, 'Z')
-
- if GLOBAL_MATRIX is None:
- GLOBAL_MATRIX = Matrix()
-
- if bpy.ops.object.mode_set.poll():
- bpy.ops.object.mode_set(mode='OBJECT')
-
- # ----------------- Batch support!
- if BATCH_ENABLE:
- fbxpath = filepath
-
- # get the path component of filepath
- tmp_exists = bpy.utils.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:
- # XXX
- print('Error%t|Directory does not exist!')
-# Draw.PupMenu('Error%t|Directory does not exist!')
- return
-
- tmp_exists = bpy.utils.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
-
- 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 + bpy.path.clean_name(data.name)
-
- if BATCH_OWN_DIR:
- new_fbxpath = fbxpath + newname + os.sep
- # path may already exist
- # TODO - might exist but be a file. unlikely but should probably account for it.
-
- if bpy.utils.exists(new_fbxpath) == 0:
-# if Blender.sys.exists(new_fbxpath) == 0:
- os.mkdir(new_fbxpath)
-
- filepath = new_fbxpath + newname + '.fbx'
-
- print('\nBatch exporting %s as...\n\t%r' % (data, filepath))
-
- # 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.
- scene = bpy.data.scenes.new()
- scene.Layers = (1 << 20) - 1
- bpy.data.scenes.active = scene
- for ob_base in data.objects:
- scene.objects.link(ob_base)
-
- scene.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 already usedt them
- write(filepath, data.objects,
- context,
- False,
- EXP_MESH,
- EXP_MESH_APPLY_MOD,
- 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.scenes.unlink(scene)
-
- 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(filepath) or '.'
- basepath += os.sep
-# basepath = Blender.sys.dirname(filepath)
-
- # ----------------------------------------------
- # storage classes
- class my_bone_class(object):
- __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.matrix_local
-# 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
- 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.matrix.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 self.getPoseMatrix(frame) * mtx4_z90
- else:
- #return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert()
- return (self.parent.getPoseMatrix(frame) * mtx4_z90).invert() * ((self.getPoseMatrix(frame)) * mtx4_z90)
-
- # 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(object):
- __slots__ = ("fbxName",
- "blenObject",
- "blenData",
- "origData",
- "blenTextures",
- "blenMaterials",
- "blenMaterialList",
- "blenAction",
- "blenActionList",
- "fbxGroupNames",
- "fbxParent",
- "fbxBoneParent",
- "fbxBones",
- "fbxArm",
- "matrixWorld",
- "__anim_poselist",
- )
-
- # 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 = GLOBAL_MATRIX * matrixWorld
- else:
- self.matrixWorld = GLOBAL_MATRIX * ob.matrix_world
-
- self.__anim_poselist = {} # we should only access this
-
- def parRelMatrix(self):
- if self.fbxParent:
- return self.fbxParent.matrixWorld.copy().invert() * self.matrixWorld
- else:
- return self.matrixWorld
-
- def setPoseFrame(self, f, fake=False):
- if fake:
- # annoying, have to clear GLOBAL_MATRIX
- self.__anim_poselist[f] = self.matrixWorld * GLOBAL_MATRIX.copy().invert()
- else:
- self.__anim_poselist[f] = self.blenObject.matrix_world.copy()
-
- def getAnimParRelMatrix(self, frame):
- if self.fbxParent:
- #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX
- return (GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])
- else:
- return GLOBAL_MATRIX * self.__anim_poselist[frame]
-
- def getAnimParRelMatrixRot(self, frame):
- obj_type = self.blenObject.type
- if self.fbxParent:
- matrix_rot = ((GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])).rotation_part()
- else:
- matrix_rot = (GLOBAL_MATRIX * self.__anim_poselist[frame]).rotation_part()
-
- # Lamps need to be rotated
- if obj_type == 'LAMP':
- matrix_rot = matrix_rot * mtx_x90
- elif obj_type == 'CAMERA':
- y = Vector((0.0, 1.0, 0.0)) * matrix_rot
- matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y) * matrix_rot
-
- return matrix_rot
-
- # ----------------------------------------------
-
- print('\nFBX export starting... %r' % filepath)
- start_time = time.clock()
- try:
- file = open(filepath, 'w', encoding='utf8')
- except:
- return False
-
- scene = context.scene
- world = scene.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: "Blender version %s"' % bpy.app.version_string)
-
- 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 = ob.matrix_local * mtx4_z90 # 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 = parent.matrix_local * mtx4_z90 # dont apply armature matrix anymore
-# par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
- matrix = par_matrix.copy().invert() * matrix
-
- loc, rot, scale = matrix.decompose()
- matrix_rot = rot.to_matrix()
-
- loc = tuple(loc)
- rot = tuple(rot.to_euler()) # quat -> euler
- scale = tuple(scale)
- 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.matrix_world * 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, rot, scale = matrix.decompose()
- matrix_rot = rot.to_matrix()
-
- # Lamps need to be rotated
- if ob and ob.type == 'LAMP':
- matrix_rot = matrix_rot * mtx_x90
- elif ob and ob.type == 'CAMERA':
- y = Vector((0.0, 1.0, 0.0)) * matrix_rot
- matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y) * matrix_rot
- # else do nothing.
-
- loc = tuple(loc)
- rot = tuple(matrix_rot.to_euler())
- scale = tuple(scale)
- else:
- if not loc:
- loc = 0.0, 0.0, 0.0
- scale = 1.0, 1.0, 1.0
- rot = 0.0, 0.0, 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_rad_to_deg(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):
- # 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.head_local - my_bone.blenBone.tail_local).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 = scene.render
- width = render.resolution_x
- height = render.resolution_y
- aspect = 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' % math.degrees(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: "OpticalCenterY", "Real", "A+",%.6f' % data.shift_y) # 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", "",2')
- 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: "FarPlane", "double", "",%.6f' % data.clip_end)
- 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(Vector((0.0, 1.0, 0.0)) * matrix_rot))
- file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Vector((0.0, 0.0, -1.0)) * 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]
-
- 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.use_only_shadow or (not light.use_diffuse and not light.use_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.scale_part()[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 * 100.0, 200.0))) # clamp below 200
- if light.type == 'SPOT':
- file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % math.degrees(light.spot_size))
- 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: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy * 100.0, 200.0))) # clamp below 200
-
- 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: "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 = world.ambient_color[:]
- else:
- world_amb = 0.0, 0.0, 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_cols = tuple(mat.specular_color)
- #mat_colm = tuple(mat.mirCol) # we wont use the mirror color
- mat_colamb = world_amb
-
- mat_dif = mat.diffuse_intensity
- mat_amb = mat.ambient
- mat_hard = (float(mat.specular_hardness) - 1.0) / 5.10
- mat_spec = mat.specular_intensity / 2.0
- mat_alpha = mat.alpha
- mat_emit = mat.emit
- mat_shadeless = mat.use_shadeless
- if mat_shadeless:
- mat_shader = 'Lambert'
- else:
- if mat.diffuse_shader == '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):
- fn = bpy.path.abspath(image.filepath)
- fn_strip = os.path.basename(fn)
-
- if EXP_IMAGE_COPY:
- rel = fn_strip
- fn_abs_dest = os.path.join(basepath, fn_strip)
- if not os.path.exists(fn_abs_dest):
- shutil.copy(fn, fn_abs_dest)
- elif bpy.path.is_subdir(fn, basepath):
- rel = os.path.relpath(fn, basepath)
- else:
- rel = fn
-
- return (rel, fn_strip)
-
- # 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.filepath, 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 is 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.use_clamp_x)
- file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.use_clamp_y)
-
- 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.filepath, 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.vertices))]
- 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 = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
- else:
- # Yes! this is it... - but dosnt work when the mesh is a.
- m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
-
- #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
- do_materials = bool(my_mesh.blenMaterials)
- do_textures = bool(my_mesh.blenTextures)
- do_uvs = bool(me.uv_textures)
-
- file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
- file.write('\n\t\tVersion: 232') # newline is added in write_object_props
-
- # convert into lists once.
- me_vertices = me.vertices[:]
- me_edges = me.edges[:]
- me_faces = me.faces[:]
-
- 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_vertices:
- if i == -1:
- file.write('%.6f,%.6f,%.6f' % v.co[:])
- i = 0
- else:
- if i == 7:
- file.write('\n\t\t')
- i = 0
- file.write(',%.6f,%.6f,%.6f' % v.co[:])
- i += 1
-
- file.write('\n\t\tPolygonVertexIndex: ')
- i = -1
- for f in me_faces:
- fi = f.vertices[:]
-
- # last index XORd w. -1 indicates end of face
- if i == -1:
- if len(fi) == 3:
- file.write('%i,%i,%i' % (fi[0], fi[1], fi[2] ^ -1))
- else:
- file.write('%i,%i,%i,%i' % (fi[0], fi[1], fi[2], fi[3] ^ -1))
- i = 0
- else:
- if i == 13:
- file.write('\n\t\t')
- i = 0
- if len(fi) == 3:
- file.write(',%i,%i,%i' % (fi[0], fi[1], fi[2] ^ -1))
- else:
- file.write(',%i,%i,%i,%i' % (fi[0], fi[1], fi[2], fi[3] ^ -1))
- i += 1
-
- # write loose edges as faces.
- for ed in me_edges:
- if ed.is_loose:
- ed_val = ed.vertices[:]
- ed_val = ed_val[0], ed_val[-1] ^ -1
-
- if i == -1:
- file.write('%i,%i' % ed_val)
- i = 0
- else:
- if i == 13:
- file.write('\n\t\t')
- i = 0
- file.write(',%i,%i' % ed_val)
- i += 1
-
- file.write('\n\t\tEdges: ')
- i = -1
- for ed in me_edges:
- if i == -1:
- file.write('%i,%i' % (ed.vertices[0], ed.vertices[1]))
- i = 0
- else:
- if i == 13:
- file.write('\n\t\t')
- i = 0
- file.write(',%i,%i' % (ed.vertices[0], ed.vertices[1]))
- 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_vertices:
- if i == -1:
- file.write('%.15f,%.15f,%.15f' % v.normal[:])
- i = 0
- else:
- if i == 2:
- file.write('\n\t\t\t ')
- i = 0
- file.write(',%.15f,%.15f,%.15f' % v.normal[:])
- 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.use_smooth)
- i = 0
- else:
- if i == 54:
- file.write('\n\t\t\t ')
- i = 0
- file.write(',%i' % f.use_smooth)
- i += 1
-
- file.write('\n\t\t}')
-
- # Write Edge Smoothing
- file.write('''
- LayerElementSmoothing: 0 {
- Version: 101
- Name: ""
- MappingInformationType: "ByEdge"
- ReferenceInformationType: "Direct"
- Smoothing: ''')
-
- i = -1
- for ed in me_edges:
- if i == -1:
- file.write('%i' % (ed.use_edge_sharp))
- i = 0
- else:
- if i == 54:
- file.write('\n\t\t\t ')
- i = 0
- file.write(',%i' % (ed.use_edge_sharp))
- i += 1
-
- file.write('\n\t\t}')
-
- # Write VertexColor Layers
- # note, no programs seem to use this info :/
- collayers = []
- if len(me.vertex_colors):
- collayers = me.vertex_colors
- for colindex, collayer in enumerate(collayers):
- 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('''
- MappingInformationType: "ByPolygonVertex"
- ReferenceInformationType: "IndexToDirect"
- Colors: ''')
-
- i = -1
- ii = 0 # Count how many Colors we write
-
- for fi, cf in enumerate(collayer.data):
- if len(me_faces[fi].vertices) == 4:
- colors = cf.color1[:], cf.color2[:], cf.color3[:], cf.color4[:]
- else:
- colors = cf.color1[:], cf.color2[:], cf.color3[:]
-
- for col in colors:
- if i == -1:
- file.write('%.4f,%.4f,%.4f,1' % col)
- i = 0
- else:
- if i == 7:
- file.write('\n\t\t\t\t')
- i = 0
- file.write(',%.4f,%.4f,%.4f,1' % col)
- 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
- uvlayer_orig = me.uv_textures.active
- for uvindex, uvlayer in enumerate(me.uv_textures):
- 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('''
- MappingInformationType: "ByPolygonVertex"
- ReferenceInformationType: "IndexToDirect"
- UV: ''')
-
- i = -1
- ii = 0 # Count how many UVs we write
-
- for uf in uvlayer.data:
- # workaround, since uf.uv iteration is wrong atm
- for uv in uf.uv:
- if i == -1:
- file.write('%.6f,%.6f' % uv[:])
- i = 0
- else:
- if i == 7:
- file.write('\n\t\t\t ')
- i = 0
- file.write(',%.6f,%.6f' % 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)
-
- 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:
- 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}')
-
- # 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.uv_textures.active:
- uv_faces = me.uv_textures.active.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]
- except:
- mat = None
-
- if do_uvs:
- tex = uf.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:
- 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
- else:
- tmp_objects = scene.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.pose_position for arm in bpy.data.armatures]
-
- for arm in bpy.data.armatures:
- arm.pose_position = 'REST'
-
- if ob_arms_orig_rest:
- for ob_base in bpy.data.objects:
- if ob_base.type == 'ARMATURE':
- ob_base.update()
-
- # This causes the makeDisplayList command to effect the mesh
- scene.frame_set(scene.frame_current)
-
- 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_world)]
- if ob_base.dupli_type != 'NONE':
- ob_base.create_dupli_list(scene)
- 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 EXP_CAMERA:
- ob_cameras.append(my_object_generic(ob, mtx))
- elif tmp_ob_type == 'LAMP':
- if EXP_LAMP:
- ob_lights.append(my_object_generic(ob, mtx))
- 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':
- if EXP_EMPTY:
- ob_null.append(my_object_generic(ob, mtx))
- elif EXP_MESH:
- origData = True
- if tmp_ob_type != 'MESH':
- try:
- me = ob.create_mesh(scene, True, 'PREVIEW')
- except:
- me = None
-
- if me:
- meshes_to_clear.append(me)
- mats = me.materials
- origData = False
- else:
- # Mesh Type!
- if EXP_MESH_APPLY_MOD:
- me = ob.create_mesh(scene, True, 'PREVIEW')
-
- # print ob, me, me.getVertGroupNames()
- meshes_to_clear.append(me)
- origData = False
- mats = me.materials
- else:
- me = ob.data
- 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 me.uv_textures:
- for uvlayer in me.uv_textures:
- for f, uf in zip(me.faces, uvlayer.data):
- tex = uf.image
- textures[tex] = texture_mapping_local[tex] = None
-
- try:
- mat = mats[f.material_index]
- except:
- mat = None
-
- materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5
-
- 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':
- armob = ob.parent
- blenParentBoneName = ob.parent_bone
-
- if armob and armob not in ob_arms:
- ob_arms.append(armob)
-
- # Warning for scaled, mesh objects with armatures
- if abs(ob.scale[0] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05:
- operator.report('WARNING', "Object '%s' has a scale of (%.3f, %.3f, %.3f), Armature deformation will not work as expected!, Apply Scale to fix." % ((ob.name,) + tuple(ob.scale)))
-
- 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] is 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.pose_position = ob_arms_orig_rest[i]
-
- if ob_arms_orig_rest:
- for ob_base in bpy.data.objects:
- if ob_base.type == 'ARMATURE':
- ob_base.update()
- # This causes the makeDisplayList command to effect the mesh
- scene.frame_set(scene.frame_current)
-
- 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:
- 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:
- if my_bone.blenBone.use_deform:
- 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
- bpy.data.objects.tag(False)
-
- # using a list of object names for tagging (Arystan)
-
- tmp_obmapping = {}
- for ob_generic in ob_all_typegroups:
- for ob_base in ob_generic:
- 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.tag:
- if fbxGroupName is 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.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, 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)
- file.write('\n\t\t\tMatrix: %s' % mat4x4str(matrix if matrix else Matrix()))
- 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:
- mat_name = mat.name if mat else None
- tex_name = tex.name if tex else 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 = scene.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 = scene.frame_start
- end = scene.frame_end
- if end < start:
- start, end = end, st
-
- # comment the following line, otherwise we dont get the pose
- # 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 = scene.frame_current
-
- if ANIM_OPTIMIZE:
- ANIM_OPTIMIZE_PRECISSION_FLOAT = 0.1 ** ANIM_OPTIMIZE_PRECISSION
-
- # default action, when no actions are avaioable
- tmp_actions = []
- blenActionDefault = None
- action_lastcompat = None
-
- # instead of tagging
- tagged_actions = []
-
- if ANIM_ACTION_ALL:
-# bpy.data.actions.tag = False
- tmp_actions = 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
-
- tmp_actions.insert(0, None) # None is the default action
-
- 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 is 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 already 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.frame_range
- act_start = int(act_start)
- act_end = int(act_end)
-
- # Set the action active
- for my_arm in ob_arms:
- if my_arm.blenObject.animation_data and blenAction in my_arm.blenActionList:
- my_arm.blenObject.animation_data.action = blenAction
- # print('\t\tSetting Action!', blenAction)
- # scene.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:
- scene.frame_set(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!
- my_ob.setPoseFrame(i, fake=True)
- 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].translation_part() for mtx in context_bone_anim_mats]
- elif TX_CHAN == 'S':
- context_bone_anim_vecs = [mtx[0].scale_part() for mtx in context_bone_anim_mats]
- elif TX_CHAN == 'R':
- # Was....
- # elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].to_euler() 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].to_euler('XYZ', prev_eul)
- else:
- prev_eul = mtx[1].to_euler()
- context_bone_anim_vecs.append(tuple_rad_to_deg(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
-
- # better write one, otherwise we loose poses with no animation
- file.write('\n\t\t\t\t\t\tKeyCount: 1')
- file.write('\n\t\t\t\t\t\tKey: ')
- file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(start), context_bone_anim_keys[0][0]))
- 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 already 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_arm in ob_arms:
- if my_arm.blenObject.animation_data:
- my_arm.blenObject.animation_data.action = my_arm.blenAction
-
- file.write('\n}')
-
- scene.frame_set(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.meshes.remove(me)
-
- # --------------------------- Footer
- if world:
- m = world.mist_settings
- has_mist = m.use_mist
- mist_intense = m.intensity
- mist_start = m.start
- mist_end = m.depth
- mist_height = m.height
- world_hor = world.horizon_color
- 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')
-
- # XXX, shouldnt be global!
- sane_name_mapping_ob.clear()
- sane_name_mapping_mat.clear()
- sane_name_mapping_tex.clear()
- sane_name_mapping_take.clear()
- sane_name_mapping_group.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)
- file.close()
-
- print('export finished in %.4f sec.' % (time.clock() - start_time))
- return {'FINISHED'}
-
-
-# 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 bpy.path.clean_name 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.path.abspath, *.relpath - replace at least relpath
diff --git a/release/scripts/op/io_scene_obj/__init__.py b/release/scripts/op/io_scene_obj/__init__.py
deleted file mode 100644
index 2c1691fc333..00000000000
--- a/release/scripts/op/io_scene_obj/__init__.py
+++ /dev/null
@@ -1,131 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# To support reload properly, try to access a package var, if it's there, reload everything
-if "bpy" in locals():
- import imp
- if "import_obj" in locals():
- imp.reload(import_obj)
- if "export_obj" in locals():
- imp.reload(export_obj)
-
-
-import bpy
-from bpy.props import *
-from io_utils import ExportHelper, ImportHelper
-
-
-class ImportOBJ(bpy.types.Operator, ImportHelper):
- '''Load a Wavefront OBJ File'''
- bl_idname = "import_scene.obj"
- bl_label = "Import OBJ"
-
- filename_ext = ".obj"
- filter_glob = StringProperty(default="*.obj;*.mtl", options={'HIDDEN'})
-
- CREATE_SMOOTH_GROUPS = BoolProperty(name="Smooth Groups", description="Surround smooth groups by sharp edges", default=True)
- CREATE_FGONS = BoolProperty(name="NGons as FGons", description="Import faces with more then 4 verts as fgons", default=True)
- CREATE_EDGES = BoolProperty(name="Lines as Edges", description="Import lines and faces with 2 verts as edge", default=True)
- SPLIT_OBJECTS = BoolProperty(name="Object", description="Import OBJ Objects into Blender Objects", default=True)
- SPLIT_GROUPS = BoolProperty(name="Group", description="Import OBJ Groups into Blender Objects", 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
- # KEEP_VERT_ORDER = BoolProperty(name="Keep Vert Order", description="Keep vert and face order, disables split options, enable for morph targets", default= True)
- ROTATE_X90 = BoolProperty(name="-X90", description="Rotate X 90.", default=True)
- CLAMP_SIZE = FloatProperty(name="Clamp Scale", description="Clamp the size to this maximum (Zero to Disable)", min=0.0, max=1000.0, soft_min=0.0, soft_max=1000.0, default=0.0)
- POLYGROUPS = BoolProperty(name="Poly Groups", description="Import OBJ groups as vertex groups.", default=True)
- IMAGE_SEARCH = BoolProperty(name="Image Search", description="Search subdirs for any assosiated images (Warning, may be slow)", default=True)
-
- def execute(self, context):
- # print("Selected: " + context.active_object.name)
- from . import import_obj
- return import_obj.load(self, context, **self.as_keywords(ignore=("filter_glob",)))
-
-
-class ExportOBJ(bpy.types.Operator, ExportHelper):
- '''Save a Wavefront OBJ File'''
-
- bl_idname = "export_scene.obj"
- bl_label = 'Export OBJ'
- bl_options = {'PRESET'}
-
- filename_ext = ".obj"
- filter_glob = StringProperty(default="*.obj;*.mtl", options={'HIDDEN'})
-
- # List of operator properties, the attributes will be assigned
- # to the class instance from the operator settings before calling.
-
- # context group
- use_selection = BoolProperty(name="Selection Only", description="Export selected objects only", default=False)
- use_all_scenes = BoolProperty(name="All Scenes", description="", default=False)
- use_animation = BoolProperty(name="Animation", description="", default=False)
-
- # object group
- use_modifiers = BoolProperty(name="Apply Modifiers", description="Apply modifiers (preview resolution)", default=True)
- use_rotate_x90 = BoolProperty(name="Rotate X90", description="", default=True)
-
- # extra data group
- use_edges = BoolProperty(name="Edges", description="", default=True)
- use_normals = BoolProperty(name="Normals", description="", default=False)
- use_hq_normals = BoolProperty(name="High Quality Normals", description="", default=True)
- use_uvs = BoolProperty(name="UVs", description="", default=True)
- use_materials = BoolProperty(name="Materials", description="", default=True)
- copy_images = BoolProperty(name="Copy Images", description="", default=False)
- use_triangles = BoolProperty(name="Triangulate", description="", default=False)
- use_vertex_groups = BoolProperty(name="Polygroups", description="", default=False)
- use_nurbs = BoolProperty(name="Nurbs", description="", default=False)
-
- # grouping group
- use_blen_objects = BoolProperty(name="Objects as OBJ Objects", description="", default=True)
- group_by_object = BoolProperty(name="Objects as OBJ Groups ", description="", default=False)
- group_by_material = BoolProperty(name="Material Groups", description="", default=False)
- keep_vertex_order = BoolProperty(name="Keep Vertex Order", description="", default=False)
-
- def execute(self, context):
- from . import export_obj
- return export_obj.save(self, context, **self.as_keywords(ignore=("check_existing", "filter_glob")))
-
-
-def menu_func_import(self, context):
- self.layout.operator(ImportOBJ.bl_idname, text="Wavefront (.obj)")
-
-
-def menu_func_export(self, context):
- self.layout.operator(ExportOBJ.bl_idname, text="Wavefront (.obj)")
-
-
-def register():
- bpy.types.INFO_MT_file_import.append(menu_func_import)
- bpy.types.INFO_MT_file_export.append(menu_func_export)
-
-
-def unregister():
- bpy.types.INFO_MT_file_import.remove(menu_func_import)
- bpy.types.INFO_MT_file_export.remove(menu_func_export)
-
-
-# CONVERSION ISSUES
-# - matrix problem
-# - duplis - only tested dupliverts
-# - all scenes export
-# + normals calculation
-
-if __name__ == "__main__":
- register()
diff --git a/release/scripts/op/io_scene_obj/export_obj.py b/release/scripts/op/io_scene_obj/export_obj.py
deleted file mode 100644
index 0b80b52f21d..00000000000
--- a/release/scripts/op/io_scene_obj/export_obj.py
+++ /dev/null
@@ -1,836 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-import os
-import time
-import shutil
-
-import bpy
-import mathutils
-
-def fixName(name):
- if name is None:
- return 'None'
- else:
- return name.replace(' ', '_')
-
-def write_mtl(scene, filepath, copy_images, mtl_dict):
-
- world = scene.world
- if world:
- worldAmb = world.ambient_color[:]
- else:
- worldAmb = 0.0, 0.0, 0.0
-
- dest_dir = os.path.dirname(filepath)
-
- def copy_image(image):
- fn = bpy.path.abspath(image.filepath)
- fn = os.path.normpath(fn)
- fn_strip = os.path.basename(fn)
-
- if copy_images:
- rel = fn_strip
- fn_abs_dest = os.path.join(dest_dir, fn_strip)
- if not os.path.exists(fn_abs_dest):
- shutil.copy(fn, fn_abs_dest)
- elif bpy.path.is_subdir(fn, dest_dir):
- rel = os.path.relpath(fn, dest_dir)
- else:
- rel = fn
-
- return rel
-
-
- file = open(filepath, "w", encoding='utf8')
- file.write('# Blender MTL File: %r\n' % os.path.basename(bpy.data.filepath))
- 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.use_shadeless:
- file.write('illum 0\n') # ignore lighting
- elif mat.specular_intensity == 0:
- file.write('illum 1\n') # no specular.
- else:
- file.write('illum 2\n') # light normaly
-
- else:
- #write a dummy material here?
- file.write('Ns 0\n')
- file.write('Ka %.6f %.6f %.6f\n' % tuple(c for c in worldAmb)) # Ambient, uses mirror colour,
- file.write('Kd 0.8 0.8 0.8\n')
- file.write('Ks 0.8 0.8 0.8\n')
- file.write('d 1\n') # No alpha
- file.write('illum 2\n') # light normaly
-
- # Write images!
- if img: # We have an image on the face!
- # write relative image path
- rel = copy_image(img)
- file.write('map_Kd %s\n' % rel) # Diffuse mapping image
-# file.write('map_Kd %s\n' % img.filepath.split('\\')[-1].split('/')[-1]) # Diffuse mapping image
-
- elif mat: # No face image. if we havea material search for MTex image.
- for mtex in mat.texture_slots:
- if mtex and mtex.texture.type == 'IMAGE':
- try:
- filepath = copy_image(mtex.texture.image)
-# filepath = mtex.texture.image.filepath.split('\\')[-1].split('/')[-1]
- file.write('map_Kd %s\n' % repr(filepath)[1:-1]) # 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
-
- # Get unique image names
- uniqueImages = {}
- for matname, mat, image in mtl_dict.values(): # Only use image name
- # Get Texface images
- if image:
- uniqueImages[image] = image # Should use sets here. wait until Python 2.4 is default.
-
- # Get MTex images
- if mat:
- for mtex in mat.texture_slots:
- if mtex and mtex.texture.type == 'IMAGE':
- image_tex = mtex.texture.image
- if image_tex:
- try:
- uniqueImages[image_tex] = image_tex
- except:
- pass
-
- # Now copy images
- copyCount = 0
-
-# for bImage in uniqueImages.values():
-# image_path = bpy.path.abspath(bImage.filepath)
-# if bpy.sys.exists(image_path):
-# # Make a name for the target path.
-# dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
-# if not bpy.utils.exists(dest_image_path): # Image isnt already there
-# print('\tCopying "%s" > "%s"' % (image_path, dest_image_path))
-# copy_file(image_path, dest_image_path)
-# copyCount+=1
-
-# paths= bpy.util.copy_images(uniqueImages.values(), dest_dir)
-
- print('\tCopied %d images' % copyCount)
-
-
-def test_nurbs_compat(ob):
- if ob.type != 'CURVE':
- return False
-
- for nu in ob.data.splines:
- if nu.point_count_v == 1 and nu.type != 'BEZIER': # not a surface and not bezier
- return True
-
- return False
-
-
-def write_nurb(file, ob, ob_mat):
- tot_verts = 0
- cu = ob.data
-
- # use negative indices
- for nu in cu.splines:
- if nu.type == 'POLY':
- DEG_ORDER_U = 1
- else:
- DEG_ORDER_U = nu.order_u - 1 # odd but tested to be correct
-
- if nu.type == 'BEZIER':
- print("\tWarning, bezier curve:", ob.name, "only poly and nurbs curves supported")
- continue
-
- if nu.point_count_v > 1:
- print("\tWarning, surface:", ob.name, "only poly and nurbs curves supported")
- continue
-
- if len(nu.points) <= DEG_ORDER_U:
- print("\tWarning, order_u is lower then vert count, skipping:", ob.name)
- continue
-
- pt_num = 0
- do_closed = nu.use_cyclic_u
- do_endpoints = (do_closed == 0) and nu.use_endpoint_u
-
- for pt in nu.points:
- pt = ob_mat * pt.co.copy().resize3D()
- 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_file(filepath, objects, scene,
- EXPORT_TRI=False,
- EXPORT_EDGES=False,
- EXPORT_NORMALS=False,
- EXPORT_NORMALS_HQ=False,
- EXPORT_UV=True,
- EXPORT_MTL=True,
- EXPORT_COPY_IMAGES=False,
- EXPORT_APPLY_MODIFIERS=True,
- EXPORT_ROTX90=True,
- EXPORT_BLEN_OBS=True,
- EXPORT_GROUP_BY_OB=False,
- EXPORT_GROUP_BY_MAT=False,
- EXPORT_KEEP_VERT_ORDER=False,
- EXPORT_POLYGROUPS=False,
- EXPORT_CURVE_AS_NURBS=True):
- '''
- Basic write function. The context and options must be already set
- This can be accessed externaly
- eg.
- write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
- '''
-
- # XXX
- import math
-
- def veckey3d(v):
- return round(v.x, 6), round(v.y, 6), round(v.z, 6)
-
- def veckey2d(v):
- return round(v[0], 6), round(v[1], 6)
-
- def findVertexGroupName(face, vWeightMap):
- """
- Searches the vertexDict to see what groups is assigned to a given face.
- We use a frequency system in order to sort out the name because a given vetex can
- belong to two or more groups at the same time. To find the right name for the face
- we list all the possible vertex group names with their frequency and then sort by
- frequency in descend order. The top element is the one shared by the highest number
- of vertices is the face's group
- """
- weightDict = {}
- for vert_index in face.vertices:
-# for vert in face:
- vWeights = vWeightMap[vert_index]
-# vWeights = vWeightMap[vert]
- for vGroupName, weight in vWeights:
- weightDict[vGroupName] = weightDict.get(vGroupName, 0) + weight
-
- if weightDict:
- alist = [(weight,vGroupName) for vGroupName, weight in weightDict.items()] # sort least to greatest amount of weight
- alist.sort()
- return(alist[-1][1]) # highest value last
- else:
- return '(null)'
-
- print('OBJ Export path: %r' % filepath)
- temp_mesh_name = '~tmp-mesh'
-
- time1 = time.clock()
-# time1 = sys.time()
-# scn = Scene.GetCurrent()
-
- file = open(filepath, "w")
-
- # Write Header
- file.write('# Blender v%s OBJ File: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath)))
- file.write('# www.blender.org\n')
-
- # Tell the obj file what material file to use.
- if EXPORT_MTL:
- mtlfilepath = os.path.splitext(filepath)[0] + ".mtl"
- file.write('mtllib %s\n' % repr(os.path.basename(mtlfilepath))[1:-1]) # filepath can contain non utf8 chars, use repr
-
- if EXPORT_ROTX90:
- mat_xrot90= mathutils.Matrix.Rotation(-math.pi/2, 4, 'X')
-
- # Initialize totals, these are updated each object
- totverts = totuvco = totno = 1
-
- face_vert_index = 1
-
- globalNormals = {}
-
- # A Dict of Materials
- # (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
- mtl_dict = {}
-
- # Get all meshes
- for ob_main in objects:
-
- # ignore dupli children
- if ob_main.parent and ob_main.parent.dupli_type != 'NONE':
- # XXX
- print(ob_main.name, 'is a dupli child - ignoring')
- continue
-
- obs = []
- if ob_main.dupli_type != 'NONE':
- # XXX
- print('creating dupli_list on', ob_main.name)
- ob_main.create_dupli_list(scene)
-
- obs = [(dob.object, dob.matrix) for dob in ob_main.dupli_list]
-
- # XXX debug print
- print(ob_main.name, 'has', len(obs), 'dupli children')
- else:
- obs = [(ob_main, ob_main.matrix_world)]
-
- for ob, ob_mat in obs:
-
- # Nurbs curve support
- if EXPORT_CURVE_AS_NURBS and test_nurbs_compat(ob):
- if EXPORT_ROTX90:
- ob_mat = ob_mat * mat_xrot90
- totverts += write_nurb(file, ob, ob_mat)
- continue
- # END NURBS
-
- if ob.type != 'MESH':
- continue
-
- me = ob.create_mesh(scene, EXPORT_APPLY_MODIFIERS, 'PREVIEW')
-
- if EXPORT_ROTX90:
- me.transform(mat_xrot90 * ob_mat)
- else:
- me.transform(ob_mat)
-
-# # Will work for non meshes now! :)
-# me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, EXPORT_POLYGROUPS, scn)
-# if not me:
-# continue
-
- if EXPORT_UV:
- faceuv = len(me.uv_textures) > 0
- if faceuv:
- uv_layer = me.uv_textures.active.data[:]
- else:
- faceuv = False
-
- me_verts = me.vertices[:]
-
- # Make our own list so it can be sorted to reduce context switching
- face_index_pairs = [ (face, index) for index, face in enumerate(me.faces)]
- # faces = [ f for f in me.faces ]
-
- if EXPORT_EDGES:
- edges = me.edges
- else:
- edges = []
-
- if not (len(face_index_pairs)+len(edges)+len(me.vertices)): # Make sure there is somthing to write
-
- # clean up
- bpy.data.meshes.remove(me)
-
- continue # dont bother with this mesh.
-
- # XXX
- # High Quality Normals
- if EXPORT_NORMALS and face_index_pairs:
- me.calc_normals()
-# if EXPORT_NORMALS_HQ:
-# BPyMesh.meshCalcNormals(me)
-# else:
-# # transforming normals is incorrect
-# # when the matrix is scaled,
-# # better to recalculate them
-# me.calcNormals()
-
- materials = me.materials
-
- materialNames = []
- materialItems = [m for m in materials]
- if materials:
- for mat in materials:
- if mat:
- materialNames.append(mat.name)
- else:
- materialNames.append(None)
- # Cant use LC because some materials are None.
- # materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken.
-
- # Possible there null materials, will mess up 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:
- face_index_pairs.sort(key=lambda a: (a[0].material_index, hash(uv_layer[a[1]].image), a[0].use_smooth))
- elif len(materials) > 1:
- face_index_pairs.sort(key = lambda a: (a[0].material_index, a[0].use_smooth))
- else:
- # no materials
- face_index_pairs.sort(key = lambda a: a[0].use_smooth)
-# if EXPORT_KEEP_VERT_ORDER:
-# pass
-# elif faceuv:
-# try: faces.sort(key = lambda a: (a.mat, a.image, a.use_smooth))
-# except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.use_smooth), (b.mat, b.image, b.use_smooth)))
-# elif len(materials) > 1:
-# try: faces.sort(key = lambda a: (a.mat, a.use_smooth))
-# except: faces.sort(lambda a,b: cmp((a.mat, a.use_smooth), (b.mat, b.use_smooth)))
-# else:
-# # no materials
-# try: faces.sort(key = lambda a: a.use_smooth)
-# except: faces.sort(lambda a,b: cmp(a.use_smooth, b.use_smooth))
-
- # Set the default mat to no material and no image.
- contextMat = (0, 0) # Can never be this, so we will label a new material teh first chance we get.
- contextSmooth = None # Will either be true or false, set bad to force initialization switch.
-
- if EXPORT_BLEN_OBS or EXPORT_GROUP_BY_OB:
- name1 = ob.name
- name2 = ob.data.name
- if name1 == name2:
- obnamestring = 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' % v.co[:])
-
- # UV
- if faceuv:
- uv_face_mapping = [[0,0,0,0] for i in range(len(face_index_pairs))] # a bit of a waste for tri's :/
-
- uv_dict = {} # could use a set() here
- uv_layer = me.uv_textures.active.data
- for f, f_index in face_index_pairs:
- for uv_index, uv in enumerate(uv_layer[f_index].uv):
- uvkey = veckey2d(uv)
- try:
- uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
- except:
- uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict)
- file.write('vt %.6f %.6f\n' % uv[:])
-
- uv_unique_count = len(uv_dict)
-# del uv, uvkey, uv_dict, f_index, uv_index
- # Only need uv_unique_count and uv_face_mapping
-
- # NORMAL, Smooth/Non smoothed.
- if EXPORT_NORMALS:
- for f, f_index in face_index_pairs:
- if f.use_smooth:
- for v_idx in f.vertices:
- v = me_verts[v_idx]
- noKey = veckey3d(v.normal)
- if noKey not in globalNormals:
- globalNormals[noKey] = totno
- totno +=1
- file.write('vn %.6f %.6f %.6f\n' % noKey)
- else:
- # Hard, 1 normal from the face.
- noKey = veckey3d(f.normal)
- if noKey not in globalNormals:
- globalNormals[noKey] = totno
- totno +=1
- file.write('vn %.6f %.6f %.6f\n' % noKey)
-
- if not faceuv:
- f_image = None
-
- # XXX
- if EXPORT_POLYGROUPS:
- # Retrieve the list of vertex groups
- vertGroupNames = [g.name for g in ob.vertex_groups]
-
- currentVGroup = ''
- # Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to
- vgroupsMap = [[] for _i in range(len(me_verts))]
- for v_idx, v in enumerate(me.vertices):
- for g in v.groups:
- vgroupsMap[v_idx].append((vertGroupNames[g.group], g.weight))
-
- for f, f_index in face_index_pairs:
- f_smooth= f.use_smooth
- f_mat = min(f.material_index, len(materialNames)-1)
-
- if faceuv:
- tface = uv_layer[f_index]
- f_image = tface.image
-
- # MAKE KEY
- if faceuv and f_image: # Object is always true.
- key = materialNames[f_mat], f_image.name
- else:
- key = materialNames[f_mat], None # No image, use None instead.
-
- # Write the vertex group
- if EXPORT_POLYGROUPS:
- if ob.vertex_groups:
- # find what vertext group the face belongs to
- theVGroup = findVertexGroupName(f,vgroupsMap)
- if theVGroup != currentVGroup:
- currentVGroup = theVGroup
- file.write('g %s\n' % theVGroup)
-
- # CHECK FOR CONTEXT SWITCH
- if key == contextMat:
- pass # Context already switched, dont do anything
- else:
- if key[0] is None and key[1] is None:
- # Write a null material, since we know the context has changed.
- if EXPORT_GROUP_BY_MAT:
- # can be mat_image or (null)
- file.write('g %s_%s\n' % (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] is 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
-
- f_v_orig = [(vi, me_verts[v_idx]) for vi, v_idx in enumerate(f.vertices)]
-
- if not EXPORT_TRI or len(f_v_orig) == 3:
- f_v_iter = (f_v_orig, )
- else:
- f_v_iter = (f_v_orig[0], f_v_orig[1], f_v_orig[2]), (f_v_orig[0], f_v_orig[2], f_v_orig[3])
-
- # support for triangulation
- for f_v in f_v_iter:
- file.write('f')
-
- if faceuv:
- if EXPORT_NORMALS:
- if f_smooth: # Smoothed, use vertex normals
- for vi, v in f_v:
- file.write( ' %d/%d/%d' % \
- (v.index + totverts,
- totuvco + uv_face_mapping[f_index][vi],
- globalNormals[ veckey3d(v.normal) ]) ) # vert, uv, normal
-
- else: # No smoothing, face normals
- no = globalNormals[ veckey3d(f.normal) ]
- for vi, v in f_v:
- file.write( ' %d/%d/%d' % \
- (v.index + totverts,
- totuvco + uv_face_mapping[f_index][vi],
- no) ) # vert, uv, normal
- else: # No Normals
- for vi, v in f_v:
- file.write( ' %d/%d' % (\
- v.index + totverts,\
- totuvco + uv_face_mapping[f_index][vi])) # vert, uv
-
- face_vert_index += len(f_v)
-
- else: # No UV's
- if EXPORT_NORMALS:
- if f_smooth: # Smoothed, use vertex normals
- for vi, v in f_v:
- file.write( ' %d//%d' %
- (v.index + totverts, globalNormals[ veckey3d(v.normal) ]) )
- else: # No smoothing, face normals
- no = globalNormals[ veckey3d(f.normal) ]
- for vi, v in f_v:
- file.write( ' %d//%d' % (v.index + totverts, no) )
- else: # No Normals
- for vi, v in f_v:
- file.write( ' %d' % (v.index + totverts) )
-
- file.write('\n')
-
- # Write edges.
- if EXPORT_EDGES:
- for ed in edges:
- if ed.is_loose:
- file.write('f %d %d\n' % (ed.vertices[0] + totverts, ed.vertices[1] + totverts))
-
- # Make the indicies global rather then per mesh
- totverts += len(me_verts)
- if faceuv:
- totuvco += uv_unique_count
-
- # clean up
- bpy.data.meshes.remove(me)
-
- if ob_main.dupli_type != 'NONE':
- ob_main.free_dupli_list()
-
- file.close()
-
-
- # Now we have all our materials, save them
- if EXPORT_MTL:
- write_mtl(scene, mtlfilepath, EXPORT_COPY_IMAGES, mtl_dict)
-# if EXPORT_COPY_IMAGES:
-# dest_dir = os.path.basename(filepath)
-# # dest_dir = filepath
-# # # Remove chars until we are just the path.
-# # while dest_dir and dest_dir[-1] not in '\\/':
-# # dest_dir = dest_dir[:-1]
-# if dest_dir:
-# copy_images(dest_dir, mtl_dict)
-# else:
-# print('\tError: "%s" could not be used as a base for an image path.' % filepath)
-
- print("OBJ Export time: %.2f" % (time.clock() - time1))
-
-#
-def _write(context, filepath,
- EXPORT_TRI, # ok
- EXPORT_EDGES,
- EXPORT_NORMALS, # not yet
- EXPORT_NORMALS_HQ, # not yet
- EXPORT_UV, # ok
- EXPORT_MTL,
- EXPORT_COPY_IMAGES,
- EXPORT_APPLY_MODIFIERS, # ok
- EXPORT_ROTX90, # wrong
- EXPORT_BLEN_OBS,
- EXPORT_GROUP_BY_OB,
- EXPORT_GROUP_BY_MAT,
- EXPORT_KEEP_VERT_ORDER,
- EXPORT_POLYGROUPS,
- EXPORT_CURVE_AS_NURBS,
- EXPORT_SEL_ONLY, # ok
- EXPORT_ALL_SCENES, # XXX not working atm
- EXPORT_ANIMATION): # Not used
-
- base_name, ext = os.path.splitext(filepath)
- context_name = [base_name, '', '', ext] # Base name, scene name, frame number, extension
-
- orig_scene = context.scene
-
- # Exit edit mode before exporting, so current object states are exported properly.
- if bpy.ops.object.mode_set.poll():
- bpy.ops.object.mode_set(mode='OBJECT')
-
-# if EXPORT_ALL_SCENES:
-# export_scenes = bpy.data.scenes
-# else:
-# export_scenes = [orig_scene]
-
- # XXX only exporting one scene atm since changing
- # current scene is not possible.
- # Brecht says that ideally in 2.5 we won't need such a function,
- # allowing multiple scenes open at once.
- export_scenes = [orig_scene]
-
- # Export all scenes.
- for scene in export_scenes:
- # scene.makeCurrent() # If already current, this is not slow.
- # context = scene.getRenderingContext()
- orig_frame = scene.frame_current
-
- if EXPORT_ALL_SCENES: # Add scene name into the context_name
- context_name[1] = '_%s' % bpy.path.clean_name(scene.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.
-
- # Export an animation?
- if EXPORT_ANIMATION:
- scene_frames = range(scene.frame_start, scene.frame_end + 1) # Up to and including the end frame.
- else:
- scene_frames = [orig_frame] # Dont export an animation.
-
- # Loop through all frames in the scene and export.
- for frame in scene_frames:
- if EXPORT_ANIMATION: # Add frame to the filepath.
- context_name[2] = '_%.6d' % frame
-
- scene.frame_set(frame, 0.0)
- if EXPORT_SEL_ONLY:
- objects = context.selected_objects
- else:
- objects = scene.objects
-
- full_path = ''.join(context_name)
-
- # erm... bit of a problem here, this can overwrite files when exporting frames. not too bad.
- # EXPORT THE FILE.
- write_file(full_path, objects, scene,
- EXPORT_TRI,
- EXPORT_EDGES,
- EXPORT_NORMALS,
- EXPORT_NORMALS_HQ,
- EXPORT_UV,
- EXPORT_MTL,
- EXPORT_COPY_IMAGES,
- EXPORT_APPLY_MODIFIERS,
- EXPORT_ROTX90,
- EXPORT_BLEN_OBS,
- EXPORT_GROUP_BY_OB,
- EXPORT_GROUP_BY_MAT,
- EXPORT_KEEP_VERT_ORDER,
- EXPORT_POLYGROUPS,
- EXPORT_CURVE_AS_NURBS)
-
- scene.frame_set(orig_frame, 0.0)
-
- # Restore old active scene.
-# orig_scene.makeCurrent()
-# Window.WaitCursor(0)
-
-
-'''
-Currently the exporter lacks these features:
-* multiple scene export (only active scene is written)
-* particles
-'''
-
-
-def save(operator, context, filepath="",
- use_triangles=False,
- use_edges=True,
- use_normals=False,
- use_hq_normals=False,
- use_uvs=True,
- use_materials=True,
- copy_images=False,
- use_modifiers=True,
- use_rotate_x90=True,
- use_blen_objects=True,
- group_by_object=False,
- group_by_material=False,
- keep_vertex_order=False,
- use_vertex_groups=False,
- use_nurbs=True,
- use_selection=True,
- use_all_scenes=False,
- use_animation=False,
- ):
-
- _write(context, filepath,
- EXPORT_TRI=use_triangles,
- EXPORT_EDGES=use_edges,
- EXPORT_NORMALS=use_normals,
- EXPORT_NORMALS_HQ=use_hq_normals,
- EXPORT_UV=use_uvs,
- EXPORT_MTL=use_materials,
- EXPORT_COPY_IMAGES=copy_images,
- EXPORT_APPLY_MODIFIERS=use_modifiers,
- EXPORT_ROTX90=use_rotate_x90,
- EXPORT_BLEN_OBS=use_blen_objects,
- EXPORT_GROUP_BY_OB=group_by_object,
- EXPORT_GROUP_BY_MAT=group_by_material,
- EXPORT_KEEP_VERT_ORDER=keep_vertex_order,
- EXPORT_POLYGROUPS=use_vertex_groups,
- EXPORT_CURVE_AS_NURBS=use_nurbs,
- EXPORT_SEL_ONLY=use_selection,
- EXPORT_ALL_SCENES=use_all_scenes,
- EXPORT_ANIMATION=use_animation,
- )
-
- return {'FINISHED'}
diff --git a/release/scripts/op/io_scene_obj/import_obj.py b/release/scripts/op/io_scene_obj/import_obj.py
deleted file mode 100644
index c0c64c3d9b4..00000000000
--- a/release/scripts/op/io_scene_obj/import_obj.py
+++ /dev/null
@@ -1,1219 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# Script copyright (C) Campbell Barton
-# Contributors: Campbell Barton, Jiri Hnidek, Paolo Ciccone
-
-"""
-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.
-
-http://wiki.blender.org/index.php/Scripts/Manual/Import/wavefront_obj
-"""
-
-import os
-import time
-import bpy
-import mathutils
-from mathutils.geometry import tesselate_polygon
-from io_utils import load_image, unpack_list, unpack_face_list
-
-
-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.vertices[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= fill_polygon([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.vertices[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= tesselate_polygon([ [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:] )
-
-
-def obj_image_load(imagepath, DIR, IMAGE_SEARCH):
- if '_' in imagepath:
- image= load_image(imagepath.replace('_', ' '), DIR)
- if image:
- return image
-
- image = load_image(imagepath, DIR)
- if image:
- return image
-
- print("failed to load '%s' doesn't exist", imagepath)
- return None
-
-# 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= os.path.dirname(filepath)
-
- #==================================================================================#
- # This function sets textures defined in .mtl file #
- #==================================================================================#
- def load_material_image(blender_material, context_material_name, imagepath, type):
-
- texture= bpy.data.textures.new(name=type, type='IMAGE')
-
- # Absolute path - c:\.. etc would work here
- image = obj_image_load(imagepath, DIR, IMAGE_SEARCH)
- has_data = False
-
- if image:
- texture.image = image
- has_data = image.has_data
-
- # Adds textures for materials (rendering)
- if type == 'Kd':
- if has_data and image.depth == 32:
- # Image has alpha
-
- mtex = blender_material.texture_slots.add()
- mtex.texture = texture
- mtex.texture_coords = 'UV'
- mtex.use_map_color_diffuse = True
- mtex.use_map_alpha = True
-
- texture.mipmap = True
- texture.interpolation = True
- texture.use_alpha = True
- blender_material.use_transparency = True
- blender_material.alpha = 0.0
- else:
- mtex = blender_material.texture_slots.add()
- mtex.texture = texture
- mtex.texture_coords = 'UV'
- mtex.use_map_color_diffuse = True
-
- # 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':
- mtex = blender_material.texture_slots.add()
- mtex.texture = texture
- mtex.texture_coords = 'UV'
- mtex.use_map_ambient = True
-
- elif type == 'Ks':
- mtex = blender_material.texture_slots.add()
- mtex.texture = texture
- mtex.texture_coords = 'UV'
- mtex.use_map_specular = True
-
- elif type == 'Bump':
- mtex = blender_material.texture_slots.add()
- mtex.texture = texture
- mtex.texture_coords = 'UV'
- mtex.use_map_normal = True
-
- elif type == 'D':
- mtex = blender_material.texture_slots.add()
- mtex.texture = texture
- mtex.texture_coords = 'UV'
- mtex.use_map_alpha = True
- blender_material.use_transparency = True
- blender_material.transparency_method = 'Z_TRANSPARENCY'
- blender_material.alpha = 0.0
- # Todo, unset deffuse material alpha if it has an alpha channel
-
- elif type == 'refl':
- mtex = blender_material.texture_slots.add()
- mtex.texture = texture
- mtex.texture_coords = 'UV'
- mtex.use_map_reflect = True
-
-
- # Add an MTL with the same name as the obj if no MTLs are spesified.
- temp_mtl = os.path.splitext((os.path.basename(filepath)))[0] + '.mtl'
-
- if os.path.exists(os.path.join(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.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= os.path.join(DIR, libname)
- if not os.path.exists(mtlpath):
- print ("\tError Missing MTL: '%s'" % mtlpath)
- 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])
- elif line_lower.startswith('kd'):
- context_material.diffuse_color = 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])
- elif line_lower.startswith('ns'):
- context_material.specular_hardness = int((float(line_split[1]) * 0.51))
- elif line_lower.startswith('ni'): # Refraction index
- context_material.raytrace_transparency.ior = 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.use_transparency = True
- context_material.transparency_method = 'Z_TRANSPARENCY'
- 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):
- '''
- Takes vert_loc and faces, and separates into multiple sets of
- (verts_loc, faces, unique_materials, dataname)
- '''
-
- filename = os.path.splitext((os.path.basename(filepath)))[0]
-
- if not SPLIT_OB_OR_GROUP:
- # 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 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.
- face_split_dict= {}
-
- oldkey= -1 # initialize to a value that will never match the key
-
- for face in faces:
- key= face[4]
-
- 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(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 = {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 = {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.meshes.new(dataname)
-
- # make sure the list isnt too big
- for material in materials:
- me.materials.append(material)
-
- me.vertices.add(len(verts_loc))
- me.faces.add(len(faces))
-
- # verts_loc is a list of (x, y, z) tuples
- me.vertices.foreach_set("co", unpack_list(verts_loc))
-
- # faces is a list of (vert_indices, texco_indices, ...) tuples
- # XXX faces should contain either 3 or 4 verts
- # XXX no check for valid face indices
- me.faces.foreach_set("vertices_raw", unpack_face_list([f[0] for f in faces]))
-
- if verts_tex and me.faces:
- me.uv_textures.new()
-
- context_material_old= -1 # avoid a dict lookup
- mat= 0 # rare case it may be un-initialized.
- me_faces= me.faces
-
- 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:
-
- blender_face = me.faces[i]
-
- face_vert_loc_indicies,\
- face_vert_tex_indicies,\
- context_material,\
- context_smooth_group,\
- context_object= face
-
-
-
- if context_smooth_group:
- blender_face.use_smooth = True
-
- if context_material:
- if context_material_old is not context_material:
- mat= material_mapping[context_material]
- 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_tface.use_image = True
- if has_data and image.depth == 32:
- blender_tface.blend_type = '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 len(face_vert_loc_indicies)==4:
- 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 and not edges:
- CREATE_EDGES = False
-
- if CREATE_EDGES:
- me.edges.add(len(edges))
-
- # edges should be a list of (a, b) tuples
- me.edges.foreach_set("vertices", 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.vertices):
-# ed.is_fgon = True
-
-# if CREATE_FGONS and fgon_edges:
-# FGON= Mesh.EdgeFlags.FGON
-# for ed in me.findEdges( fgon_edges.keys() ):
-# if ed is not 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.vertices):
-# ed.use_edge_sharp = True
-
-# if unique_smooth_groups and sharp_edges:
-# SHARP= Mesh.EdgeFlags.SHARP
-# for ed in me.findEdges( sharp_edges.keys() ):
-# if ed is not None:
-# me_edges[ed].flag |= SHARP
-# del SHARP
-
- me.update(calc_edges=CREATE_EDGES)
-# me.calcNormals()
-
- ob= bpy.data.objects.new("Mesh", 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.vertex_groups.new(group_name)
- ob.vertex_groups.assign(group_indicies, group, 1.0, 'REPLACE')
-
-
-def create_nurbs(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')
- 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')
-
- if cstype is 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.dimensions = '3D'
-
- nu = cu.splines.new('NURBS')
- nu.points.add(len(curv_idx) - 1) # a point is added to start with
- nu.points.foreach_set("co", [co_axis for vt_idx in curv_idx for co_axis in (vert_loc[vt_idx] + (1.0,))])
-
- nu.order_u = 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.use_endpoint_u = True
-
-
- # 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.use_cyclic_u = True
- '''
-
- ob= bpy.data.objects.new("Nurb", 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
- - whether 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(operator, context, filepath,
- CLAMP_SIZE= 0.0,
- CREATE_FGONS= True,
- CREATE_SMOOTH_GROUPS= True,
- CREATE_EDGES= True,
- SPLIT_OBJECTS= True,
- SPLIT_GROUPS= 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 %r' % filepath)
-
- if SPLIT_OBJECTS or SPLIT_GROUPS:
- POLYGROUPS = False
-
- time_main= time.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 whether
- context_multi_line= ''
-
- print("\tparsing obj file...")
- time_sub= time.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 = list(set(material_libs) | set(line.split()[1:])) # can have multiple mtllib filenames per line, mtllib can appear more than once, so make sure only occurance of material exists
-
- # 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= time.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= time.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
- bpy.ops.object.select_all(action='DESELECT')
-
- scene = context.scene
-# 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):
- # Create meshes from the data, warning 'vertex_groups' wont support splitting
- create_mesh(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(context_nurbs, verts_loc, new_objects)
-
- # Create new obj
- for obj in new_objects:
- base = scene.objects.link(obj)
- base.select = True
-
- scene.update()
-
-
- 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= time.time()
-# time_new= sys.time()
-
- print('finished importing: %r in %.4f sec.' % (filepath, (time_new-time_main)))
- return {'FINISHED'}
-
-
-# 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
-# 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 bpy.sys.time()
-
-if __name__ == "__main__":
- register()
diff --git a/release/scripts/op/io_scene_x3d/__init__.py b/release/scripts/op/io_scene_x3d/__init__.py
deleted file mode 100644
index 8df45e3cae3..00000000000
--- a/release/scripts/op/io_scene_x3d/__init__.py
+++ /dev/null
@@ -1,84 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# To support reload properly, try to access a package var, if it's there, reload everything
-if "bpy" in locals():
- import imp
- if "export_x3d" in locals():
- imp.reload(export_x3d)
-
-
-import bpy
-from bpy.props import *
-from io_utils import ImportHelper, ExportHelper
-
-
-class ImportX3D(bpy.types.Operator, ImportHelper):
- '''Load a BVH motion capture file'''
- bl_idname = "import_scene.x3d"
- bl_label = "Import X3D/VRML"
-
- filename_ext = ".x3d"
- filter_glob = StringProperty(default="*.x3d;*.wrl", options={'HIDDEN'})
-
- def execute(self, context):
- from . import import_x3d
- return import_x3d.load(self, context, **self.as_keywords(ignore=("filter_glob",)))
-
-
-class ExportX3D(bpy.types.Operator, ExportHelper):
- '''Export selection to Extensible 3D file (.x3d)'''
- bl_idname = "export_scene.x3d"
- bl_label = 'Export X3D'
-
- filename_ext = ".x3d"
- filter_glob = StringProperty(default="*.x3d", options={'HIDDEN'})
-
- use_apply_modifiers = BoolProperty(name="Apply Modifiers", description="Use transformed mesh data from each object", default=True)
- use_triangulate = BoolProperty(name="Triangulate", description="Triangulate quads.", default=False)
- use_compress = BoolProperty(name="Compress", description="GZip the resulting file, requires a full python install", default=False)
-
- def execute(self, context):
- from . import export_x3d
- return export_x3d.save(self, context, **self.as_keywords(ignore=("check_existing", "filter_glob")))
-
-
-def menu_func_import(self, context):
- self.layout.operator(ImportX3D.bl_idname, text="X3D Extensible 3D (.x3d/.wrl)")
-
-
-def menu_func_export(self, context):
- self.layout.operator(ExportX3D.bl_idname, text="X3D Extensible 3D (.x3d)")
-
-
-def register():
- bpy.types.INFO_MT_file_import.append(menu_func_import)
- bpy.types.INFO_MT_file_export.append(menu_func_export)
-
-
-def unregister():
- bpy.types.INFO_MT_file_import.remove(menu_func_import)
- bpy.types.INFO_MT_file_export.remove(menu_func_export)
-
-# NOTES
-# - blender version is hardcoded
-
-if __name__ == "__main__":
- register()
diff --git a/release/scripts/op/io_scene_x3d/export_x3d.py b/release/scripts/op/io_scene_x3d/export_x3d.py
deleted file mode 100644
index c420b0cddd8..00000000000
--- a/release/scripts/op/io_scene_x3d/export_x3d.py
+++ /dev/null
@@ -1,847 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# Contributors: bart:neeneenee*de, http://www.neeneenee.de/vrml, Campbell Barton
-
-"""
-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:
- 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;
-"""
-
-import math
-import os
-
-import bpy
-import mathutils
-
-from io_utils import create_derived_objects, free_derived_objects
-
-
-def round_color(col, cp):
- return tuple([round(max(min(c, 1.0), 0.0), cp) for c in col])
-
-
-def matrix_direction(mtx):
- return (mathutils.Vector((0.0, 0.0, -1.0)) * mtx.rotation_part()).normalize()[:]
-
-
-##########################################################
-# Functions for writing output file
-##########################################################
-
-
-class x3d_class:
-
- def __init__(self, filepath):
- #--- public you can change these ---
- self.proto = 1
- self.billnode = 0
- self.halonode = 0
- self.collnode = 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
-
- self.global_matrix = mathutils.Matrix.Rotation(-(math.pi / 2.0), 4, 'X')
-
- #--- class private don't touch ---
- self.indentLevel = 0 # keeps track of current indenting
- self.filepath = filepath
- self.file = None
- if filepath.lower().endswith('.x3dz'):
- try:
- import gzip
- self.file = gzip.open(filepath, "w")
- except:
- print("failed to import compression modules, exporting uncompressed")
- self.filepath = filepath[:-1] # remove trailing z
-
- if self.file is None:
- self.file = open(self.filepath, "w", encoding='utf8')
-
- 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.namesFog = ("", "LINEAR", "EXPONENTIAL", "")
-
-##########################################################
-# Writing nodes routines
-##########################################################
-
- def writeHeader(self):
- #bfile = sys.expandpath( Blender.Get('filepath') ).replace('<', '&lt').replace('>', '&gt')
- bfile = repr(os.path.basename(self.filepath).replace('<', '&lt').replace('>', '&gt'))[1:-1] # 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" % 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" % bpy.app.version_string)
- # 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 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.write_indented(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.write_indented(alllines[j] + "\n")
- self.write_indented("\n")
- '''
-
- def writeViewpoint(self, ob, mat, scene):
- loc, quat, scale = mat.decompose()
- 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[:])
- self.file.write("orientation=\"%3.2f %3.2f %3.2f %3.2f\" " % (quat.axis[:] + (quat.angle, )))
- self.file.write("fieldOfView=\"%.3f\" " % ob.data.angle)
- self.file.write(" />\n\n")
-
- def writeFog(self, world):
- if world:
- mtype = world.mist_settings.falloff
- mparam = world.mist_settings
- 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_color(world.horizon_color, 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
- ambientIntensity = ((ambi[0] + ambi[1] + ambi[2]) / 3.0) / 2.5
- del ambi
- else:
- ambientIntensity = 0.0
-
- # compute cutoff and beamwidth
- intensity = min(lamp.energy / 1.75, 1.0)
- beamWidth = lamp.spot_size * 0.37
- # beamWidth=((lamp.spotSize*math.pi)/180.0)*.37
- cutOffAngle = beamWidth * 1.3
-
- dx, dy, dz = matrix_direction(mtx)
-
- location = mtx.translation_part()
-
- 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_color(lamp.color, 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])) / 3.0) / 2.5
- else:
- ambi = 0
- ambientIntensity = 0
-
- intensity = min(lamp.energy / 1.75, 1.0)
- dx, dy, dz = matrix_direction(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("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 = mtx.translation_part()
-
- 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("intensity=\"%s\" " % (round(min(lamp.energy / 1.75, 1.0), self.cp)))
- self.file.write("radius=\"%s\" " % lamp.distance)
- self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0], 3), round(location[1], 3), round(location[2], 3)))
-
- 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):
- fw = self.file.write
- mesh_name_x3d = self.cleanStr(ob.name)
-
- if not mesh.faces:
- return
-
- mode = []
- # mode = 0
- if mesh.uv_textures.active:
- # if mesh.faceUV:
- for face in mesh.uv_textures.active.data:
- # for face in mesh.faces:
- if face.use_halo and 'HALO' not in mode:
- mode += ['HALO']
- if face.use_billboard and 'BILLBOARD' not in mode:
- mode += ['BILLBOARD']
- if face.use_object_color and 'OBJECT_COLOR' not in mode:
- mode += ['OBJECT_COLOR']
- if face.use_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.write_indented("<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.write_indented("<Billboard axisOfRotation=\"0 1 0\">\n", 1)
- self.billnode = 1
- elif 'COLLISION' not in mode and self.collnode == 0:
- # elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0:
- self.write_indented("<Collision enabled=\"false\">\n", 1)
- self.collnode = 1
-
- loc, quat, sca = mtx.decompose()
-
- self.write_indented("<Transform DEF=\"%s\" " % mesh_name_x3d, 1)
- fw("translation=\"%.6f %.6f %.6f\" " % loc[:])
- fw("scale=\"%.6f %.6f %.6f\" " % sca[:])
- fw("rotation=\"%.6f %.6f %.6f %.6f\" " % (quat.axis[:] + (quat.angle, )))
- fw(">\n")
-
- if mesh.tag:
- self.write_indented("<Group USE=\"G_%s\" />\n" % mesh_name_x3d, 1)
- else:
- mesh.tag = True
-
- self.write_indented("<Group DEF=\"G_%s\">\n" % mesh_name_x3d, 1)
-
- is_uv = bool(mesh.uv_textures.active)
- # is_col, defined for each material
-
- is_coords_written = False
-
- mesh_materials = mesh.materials[:]
- if not mesh_materials:
- mesh_materials = [None]
-
- mesh_material_tex = [None] * len(mesh_materials)
- mesh_material_mtex = [None] * len(mesh_materials)
- mesh_material_images = [None] * len(mesh_materials)
-
- for i, material in enumerate(mesh_materials):
- if material:
- for mtex in material.texture_slots:
- if mtex:
- tex = mtex.texture
- if tex and tex.type == 'IMAGE':
- image = tex.image
- if image:
- mesh_material_tex[i] = tex
- mesh_material_mtex[i] = mtex
- mesh_material_images[i] = image
- break
-
- mesh_materials_use_face_texture = [getattr(material, "use_face_texture", True) for material in mesh_materials]
-
- mesh_faces = mesh.faces[:]
- mesh_faces_materials = [f.material_index for f in mesh_faces]
-
- if is_uv and True in mesh_materials_use_face_texture:
- mesh_faces_image = [(fuv.image if (mesh_materials_use_face_texture[mesh_faces_materials[i]] and fuv.use_image) else mesh_material_images[mesh_faces_materials[i]]) for i, fuv in enumerate(mesh.uv_textures.active.data)]
- mesh_faces_image_unique = set(mesh_faces_image)
- elif len(set(mesh_material_images) | {None}) > 1: # make sure there is at least one image
- mesh_faces_image = [mesh_material_images[material_index] for material_index in mesh_faces_materials]
- mesh_faces_image_unique = set(mesh_faces_image)
- else:
- mesh_faces_image = [None] * len(mesh_faces)
- mesh_faces_image_unique = {None}
-
- # group faces
- face_groups = {}
- for material_index in range(len(mesh_materials)):
- for image in mesh_faces_image_unique:
- face_groups[material_index, image] = []
- del mesh_faces_image_unique
-
- for i, (material_index, image) in enumerate(zip(mesh_faces_materials, mesh_faces_image)):
- face_groups[material_index, image].append(i)
-
- for (material_index, image), face_group in face_groups.items():
- if face_group:
- material = mesh_materials[material_index]
-
- self.write_indented("<Shape>\n", 1)
- is_smooth = False
- is_col = (mesh.vertex_colors.active and (material is None or material.use_vertex_color_paint))
-
- # kludge but as good as it gets!
- for i in face_group:
- if mesh_faces[i].use_smooth:
- is_smooth = True
- break
-
- if image:
- self.write_indented("<Appearance>\n", 1)
- self.writeImageTexture(image)
-
- if mesh_materials_use_face_texture[material_index]:
- if image.use_tiles:
- self.write_indented("<TextureTransform scale=\"%s %s\" />\n" % (image.tiles_x, image.tiles_y))
- else:
- # transform by mtex
- loc = mesh_material_mtex[material_index].offset[:2]
-
- # mtex_scale * tex_repeat
- sca_x, sca_y = mesh_material_mtex[material_index].scale[:2]
-
- sca_x *= mesh_material_tex[material_index].repeat_x
- sca_y *= mesh_material_tex[material_index].repeat_y
-
- # flip x/y is a sampling feature, convert to transform
- if mesh_material_tex[material_index].use_flip_axis:
- rot = math.pi / -2.0
- sca_x, sca_y = sca_y, -sca_x
- else:
- rot = 0.0
-
- self.write_indented("<TextureTransform ", 1)
- # fw("center=\"%.6f %.6f\" " % (0.0, 0.0))
- fw("translation=\"%.6f %.6f\" " % loc)
- fw("scale=\"%.6f %.6f\" " % (sca_x, sca_y))
- fw("rotation=\"%.6f\" " % rot)
- fw("/>\n")
-
- self.write_indented("</Appearance>\n", -1)
-
- elif material:
- self.write_indented("<Appearance>\n", 1)
- self.writeMaterial(material, self.cleanStr(material.name, ""), world)
- self.write_indented("</Appearance>\n", -1)
-
- #-- IndexedFaceSet or IndexedLineSet
-
- self.write_indented("<IndexedFaceSet ", 1)
-
- # --- Write IndexedFaceSet Attributes
- if mesh.show_double_sided:
- fw("solid=\"true\" ")
- else:
- fw("solid=\"false\" ")
-
- if is_smooth:
- fw("creaseAngle=\"%.4f\" " % mesh.auto_smooth_angle)
-
- if is_uv:
- # "texCoordIndex"
- fw("\n\t\t\ttexCoordIndex=\"")
- j = 0
- for i in face_group:
- if len(mesh_faces[i].vertices) == 4:
- fw("%d %d %d %d -1, " % (j, j + 1, j + 2, j + 3))
- j += 4
- else:
- fw("%d %d %d -1, " % (j, j + 1, j + 2))
- j += 3
- fw("\" ")
- # --- end texCoordIndex
-
- if is_col:
- fw("colorPerVertex=\"false\" ")
-
- if True:
- # "coordIndex"
- fw('coordIndex="')
- if EXPORT_TRI:
- for i in face_group:
- fv = mesh_faces[i].vertices[:]
- if len(fv) == 3:
- fw("%i %i %i -1, " % fv)
- else:
- fw("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
- fw("%i %i %i -1, " % (fv[0], fv[2], fv[3]))
- else:
- for i in face_group:
- fv = mesh_faces[i].vertices[:]
- if len(fv) == 3:
- fw("%i %i %i -1, " % fv)
- else:
- fw("%i %i %i %i -1, " % fv)
-
- fw("\" ")
- # --- end coordIndex
-
- # close IndexedFaceSet
- fw(">\n")
-
- # --- Write IndexedFaceSet Elements
- if True:
- if is_coords_written:
- self.write_indented("<Coordinate USE=\"%s%s\" />\n" % ("coord_", mesh_name_x3d))
- else:
- self.write_indented("<Coordinate DEF=\"%s%s\" \n" % ("coord_", mesh_name_x3d), 1)
- fw("\t\t\t\tpoint=\"")
- for v in mesh.vertices:
- fw("%.6f %.6f %.6f, " % v.co[:])
- fw("\" />")
- self.write_indented("\n", -1)
- is_coords_written = True
-
- if is_uv:
- self.write_indented("<TextureCoordinate point=\"", 1)
- fw = fw
- mesh_faces_uv = mesh.uv_textures.active.data
- for i in face_group:
- for uv in mesh_faces_uv[i].uv:
- fw("%.4f %.4f, " % uv[:])
- del mesh_faces_uv
- fw("\" />")
- self.write_indented("\n", -1)
-
- if is_col:
- self.write_indented("<Color color=\"", 1)
- # XXX, 1 color per face, only
- mesh_faces_col = mesh.vertex_colors.active.data
- for i in face_group:
- fw("%.3f %.3f %.3f, " % mesh_faces_col[i].color1[:])
- del mesh_faces_col
- fw("\" />")
- self.write_indented("\n", -1)
-
- #--- output vertexColors
-
- #--- output closing braces
- self.write_indented("</IndexedFaceSet>\n", -1)
- self.write_indented("</Shape>\n", -1)
-
- self.write_indented("</Group>\n", -1)
-
- self.write_indented("</Transform>\n", -1)
-
- if self.halonode == 1:
- self.write_indented("</Billboard>\n", -1)
- self.halonode = 0
-
- if self.billnode == 1:
- self.write_indented("</Billboard>\n", -1)
- self.billnode = 0
-
- if self.collnode == 1:
- self.write_indented("</Collision>\n", -1)
- self.collnode = 0
-
- fw("\n")
-
- def writeMaterial(self, mat, matName, world):
- # look up material name, use it if available
- if mat.tag:
- self.write_indented("<Material USE=\"MA_%s\" />\n" % matName)
- else:
- mat.tag = True
-
- emit = mat.emit
- ambient = mat.ambient / 3.0
- diffuseColor = tuple(mat.diffuse_color)
- if world:
- ambiColor = tuple(((c * mat.ambient) * 2.0) for c in world.ambient_color)
- else:
- ambiColor = 0.0, 0.0, 0.0
-
- emitColor = tuple(((c * emit) + ambiColor[i]) / 2.0 for i, c in enumerate(diffuseColor))
- shininess = mat.specular_hardness / 512.0
- specColor = tuple((c + 0.001) / (1.25 / (mat.specular_intensity + 0.001)) for c in mat.specular_color)
- transp = 1.0 - mat.alpha
-
- if mat.use_shadeless:
- ambient = 1.0
- shininess = 0.0
- specColor = emitColor = diffuseColor
-
- self.write_indented("<Material DEF=\"MA_%s\" " % matName, 1)
- self.file.write("diffuseColor=\"%s %s %s\" " % round_color(diffuseColor, self.cp))
- self.file.write("specularColor=\"%s %s %s\" " % round_color(specColor, self.cp))
- self.file.write("emissiveColor=\"%s %s %s\" \n" % round_color(emitColor, self.cp))
- self.write_indented("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.write_indented("\n", -1)
-
- def writeImageTexture(self, image):
- name = image.name
- filepath = os.path.basename(image.filepath)
- if image.tag:
- self.write_indented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
- else:
- image.tag = True
-
- self.write_indented("<ImageTexture DEF=\"%s\" " % self.cleanStr(name), 1)
- self.file.write("url=\"%s\" />" % filepath)
- self.write_indented("\n", -1)
-
- def writeBackground(self, world, alltextures):
- if world:
- worldname = world.name
- else:
- return
-
- blending = world.use_sky_blend, world.use_sky_paper, world.use_sky_real
-
- grd_triple = round_color(world.horizon_color, self.cp)
- sky_triple = round_color(world.zenith_color, self.cp)
- mix_triple = round_color(((grd_triple[i] + sky_triple[i]) / 2.0 for i in range(3)), self.cp)
-
- self.file.write("<Background DEF=\"%s\" " % self.secureName(worldname))
- # No Skytype - just Hor color
- if blending == (False, False, False):
- self.file.write("groundColor=\"%s %s %s\" " % grd_triple)
- self.file.write("skyColor=\"%s %s %s\" " % grd_triple)
- # Blend Gradient
- elif blending == (True, False, False):
- self.file.write("groundColor=\"%s %s %s, " % grd_triple)
- self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " % mix_triple)
- self.file.write("skyColor=\"%s %s %s, " % sky_triple)
- self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " % mix_triple)
- # Blend+Real Gradient Inverse
- elif blending == (True, False, True):
- self.file.write("groundColor=\"%s %s %s, " % sky_triple)
- self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " % mix_triple)
- self.file.write("skyColor=\"%s %s %s, " % grd_triple)
- self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " % mix_triple)
- # Paper - just Zen Color
- elif blending == (False, False, True):
- self.file.write("groundColor=\"%s %s %s\" " % sky_triple)
- self.file.write("skyColor=\"%s %s %s\" " % sky_triple)
- # Blend+Real+Paper - komplex gradient
- elif blending == (True, True, True):
- self.write_indented("groundColor=\"%s %s %s, " % sky_triple)
- self.write_indented("%s %s %s\" groundAngle=\"1.57, 1.57\" " % grd_triple)
- self.write_indented("skyColor=\"%s %s %s, " % sky_triple)
- self.write_indented("%s %s %s\" skyAngle=\"1.57, 1.57\" " % grd_triple)
- # Any Other two colors
- else:
- self.file.write("groundColor=\"%s %s %s\" " % grd_triple)
- self.file.write("skyColor=\"%s %s %s\" " % sky_triple)
-
- alltexture = len(alltextures)
-
- for i in range(alltexture):
- tex = alltextures[i]
-
- if tex.type != 'IMAGE' or tex.image is 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.path.abspath(pic.filepath))
-
- pic = alltextures[i].image
- if (namemat == "back") and (pic != None):
- self.file.write("\n\tbackUrl=\"%s\" " % basename)
- elif (namemat == "bottom") and (pic != None):
- self.write_indented("bottomUrl=\"%s\" " % basename)
- elif (namemat == "front") and (pic != None):
- self.write_indented("frontUrl=\"%s\" " % basename)
- elif (namemat == "left") and (pic != None):
- self.write_indented("leftUrl=\"%s\" " % basename)
- elif (namemat == "right") and (pic != None):
- self.write_indented("rightUrl=\"%s\" " % basename)
- elif (namemat == "top") and (pic != None):
- self.write_indented("topUrl=\"%s\" " % basename)
- self.write_indented("/>\n\n")
-
-##########################################################
-# export routine
-##########################################################
-
- def export(self, scene, world, alltextures,
- EXPORT_APPLY_MODIFIERS=False,
- EXPORT_TRI=False,
- ):
-
- # tag un-exported IDs
- bpy.data.meshes.tag(False)
- bpy.data.materials.tag(False)
- bpy.data.images.tag(False)
-
- print("Info: starting X3D export to %r..." % self.filepath)
- self.writeHeader()
- # self.writeScript()
- self.writeNavigationInfo(scene)
- self.writeBackground(world, alltextures)
- self.writeFog(world)
- self.proto = 0
-
- for ob_main in [o for o in scene.objects if o.is_visible(scene)]:
-
- free, derived = create_derived_objects(scene, ob_main)
-
- if derived is None:
- continue
-
- for ob, ob_mat in derived:
- objType = ob.type
- objName = ob.name
- ob_mat = self.global_matrix * ob_mat
-
- if objType == 'CAMERA':
- self.writeViewpoint(ob, ob_mat, scene)
- elif objType in ('MESH', 'CURVE', 'SURF', 'FONT'):
- if EXPORT_APPLY_MODIFIERS or objType != 'MESH':
- me = ob.create_mesh(scene, EXPORT_APPLY_MODIFIERS, 'PREVIEW')
- else:
- me = ob.data
-
- self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI=EXPORT_TRI)
-
- # free mesh created with create_mesh()
- if me != ob.data:
- bpy.data.meshes.remove(me)
-
- elif objType == 'LAMP':
- data = ob.data
- datatype = data.type
- if datatype == 'POINT':
- self.writePointLight(ob, ob_mat, data, world)
- elif datatype == 'SPOT':
- self.writeSpotLight(ob, ob_mat, data, world)
- elif datatype == 'SUN':
- self.writeDirectionalLight(ob, ob_mat, data, world)
- else:
- self.writeDirectionalLight(ob, ob_mat, data, world)
- 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.vertices = None
-
- self.cleanup()
-
-##########################################################
-# Utility methods
-##########################################################
-
- def cleanup(self):
- self.file.close()
- self.indentLevel = 0
- print("Info: finished X3D export to %r" % self.filepath)
-
- 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 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.blend_type)
- if face.blend_type == 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)
-
- 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.vertices=%d" % len(mesh.vertices))
- print("Debug: mesh.faces=%d" % len(mesh.faces))
- print("Debug: mesh.materials=%d" % len(mesh.materials))
-
- # 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
-
- # For writing well formed VRML code
- #------------------------------------------------------------------------
- def write_indented(self, s, inc=0):
- if inc < 1:
- self.indentLevel = self.indentLevel + inc
-
- self.file.write((self.indentLevel * "\t") + s)
-
- if inc > 0:
- self.indentLevel = self.indentLevel + inc
-
-##########################################################
-# Callbacks, needed before Main
-##########################################################
-
-
-def save(operator, context, filepath="",
- use_apply_modifiers=False,
- use_triangulate=False,
- use_compress=False):
-
- if use_compress:
- if not filepath.lower().endswith('.x3dz'):
- filepath = '.'.join(filepath.split('.')[:-1]) + '.x3dz'
- else:
- if not filepath.lower().endswith('.x3d'):
- filepath = '.'.join(filepath.split('.')[:-1]) + '.x3d'
-
- scene = context.scene
- world = scene.world
-
- if bpy.ops.object.mode_set.poll():
- bpy.ops.object.mode_set(mode='OBJECT')
-
- # XXX these are global textures while .Get() returned only scene's?
- alltextures = bpy.data.textures
- # alltextures = Blender.Texture.Get()
-
- wrlexport = x3d_class(filepath)
- wrlexport.export(scene,
- world,
- alltextures,
- EXPORT_APPLY_MODIFIERS=use_apply_modifiers,
- EXPORT_TRI=use_triangulate,
- )
-
- return {'FINISHED'}
diff --git a/release/scripts/op/io_scene_x3d/import_x3d.py b/release/scripts/op/io_scene_x3d/import_x3d.py
deleted file mode 100644
index f2885943866..00000000000
--- a/release/scripts/op/io_scene_x3d/import_x3d.py
+++ /dev/null
@@ -1,2658 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-DEBUG = False
-
-# This should work without a blender at all
-from os.path import exists
-
-
-def baseName(path):
- return path.split('/')[-1].split('\\')[-1]
-
-
-def dirName(path):
- return path[:-len(baseName(path))]
-
-
-def imageConvertCompat(path):
-
- try:
- import os
- except:
- return path
- if os.sep == '\\':
- return path # assime win32 has quicktime, dont convert
-
- if path.lower().endswith('.gif'):
- path_to = path[:-3] + 'png'
-
- '''
- if exists(path_to):
- return path_to
- '''
- # print('\n'+path+'\n'+path_to+'\n')
- os.system('convert "%s" "%s"' % (path, path_to)) # for now just hope we have image magick
-
- if exists(path_to):
- return path_to
-
- return path
-
-# notes
-# transform are relative
-# order dosnt matter for loc/size/rot
-# right handed rotation
-# angles are in radians
-# rotation first defines axis then ammount in radians
-
-
-# =============================== VRML Spesific
-
-def vrmlFormat(data):
- '''
- Keep this as a valid vrml file, but format in a way we can predict.
- '''
- # Strip all commends - # not in strings - warning multiline strings are ignored.
- def strip_comment(l):
- #l = ' '.join(l.split())
- l = l.strip()
-
- if l.startswith('#'):
- return ''
-
- i = l.find('#')
-
- if i == -1:
- return l
-
- # Most cases accounted for! if we have a comment at the end of the line do this...
- #j = l.find('url "')
- j = l.find('"')
-
- if j == -1: # simple no strings
- return l[:i].strip()
-
- q = False
- for i, c in enumerate(l):
- if c == '"':
- q = not q # invert
-
- elif c == '#':
- if q == False:
- return l[:i - 1]
-
- return l
-
- data = '\n'.join([strip_comment(l) for l in data.split('\n')]) # remove all whitespace
-
- EXTRACT_STRINGS = True # only needed when strings or filesnames containe ,[]{} chars :/
-
- if EXTRACT_STRINGS:
-
- # We need this so we can detect URL's
- data = '\n'.join([' '.join(l.split()) for l in data.split('\n')]) # remove all whitespace
-
- string_ls = []
-
- #search = 'url "'
- search = '"'
-
- ok = True
- last_i = 0
- while ok:
- ok = False
- i = data.find(search, last_i)
- if i != -1:
-
- start = i + len(search) # first char after end of search
- end = data.find('"', start)
- if end != -1:
- item = data[start:end]
- string_ls.append(item)
- data = data[:start] + data[end:]
- ok = True # keep looking
-
- last_i = (end - len(item)) + 1
- # print(last_i, item, '|' + data[last_i] + '|')
-
- # done with messy extracting strings part
-
- # Bad, dont take strings into account
- '''
- data = data.replace('#', '\n#')
- data = '\n'.join([ll for l in data.split('\n') for ll in (l.strip(),) if not ll.startswith('#')]) # remove all whitespace
- '''
- data = data.replace('{', '\n{\n')
- data = data.replace('}', '\n}\n')
- data = data.replace('[', '\n[\n')
- data = data.replace(']', '\n]\n')
- data = data.replace(',', ' , ') # make sure comma's seperate
-
- if EXTRACT_STRINGS:
- # add strings back in
-
- search = '"' # fill in these empty strings
-
- ok = True
- last_i = 0
- while ok:
- ok = False
- i = data.find(search + '"', last_i)
- # print(i)
- if i != -1:
- start = i + len(search) # first char after end of search
- item = string_ls.pop(0)
- # print(item)
- data = data[:start] + item + data[start:]
-
- last_i = start + len(item) + 1
-
- ok = True
-
- # More annoying obscure cases where USE or DEF are placed on a newline
- # data = data.replace('\nDEF ', ' DEF ')
- # data = data.replace('\nUSE ', ' USE ')
-
- data = '\n'.join([' '.join(l.split()) for l in data.split('\n')]) # remove all whitespace
-
- # Better to parse the file accounting for multiline arrays
- '''
- data = data.replace(',\n', ' , ') # remove line endings with commas
- data = data.replace(']', '\n]\n') # very very annoying - but some comma's are at the end of the list, must run this again.
- '''
-
- return [l for l in data.split('\n') if l]
-
-NODE_NORMAL = 1 # {}
-NODE_ARRAY = 2 # []
-NODE_REFERENCE = 3 # USE foobar
-# NODE_PROTO = 4 #
-
-lines = []
-
-
-def getNodePreText(i, words):
- # print(lines[i])
- use_node = False
- while len(words) < 5:
-
- if i >= len(lines):
- break
- '''
- elif lines[i].startswith('PROTO'):
- return NODE_PROTO, i+1
- '''
- elif lines[i] == '{':
- # words.append(lines[i]) # no need
- # print("OK")
- return NODE_NORMAL, i + 1
- elif lines[i].count('"') % 2 != 0: # odd number of quotes? - part of a string.
- # print('ISSTRING')
- break
- else:
- new_words = lines[i].split()
- if 'USE' in new_words:
- use_node = True
-
- words.extend(new_words)
- i += 1
-
- # Check for USE node - no {
- # USE #id - should always be on the same line.
- if use_node:
- # print('LINE', i, words[:words.index('USE')+2])
- words[:] = words[:words.index('USE') + 2]
- if lines[i] == '{' and lines[i + 1] == '}':
- # USE sometimes has {} after it anyway
- i += 2
- return NODE_REFERENCE, i
-
- # print("error value!!!", words)
- return 0, -1
-
-
-def is_nodeline(i, words):
-
- if not lines[i][0].isalpha():
- return 0, 0
-
- #if lines[i].startswith('field'):
- # return 0, 0
-
- # Is this a prototype??
- if lines[i].startswith('PROTO'):
- words[:] = lines[i].split()
- return NODE_NORMAL, i + 1 # TODO - assumes the next line is a '[\n', skip that
- if lines[i].startswith('EXTERNPROTO'):
- words[:] = lines[i].split()
- return NODE_ARRAY, i + 1 # TODO - assumes the next line is a '[\n', skip that
-
- '''
- proto_type, new_i = is_protoline(i, words, proto_field_defs)
- if new_i != -1:
- return proto_type, new_i
- '''
-
- # Simple "var [" type
- if lines[i + 1] == '[':
- if lines[i].count('"') % 2 == 0:
- words[:] = lines[i].split()
- return NODE_ARRAY, i + 2
-
- node_type, new_i = getNodePreText(i, words)
-
- if not node_type:
- if DEBUG:
- print("not node_type", lines[i])
- return 0, 0
-
- # Ok, we have a { after some values
- # Check the values are not fields
- for i, val in enumerate(words):
- if i != 0 and words[i - 1] in ('DEF', 'USE'):
- # ignore anything after DEF, it is a ID and can contain any chars.
- pass
- elif val[0].isalpha() and val not in ('TRUE', 'FALSE'):
- pass
- else:
- # There is a number in one of the values, therefor we are not a node.
- return 0, 0
-
- #if node_type==NODE_REFERENCE:
- # print(words, "REF_!!!!!!!")
- return node_type, new_i
-
-
-def is_numline(i):
- '''
- Does this line start with a number?
- '''
-
- # Works but too slow.
- '''
- l = lines[i]
- for w in l.split():
- if w==',':
- pass
- else:
- try:
- float(w)
- return True
-
- except:
- return False
-
- return False
- '''
-
- l = lines[i]
-
- line_start = 0
-
- if l.startswith(', '):
- line_start += 2
-
- line_end = len(l) - 1
- line_end_new = l.find(' ', line_start) # comma's always have a space before them
-
- if line_end_new != -1:
- line_end = line_end_new
-
- try:
- float(l[line_start:line_end]) # works for a float or int
- return True
- except:
- return False
-
-
-class vrmlNode(object):
- __slots__ = ('id',
- 'fields',
- 'proto_node',
- 'proto_field_defs',
- 'proto_fields',
- 'node_type',
- 'parent',
- 'children',
- 'parent',
- 'array_data',
- 'reference',
- 'lineno',
- 'filename',
- 'blendObject',
- 'DEF_NAMESPACE',
- 'ROUTE_IPO_NAMESPACE',
- 'PROTO_NAMESPACE',
- 'x3dNode')
-
- def __init__(self, parent, node_type, lineno):
- self.id = None
- self.node_type = node_type
- self.parent = parent
- self.blendObject = None
- self.x3dNode = None # for x3d import only
- if parent:
- parent.children.append(self)
-
- self.lineno = lineno
-
- # This is only set from the root nodes.
- # Having a filename also denotes a root node
- self.filename = None
- self.proto_node = None # proto field definition eg: "field SFColor seatColor .6 .6 .1"
-
- # Store in the root node because each inline file needs its own root node and its own namespace
- self.DEF_NAMESPACE = None
- self.ROUTE_IPO_NAMESPACE = None
- '''
- self.FIELD_NAMESPACE = None
- '''
-
- self.PROTO_NAMESPACE = None
-
- self.reference = None
-
- if node_type == NODE_REFERENCE:
- # For references, only the parent and ID are needed
- # the reference its self is assigned on parsing
- return
-
- self.fields = [] # fields have no order, in some cases rool level values are not unique so dont use a dict
-
- self.proto_field_defs = [] # proto field definition eg: "field SFColor seatColor .6 .6 .1"
- self.proto_fields = [] # proto field usage "diffuseColor IS seatColor"
- self.children = []
- self.array_data = [] # use for arrays of data - should only be for NODE_ARRAY types
-
- # Only available from the root node
- '''
- def getFieldDict(self):
- if self.FIELD_NAMESPACE != None:
- return self.FIELD_NAMESPACE
- else:
- return self.parent.getFieldDict()
- '''
- def getProtoDict(self):
- if self.PROTO_NAMESPACE != None:
- return self.PROTO_NAMESPACE
- else:
- return self.parent.getProtoDict()
-
- def getDefDict(self):
- if self.DEF_NAMESPACE != None:
- return self.DEF_NAMESPACE
- else:
- return self.parent.getDefDict()
-
- def getRouteIpoDict(self):
- if self.ROUTE_IPO_NAMESPACE != None:
- return self.ROUTE_IPO_NAMESPACE
- else:
- return self.parent.getRouteIpoDict()
-
- def setRoot(self, filename):
- self.filename = filename
- # self.FIELD_NAMESPACE = {}
- self.DEF_NAMESPACE = {}
- self.ROUTE_IPO_NAMESPACE = {}
- self.PROTO_NAMESPACE = {}
-
- def isRoot(self):
- if self.filename == None:
- return False
- else:
- return True
-
- def getFilename(self):
- if self.filename:
- return self.filename
- elif self.parent:
- return self.parent.getFilename()
- else:
- return None
-
- def getRealNode(self):
- if self.reference:
- return self.reference
- else:
- return self
-
- def getSpec(self):
- self_real = self.getRealNode()
- try:
- return self_real.id[-1] # its possible this node has no spec
- except:
- return None
-
- def findSpecRecursive(self, spec):
- self_real = self.getRealNode()
- if spec == self_real.getSpec():
- return self
-
- for child in self_real.children:
- if child.findSpecRecursive(spec):
- return child
-
- return None
-
- def getPrefix(self):
- if self.id:
- return self.id[0]
- return None
-
- def getSpecialTypeName(self, typename):
- self_real = self.getRealNode()
- try:
- return self_real.id[list(self_real.id).index(typename) + 1]
- except:
- return None
-
- def getDefName(self):
- return self.getSpecialTypeName('DEF')
-
- def getProtoName(self):
- return self.getSpecialTypeName('PROTO')
-
- def getExternprotoName(self):
- return self.getSpecialTypeName('EXTERNPROTO')
-
- def getChildrenBySpec(self, node_spec): # spec could be Transform, Shape, Appearance
- self_real = self.getRealNode()
- # using getSpec functions allows us to use the spec of USE children that dont have their spec in their ID
- if type(node_spec) == str:
- return [child for child in self_real.children if child.getSpec() == node_spec]
- else:
- # Check inside a list of optional types
- return [child for child in self_real.children if child.getSpec() in node_spec]
-
- def getChildBySpec(self, node_spec): # spec could be Transform, Shape, Appearance
- # Use in cases where there is only ever 1 child of this type
- ls = self.getChildrenBySpec(node_spec)
- if ls:
- return ls[0]
- else:
- return None
-
- def getChildrenByName(self, node_name): # type could be geometry, children, appearance
- self_real = self.getRealNode()
- return [child for child in self_real.children if child.id if child.id[0] == node_name]
-
- def getChildByName(self, node_name):
- self_real = self.getRealNode()
- for child in self_real.children:
- if child.id and child.id[0] == node_name: # and child.id[-1]==node_spec:
- return child
-
- def getSerialized(self, results, ancestry):
- ''' Return this node and all its children in a flat list '''
- ancestry = ancestry[:] # always use a copy
-
- # self_real = self.getRealNode()
-
- results.append((self, tuple(ancestry)))
- ancestry.append(self)
- for child in self.getRealNode().children:
- if child not in ancestry:
- # We dont want to load proto's, they are only references
- # We could enforce this elsewhere
-
- # Only add this in a very special case
- # where the parent of this object is not the real parent
- # - In this case we have added the proto as a child to a node instancing it.
- # This is a bit arbitary, but its how Proto's are done with this importer.
- if child.getProtoName() == None and child.getExternprotoName() == None:
- child.getSerialized(results, ancestry)
- else:
-
- if DEBUG:
- print('getSerialized() is proto:', child.getProtoName(), child.getExternprotoName(), self.getSpec())
-
- self_spec = self.getSpec()
-
- if child.getProtoName() == self_spec or child.getExternprotoName() == self_spec:
- #if DEBUG:
- # "FoundProto!"
- child.getSerialized(results, ancestry)
-
- return results
-
- def searchNodeTypeID(self, node_spec, results):
- self_real = self.getRealNode()
- # print(self.lineno, self.id)
- if self_real.id and self_real.id[-1] == node_spec: # use last element, could also be only element
- results.append(self_real)
- for child in self_real.children:
- child.searchNodeTypeID(node_spec, results)
- return results
-
- def getFieldName(self, field, ancestry, AS_CHILD=False):
- self_real = self.getRealNode() # incase we're an instance
-
- for f in self_real.fields:
- # print(f)
- if f and f[0] == field:
- # print('\tfound field', f)
-
- if len(f) >= 3 and f[1] == 'IS': # eg: 'diffuseColor IS legColor'
- field_id = f[2]
-
- # print("\n\n\n\n\n\nFOND IS!!!")
- f_proto_lookup = None
- f_proto_child_lookup = None
- i = len(ancestry)
- while i:
- i -= 1
- node = ancestry[i]
- node = node.getRealNode()
-
- # proto settings are stored in "self.proto_node"
- if node.proto_node:
- # Get the default value from the proto, this can be overwridden by the proto instace
- # 'field SFColor legColor .8 .4 .7'
- if AS_CHILD:
- for child in node.proto_node.children:
- #if child.id and len(child.id) >= 3 and child.id[2]==field_id:
- if child.id and ('point' in child.id or 'points' in child.id):
- f_proto_child_lookup = child
-
- else:
- for f_def in node.proto_node.proto_field_defs:
- if len(f_def) >= 4:
- if f_def[0] == 'field' and f_def[2] == field_id:
- f_proto_lookup = f_def[3:]
-
- # Node instance, Will be 1 up from the proto-node in the ancestry list. but NOT its parent.
- # This is the setting as defined by the instance, including this setting is optional,
- # and will override the default PROTO value
- # eg: 'legColor 1 0 0'
- if AS_CHILD:
- for child in node.children:
- if child.id and child.id[0] == field_id:
- f_proto_child_lookup = child
- else:
- for f_def in node.fields:
- if len(f_def) >= 2:
- if f_def[0] == field_id:
- if DEBUG:
- print("getFieldName(), found proto", f_def)
- f_proto_lookup = f_def[1:]
-
- if AS_CHILD:
- if f_proto_child_lookup:
- if DEBUG:
- print("getFieldName() - AS_CHILD=True, child found")
- print(f_proto_child_lookup)
- return f_proto_child_lookup
- else:
- return f_proto_lookup
- else:
- if AS_CHILD:
- return None
- else:
- # Not using a proto
- return f[1:]
- # print('\tfield not found', field)
-
- # See if this is a proto name
- if AS_CHILD:
- child_array = None
- for child in self_real.children:
- if child.id and len(child.id) == 1 and child.id[0] == field:
- return child
-
- return None
-
- def getFieldAsInt(self, field, default, ancestry):
- self_real = self.getRealNode() # incase we're an instance
-
- f = self_real.getFieldName(field, ancestry)
- if f == None:
- return default
- if ',' in f:
- f = f[:f.index(',')] # strip after the comma
-
- if len(f) != 1:
- print('\t"%s" wrong length for int conversion for field "%s"' % (f, field))
- return default
-
- try:
- return int(f[0])
- except:
- print('\tvalue "%s" could not be used as an int for field "%s"' % (f[0], field))
- return default
-
- def getFieldAsFloat(self, field, default, ancestry):
- self_real = self.getRealNode() # incase we're an instance
-
- f = self_real.getFieldName(field, ancestry)
- if f == None:
- return default
- if ',' in f:
- f = f[:f.index(',')] # strip after the comma
-
- if len(f) != 1:
- print('\t"%s" wrong length for float conversion for field "%s"' % (f, field))
- return default
-
- try:
- return float(f[0])
- except:
- print('\tvalue "%s" could not be used as a float for field "%s"' % (f[0], field))
- return default
-
- def getFieldAsFloatTuple(self, field, default, ancestry):
- self_real = self.getRealNode() # incase we're an instance
-
- f = self_real.getFieldName(field, ancestry)
- if f == None:
- return default
- # if ',' in f: f = f[:f.index(',')] # strip after the comma
-
- if len(f) < 1:
- print('"%s" wrong length for float tuple conversion for field "%s"' % (f, field))
- return default
-
- ret = []
- for v in f:
- if v != ',':
- try:
- ret.append(float(v))
- except:
- break # quit of first non float, perhaps its a new field name on the same line? - if so we are going to ignore it :/ TODO
- # print(ret)
-
- if ret:
- return ret
- if not ret:
- print('\tvalue "%s" could not be used as a float tuple for field "%s"' % (f, field))
- return default
-
- def getFieldAsBool(self, field, default, ancestry):
- self_real = self.getRealNode() # incase we're an instance
-
- f = self_real.getFieldName(field, ancestry)
- if f == None:
- return default
- if ',' in f:
- f = f[:f.index(',')] # strip after the comma
-
- if len(f) != 1:
- print('\t"%s" wrong length for bool conversion for field "%s"' % (f, field))
- return default
-
- if f[0].upper() == '"TRUE"' or f[0].upper() == 'TRUE':
- return True
- elif f[0].upper() == '"FALSE"' or f[0].upper() == 'FALSE':
- return False
- else:
- print('\t"%s" could not be used as a bool for field "%s"' % (f[1], field))
- return default
-
- def getFieldAsString(self, field, default, ancestry):
- self_real = self.getRealNode() # incase we're an instance
-
- f = self_real.getFieldName(field, ancestry)
- if f == None:
- return default
- if len(f) < 1:
- print('\t"%s" wrong length for string conversion for field "%s"' % (f, field))
- return default
-
- if len(f) > 1:
- # String may contain spaces
- st = ' '.join(f)
- else:
- st = f[0]
-
- # X3D HACK
- if self.x3dNode:
- return st
-
- if st[0] == '"' and st[-1] == '"':
- return st[1:-1]
- else:
- print('\tvalue "%s" could not be used as a string for field "%s"' % (f[0], field))
- return default
-
- def getFieldAsArray(self, field, group, ancestry):
- '''
- For this parser arrays are children
- '''
-
- def array_as_number(array_string):
- array_data = []
- try:
- array_data = [int(val) for val in array_string]
- except:
- try:
- array_data = [float(val) for val in array_string]
- except:
- print('\tWarning, could not parse array data from field')
-
- return array_data
-
- self_real = self.getRealNode() # incase we're an instance
-
- child_array = self_real.getFieldName(field, ancestry, True)
-
- #if type(child_array)==list: # happens occasionaly
- # array_data = child_array
-
- if child_array is None:
- # For x3d, should work ok with vrml too
- # for x3d arrays are fields, vrml they are nodes, annoying but not tooo bad.
- data_split = self.getFieldName(field, ancestry)
- if not data_split:
- return []
- array_data = ' '.join(data_split)
- if array_data == None:
- return []
-
- array_data = array_data.replace(',', ' ')
- data_split = array_data.split()
-
- array_data = array_as_number(data_split)
-
- elif type(child_array) == list:
- # x3d creates these
- data_split = [w.strip(",") for w in child_array]
-
- array_data = array_as_number(data_split)
- else:
- # print(child_array)
- # Normal vrml
- array_data = child_array.array_data
-
- # print('array_data', array_data)
- if group == -1 or len(array_data) == 0:
- return array_data
-
- # We want a flat list
- flat = True
- for item in array_data:
- if type(item) == list:
- flat = False
- break
-
- # make a flat array
- if flat:
- flat_array = array_data # we are alredy flat.
- else:
- flat_array = []
-
- def extend_flat(ls):
- for item in ls:
- if type(item) == list:
- extend_flat(item)
- else:
- flat_array.append(item)
-
- extend_flat(array_data)
-
- # We requested a flat array
- if group == 0:
- return flat_array
-
- new_array = []
- sub_array = []
-
- for item in flat_array:
- sub_array.append(item)
- if len(sub_array) == group:
- new_array.append(sub_array)
- sub_array = []
-
- if sub_array:
- print('\twarning, array was not aligned to requested grouping', group, 'remaining value', sub_array)
-
- return new_array
-
- def getFieldAsStringArray(self, field, ancestry):
- '''
- Get a list of strings
- '''
- self_real = self.getRealNode() # incase we're an instance
-
- child_array = None
- for child in self_real.children:
- if child.id and len(child.id) == 1 and child.id[0] == field:
- child_array = child
- break
- if not child_array:
- return []
-
- # each string gets its own list, remove ""'s
- try:
- new_array = [f[0][1:-1] for f in child_array.fields]
- except:
- print('\twarning, string array could not be made')
- new_array = []
-
- return new_array
-
- def getLevel(self):
- # Ignore self_real
- level = 0
- p = self.parent
- while p:
- level += 1
- p = p.parent
- if not p:
- break
-
- return level
-
- def __repr__(self):
- level = self.getLevel()
- ind = ' ' * level
- if self.node_type == NODE_REFERENCE:
- brackets = ''
- elif self.node_type == NODE_NORMAL:
- brackets = '{}'
- else:
- brackets = '[]'
-
- if brackets:
- text = ind + brackets[0] + '\n'
- else:
- text = ''
-
- text += ind + 'ID: ' + str(self.id) + ' ' + str(level) + (' lineno %d\n' % self.lineno)
-
- if self.node_type == NODE_REFERENCE:
- text += ind + "(reference node)\n"
- return text
-
- if self.proto_node:
- text += ind + 'PROTO NODE...\n'
- text += str(self.proto_node)
- text += ind + 'PROTO NODE_DONE\n'
-
- text += ind + 'FIELDS:' + str(len(self.fields)) + '\n'
-
- for i, item in enumerate(self.fields):
- text += ind + 'FIELD:\n'
- text += ind + str(item) + '\n'
-
- text += ind + 'PROTO_FIELD_DEFS:' + str(len(self.proto_field_defs)) + '\n'
-
- for i, item in enumerate(self.proto_field_defs):
- text += ind + 'PROTO_FIELD:\n'
- text += ind + str(item) + '\n'
-
- text += ind + 'ARRAY: ' + str(len(self.array_data)) + ' ' + str(self.array_data) + '\n'
- #text += ind + 'ARRAY: ' + str(len(self.array_data)) + '[...] \n'
-
- text += ind + 'CHILDREN: ' + str(len(self.children)) + '\n'
- for i, child in enumerate(self.children):
- text += ind + ('CHILD%d:\n' % i)
- text += str(child)
-
- text += '\n' + ind + brackets[1]
-
- return text
-
- def parse(self, i, IS_PROTO_DATA=False):
- new_i = self.__parse(i, IS_PROTO_DATA)
-
- # print(self.id, self.getFilename())
-
- # Check if this node was an inline or externproto
-
- url_ls = []
-
- if self.node_type == NODE_NORMAL and self.getSpec() == 'Inline':
- ancestry = [] # Warning! - PROTO's using this wont work at all.
- url = self.getFieldAsString('url', None, ancestry)
- if url:
- url_ls = [(url, None)]
- del ancestry
-
- elif self.getExternprotoName():
- # externproto
- url_ls = []
- for f in self.fields:
-
- if type(f) == str:
- f = [f]
-
- for ff in f:
- for f_split in ff.split('"'):
- # print(f_split)
- # "someextern.vrml#SomeID"
- if '#' in f_split:
-
- f_split, f_split_id = f_split.split('#') # there should only be 1 # anyway
-
- url_ls.append((f_split, f_split_id))
- else:
- url_ls.append((f_split, None))
-
- # Was either an Inline or an EXTERNPROTO
- if url_ls:
-
- # print(url_ls)
-
- for url, extern_key in url_ls:
- print(url)
- urls = []
- urls.append(url)
- urls.append(bpy.path.resolve_ncase(urls[-1]))
-
- urls.append(dirName(self.getFilename()) + url)
- urls.append(bpy.path.resolve_ncase(urls[-1]))
-
- urls.append(dirName(self.getFilename()) + baseName(url))
- urls.append(bpy.path.resolve_ncase(urls[-1]))
-
- try:
- url = [url for url in urls if exists(url)][0]
- url_found = True
- except:
- url_found = False
-
- if not url_found:
- print('\tWarning: Inline URL could not be found:', url)
- else:
- if url == self.getFilename():
- print('\tWarning: cant Inline yourself recursively:', url)
- else:
-
- try:
- data = gzipOpen(url)
- except:
- print('\tWarning: cant open the file:', url)
- data = None
-
- if data:
- # Tricky - inline another VRML
- print('\tLoading Inline:"%s"...' % url)
-
- # Watch it! - backup lines
- lines_old = lines[:]
-
- lines[:] = vrmlFormat(data)
-
- lines.insert(0, '{')
- lines.insert(0, 'root_node____')
- lines.append('}')
- '''
- ff = open('/tmp/test.txt', 'w')
- ff.writelines([l+'\n' for l in lines])
- '''
-
- child = vrmlNode(self, NODE_NORMAL, -1)
- child.setRoot(url) # initialized dicts
- child.parse(0)
-
- # if self.getExternprotoName():
- if self.getExternprotoName():
- if not extern_key: # if none is spesified - use the name
- extern_key = self.getSpec()
-
- if extern_key:
-
- self.children.remove(child)
- child.parent = None
-
- extern_child = child.findSpecRecursive(extern_key)
-
- if extern_child:
- self.children.append(extern_child)
- extern_child.parent = self
-
- if DEBUG:
- print("\tEXTERNPROTO ID found!:", extern_key)
- else:
- print("\tEXTERNPROTO ID not found!:", extern_key)
-
- # Watch it! - restore lines
- lines[:] = lines_old
-
- return new_i
-
- def __parse(self, i, IS_PROTO_DATA=False):
- '''
- print('parsing at', i, end="")
- print(i, self.id, self.lineno)
- '''
- l = lines[i]
-
- if l == '[':
- # An anonymous list
- self.id = None
- i += 1
- else:
- words = []
-
- node_type, new_i = is_nodeline(i, words)
- if not node_type: # fail for parsing new node.
- print("Failed to parse new node")
- raise ValueError
-
- if self.node_type == NODE_REFERENCE:
- # Only assign the reference and quit
- key = words[words.index('USE') + 1]
- self.id = (words[0],)
-
- self.reference = self.getDefDict()[key]
- return new_i
-
- self.id = tuple(words)
-
- # fill in DEF/USE
- key = self.getDefName()
- if key != None:
- self.getDefDict()[key] = self
-
- key = self.getProtoName()
- if not key:
- key = self.getExternprotoName()
-
- proto_dict = self.getProtoDict()
- if key != None:
- proto_dict[key] = self
-
- # Parse the proto nodes fields
- self.proto_node = vrmlNode(self, NODE_ARRAY, new_i)
- new_i = self.proto_node.parse(new_i)
-
- self.children.remove(self.proto_node)
-
- # print(self.proto_node)
-
- new_i += 1 # skip past the {
-
- else: # If we're a proto instance, add the proto node as our child.
- spec = self.getSpec()
- try:
- self.children.append(proto_dict[spec])
- #pass
- except:
- pass
-
- del spec
-
- del proto_dict, key
-
- i = new_i
-
- # print(self.id)
- ok = True
- while ok:
- if i >= len(lines):
- return len(lines) - 1
-
- l = lines[i]
- # print('\tDEBUG:', i, self.node_type, l)
- if l == '':
- i += 1
- continue
-
- if l == '}':
- if self.node_type != NODE_NORMAL: # also ends proto nodes, we may want a type for these too.
- print('wrong node ending, expected an } ' + str(i) + ' ' + str(self.node_type))
- if DEBUG:
- raise ValueError
- ### print("returning", i)
- return i + 1
- if l == ']':
- if self.node_type != NODE_ARRAY:
- print('wrong node ending, expected a ] ' + str(i) + ' ' + str(self.node_type))
- if DEBUG:
- raise ValueError
- ### print("returning", i)
- return i + 1
-
- node_type, new_i = is_nodeline(i, [])
- if node_type: # check text\n{
- child = vrmlNode(self, node_type, i)
- i = child.parse(i)
-
- elif l == '[': # some files have these anonymous lists
- child = vrmlNode(self, NODE_ARRAY, i)
- i = child.parse(i)
-
- elif is_numline(i):
- l_split = l.split(',')
-
- values = None
- # See if each item is a float?
-
- for num_type in (int, float):
- try:
- values = [num_type(v) for v in l_split]
- break
- except:
- pass
-
- try:
- values = [[num_type(v) for v in segment.split()] for segment in l_split]
- break
- except:
- pass
-
- if values == None: # dont parse
- values = l_split
-
- # This should not extend over multiple lines however it is possible
- # print(self.array_data)
- if values:
- self.array_data.extend(values)
- i += 1
- else:
- words = l.split()
- if len(words) > 2 and words[1] == 'USE':
- vrmlNode(self, NODE_REFERENCE, i)
- else:
-
- # print("FIELD", i, l)
- #
- #words = l.split()
- ### print('\t\ttag', i)
- # this is a tag/
- # print(words, i, l)
- value = l
- # print(i)
- # javastrips can exist as values.
- quote_count = l.count('"')
- if quote_count % 2: # odd number?
- # print('MULTILINE')
- while 1:
- i += 1
- l = lines[i]
- quote_count = l.count('"')
- if quote_count % 2: # odd number?
- value += '\n' + l[:l.rfind('"')]
- break # assume
- else:
- value += '\n' + l
-
- value_all = value.split()
-
- def iskey(k):
- if k[0] != '"' and k[0].isalpha() and k.upper() not in ('TRUE', 'FALSE'):
- return True
- return False
-
- def split_fields(value):
- '''
- key 0.0 otherkey 1,2,3 opt1 opt1 0.0
- -> [key 0.0], [otherkey 1,2,3], [opt1 opt1 0.0]
- '''
- field_list = []
- field_context = []
-
- for j in range(len(value)):
- if iskey(value[j]):
- if field_context:
- # this IS a key but the previous value was not a key, ot it was a defined field.
- if (not iskey(field_context[-1])) or ((len(field_context) == 3 and field_context[1] == 'IS')):
- field_list.append(field_context)
-
- field_context = [value[j]]
- else:
- # The last item was not a value, multiple keys are needed in some cases.
- field_context.append(value[j])
- else:
- # Is empty, just add this on
- field_context.append(value[j])
- else:
- # Add a value to the list
- field_context.append(value[j])
-
- if field_context:
- field_list.append(field_context)
-
- return field_list
-
- for value in split_fields(value_all):
- # Split
-
- if value[0] == 'field':
- # field SFFloat creaseAngle 4
- self.proto_field_defs.append(value)
- else:
- self.fields.append(value)
- i += 1
-
-
-def gzipOpen(path):
- try:
- import gzip
- except:
- gzip = None
-
- data = None
- if gzip:
- try:
- data = gzip.open(path, 'r').read()
- except:
- pass
- else:
- print('\tNote, gzip module could not be imported, compressed files will fail to load')
-
- if data == None:
- try:
- data = open(path, 'rU').read()
- except:
- pass
-
- return data
-
-
-def vrml_parse(path):
- '''
- Sets up the root node and returns it so load_web3d() can deal with the blender side of things.
- Return root (vrmlNode, '') or (None, 'Error String')
- '''
- data = gzipOpen(path)
-
- if data == None:
- return None, 'Failed to open file: ' + path
-
- # Stripped above
- lines[:] = vrmlFormat(data)
-
- lines.insert(0, '{')
- lines.insert(0, 'dymmy_node')
- lines.append('}')
- # Use for testing our parsed output, so we can check on line numbers.
-
- '''
- ff = open('/tmp/test.txt', 'w')
- ff.writelines([l+'\n' for l in lines])
- ff.close()
- '''
-
- # Now evaluate it
- node_type, new_i = is_nodeline(0, [])
- if not node_type:
- return None, 'Error: VRML file has no starting Node'
-
- # Trick to make sure we get all root nodes.
- lines.insert(0, '{')
- lines.insert(0, 'root_node____') # important the name starts with an ascii char
- lines.append('}')
-
- root = vrmlNode(None, NODE_NORMAL, -1)
- root.setRoot(path) # we need to set the root so we have a namespace and know the path incase of inlineing
-
- # Parse recursively
- root.parse(0)
-
- # This prints a load of text
- if DEBUG:
- print(root)
-
- return root, ''
-
-
-# ====================== END VRML
-
-# ====================== X3d Support
-
-# Sane as vrml but replace the parser
-class x3dNode(vrmlNode):
- def __init__(self, parent, node_type, x3dNode):
- vrmlNode.__init__(self, parent, node_type, -1)
- self.x3dNode = x3dNode
-
- def parse(self, IS_PROTO_DATA=False):
- # print(self.x3dNode.tagName)
-
- define = self.x3dNode.getAttributeNode('DEF')
- if define:
- self.getDefDict()[define.value] = self
- else:
- use = self.x3dNode.getAttributeNode('USE')
- if use:
- try:
- self.reference = self.getDefDict()[use.value]
- self.node_type = NODE_REFERENCE
- except:
- print('\tWarning: reference', use.value, 'not found')
- self.parent.children.remove(self)
-
- return
-
- for x3dChildNode in self.x3dNode.childNodes:
- if x3dChildNode.nodeType in (x3dChildNode.TEXT_NODE, x3dChildNode.COMMENT_NODE, x3dChildNode.CDATA_SECTION_NODE):
- continue
-
- node_type = NODE_NORMAL
- # print(x3dChildNode, dir(x3dChildNode))
- if x3dChildNode.getAttributeNode('USE'):
- node_type = NODE_REFERENCE
-
- child = x3dNode(self, node_type, x3dChildNode)
- child.parse()
-
- # TODO - x3d Inline
-
- def getSpec(self):
- return self.x3dNode.tagName # should match vrml spec
-
- def getDefName(self):
- data = self.x3dNode.getAttributeNode('DEF')
- if data:
- data.value # XXX, return??
- return None
-
- # Other funcs operate from vrml, but this means we can wrap XML fields, still use nice utility funcs
- # getFieldAsArray getFieldAsBool etc
- def getFieldName(self, field, ancestry, AS_CHILD=False):
- # ancestry and AS_CHILD are ignored, only used for VRML now
-
- self_real = self.getRealNode() # incase we're an instance
- field_xml = self.x3dNode.getAttributeNode(field)
- if field_xml:
- value = field_xml.value
-
- # We may want to edit. for x3d spesific stuff
- # Sucks a bit to return the field name in the list but vrml excepts this :/
- return value.split()
- else:
- return None
-
-
-def x3d_parse(path):
- '''
- Sets up the root node and returns it so load_web3d() can deal with the blender side of things.
- Return root (x3dNode, '') or (None, 'Error String')
- '''
-
- try:
- import xml.dom.minidom
- except:
- return None, 'Error, import XML parsing module (xml.dom.minidom) failed, install python'
-
- '''
- try: doc = xml.dom.minidom.parse(path)
- except: return None, 'Could not parse this X3D file, XML error'
- '''
-
- # Could add a try/except here, but a console error is more useful.
- data = gzipOpen(path)
-
- if data == None:
- return None, 'Failed to open file: ' + path
-
- doc = xml.dom.minidom.parseString(data)
-
- try:
- x3dnode = doc.getElementsByTagName('X3D')[0]
- except:
- return None, 'Not a valid x3d document, cannot import'
-
- root = x3dNode(None, NODE_NORMAL, x3dnode)
- root.setRoot(path) # so images and Inline's we load have a relative path
- root.parse()
-
- return root, ''
-
-## f = open('/_Cylinder.wrl', 'r')
-# f = open('/fe/wrl/Vrml/EGS/TOUCHSN.WRL', 'r')
-# vrml_parse('/fe/wrl/Vrml/EGS/TOUCHSN.WRL')
-#vrml_parse('/fe/wrl/Vrml/EGS/SCRIPT.WRL')
-'''
-import os
-files = os.popen('find /fe/wrl -iname "*.wrl"').readlines()
-files.sort()
-tot = len(files)
-for i, f in enumerate(files):
- #if i < 801:
- # continue
-
- f = f.strip()
- print(f, i, tot)
- vrml_parse(f)
-'''
-
-# NO BLENDER CODE ABOVE THIS LINE.
-# -----------------------------------------------------------------------------------
-import bpy
-import image_utils
-# import BPyImage
-# import BPySys
-# reload(BPySys)
-# reload(BPyImage)
-# import Blender
-# from Blender import Texture, Material, Mathutils, Mesh, Types, Window
-from mathutils import Vector, Matrix
-
-RAD_TO_DEG = 57.29578
-
-GLOBALS = {'CIRCLE_DETAIL': 16}
-
-
-def translateRotation(rot):
- ''' axis, angle '''
- return Matrix.Rotation(rot[3], 4, Vector(rot[:3]))
-
-
-def translateScale(sca):
- mat = Matrix() # 4x4 default
- mat[0][0] = sca[0]
- mat[1][1] = sca[1]
- mat[2][2] = sca[2]
- return mat
-
-
-def translateTransform(node, ancestry):
- cent = node.getFieldAsFloatTuple('center', None, ancestry) # (0.0, 0.0, 0.0)
- rot = node.getFieldAsFloatTuple('rotation', None, ancestry) # (0.0, 0.0, 1.0, 0.0)
- sca = node.getFieldAsFloatTuple('scale', None, ancestry) # (1.0, 1.0, 1.0)
- scaori = node.getFieldAsFloatTuple('scaleOrientation', None, ancestry) # (0.0, 0.0, 1.0, 0.0)
- tx = node.getFieldAsFloatTuple('translation', None, ancestry) # (0.0, 0.0, 0.0)
-
- if cent:
- cent_mat = Matrix.Translation(Vector(cent)).resize4x4()
- cent_imat = cent_mat.copy().invert()
- else:
- cent_mat = cent_imat = None
-
- if rot:
- rot_mat = translateRotation(rot)
- else:
- rot_mat = None
-
- if sca:
- sca_mat = translateScale(sca)
- else:
- sca_mat = None
-
- if scaori:
- scaori_mat = translateRotation(scaori)
- scaori_imat = scaori_mat.copy().invert()
- else:
- scaori_mat = scaori_imat = None
-
- if tx:
- tx_mat = Matrix.Translation(Vector(tx)).resize4x4()
- else:
- tx_mat = None
-
- new_mat = Matrix()
-
- mats = [tx_mat, cent_mat, rot_mat, scaori_mat, sca_mat, scaori_imat, cent_imat]
- for mtx in mats:
- if mtx:
- new_mat = new_mat * mtx
-
- return new_mat
-
-
-def translateTexTransform(node, ancestry):
- cent = node.getFieldAsFloatTuple('center', None, ancestry) # (0.0, 0.0)
- rot = node.getFieldAsFloat('rotation', None, ancestry) # 0.0
- sca = node.getFieldAsFloatTuple('scale', None, ancestry) # (1.0, 1.0)
- tx = node.getFieldAsFloatTuple('translation', None, ancestry) # (0.0, 0.0)
-
- if cent:
- # cent is at a corner by default
- cent_mat = Matrix.Translation(Vector(cent).resize3D()).resize4x4()
- cent_imat = cent_mat.copy().invert()
- else:
- cent_mat = cent_imat = None
-
- if rot:
- rot_mat = Matrix.Rotation(rot, 4, 'Z') # translateRotation(rot)
- else:
- rot_mat = None
-
- if sca:
- sca_mat = translateScale((sca[0], sca[1], 0.0))
- else:
- sca_mat = None
-
- if tx:
- tx_mat = Matrix.Translation(Vector(tx).resize3D()).resize4x4()
- else:
- tx_mat = None
-
- new_mat = Matrix()
-
- # as specified in VRML97 docs
- mats = [cent_imat, sca_mat, rot_mat, cent_mat, tx_mat]
-
- for mtx in mats:
- if mtx:
- new_mat = new_mat * mtx
-
- return new_mat
-
-
-# 90d X rotation
-import math
-MATRIX_Z_TO_Y = Matrix.Rotation(math.pi / 2.0, 4, 'X')
-
-
-def getFinalMatrix(node, mtx, ancestry):
-
- transform_nodes = [node_tx for node_tx in ancestry if node_tx.getSpec() == 'Transform']
- if node.getSpec() == 'Transform':
- transform_nodes.append(node)
- transform_nodes.reverse()
-
- if mtx is None:
- mtx = Matrix()
-
- for node_tx in transform_nodes:
- mat = translateTransform(node_tx, ancestry)
- mtx = mat * mtx
-
- # worldspace matrix
- mtx = MATRIX_Z_TO_Y * mtx
-
- return mtx
-
-
-def importMesh_IndexedFaceSet(geom, bpyima, ancestry):
- # print(geom.lineno, geom.id, vrmlNode.DEF_NAMESPACE.keys())
-
- ccw = geom.getFieldAsBool('ccw', True, ancestry)
- ifs_colorPerVertex = geom.getFieldAsBool('colorPerVertex', True, ancestry) # per vertex or per face
- ifs_normalPerVertex = geom.getFieldAsBool('normalPerVertex', True, ancestry)
-
- # This is odd how point is inside Coordinate
-
- # VRML not x3d
- #coord = geom.getChildByName('coord') # 'Coordinate'
-
- coord = geom.getChildBySpec('Coordinate') # works for x3d and vrml
-
- if coord:
- ifs_points = coord.getFieldAsArray('point', 3, ancestry)
- else:
- coord = []
-
- if not coord:
- print('\tWarnint: IndexedFaceSet has no points')
- return None, ccw
-
- ifs_faces = geom.getFieldAsArray('coordIndex', 0, ancestry)
-
- coords_tex = None
- if ifs_faces: # In rare cases this causes problems - no faces but UVs???
-
- # WORKS - VRML ONLY
- # coords_tex = geom.getChildByName('texCoord')
- coords_tex = geom.getChildBySpec('TextureCoordinate')
-
- if coords_tex:
- ifs_texpoints = coords_tex.getFieldAsArray('point', 2, ancestry)
- ifs_texfaces = geom.getFieldAsArray('texCoordIndex', 0, ancestry)
-
- if not ifs_texpoints:
- # IF we have no coords, then dont bother
- coords_tex = None
-
- # WORKS - VRML ONLY
- # vcolor = geom.getChildByName('color')
- vcolor = geom.getChildBySpec('Color')
- vcolor_spot = None # spot color when we dont have an array of colors
- if vcolor:
- # float to char
- ifs_vcol = [(0, 0, 0)] # EEKADOODLE - vertex start at 1
- ifs_vcol.extend([col for col in vcolor.getFieldAsArray('color', 3, ancestry)])
- ifs_color_index = geom.getFieldAsArray('colorIndex', 0, ancestry)
-
- if not ifs_vcol:
- vcolor_spot = vcolor.getFieldAsFloatTuple('color', [], ancestry)
-
- # Convert faces into somthing blender can use
- edges = []
-
- # All lists are aligned!
- faces = []
- faces_uv = [] # if ifs_texfaces is empty then the faces_uv will match faces exactly.
- faces_orig_index = [] # for ngons, we need to know our original index
-
- if coords_tex and ifs_texfaces:
- do_uvmap = True
- else:
- do_uvmap = False
-
- # current_face = [0] # pointer anyone
-
- def add_face(face, fuvs, orig_index):
- l = len(face)
- if l == 3 or l == 4:
- faces.append(face)
- # faces_orig_index.append(current_face[0])
- if do_uvmap:
- faces_uv.append(fuvs)
-
- faces_orig_index.append(orig_index)
- elif l == 2:
- edges.append(face)
- elif l > 4:
- for i in range(2, len(face)):
- faces.append([face[0], face[i - 1], face[i]])
- if do_uvmap:
- faces_uv.append([fuvs[0], fuvs[i - 1], fuvs[i]])
- faces_orig_index.append(orig_index)
- else:
- # faces with 1 verts? pfft!
- # still will affect index ordering
- pass
-
- face = []
- fuvs = []
- orig_index = 0
- for i, fi in enumerate(ifs_faces):
- # ifs_texfaces and ifs_faces should be aligned
- if fi != -1:
- # face.append(int(fi)) # in rare cases this is a float
- # EEKADOODLE!!!
- # Annoyance where faces that have a zero index vert get rotated. This will then mess up UVs and VColors
- face.append(int(fi) + 1) # in rare cases this is a float, +1 because of stupid EEKADOODLE :/
-
- if do_uvmap:
- if i >= len(ifs_texfaces):
- print('\tWarning: UV Texface index out of range')
- fuvs.append(ifs_texfaces[0])
- else:
- fuvs.append(ifs_texfaces[i])
- else:
- add_face(face, fuvs, orig_index)
- face = []
- if do_uvmap:
- fuvs = []
- orig_index += 1
-
- add_face(face, fuvs, orig_index)
- del add_face # dont need this func anymore
-
- bpymesh = bpy.data.meshes.new(name="XXX")
-
- # EEKADOODLE
- bpymesh.vertices.add(1 + (len(ifs_points)))
- bpymesh.vertices.foreach_set("co", [0, 0, 0] + [a for v in ifs_points for a in v]) # XXX25 speed
-
- # print(len(ifs_points), faces, edges, ngons)
-
- try:
- bpymesh.faces.add(len(faces))
- bpymesh.faces.foreach_set("vertices_raw", [a for f in faces for a in (f + [0] if len(f) == 3 else f)]) # XXX25 speed
- except KeyError:
- print("one or more vert indicies out of range. corrupt file?")
- #for f in faces:
- # bpymesh.faces.extend(faces, smooth=True)
-
- # bpymesh.calcNormals()
- bpymesh.update()
-
- if len(bpymesh.faces) != len(faces):
- print('\tWarning: adding faces did not work! file is invalid, not adding UVs or vcolors')
- return bpymesh, ccw
-
- # Apply UVs if we have them
- if not do_uvmap:
- faces_uv = faces # fallback, we didnt need a uvmap in the first place, fallback to the face/vert mapping.
- if coords_tex:
- #print(ifs_texpoints)
- # print(geom)
- uvlay = bpymesh.uv_textures.new()
-
- for i, f in enumerate(uvlay.data):
- f.image = bpyima
- fuv = faces_uv[i] # uv indicies
- for j, uv in enumerate(f.uv):
- # print(fuv, j, len(ifs_texpoints))
- try:
- f.uv[j] = ifs_texpoints[fuv[j]] # XXX25, speedup
- except:
- print('\tWarning: UV Index out of range')
- f.uv[j] = ifs_texpoints[0] # XXX25, speedup
-
- elif bpyima and len(bpymesh.faces):
- # Oh Bugger! - we cant really use blenders ORCO for for texture space since texspace dosnt rotate.
- # we have to create VRML's coords as UVs instead.
-
- # VRML docs
- '''
- If the texCoord field is NULL, a default texture coordinate mapping is calculated using the local
- coordinate system bounding box of the shape. The longest dimension of the bounding box defines the S coordinates,
- and the next longest defines the T coordinates. If two or all three dimensions of the bounding box are equal,
- ties shall be broken by choosing the X, Y, or Z dimension in that order of preference.
- The value of the S coordinate ranges from 0 to 1, from one end of the bounding box to the other.
- The T coordinate ranges between 0 and the ratio of the second greatest dimension of the bounding box to the greatest dimension.
- '''
-
- # Note, S,T == U,V
- # U gets longest, V gets second longest
- xmin, ymin, zmin = ifs_points[0]
- xmax, ymax, zmax = ifs_points[0]
- for co in ifs_points:
- x, y, z = co
- if x < xmin:
- xmin = x
- if y < ymin:
- ymin = y
- if z < zmin:
- zmin = z
-
- if x > xmax:
- xmax = x
- if y > ymax:
- ymax = y
- if z > zmax:
- zmax = z
-
- xlen = xmax - xmin
- ylen = ymax - ymin
- zlen = zmax - zmin
-
- depth_min = xmin, ymin, zmin
- depth_list = [xlen, ylen, zlen]
- depth_sort = depth_list[:]
- depth_sort.sort()
-
- depth_idx = [depth_list.index(val) for val in depth_sort]
-
- axis_u = depth_idx[-1]
- axis_v = depth_idx[-2] # second longest
-
- # Hack, swap these !!! TODO - Why swap??? - it seems to work correctly but should not.
- # axis_u,axis_v = axis_v,axis_u
-
- min_u = depth_min[axis_u]
- min_v = depth_min[axis_v]
- depth_u = depth_list[axis_u]
- depth_v = depth_list[axis_v]
-
- depth_list[axis_u]
-
- if axis_u == axis_v:
- # This should be safe because when 2 axies have the same length, the lower index will be used.
- axis_v += 1
-
- uvlay = bpymesh.uv_textures.new()
-
- # HACK !!! - seems to be compatible with Cosmo though.
- depth_v = depth_u = max(depth_v, depth_u)
-
- bpymesh_vertices = bpymesh.vertices[:]
- bpymesh_faces = bpymesh.faces[:]
-
- for j, f in enumerate(uvlay.data):
- f.image = bpyima
- fuv = f.uv
- f_v = bpymesh_faces[j].vertices[:] # XXX25 speed
-
- for i, v in enumerate(f_v):
- co = bpymesh_vertices[v].co
- fuv[i] = (co[axis_u] - min_u) / depth_u, (co[axis_v] - min_v) / depth_v
-
- # Add vcote
- if vcolor:
- # print(ifs_vcol)
- collay = bpymesh.vertex_colors.new()
-
- for f_idx, f in enumerate(collay.data):
- fv = bpymesh.faces[f_idx].vertices[:]
- if len(fv) == 3: # XXX speed
- fcol = f.color1, f.color2, f.color3
- else:
- fcol = f.color1, f.color2, f.color3, f.color4
- if ifs_colorPerVertex:
- for i, c in enumerate(fcol):
- color_index = fv[i] # color index is vert index
- if ifs_color_index:
- try:
- color_index = ifs_color_index[color_index]
- except:
- print('\tWarning: per vertex color index out of range')
- continue
-
- if color_index < len(ifs_vcol):
- c.r, c.g, c.b = ifs_vcol[color_index]
- else:
- #print('\tWarning: per face color index out of range')
- pass
- else:
- if vcolor_spot: # use 1 color, when ifs_vcol is []
- for c in fcol:
- c.r, c.g, c.b = vcolor_spot
- else:
- color_index = faces_orig_index[f_idx] # color index is face index
- #print(color_index, ifs_color_index)
- if ifs_color_index:
- if color_index >= len(ifs_color_index):
- print('\tWarning: per face color index out of range')
- color_index = 0
- else:
- color_index = ifs_color_index[color_index]
- try:
- col = ifs_vcol[color_index]
- except IndexError:
- # TODO, look
- col = (1.0, 1.0, 1.0)
- for i, c in enumerate(fcol):
- c.r, c.g, c.b = col
-
- # XXX25
- # bpymesh.vertices.delete([0, ]) # EEKADOODLE
-
- return bpymesh, ccw
-
-
-def importMesh_IndexedLineSet(geom, ancestry):
- # VRML not x3d
- #coord = geom.getChildByName('coord') # 'Coordinate'
- coord = geom.getChildBySpec('Coordinate') # works for x3d and vrml
- if coord:
- points = coord.getFieldAsArray('point', 3, ancestry)
- else:
- points = []
-
- if not points:
- print('\tWarning: IndexedLineSet had no points')
- return None
-
- ils_lines = geom.getFieldAsArray('coordIndex', 0, ancestry)
-
- lines = []
- line = []
-
- for il in ils_lines:
- if il == -1:
- lines.append(line)
- line = []
- else:
- line.append(int(il))
- lines.append(line)
-
- # vcolor = geom.getChildByName('color') # blender dosnt have per vertex color
-
- bpycurve = bpy.data.curves.new('IndexedCurve', 'CURVE')
- bpycurve.dimensions = '3D'
-
- for line in lines:
- if not line:
- continue
- co = points[line[0]]
- nu = bpycurve.splines.new('POLY')
- nu.points.add(len(line))
-
- for il, pt in zip(line, nu.points):
- pt.co[0:3] = points[il]
-
- return bpycurve
-
-
-def importMesh_PointSet(geom, ancestry):
- # VRML not x3d
- #coord = geom.getChildByName('coord') # 'Coordinate'
- coord = geom.getChildBySpec('Coordinate') # works for x3d and vrml
- if coord:
- points = coord.getFieldAsArray('point', 3, ancestry)
- else:
- points = []
-
- # vcolor = geom.getChildByName('color') # blender dosnt have per vertex color
-
- bpymesh = bpy.data.meshes.new("XXX")
- bpymesh.vertices.add(len(points))
- bpymesh.vertices.foreach_set("co", [a for v in points for a in v])
-
- # bpymesh.calcNormals() # will just be dummy normals
- bpymesh.update()
- return bpymesh
-
-GLOBALS['CIRCLE_DETAIL'] = 12
-
-
-def bpy_ops_add_object_hack(): # XXX25, evil
- scene = bpy.context.scene
- obj = scene.objects[0]
- scene.objects.unlink(obj)
- bpymesh = obj.data
- bpy.data.objects.remove(obj)
- return bpymesh
-
-
-def importMesh_Sphere(geom, ancestry):
- diameter = geom.getFieldAsFloat('radius', 0.5, ancestry)
- # bpymesh = Mesh.Primitives.UVsphere(GLOBALS['CIRCLE_DETAIL'], GLOBALS['CIRCLE_DETAIL'], diameter)
-
- bpy.ops.mesh.primitive_uv_sphere_add(segments=GLOBALS['CIRCLE_DETAIL'],
- ring_count=GLOBALS['CIRCLE_DETAIL'],
- size=diameter,
- view_align=False,
- enter_editmode=False,
- )
-
- bpymesh = bpy_ops_add_object_hack()
-
- bpymesh.transform(MATRIX_Z_TO_Y)
- return bpymesh
-
-
-def importMesh_Cylinder(geom, ancestry):
- # bpymesh = bpy.data.meshes.new()
- diameter = geom.getFieldAsFloat('radius', 1.0, ancestry)
- height = geom.getFieldAsFloat('height', 2, ancestry)
-
- # bpymesh = Mesh.Primitives.Cylinder(GLOBALS['CIRCLE_DETAIL'], diameter, height)
-
- bpy.ops.mesh.primitive_cylinder_add(vertices=GLOBALS['CIRCLE_DETAIL'],
- radius=diameter,
- depth=height,
- cap_ends=True,
- view_align=False,
- enter_editmode=False,
- )
-
- bpymesh = bpy_ops_add_object_hack()
-
- bpymesh.transform(MATRIX_Z_TO_Y)
-
- # Warning - Rely in the order Blender adds verts
- # not nice design but wont change soon.
-
- bottom = geom.getFieldAsBool('bottom', True, ancestry)
- side = geom.getFieldAsBool('side', True, ancestry)
- top = geom.getFieldAsBool('top', True, ancestry)
-
- if not top: # last vert is top center of tri fan.
- # bpymesh.vertices.delete([(GLOBALS['CIRCLE_DETAIL'] + GLOBALS['CIRCLE_DETAIL']) + 1]) # XXX25
- pass
-
- if not bottom: # second last vert is bottom of triangle fan
- # XXX25
- # bpymesh.vertices.delete([GLOBALS['CIRCLE_DETAIL'] + GLOBALS['CIRCLE_DETAIL']])
- pass
-
- if not side:
- # remove all quads
- # XXX25
- # bpymesh.faces.delete(1, [f for f in bpymesh.faces if len(f) == 4])
- pass
-
- return bpymesh
-
-
-def importMesh_Cone(geom, ancestry):
- # bpymesh = bpy.data.meshes.new()
- diameter = geom.getFieldAsFloat('bottomRadius', 1.0, ancestry)
- height = geom.getFieldAsFloat('height', 2, ancestry)
-
- # bpymesh = Mesh.Primitives.Cone(GLOBALS['CIRCLE_DETAIL'], diameter, height)
-
- bpy.ops.mesh.primitive_cone_add(vertices=GLOBALS['CIRCLE_DETAIL'],
- radius=diameter,
- depth=height,
- cap_end=True,
- view_align=False,
- enter_editmode=False,
- )
-
- bpymesh = bpy_ops_add_object_hack()
-
- bpymesh.transform(MATRIX_Z_TO_Y)
-
- # Warning - Rely in the order Blender adds verts
- # not nice design but wont change soon.
-
- bottom = geom.getFieldAsBool('bottom', True, ancestry)
- side = geom.getFieldAsBool('side', True, ancestry)
-
- if not bottom: # last vert is on the bottom
- # bpymesh.vertices.delete([GLOBALS['CIRCLE_DETAIL'] + 1]) # XXX25
- pass
- if not side: # second last vert is on the pointy bit of the cone
- # bpymesh.vertices.delete([GLOBALS['CIRCLE_DETAIL']]) # XXX25
- pass
-
- return bpymesh
-
-
-def importMesh_Box(geom, ancestry):
- # bpymesh = bpy.data.meshes.new()
-
- size = geom.getFieldAsFloatTuple('size', (2.0, 2.0, 2.0), ancestry)
-
- # bpymesh = Mesh.Primitives.Cube(1.0)
- bpy.ops.mesh.primitive_cube_add(view_align=False,
- enter_editmode=False,
- )
-
- bpymesh = bpy_ops_add_object_hack()
-
- # Scale the box to the size set
- scale_mat = Matrix(((size[0], 0, 0), (0, size[1], 0), (0, 0, size[2]))) * 0.5
- bpymesh.transform(scale_mat.resize4x4())
-
- return bpymesh
-
-
-def importShape(node, ancestry):
- vrmlname = node.getDefName()
- if not vrmlname:
- vrmlname = 'Shape'
-
- # works 100% in vrml, but not x3d
- #appr = node.getChildByName('appearance') # , 'Appearance'
- #geom = node.getChildByName('geometry') # , 'IndexedFaceSet'
-
- # Works in vrml and x3d
- appr = node.getChildBySpec('Appearance')
- geom = node.getChildBySpec(['IndexedFaceSet', 'IndexedLineSet', 'PointSet', 'Sphere', 'Box', 'Cylinder', 'Cone'])
-
- # For now only import IndexedFaceSet's
- if geom:
- bpymat = None
- bpyima = None
- texmtx = None
-
- depth = 0 # so we can set alpha face flag later
-
- if appr:
-
- #mat = appr.getChildByName('material') # 'Material'
- #ima = appr.getChildByName('texture') # , 'ImageTexture'
- #if ima and ima.getSpec() != 'ImageTexture':
- # print('\tWarning: texture type "%s" is not supported' % ima.getSpec())
- # ima = None
- # textx = appr.getChildByName('textureTransform')
-
- mat = appr.getChildBySpec('Material')
- ima = appr.getChildBySpec('ImageTexture')
-
- textx = appr.getChildBySpec('TextureTransform')
-
- if textx:
- texmtx = translateTexTransform(textx, ancestry)
-
- # print(mat, ima)
- if mat or ima:
-
- if not mat:
- mat = ima # This is a bit dumb, but just means we use default values for all
-
- # all values between 0.0 and 1.0, defaults from VRML docs
- bpymat = bpy.data.materials.new("XXX")
- bpymat.ambient = mat.getFieldAsFloat('ambientIntensity', 0.2, ancestry)
- bpymat.diffuse_color = mat.getFieldAsFloatTuple('diffuseColor', [0.8, 0.8, 0.8], ancestry)
-
- # NOTE - blender dosnt support emmisive color
- # Store in mirror color and approximate with emit.
- emit = mat.getFieldAsFloatTuple('emissiveColor', [0.0, 0.0, 0.0], ancestry)
- bpymat.mirror_color = emit
- bpymat.emit = (emit[0] + emit[1] + emit[2]) / 3.0
-
- bpymat.specular_hardness = int(1 + (510 * mat.getFieldAsFloat('shininess', 0.2, ancestry))) # 0-1 -> 1-511
- bpymat.specular_color = mat.getFieldAsFloatTuple('specularColor', [0.0, 0.0, 0.0], ancestry)
- bpymat.alpha = 1.0 - mat.getFieldAsFloat('transparency', 0.0, ancestry)
- if bpymat.alpha < 0.999:
- bpymat.use_transparency = True
-
- if ima:
- ima_url = ima.getFieldAsString('url', None, ancestry)
-
- if ima_url == None:
- try:
- ima_url = ima.getFieldAsStringArray('url', ancestry)[0] # in some cases we get a list of images.
- except:
- ima_url = None
-
- if ima_url == None:
- print("\twarning, image with no URL, this is odd")
- else:
- bpyima = image_utils.image_load(ima_url, dirName(node.getFilename()), place_holder=False, recursive=False, convert_callback=imageConvertCompat)
- if bpyima:
- texture = bpy.data.textures.new("XXX", 'IMAGE')
- texture.image = bpyima
-
- # Adds textures for materials (rendering)
- try:
- depth = bpyima.depth
- except:
- depth = -1
-
- if depth == 32:
- # Image has alpha
- bpymat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL | Texture.MapTo.ALPHA)
- texture.setImageFlags('MipMap', 'InterPol', 'UseAlpha')
- bpymat.mode |= Material.Modes.ZTRANSP
- bpymat.alpha = 0.0
- else:
- mtex = bpymat.texture_slots.add()
- mtex.texture = texture
- mtex.texture_coords = 'UV'
- mtex.use_map_diffuse = True
-
- ima_repS = ima.getFieldAsBool('repeatS', True, ancestry)
- ima_repT = ima.getFieldAsBool('repeatT', True, ancestry)
-
- # To make this work properly we'd need to scale the UV's too, better to ignore th
- # texture.repeat = max(1, ima_repS * 512), max(1, ima_repT * 512)
-
- if not ima_repS:
- bpyima.use_clamp_x = True
- if not ima_repT:
- bpyima.use_clamp_y = True
-
- bpydata = None
- geom_spec = geom.getSpec()
- ccw = True
- if geom_spec == 'IndexedFaceSet':
- bpydata, ccw = importMesh_IndexedFaceSet(geom, bpyima, ancestry)
- elif geom_spec == 'IndexedLineSet':
- bpydata = importMesh_IndexedLineSet(geom, ancestry)
- elif geom_spec == 'PointSet':
- bpydata = importMesh_PointSet(geom, ancestry)
- elif geom_spec == 'Sphere':
- bpydata = importMesh_Sphere(geom, ancestry)
- elif geom_spec == 'Box':
- bpydata = importMesh_Box(geom, ancestry)
- elif geom_spec == 'Cylinder':
- bpydata = importMesh_Cylinder(geom, ancestry)
- elif geom_spec == 'Cone':
- bpydata = importMesh_Cone(geom, ancestry)
- else:
- print('\tWarning: unsupported type "%s"' % geom_spec)
- return
-
- if bpydata:
- vrmlname = vrmlname + geom_spec
-
- bpydata.name = vrmlname
-
- bpyob = node.blendObject = bpy.data.objects.new(vrmlname, bpydata)
- bpy.context.scene.objects.link(bpyob)
-
- if type(bpydata) == bpy.types.Mesh:
- is_solid = geom.getFieldAsBool('solid', True, ancestry)
- creaseAngle = geom.getFieldAsFloat('creaseAngle', None, ancestry)
-
- if creaseAngle != None:
- bpydata.auto_smooth_angle = 1 + int(min(79, creaseAngle * RAD_TO_DEG))
- bpydata.use_auto_smooth = True
-
- # Only ever 1 material per shape
- if bpymat:
- bpydata.materials.append(bpymat)
-
- if bpydata.uv_textures:
-
- if depth == 32: # set the faces alpha flag?
- transp = Mesh.FaceTranspModes.ALPHA
- for f in bpydata.uv_textures.active.data:
- f.blend_type = 'ALPHA'
-
- if texmtx:
- # Apply texture transform?
- uv_copy = Vector()
- for f in bpydata.uv_textures.active.data:
- fuv = f.uv
- for i, uv in enumerate(fuv):
- uv_copy.x = uv[0]
- uv_copy.y = uv[1]
-
- fuv[i] = (uv_copy * texmtx)[0:2]
- # Done transforming the texture
-
- # Must be here and not in IndexedFaceSet because it needs an object for the flip func. Messy :/
- if not ccw:
- # bpydata.flipNormals()
- # XXX25
- pass
-
- # else could be a curve for example
-
- # Can transform data or object, better the object so we can instance the data
- #bpymesh.transform(getFinalMatrix(node))
- bpyob.matrix_world = getFinalMatrix(node, None, ancestry)
-
-
-def importLamp_PointLight(node, ancestry):
- vrmlname = node.getDefName()
- if not vrmlname:
- vrmlname = 'PointLight'
-
- # ambientIntensity = node.getFieldAsFloat('ambientIntensity', 0.0, ancestry) # TODO
- # attenuation = node.getFieldAsFloatTuple('attenuation', (1.0, 0.0, 0.0), ancestry) # TODO
- color = node.getFieldAsFloatTuple('color', (1.0, 1.0, 1.0), ancestry)
- intensity = node.getFieldAsFloat('intensity', 1.0, ancestry) # max is documented to be 1.0 but some files have higher.
- location = node.getFieldAsFloatTuple('location', (0.0, 0.0, 0.0), ancestry)
- # is_on = node.getFieldAsBool('on', True, ancestry) # TODO
- radius = node.getFieldAsFloat('radius', 100.0, ancestry)
-
- bpylamp = bpy.data.lamps.new("ToDo", 'POINT')
- bpylamp.energy = intensity
- bpylamp.distance = radius
- bpylamp.color = color
-
- mtx = Matrix.Translation(Vector(location))
-
- return bpylamp, mtx
-
-
-def importLamp_DirectionalLight(node, ancestry):
- vrmlname = node.getDefName()
- if not vrmlname:
- vrmlname = 'DirectLight'
-
- # ambientIntensity = node.getFieldAsFloat('ambientIntensity', 0.0) # TODO
- color = node.getFieldAsFloatTuple('color', (1.0, 1.0, 1.0), ancestry)
- direction = node.getFieldAsFloatTuple('direction', (0.0, 0.0, -1.0), ancestry)
- intensity = node.getFieldAsFloat('intensity', 1.0, ancestry) # max is documented to be 1.0 but some files have higher.
- # is_on = node.getFieldAsBool('on', True, ancestry) # TODO
-
- bpylamp = bpy.data.lamps.new(vrmlname, 'SUN')
- bpylamp.energy = intensity
- bpylamp.color = color
-
- # lamps have their direction as -z, yup
- mtx = Vector(direction).to_track_quat('-Z', 'Y').to_matrix().resize4x4()
-
- return bpylamp, mtx
-
-# looks like default values for beamWidth and cutOffAngle were swapped in VRML docs.
-
-
-def importLamp_SpotLight(node, ancestry):
- vrmlname = node.getDefName()
- if not vrmlname:
- vrmlname = 'SpotLight'
-
- # ambientIntensity = geom.getFieldAsFloat('ambientIntensity', 0.0, ancestry) # TODO
- # attenuation = geom.getFieldAsFloatTuple('attenuation', (1.0, 0.0, 0.0), ancestry) # TODO
- beamWidth = node.getFieldAsFloat('beamWidth', 1.570796, ancestry) # max is documented to be 1.0 but some files have higher.
- color = node.getFieldAsFloatTuple('color', (1.0, 1.0, 1.0), ancestry)
- cutOffAngle = node.getFieldAsFloat('cutOffAngle', 0.785398, ancestry) * 2.0 # max is documented to be 1.0 but some files have higher.
- direction = node.getFieldAsFloatTuple('direction', (0.0, 0.0, -1.0), ancestry)
- intensity = node.getFieldAsFloat('intensity', 1.0, ancestry) # max is documented to be 1.0 but some files have higher.
- location = node.getFieldAsFloatTuple('location', (0.0, 0.0, 0.0), ancestry)
- # is_on = node.getFieldAsBool('on', True, ancestry) # TODO
- radius = node.getFieldAsFloat('radius', 100.0, ancestry)
-
- bpylamp = bpy.data.lamps.new(vrmlname, 'SPOT')
- bpylamp.energy = intensity
- bpylamp.distance = radius
- bpylamp.color = color
- bpylamp.spot_size = cutOffAngle
- if beamWidth > cutOffAngle:
- bpylamp.spot_blend = 0.0
- else:
- if cutOffAngle == 0.0: # this should never happen!
- bpylamp.spot_blend = 0.5
- else:
- bpylamp.spot_blend = beamWidth / cutOffAngle
-
- # Convert
-
- # lamps have their direction as -z, y==up
- mtx = Matrix.Translation(Vector(location)) * Vector(direction).to_track_quat('-Z', 'Y').to_matrix().resize4x4()
-
- return bpylamp, mtx
-
-
-def importLamp(node, spec, ancestry):
- if spec == 'PointLight':
- bpylamp, mtx = importLamp_PointLight(node, ancestry)
- elif spec == 'DirectionalLight':
- bpylamp, mtx = importLamp_DirectionalLight(node, ancestry)
- elif spec == 'SpotLight':
- bpylamp, mtx = importLamp_SpotLight(node, ancestry)
- else:
- print("Error, not a lamp")
- raise ValueError
-
- bpyob = node.blendObject = bpy.data.objects.new("TODO", bpylamp)
- bpy.context.scene.objects.link(bpyob)
-
- bpyob.matrix_world = getFinalMatrix(node, mtx, ancestry)
-
-
-def importViewpoint(node, ancestry):
- name = node.getDefName()
- if not name:
- name = 'Viewpoint'
-
- fieldOfView = node.getFieldAsFloat('fieldOfView', 0.785398, ancestry) # max is documented to be 1.0 but some files have higher.
- # jump = node.getFieldAsBool('jump', True, ancestry)
- orientation = node.getFieldAsFloatTuple('orientation', (0.0, 0.0, 1.0, 0.0), ancestry)
- position = node.getFieldAsFloatTuple('position', (0.0, 0.0, 0.0), ancestry)
- description = node.getFieldAsString('description', '', ancestry)
-
- bpycam = bpy.data.cameras.new(name)
-
- bpycam.angle = fieldOfView
-
- mtx = Matrix.Translation(Vector(position)) * translateRotation(orientation)
-
- bpyob = node.blendObject = bpy.data.objects.new("TODO", bpycam)
- bpy.context.scene.objects.link(bpyob)
- bpyob.matrix_world = getFinalMatrix(node, mtx, ancestry)
-
-
-def importTransform(node, ancestry):
- name = node.getDefName()
- if not name:
- name = 'Transform'
-
- bpyob = node.blendObject = bpy.data.objects.new(name, None)
- bpy.context.scene.objects.link(bpyob)
-
- bpyob.matrix_world = getFinalMatrix(node, None, ancestry)
-
- # so they are not too annoying
- bpyob.empty_draw_type = 'PLAIN_AXES'
- bpyob.empty_draw_size = 0.2
-
-
-#def importTimeSensor(node):
-def action_fcurve_ensure(action, data_path, array_index):
- for fcu in action.fcurves:
- if fcu.data_path == data_path and fcu.array_index == array_index:
- return fcu
-
- return action.fcurves.new(data_path=data_path, array_index=array_index)
-
-
-def translatePositionInterpolator(node, action, ancestry):
- key = node.getFieldAsArray('key', 0, ancestry)
- keyValue = node.getFieldAsArray('keyValue', 3, ancestry)
-
- loc_x = action_fcurve_ensure(action, "location", 0)
- loc_y = action_fcurve_ensure(action, "location", 1)
- loc_z = action_fcurve_ensure(action, "location", 2)
-
- for i, time in enumerate(key):
- try:
- x, y, z = keyValue[i]
- except:
- continue
-
- loc_x.keyframe_points.add(time, x)
- loc_y.keyframe_points.add(time, y)
- loc_z.keyframe_points.add(time, z)
-
- for fcu in (loc_x, loc_y, loc_z):
- for kf in fcu.keyframe_points:
- kf.interpolation = 'LINEAR'
-
-
-def translateOrientationInterpolator(node, action, ancestry):
- key = node.getFieldAsArray('key', 0, ancestry)
- keyValue = node.getFieldAsArray('keyValue', 4, ancestry)
-
- rot_x = action_fcurve_ensure(action, "rotation_euler", 0)
- rot_y = action_fcurve_ensure(action, "rotation_euler", 1)
- rot_z = action_fcurve_ensure(action, "rotation_euler", 2)
-
- for i, time in enumerate(key):
- try:
- x, y, z, w = keyValue[i]
- except:
- continue
-
- mtx = translateRotation((x, y, z, w))
- eul = mtx.to_euler()
- rot_x.keyframe_points.add(time, eul.x)
- rot_y.keyframe_points.add(time, eul.y)
- rot_z.keyframe_points.add(time, eul.z)
-
- for fcu in (rot_x, rot_y, rot_z):
- for kf in fcu.keyframe_points:
- kf.interpolation = 'LINEAR'
-
-
-# Untested!
-def translateScalarInterpolator(node, action, ancestry):
- key = node.getFieldAsArray('key', 0, ancestry)
- keyValue = node.getFieldAsArray('keyValue', 4, ancestry)
-
- sca_x = action_fcurve_ensure(action, "scale", 0)
- sca_y = action_fcurve_ensure(action, "scale", 1)
- sca_z = action_fcurve_ensure(action, "scale", 2)
-
- for i, time in enumerate(key):
- try:
- x, y, z = keyValue[i]
- except:
- continue
-
- sca_x.keyframe_points.new(time, x)
- sca_y.keyframe_points.new(time, y)
- sca_z.keyframe_points.new(time, z)
-
-
-def translateTimeSensor(node, action, ancestry):
- '''
- Apply a time sensor to an action, VRML has many combinations of loop/start/stop/cycle times
- to give different results, for now just do the basics
- '''
-
- # XXX25 TODO
- if 1:
- return
-
- time_cu = action.addCurve('Time')
- time_cu.interpolation = Blender.IpoCurve.InterpTypes.LINEAR
-
- cycleInterval = node.getFieldAsFloat('cycleInterval', None, ancestry)
-
- startTime = node.getFieldAsFloat('startTime', 0.0, ancestry)
- stopTime = node.getFieldAsFloat('stopTime', 250.0, ancestry)
-
- if cycleInterval != None:
- stopTime = startTime + cycleInterval
-
- loop = node.getFieldAsBool('loop', False, ancestry)
-
- time_cu.append((1 + startTime, 0.0))
- time_cu.append((1 + stopTime, 1.0 / 10.0)) # anoying, the UI uses /10
-
- if loop:
- time_cu.extend = Blender.IpoCurve.ExtendTypes.CYCLIC # or - EXTRAP, CYCLIC_EXTRAP, CONST,
-
-
-def importRoute(node, ancestry):
- '''
- Animation route only at the moment
- '''
-
- if not hasattr(node, 'fields'):
- return
-
- routeIpoDict = node.getRouteIpoDict()
-
- def getIpo(id):
- try:
- action = routeIpoDict[id]
- except:
- action = routeIpoDict[id] = bpy.data.actions.new('web3d_ipo')
- return action
-
- # for getting definitions
- defDict = node.getDefDict()
- '''
- Handles routing nodes to eachother
-
-ROUTE vpPI.value_changed TO champFly001.set_position
-ROUTE vpOI.value_changed TO champFly001.set_orientation
-ROUTE vpTs.fraction_changed TO vpPI.set_fraction
-ROUTE vpTs.fraction_changed TO vpOI.set_fraction
-ROUTE champFly001.bindTime TO vpTs.set_startTime
- '''
-
- #from_id, from_type = node.id[1].split('.')
- #to_id, to_type = node.id[3].split('.')
-
- #value_changed
- set_position_node = None
- set_orientation_node = None
- time_node = None
-
- for field in node.fields:
- if field and field[0] == 'ROUTE':
- try:
- from_id, from_type = field[1].split('.')
- to_id, to_type = field[3].split('.')
- except:
- print("Warning, invalid ROUTE", field)
- continue
-
- if from_type == 'value_changed':
- if to_type == 'set_position':
- action = getIpo(to_id)
- set_data_from_node = defDict[from_id]
- translatePositionInterpolator(set_data_from_node, action, ancestry)
-
- if to_type in ('set_orientation', 'rotation'):
- action = getIpo(to_id)
- set_data_from_node = defDict[from_id]
- translateOrientationInterpolator(set_data_from_node, action, ancestry)
-
- if to_type == 'set_scale':
- action = getIpo(to_id)
- set_data_from_node = defDict[from_id]
- translateScalarInterpolator(set_data_from_node, action, ancestry)
-
- elif from_type == 'bindTime':
- action = getIpo(from_id)
- time_node = defDict[to_id]
- translateTimeSensor(time_node, action, ancestry)
-
-
-def load_web3d(path, PREF_FLAT=False, PREF_CIRCLE_DIV=16, HELPER_FUNC=None):
-
- # Used when adding blender primitives
- GLOBALS['CIRCLE_DETAIL'] = PREF_CIRCLE_DIV
-
- #root_node = vrml_parse('/_Cylinder.wrl')
- if path.lower().endswith('.x3d'):
- root_node, msg = x3d_parse(path)
- else:
- root_node, msg = vrml_parse(path)
-
- if not root_node:
- print(msg)
- return
-
- # fill with tuples - (node, [parents-parent, parent])
- all_nodes = root_node.getSerialized([], [])
-
- for node, ancestry in all_nodes:
- #if 'castle.wrl' not in node.getFilename():
- # continue
-
- spec = node.getSpec()
- '''
- prefix = node.getPrefix()
- if prefix=='PROTO':
- pass
- else
- '''
- if HELPER_FUNC and HELPER_FUNC(node, ancestry):
- # Note, include this function so the VRML/X3D importer can be extended
- # by an external script. - gets first pick
- pass
- if spec == 'Shape':
- importShape(node, ancestry)
- elif spec in ('PointLight', 'DirectionalLight', 'SpotLight'):
- importLamp(node, spec, ancestry)
- elif spec == 'Viewpoint':
- importViewpoint(node, ancestry)
- elif spec == 'Transform':
- # Only use transform nodes when we are not importing a flat object hierarchy
- if PREF_FLAT == False:
- importTransform(node, ancestry)
- '''
- # These are delt with later within importRoute
- elif spec=='PositionInterpolator':
- action = bpy.data.ipos.new('web3d_ipo', 'Object')
- translatePositionInterpolator(node, action)
- '''
-
- # After we import all nodes, route events - anim paths
- for node, ancestry in all_nodes:
- importRoute(node, ancestry)
-
- for node, ancestry in all_nodes:
- if node.isRoot():
- # we know that all nodes referenced from will be in
- # routeIpoDict so no need to run node.getDefDict() for every node.
- routeIpoDict = node.getRouteIpoDict()
- defDict = node.getDefDict()
-
- for key, action in routeIpoDict.items():
-
- # Assign anim curves
- node = defDict[key]
- if node.blendObject == None: # Add an object if we need one for animation
- node.blendObject = bpy.data.objects.new('AnimOb', None) # , name)
- bpy.context.scene.objects.link(node.blendObject)
-
- if node.blendObject.animation_data is None:
- node.blendObject.animation_data_create()
-
- node.blendObject.animation_data.action = action
-
- # Add in hierarchy
- if PREF_FLAT == False:
- child_dict = {}
- for node, ancestry in all_nodes:
- if node.blendObject:
- blendObject = None
-
- # Get the last parent
- i = len(ancestry)
- while i:
- i -= 1
- blendObject = ancestry[i].blendObject
- if blendObject:
- break
-
- if blendObject:
- # Parent Slow, - 1 liner but works
- # blendObject.makeParent([node.blendObject], 0, 1)
-
- # Parent FAST
- try:
- child_dict[blendObject].append(node.blendObject)
- except:
- child_dict[blendObject] = [node.blendObject]
-
- # Parent
- for parent, children in child_dict.items():
- for c in children:
- c.parent = parent
-
- # update deps
- bpy.context.scene.update()
- del child_dict
-
-
-def load(operator, context, filepath=""):
-
- load_web3d(filepath,
- PREF_FLAT=True,
- PREF_CIRCLE_DIV=16,
- )
-
- return {'FINISHED'}