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authorWillian Padovani Germano <wpgermano@gmail.com>2005-12-15 23:12:00 +0300
committerWillian Padovani Germano <wpgermano@gmail.com>2005-12-15 23:12:00 +0300
commitd3f964084db11adfe7c934d5c9b5074168f17678 (patch)
tree5fe4fcc1a73bd7beb85a8c666be26f501f2c605c /release
parent6e7e6d23574dfdc68c6ddbf7e3a004812e638379 (diff)
Scripts:
- Mirror bone weights contributed by Thomas Oppl. - Softimage XSI exporter contributed by Elira (with updates by Mal Duffin). Again, thanks to the authors mentioned. And to Tom (LetterRip) for contacting the authors and making suggestions about scripts we should include.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/mirror_bone_weights.py218
-rw-r--r--release/scripts/xsi_export.py1245
2 files changed, 1463 insertions, 0 deletions
diff --git a/release/scripts/mirror_bone_weights.py b/release/scripts/mirror_bone_weights.py
new file mode 100644
index 00000000000..615a7ffb5ab
--- /dev/null
+++ b/release/scripts/mirror_bone_weights.py
@@ -0,0 +1,218 @@
+#!BPY
+"""
+Name: 'Mirror Bone Weights'
+Blender: 239
+Group: 'Mesh'
+Submenu: '-x to +x' nxtopx
+Submenu: '+x to -x' pxtonx
+Tooltip: 'Mirror vertex group influences of a model'
+"""
+
+__author__ = "Thomas Oppl"
+__version__ = "5.12"
+__url__ = "elysiun"
+__email__ = "scripts"
+__bpydoc__ = """\
+Description:
+
+This script copies vertex group influences from one half of a model to the
+other half of it.
+
+Usage:
+
+- Select the model<br>
+- Start the script (Object -> Scripts -> Mirror Bone Weights)<br>
+- Use the "-x to +x" or the "+x to -x" submenu depending on which side should
+ be the source and which the destination.<br>
+
+Notes:
+
+- The model has to be in the center of the world along the x-axis.<br>
+- The model has to be symmetrical along the x-axis.<br>
+- You have to use the ".R" and ".L" suffix naming scheme for your vertex groups.<br>
+
+"""
+
+#------------------------------------------------------------
+# Mirror Bone Weights - (c) 2005 thomas oppl - toppl@fh-sbg.ac.at
+#------------------------------------------------------------
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+#------------------------------------------------------------
+
+
+
+
+
+from Blender import NMesh, Object, Draw, sys, Types, Window
+
+
+
+
+
+threshold = 0.001
+
+################################################################################
+def mirror(mode):
+ print
+ print "mirror bone weights: %s" % (mode)
+ print "threshold: %.6f" % (threshold)
+
+ objects = Object.GetSelected()
+ if not objects:
+ Draw.PupMenu("Error: no object selected!")
+ print "no object selected!"
+ return
+ mesh = objects[0].getData()
+ if type(mesh) != Types.NMeshType:
+ Draw.PupMenu("Error: object must be a mesh!")
+ print "object is no mesh!"
+ return
+
+ # nmesh.getvertexinfluences function seems to be broken so i create a dictionary instead
+ Window.WaitCursor(1)
+ time = sys.time()
+ in_editmode = Window.EditMode()
+ if in_editmode: Window.EditMode(0)
+ vertexinfluences = {}
+ for i in range(len(mesh.verts)):
+ vertexinfluences[i] = []
+ for groupname in mesh.getVertGroupNames():
+ for vertex in mesh.getVertsFromGroup(groupname, 1):
+ index, weight = vertex[0], vertex[1]
+ vertexinfluences[index].append((groupname, weight))
+ influencestime = sys.time() - time
+ print "influence dictionary generated in %.6f seconds!" % (influencestime)
+
+ # generate binary tree to speed up looking for opposite vertex
+ time = sys.time()
+ tree = c_tree(mesh.verts)
+ treetime = sys.time() - time
+ print "binary tree generated in %.6f seconds!" % (treetime)
+
+ # mirror vertex group influences
+ time = sys.time()
+ if mode == "-x to +x":
+ verticeshalf = [v for v in mesh.verts if v.co[0] < 0]
+ else:
+ verticeshalf = [v for v in mesh.verts if v.co[0] > 0]
+ i = 0
+ for vertex in verticeshalf:
+ oppositeposition = (-vertex.co[0], vertex.co[1], vertex.co[2])
+ foundvertex = []
+ tree.findvertex(oppositeposition, foundvertex, threshold)
+ if foundvertex:
+ oppositevertex = foundvertex[0]
+ # remove all influences from opposite vertex
+ for influence in vertexinfluences[oppositevertex.index]:
+ mesh.removeVertsFromGroup(influence[0], [oppositevertex.index])
+ # copy influences to opposite vertex
+ for influence in vertexinfluences[vertex.index]:
+ name = influence[0]
+ if name[-2:] == ".R":
+ name = name[:-2] + ".L"
+ elif name[-2:] == ".L":
+ name = name[:-2] + ".R"
+ if name not in mesh.getVertGroupNames(): # create opposite group if it doesn't exist
+ mesh.addVertGroup(name)
+ mesh.assignVertsToGroup(name, [oppositevertex.index], influence[1], "add")
+ i += 1
+ mirrortime = sys.time() - time
+ print "%d vertices mirrored in %.6f seconds!" % (i, mirrortime)
+
+ # done!
+ print "done in %.6f seconds total!" % (influencestime + treetime + mirrortime)
+ if in_editmode: Window.EditMode(1)
+ Window.WaitCursor(0)
+
+
+
+
+################################################################################
+NODE_VERTEX_LIMIT = 50
+
+class c_boundingbox:
+ def __init__(self, vertices):
+ self.min_x = self.max_x = vertices[0].co[0]
+ self.min_y = self.max_y = vertices[0].co[1]
+ self.min_z = self.max_z = vertices[0].co[2]
+ for vertex in vertices:
+ self.min_x = min(self.min_x, vertex.co[0])
+ self.min_y = min(self.min_y, vertex.co[1])
+ self.min_z = min(self.min_z, vertex.co[2])
+ self.max_x = max(self.max_x, vertex.co[0])
+ self.max_y = max(self.max_y, vertex.co[1])
+ self.max_z = max(self.max_z, vertex.co[2])
+ self.dim_x = self.max_x - self.min_x
+ self.dim_y = self.max_y - self.min_y
+ self.dim_z = self.max_z - self.min_z
+ self.splitaxis = [self.dim_x, self.dim_y, self.dim_z].index(max(self.dim_x, self.dim_y, self.dim_z))
+ self.center_x = self.max_x - (self.dim_x / 2.0)
+ self.center_y = self.max_y - (self.dim_y / 2.0)
+ self.center_z = self.max_z - (self.dim_z / 2.0)
+ self.splitcenter = [self.center_x, self.center_y, self.center_z][self.splitaxis]
+ def __str__(self):
+ return "min: %.3f %.3f %.3f max: %.3f %.3f %.3f dim: %.3f %.3f %.3f" %\
+ (self.min_x, self.min_y, self.min_z,
+ self.max_x, self.max_y, self.max_z,
+ self.dim_x, self.dim_y, self.dim_z)
+ def isinside(self, position, threshold):
+ return (position[0] <= self.max_x + threshold and position[1] <= self.max_y + threshold and \
+ position[2] <= self.max_z + threshold and position[0] >= self.min_x - threshold and \
+ position[1] >= self.min_y - threshold and position[2] >= self.min_z - threshold)
+
+class c_tree:
+ def __init__(self, vertices, level = 0):
+ self.level = level
+ self.children = []
+ self.vertices = []
+ self.boundingbox = c_boundingbox(vertices)
+ splitaxis = self.boundingbox.splitaxis
+ splitcenter = self.boundingbox.splitcenter
+ if len(vertices) > NODE_VERTEX_LIMIT:
+ self.children.append(c_tree(
+ [v for v in vertices if v.co[splitaxis] > splitcenter], self.level + 1))
+ self.children.append(c_tree(
+ [v for v in vertices if v.co[splitaxis] <= splitcenter], self.level + 1))
+ else: # leaf node
+ self.vertices = vertices
+ def __str__(self):
+ s = " " * self.level + "-node %d\n" % (len(self.vertices))
+ for child in self.children:
+ s += str(child)
+ return s
+ def findvertex(self, position, foundvertex, threshold):
+ if self.boundingbox.isinside(position, threshold):
+ if self.children:
+ for child in self.children:
+ child.findvertex(position, foundvertex, threshold)
+ else: # node found
+ for vertex in self.vertices:
+ v, p, t = vertex.co, position, threshold
+ if abs(v[0] - p[0]) < t and abs(v[1] - p[1]) < t and abs(v[2] - p[2]) < t: # vertex found
+ foundvertex.append(vertex)
+
+
+
+
+
+################################################################################
+if __script__["arg"] == "nxtopx":
+ mirror("-x to +x")
+if __script__["arg"] == "pxtonx":
+ mirror("+x to -x")
diff --git a/release/scripts/xsi_export.py b/release/scripts/xsi_export.py
new file mode 100644
index 00000000000..0f31024c799
--- /dev/null
+++ b/release/scripts/xsi_export.py
@@ -0,0 +1,1245 @@
+#!BPY
+
+
+"""
+Name: 'SoftImage XSI (.xsi)...'
+Blender: 236
+Group: 'Export'
+Tooltip: 'Export to a SoftImage XSI file'
+"""
+
+__author__ = ("Elira")
+__url__ = ["Author's site, http://www.creative-realms.net/~elira/blender.html",
+"SoftImage's site, www.softimage.com", "elysiun"]
+__email__ = ["scripts"]
+__version__ = "2005/11/01"
+
+
+__bpydoc__ = """\
+This script exports to the XSI format.
+
+Usage:
+
+Run this script from "File->Export" menu.
+
+Note:<br>
+- Updates by Mal Duffin, to assist with XSI to Shockwave 3D conversion.
+"""
+
+# $Id: xsi_export.py,v 1.4.6 2005/11/01
+#
+#------------------------------------------------------------------------
+# XSI exporter for blender 2.36 or above
+#
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+#
+
+
+#
+# ---------------------------------------------------------------------------
+# XSI Export V 1.4.1 by Elira (at) creative-realms (dot) net
+#
+# Updates by Mal Duffin, to assist with XSI to Shockwave 3D conversion
+# ---------------------------------------------------------------------------
+# 0.0.0 - This header and having blender ID the file.
+# 0.1.0 - Output the statis xsi header elements
+# 0.2.0 - create a full shell output (no content just structure)
+# 0.3.0 - output used materials from the full materials list
+# 0.4.0 - output the object model minor data
+# 0.5.0 - output the object shape data, storing a uv table
+# 0.6.0 - output the triangle lists (uv references stored uv table)
+# 0.7.0 - convert output to genuine file writes.
+# 1.0.0 - Admit this script exists and wait for flames
+# 1.1.0 - Correctly export mesh shapes
+# 1.2.0 - Mesh positioning corrected, added back normals
+# 1.3.0 - conditionally output uv co-ordinates
+# 1.4.0 - export vertex paint colours.
+# ---------------------------------------------------------------------------
+# 1.4.1 - added basic normal export code,
+# to get XSI to Shockwave 3D converter working ( Mal Duffin )
+# 1.4.2 - invalid mesh checking
+# better normal exporting
+# general code clean up
+# 1.4.3 - basic light exporting
+# fix for ambient light being ignored by Shockwave 3D converter
+# 1.4.4 - basic camera exporting
+# 1.4.5 - exports normals correctly
+# 1.4.6 - exports multiple materials per object
+# ---------------------------------------------------------------------------
+# TO DO
+# - Support texturing
+# - for both methods of texturing ( render method, and Game Engine method )
+# ---------------------------------------------------------------------------
+# add required modules
+
+import Blender
+from Blender import sys as bsys
+from Blender import Mathutils
+from Blender import Lamp
+from Blender import Camera
+import math
+
+
+
+# ---------------------------------------------------------------------------
+# globals to make things a lot lot easier
+OBJ = [] # the object list
+MAT = [] # the materials list
+UVC = [] # uv vert co-ords
+UVI = [] # uv vert index
+VCC = [] # vert colour co-ords
+VCI = [] # vert colour index
+FD = [] # file handle
+NORMALS = [] # normal list
+mats = []
+EXPORT_DIR = ''
+WORLD = Blender.World.Get()
+
+# ---------------------------------------------------------------------------
+# get_path returns the path portion o/wf the supplied filename.
+# ---------------------------------------------------------------------------
+def get_path(file):
+ l=len(file)
+ r=0
+ for i in range(l, 0, -1):
+ if r == 0:
+ if file[i-1] == "/" or file[i-1] == "\\":
+ r = i
+ return file[:r]
+
+
+
+# ---------------------------------------------------------------------------
+# r2d - radians to degrees
+# ---------------------------------------------------------------------------
+def r2d(r):
+ return round(r*180.0/math.pi,4)
+
+
+
+# ---------------------------------------------------------------------------
+# d2r - degrees to radians
+# ---------------------------------------------------------------------------
+def d2r(d):
+ return (d*math.pi)/180.0
+
+
+
+# ---------------------------------------------------------------------------
+# get_filename returns the filename
+# ---------------------------------------------------------------------------
+def get_filename(file):
+ l=len(file)
+ r=0
+ for i in range(l, 0, -1):
+ if r == 0:
+ if file[i-1] == "/" or file[i-1] == "\\":
+ r = i
+ return file[r:]
+
+
+# ---------------------------------------------------------------------------
+# find materials returns all materials on an object.
+# ---------------------------------------------------------------------------
+def get_materials(obj):
+
+ # any materials attached to the object itself
+ mats = obj.getMaterials(0)
+
+ if 'Mesh' != obj.getType():
+ return mats
+
+ # now drop down to the mesh level
+ #mesh = Blender.NMesh.GetRaw(obj.data.name)
+ mesh = obj.data
+
+ if mesh.materials:
+ for mat in mesh.materials:
+ mats.append(mat)
+
+ # return the materials list
+ return mats
+
+
+
+# ---------------------------------------------------------------------------
+# apply_transform converts a vertex to co-ords
+# ---------------------------------------------------------------------------
+def apply_transform(vert, matrix):
+ vc = Mathutils.CopyVec(vert)
+ vc.resize4D()
+ return Mathutils.VecMultMat(vc, matrix)
+
+
+
+# ---------------------------------------------------------------------------
+# do_header writes out the header data
+# ---------------------------------------------------------------------------
+def do_header():
+
+ global FD
+
+ # this says which xsi version
+ FD.write("xsi 0300txt 0032\n\n")
+
+ # static fileinfo block
+ FD.write("SI_FileInfo {\n")
+ FD.write(" \"Blender Scene\",\n")
+ FD.write(" \"Blender User\",\n")
+ FD.write(" \"Now\",\n")
+ FD.write(" \"xsi_export Blender Scene Exporter\",\n")
+ FD.write("}\n\n")
+
+ # static scene block
+ FD.write("SI_Scene no_name {\n")
+ FD.write(" \"FRAMES\",\n")
+ FD.write(" 0.000000,\n")
+ FD.write(" 100.000000,\n")
+ FD.write(" 30.000000,\n")
+ FD.write("}\n\n")
+
+ # static co-ordinate system block
+ FD.write("SI_CoordinateSystem coord {\n")
+ FD.write(" 1,\n")
+ FD.write(" 0,\n")
+ FD.write(" 1,\n")
+ FD.write(" 0,\n")
+ FD.write(" 5,\n")
+ FD.write(" 2,\n")
+ FD.write("}\n\n")
+
+ # static angle block
+ FD.write("SI_Angle {\n")
+ FD.write(" 0,\n")
+ FD.write("}\n\n")
+
+ # static ambience block
+ ambient = WORLD[0].getAmb()
+
+ FD.write("SI_Ambience {\n")
+ FD.write(" %f,\n" % ambient[0])
+ FD.write(" %f,\n" % ambient[1])
+ FD.write(" %f,\n" % ambient[2])
+ FD.write("}\n\n")
+
+
+
+# ---------------------------------------------------------------------------
+# do_materiallibrary writes out the materials subsection.
+# ---------------------------------------------------------------------------
+def do_materiallibrary():
+
+ global OBJ, MAT, FD
+
+ # set some flags first
+ mnum = 0
+
+ # run through every material, how many used?
+ for mat in MAT:
+ nmat = mat.getName()
+
+ # first, is this material on any of the objects.
+ f = 0
+ for obj in OBJ:
+ ml = get_materials(obj)
+ for mli in ml:
+ nmli = mli.getName()
+ if nmli == nmat:
+ f = 1
+ mnum += 1
+ break
+ if f == 1:
+ break
+
+ bCreateDefault = 0
+ # if none then exit
+ if not mnum:
+ bCreateDefault = 1
+# return
+
+ # get to work create the materiallibrary wrapper and fill.
+ FD.write("SI_MaterialLibrary {\n")
+ FD.write(" " + str(mnum) + ",\n")
+
+ # run through every material, write the used ones
+ for mat in MAT:
+ nmat = mat.getName()
+
+ # find out if on any object, if so we write.
+ f = 0
+ for obj in OBJ:
+ ml = get_materials(obj)
+ for mli in ml:
+ nmli = mli.getName()
+ if nmli == nmat:
+ do_material(mat)
+ f = 1
+ break
+ if f == 1:
+ break
+
+ if bCreateDefault == 1:
+ do_material ( 0 )
+
+ # clean up
+ FD.write("}\n\n")
+
+
+def removeSpacesFromName(name):
+ name = name.replace ( " ", "_" )
+ return name
+
+
+# ---------------------------------------------------------------------------
+# do_material writes out this material.
+# ---------------------------------------------------------------------------
+def do_material(mat):
+
+ global FD
+
+ if mat == 0:
+ name = "__default"
+ cr = 1.0
+ cg = 1.0
+ cb = 1.0
+ ca = 1.0
+ sp = 0.0
+ sr = 0.0
+ sg = 0.0
+ sb = 0.0
+ em = 0.0
+ am = 1.0
+ sm = 0
+ else:
+
+
+ # get the name first
+ name = mat.getName()
+
+ # face colour r, g, b, a
+ # power (spec decay) fl
+ # spec colour r, g, b
+ # emmisive colourm r, g, b
+ # shading model int constant, lambert, phong, blinn, shadow, vertex
+ # ambient colour r, g, b
+
+ # get and print the base material block
+ cr, cg, cb = mat.getRGBCol()
+ ca = mat.getAlpha()
+
+ sp = 0.0
+ sr, sg, sb = mat.getSpecCol()
+ em = mat.getEmit()
+ am = mat.getAmb()
+
+ # how do we render this material? start with constant (0)
+ sm = 0
+ fl = mat.getMode()
+ if fl & Blender.Material.Modes['VCOL_PAINT']:
+ sm = 5
+
+
+ FD.write(" SI_Material " + removeSpacesFromName(name) + " {\n")
+ FD.write(" %f,\n" % cr)
+ FD.write(" %f,\n" % cg)
+ FD.write(" %f,\n" % cb)
+ FD.write(" %f,\n" % ca)
+ FD.write(" %f,\n" % sp)
+ FD.write(" %f,\n" % sr)
+ FD.write(" %f,\n" % sg)
+ FD.write(" %f,\n" % sb)
+ FD.write(" %f,\n" % em)
+ FD.write(" %f,\n" % em)
+ FD.write(" %f,\n" % em)
+ FD.write(" %d,\n" % sm)
+ #FD.write(" %f,\n" % am)
+ #FD.write(" %f,\n" % am)
+ #FD.write(" %f,\n" % am)
+ FD.write(" %f,\n" % cr)
+ FD.write(" %f,\n" % cg)
+ FD.write(" %f,\n" % cb)
+
+ if mat != 0:
+ # if this material has a texture, then add here
+ mtex = mat.getTextures()
+ for mt in mtex:
+ if mt:
+ do_texture(mt)
+
+ FD.write(" }\n")
+
+
+
+# ---------------------------------------------------------------------------
+# do_texture writes out this texture if usable.
+# ---------------------------------------------------------------------------
+def do_texture(mtex):
+ global FD
+
+
+ # get our texture
+ tex = mtex.tex
+ tn = tex.getName()
+
+
+ # what type of texture, we are limitd
+ if tex.type != Blender.Texture.Types.IMAGE:
+ return
+
+
+ FD.write(" SI_Texture2D " + tn + " {\n")
+
+ img = tex.getImage()
+ iname = get_filename(img.getFilename())
+
+ FD.write(" \"" + iname + "\",\n")
+
+ # mapping type ? uv map wrapped is 4, how to detect?
+ # start with a simple xy mapping ie 0
+ FD.write(" 4,\n")
+
+ print img.getSize ()
+
+ # image width, and height
+ ix, iy = img.getSize()
+ FD.write(" %d,\n" % ix)
+ FD.write(" %d,\n" % iy)
+ # u crop min/max, v crop min/max
+ mincu, mincv, maxcu, maxcv = tex.crop
+ FD.write(" %d,\n" % ( mincu * ix ) )
+ FD.write(" %d,\n" % ( maxcu * ix - 1 ) )
+ FD.write(" %d,\n" % ( mincv * iy ) )
+ FD.write(" %d,\n" % ( maxcv * iy - 1) )
+ # uv swap
+ uvs =0
+ if (tex.flags & Blender.Texture.Flags.FLIPBLEND):
+ uvs = 1
+ FD.write(" %d,\n" % uvs )
+ # u/v repeat
+ iru = img.getXRep()
+ FD.write(" %d,\n" % iru )
+ irv = img.getYRep()
+ FD.write(" %d,\n" % irv )
+ # u/v alt - 0, 0
+ FD.write(" 0,\n" )
+ FD.write(" 0,\n" )
+ # u/v scale - 1,1
+ FD.write(" 1.000000,\n" )
+ FD.write(" 1.000000,\n" )
+ # u/v offset - 0,0
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ # proj mat 4x4 1 0 0 0, 0 1 0 0, 0 0 1 0, 0 0 0 1 is default
+ FD.write(" 1.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+
+ FD.write(" 0.000000,\n" )
+ FD.write(" 1.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ FD.write(" 1.000000,\n" )
+ FD.write(" 0.000000,\n" )
+
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ FD.write(" 1.000000,\n" )
+
+ # blending type - 3
+ FD.write(" 3,\n" )
+ # blending - 1
+ FD.write(" 1.000000,\n" )
+ # ambient - 0
+ FD.write(" 0.000000,\n" )
+ # diffuse - 1
+ FD.write(" 1.000000,\n" )
+ # speculara - 0
+ FD.write(" 0.000000,\n" )
+ # transparent - 0
+ FD.write(" 0.000000,\n" )
+ # reflective - 0
+ FD.write(" 0.000000,\n" )
+ # roughness - 0
+ FD.write(" 0.000000,\n" )
+
+ # close off this texture
+ FD.write(" }\n")
+
+
+
+# ---------------------------------------------------------------------------
+# do_model_transform dumps out the transform data
+# ---------------------------------------------------------------------------
+def do_model_transform(obj):
+
+ global FD
+
+ # now output
+ FD.write(" SI_Transform SRT-" + removeSpacesFromName( obj.getName() ) + " {\n" )
+
+
+
+ # write out the object size? (scaling)
+ FD.write(" %f,\n" % obj.SizeX )
+ FD.write(" %f,\n" % obj.SizeY )
+ FD.write(" %f,\n" % obj.SizeZ )
+
+ # write out the object rotation
+ FD.write(" %f,\n" % r2d(obj.RotX) )
+ FD.write(" %f,\n" % r2d(obj.RotY) )
+ FD.write(" %f,\n" % r2d(obj.RotZ) )
+
+ # this is the position of the object's axis
+ FD.write(" %f,\n" % obj.LocX )
+ FD.write(" %f,\n" % obj.LocY )
+ FD.write(" %f,\n" % obj.LocZ )
+ FD.write(" }\n\n")
+
+
+
+# ---------------------------------------------------------------------------
+# do_model_visibility marks if the model is visible or not???
+# ---------------------------------------------------------------------------
+def do_model_visibility(obj):
+
+ global FD
+
+ # for now this is a static block
+ FD.write(" SI_Visibility {\n" )
+ FD.write(" 1,\n" )
+ FD.write(" }\n\n" )
+
+
+
+# ---------------------------------------------------------------------------
+# do_model_material sets the global material for the model
+# ---------------------------------------------------------------------------
+def do_model_material(obj):
+
+ global FD
+
+ # do we have one?
+ ml = get_materials(obj)
+
+
+ n = 0
+ for mli in ml:
+ if mli:
+ n+=1
+ if n == 1:
+ mat=mli
+
+
+ # if no materials just go back
+ if n == 0:
+ return
+
+ # for now we grab the first material on the list.
+
+ for mat in ml:
+ FD.write(" SI_GlobalMaterial {\n" )
+ FD.write(" \"" + removeSpacesFromName(mat.getName()) + "\",\n" )
+ FD.write(" \"NODE\",\n" )
+ FD.write(" }\n\n" )
+
+
+
+def meshHasUV ( mesh ):
+ if mesh.hasFaceUV():
+ return TRUE
+# materials = mesh.materials
+# if len(materials) > 0:
+
+ return FALSE
+
+# ---------------------------------------------------------------------------
+# do_collect_uv, makes an easy to use list out of the uv data
+# todo, remove duplicates and compress the list size, xsi supports this.
+# ---------------------------------------------------------------------------
+def do_collect_uv(mesh):
+
+ global UVC, UVI
+
+ # reset the uv details first.
+ UVI = []
+ UVC = []
+
+ #print "Textures..."
+ #mtex = mat.getTextures()
+ #for mt in mtex:
+ # print mt
+
+
+ # if no uv data then return
+ if not mesh.hasFaceUV():
+ return
+
+ # run through all the faces
+ j = 0
+ for f in mesh.faces:
+ for i in range(len(f)):
+ UVI.append(j)
+ UVC.append(f.uv[i])
+ j+=1
+ UVI.append(-1)
+
+
+
+# ---------------------------------------------------------------------------
+# do_collect_colour, makes an easy to use list out of the colour data
+# todo, remove duplicates and compress the list size, xsi supports this.
+# ---------------------------------------------------------------------------
+def do_collect_colour(mesh):
+
+ global VCC, VCI
+
+ # reset the uv details first.
+ VCC = []
+ VCI = []
+
+ # if no uv data then return
+ if not mesh.hasVertexColours():
+ return
+
+ # run through all the faces
+ j = 0
+ for f in mesh.faces:
+ for i in range(len(f)):
+ VCI.append(j)
+ VCC.append(f.col[i])
+ j+=1
+ VCI.append(-1)
+
+
+
+# ---------------------------------------------------------------------------
+# do_mesh_shape outputs the shape data
+# ---------------------------------------------------------------------------
+def do_mesh_shape(obj):
+
+ global UVC, UVI, VCC, VCI, FD, NORMALS
+
+ # Grab the mesh itself
+ mesh = Blender.NMesh.GetRaw(obj.data.name)
+
+ # get the world matrix
+ matrix = obj.getMatrix('worldspace')
+
+ # we need to decide about vertex and uv details first.
+ do_collect_uv(mesh)
+ do_collect_colour(mesh)
+
+ # output the shell
+ elements=2
+ if len(UVC):
+ elements+=1
+ if len(VCC):
+ elements+=1
+ FD.write(" SI_Shape SHP-" + removeSpacesFromName ( obj.getName() ) + "-ORG {\n" )
+ FD.write(" %d,\n" % elements )
+ FD.write(" \"ORDERED\",\n\n" )
+
+ # vertices first
+ FD.write(" %d,\n" % len(mesh.verts) )
+ FD.write(" \"POSITION\",\n" )
+ for v in mesh.verts:
+ FD.write(" %f,%f,%f,\n" % (v.co[0], v.co[1], v.co[2]) )
+ FD.write("\n")
+
+
+ print " MESH NAME = " + mesh.name
+
+ NORMALS = []
+ for f in mesh.faces:
+ NORMALS.append ( f.no )
+ for v in mesh.verts:
+ aTemp = [v.no[0], v.no[1], v.no[2]]
+ NORMALS.append ( aTemp )
+
+
+ FD.write(" %d,\n" % len(NORMALS) )
+ FD.write(" \"NORMAL\",\n" )
+
+ for n in NORMALS:
+ FD.write(" %f,%f,%f,\n" % ( n[0], n[1], n[2] ) )
+
+ # if vertex colour data then process
+ if mesh.hasVertexColours():
+
+ # put out the co-ord header
+ FD.write(" %d,\n" % len(VCC) )
+ FD.write(" \"COLOR\",\n" )
+
+ # now output them
+ for vc in VCC:
+ FD.write(" %f,%f,%f,%f,\n" % (vc.r/255.0, vc.g/255.0, vc.b/255.0, vc.a/255.0) )
+
+
+
+ # if uv data then process
+ if mesh.hasFaceUV():
+ # put out the co-ord header
+ FD.write(" %d,\n" % len(UVC) )
+ FD.write(" \"TEX_COORD_UV\",\n" )
+
+ # now output them
+ for uv in UVC:
+ FD.write(" %f,%f\n" % (uv[0], uv[1]) )
+
+ # close off
+ FD.write(" }\n" )
+
+
+
+# ---------------------------------------------------------------------------
+# do_mesh_faces outputs the faces data
+# ---------------------------------------------------------------------------
+def do_mesh_faces(obj):
+
+ global FD, UVI, VCI, mats
+
+ # do we have a texture?
+ ml = get_materials(obj)
+ n = 0
+ for mli in ml:
+ if mli:
+ n+=1
+ if n == 1:
+ mat=mli
+
+ # Grab the mesh itself
+ # mesh = Blender.NMesh.GetRaw(obj.data.name)
+
+ # mesh = Blender.NMesh.GetRawFromObject(obj.name)
+
+ mesh = obj.data
+
+
+
+ tris = []
+ normalX = []
+ mats = []
+ for f in mesh.faces:
+ tris.extend ( triangulate_face(f) )
+ aVal = triangulate_normals(mesh,f)
+
+ for v in aVal:
+ normalX.append ( v )
+
+
+ triangles = len(tris)
+
+ if n == 0:
+ FD.write(" SI_TriangleList " + removeSpacesFromName(obj.getName()) + " {\n")
+ FD.write(" %d,\n" % triangles)
+
+ ostring=" \"NORMAL"
+ if len(VCI):
+ ostring += "|COLOR"
+ if len(UVC):
+ ostring += "|TEX_COORD_UV"
+ ostring += "\",\n"
+ FD.write(ostring)
+
+ FD.write(" \"\",\n\n")
+
+ for t in tris:
+ FD.write(" %d,%d,%d,\n" % (t[0], t[2], t[1]))
+
+ FD.write("\n")
+
+ for n in normalX:
+ FD.write(" %d,%d,%d,\n" % ( n[0], n[1], n[2] ) )
+
+ # finally close this triangle list off
+ FD.write(" }\n\n")
+
+
+
+ print "total materials"
+ print ml
+
+ for mIndex in range (0,len(ml)):
+ mat = ml[mIndex]
+ print "checking materials"
+ print mat
+
+ aTriCount = 0
+ for tIndex in range ( 0, len ( tris ) ):
+ aMat = mats[tIndex]
+ if aMat == mIndex:
+ aTriCount = aTriCount + 1
+
+ #
+ # output the shell
+ FD.write(" SI_TriangleList " + removeSpacesFromName(obj.getName()) + " {\n")
+ # FD.write(" %d,\n" % triangles)
+ FD.write(" %d,\n" % aTriCount)
+
+ ostring=" \"NORMAL"
+ if len(VCI):
+ ostring += "|COLOR"
+ if len(UVC):
+ ostring += "|TEX_COORD_UV"
+ ostring += "\",\n"
+ FD.write(ostring)
+
+
+ FD.write(" \"" + removeSpacesFromName ( mat.getName() ) + "\",\n\n")
+
+# FD.write(" \"\",\n\n")
+
+
+ for tIndex in range ( 0, len ( tris ) ):
+ aMat = mats[tIndex]
+ if mIndex == aMat:
+ t = tris[tIndex]
+ FD.write(" %d,%d,%d,\n" % (t[0], t[2], t[1]))
+
+ FD.write("\n")
+
+
+
+# for n in normalX:
+ for tIndex in range ( 0, len ( tris ) ):
+ aMat = mats[tIndex]
+ if mIndex == aMat:
+ n = normalX[tIndex]
+ FD.write(" %d,%d,%d,\n" % ( n[0], n[1], n[2] ) )
+
+
+
+ # if we have it, put out the colour vertex list
+ # ostring = " "
+ # for i in range(len(VCI)):
+ # if a -1 its end of line, write.
+ # if VCI[i] == -1:
+ # ostring = ostring + "\n"
+ # FD.write(ostring)
+ # ostring=" "
+ # else:
+ # ostring = ostring + "%d," % VCI[i]
+
+ # The final set is to work out the uv list, its one set per face
+ # ostring = " "
+ # for i in range(len(UVI)):
+ # # if a -1 its end of line, write.
+ # if UVI[i] == -1:
+ # ostring = ostring + "\n"
+ # FD.write(ostring)
+ # ostring=" "
+ # else:
+ # ostring = ostring + "%d," % UVI[i]
+
+ # finally close this triangle list off
+ FD.write(" }\n\n")
+
+
+def getNormalInfo(mesh, faceInfo):
+ global NORMALS
+ aNL = []
+ for fi in faceInfo:
+ aN = []
+
+ aFace = mesh.faces[fi[0]]
+
+ print aFace
+
+ if (aFace.smooth):
+ aN.append ( NORMALS.index ( aFace.v.no[0] ) )
+ aN.append ( NORMALS.index ( aFace.v.no[1] ) )
+ aN.append ( NORMALS.index ( aFace.v.no[2] ) )
+ else:
+ aN.append ( NORMALS.index ( aFace.no ) )
+ aN.append ( NORMALS.index ( aFace.no ) )
+ aN.append ( NORMALS.index ( aFace.no ) )
+
+# aN.append ( NORMALS.index ( mesh.faces[fi[0]].no ) )
+# aN.append ( NORMALS.index ( mesh.faces[fi[0]].no ) )
+# aN.append ( NORMALS.index ( mesh.faces[fi[0]].no ) )
+
+ aNL.append ( aN )
+ return aNL
+
+
+
+# copy of code to triangulate mesh
+##################################
+def triangulate_face(f):
+ if len(f.v) <= 3:
+ #newFaces = [ [f.v[0].index, f.v[1].index, f.v[2].index] ]
+ newFaces = [ [f.v[0].index, f.v[2].index, f.v[1].index] ]
+ mats.append ( f.materialIndex )
+ else:
+ #newFaces = [ [f.v[0].index, f.v[1].index, f.v[2].index] ]
+ #newFaces.append ( [f.v[3].index, f.v[0].index, f.v[2].index] )
+ newFaces = [ [f.v[0].index, f.v[2].index, f.v[1].index] ]
+ newFaces.append ( [f.v[3].index, f.v[2].index, f.v[0].index] )
+ mats.append ( f.materialIndex )
+ mats.append ( f.materialIndex )
+
+ return newFaces
+
+# copy of code to triangulate mesh
+##################################
+def triangulate_normals(mesh, f):
+
+ if len(f.v) <= 3:
+ if f.smooth:
+ n1 = get_normal_index ( mesh, [f.v[0].no[0], f.v[0].no[1], f.v[0].no[2]] )
+ n2 = get_normal_index ( mesh, [f.v[1].no[0], f.v[1].no[1], f.v[1].no[2]] )
+ n3 = get_normal_index ( mesh, [f.v[2].no[0], f.v[2].no[1], f.v[2].no[2]] )
+ newNormals = [[ n1, n2, n3 ]]
+ else:
+ n1 = get_normal_index ( mesh, [f.no[0], f.no[1], f.no[2]] )
+ newNormals = [[ n1, n1, n1 ]]
+ else:
+ if f.smooth:
+ n1 = get_normal_index ( mesh, [f.v[0].no[0], f.v[0].no[1], f.v[0].no[2]] )
+ n2 = get_normal_index ( mesh, [f.v[1].no[0], f.v[1].no[1], f.v[1].no[2]] )
+ n3 = get_normal_index ( mesh, [f.v[2].no[0], f.v[2].no[1], f.v[2].no[2]] )
+ n4 = get_normal_index ( mesh, [f.v[3].no[0], f.v[3].no[1], f.v[3].no[2]] )
+ newNormals = [ [ n1, n2, n3 ] ]
+ newNormals.append ( [ n4, n1, n3 ] )
+
+# newNormals = [[ n1, n3, n2 ]]
+# newNormals.append ( [ n4, n3, n1 ] )
+ else:
+ n1 = get_normal_index ( mesh, [f.no[0], f.no[1], f.no[2]] )
+ newNormals = [[ n1, n1, n1 ]]
+ newNormals.append ( [ n1, n1, n1 ] )
+
+ return newNormals
+
+
+
+##################################
+def get_normal_index(mesh,normal):
+ global NORMALS
+
+ indx=NORMALS.index(normal)
+ return indx
+
+
+# ---------------------------------------------------------------------------
+# do_model_mesh outputs the shape/triangelist wrapper block
+# ---------------------------------------------------------------------------
+def do_model_mesh(obj):
+
+ global FD
+
+ # output the shell
+ FD.write(" SI_Mesh MSH-" + removeSpacesFromName(obj.getName()) + " {\n")
+
+ # todo, add calc normals and calc uv here
+ # these can be used in both the following sections.
+
+ # next the shape
+ do_mesh_shape(obj)
+
+ # finally the trangle list
+ do_mesh_faces(obj)
+
+ # finally close this mesh off
+ FD.write(" }\n\n")
+
+
+
+# ---------------------------------------------------------------------------
+# do_model actually outputs a mesh model
+# ---------------------------------------------------------------------------
+def do_model(obj):
+
+ global FD
+
+ # we only want meshes for now.
+ if 'Mesh' != obj.getType():
+ return
+
+ # check if the mesh is valid
+ if validMesh(obj) <> 0:
+ print "INVALID MESH " + obj.getName ()
+ return
+
+
+ print "Exporting model " + obj.getName ()
+
+ # start model
+ FD.write(" SI_Model MDL-" + removeSpacesFromName(obj.getName()) + " {\n")
+
+ # do transform
+ do_model_transform(obj)
+
+ # do visibility
+ do_model_visibility(obj)
+
+ # do global material
+ do_model_material(obj)
+
+ # do the mesh
+ do_model_mesh(obj)
+
+ # close this model
+ FD.write(" }\n")
+
+#
+# check for invalid mesh ( faces that have < 3 vertices )
+#
+
+def validMesh (obj):
+ mesh = Blender.NMesh.GetRaw(obj.data.name)
+ for f in mesh.faces:
+ if len(f.v) < 3:
+ print "MESH HAS FACES WITH < 3 VERTICES"
+ return 1
+ if len (mesh.faces) == 0:
+ print "MESH HAS NO FACES"
+ return 1
+
+ return 0
+
+# ---------------------------------------------------------------------------
+# do_models is the process which allows us to write out a bunch of models
+# ---------------------------------------------------------------------------
+def do_models():
+
+ global OBJ, MAT, FD
+
+ #create the full scene wrapper object
+ FD.write("SI_Model MDL-SceneRoot {\n")
+ FD.write(" SI_Transform SRT-SceneRoot {\n" )
+ FD.write(" 1.000000,\n")
+ FD.write(" 1.000000,\n")
+ FD.write(" 1.000000,\n")
+ FD.write(" -90.000000,\n")
+ FD.write(" 0.000000,\n")
+ FD.write(" 0.000000,\n")
+ FD.write(" 0.000000,\n")
+ FD.write(" 0.000000,\n")
+ FD.write(" 0.000000,\n")
+ FD.write(" }\n\n")
+
+ # now process the actual selected meshes themselves
+ for obj in OBJ:
+ do_model(obj)
+
+ for obj in OBJ:
+ do_light(obj)
+
+ for obj in OBJ:
+ do_camera(obj)
+
+ do_light_ambient ()
+
+ # finally close off the model list
+ FD.write("}\n")
+
+
+# ---------------------------------------------------------------------------
+# do_light actually outputs a light model
+# ---------------------------------------------------------------------------
+def do_light(obj):
+
+ global FD
+
+ # we only want lights for now.
+ if 'Lamp' != obj.getType():
+ return
+
+ print "Exporting light " + obj.getName ()
+
+ aLampType = 1
+
+ lmpName=Lamp.Get(obj.data.getName())
+ lmpType=lmpName.getType()
+
+ if lmpType == Lamp.Types.Lamp:
+ aLampType = 0
+ elif lmpType == Lamp.Types.Spot:
+ aLampType = 0
+ elif lmpType == Lamp.Types.Sun:
+ aLampType = 1
+ else:
+ aLampType = 0
+
+ # start model
+ FD.write(" SI_Light " + removeSpacesFromName(obj.getName()) + " {\n")
+
+ # do type
+ FD.write(" %d,\n" % aLampType)
+
+ lampName=Lamp.Get(obj.data.getName())
+ colour = lampName.col
+
+ # do color
+ FD.write(" %f,\n" % colour[0] )
+ FD.write(" %f,\n" % colour[1] )
+ FD.write(" %f,\n" % colour[2] )
+
+ # do position
+
+ FD.write(" %f,\n" % obj.LocX )
+ FD.write(" %f,\n" % obj.LocY )
+ FD.write(" %f,\n" % obj.LocZ )
+
+
+ # close this model
+ FD.write(" }\n")
+
+
+# ---------------------------------------------------------------------------
+# do_light actually outputs a light model
+# ---------------------------------------------------------------------------
+def do_camera(obj):
+
+ global FD
+
+ # we only want cameras for now.
+ if 'Camera' != obj.getType():
+ return
+
+ print "Exporting camera " + obj.getName ()
+
+
+
+ # start model
+ FD.write(" SI_Camera " + removeSpacesFromName(obj.getName()) + " {\n")
+
+
+ cameraName=Camera.Get(obj.data.getName())
+
+ # colour = cameraName.col
+
+ # do position
+
+ FD.write(" %f,\n" % obj.LocX )
+ FD.write(" %f,\n" % obj.LocY )
+ FD.write(" %f,\n" % obj.LocZ )
+
+ # looking at
+
+ FD.write(" %f,\n" % 0.0 )
+ FD.write(" %f,\n" % 0.0 )
+ FD.write(" %f,\n" % 0.0 )
+
+ # roll
+ FD.write(" %f,\n" % 0.0 )
+
+ aLens = cameraName.getLens()
+
+ # field of view
+ FD.write(" %f,\n" % aLens )
+
+ # near plane
+ FD.write(" %f,\n" % 1.0 )
+
+ # far plane
+ FD.write(" %f,\n" % 10000000.0 )
+
+
+ # close this model
+ FD.write(" }\n")
+
+
+
+# ---------------------------------------------------------------------------
+# write out the ambient light ( for Shockwave 3D converter )
+# ---------------------------------------------------------------------------
+
+def do_light_ambient():
+ ambient = WORLD[0].getAmb()
+ if ambient == [0.0,0.0,0.0]:
+ ambient = [0.5,0.5,0.5]
+
+ FD.write(" SI_Light ambient_sw3d {\n")
+
+ FD.write(" 9,\n")
+ FD.write(" %f,\n" % ambient[0])
+ FD.write(" %f,\n" % ambient[1])
+ FD.write(" %f,\n" % ambient[2])
+ FD.write(" 0.00000000,\n")
+ FD.write(" 0.00000000,\n")
+ FD.write(" 0.00000000,\n")
+
+ FD.write(" }\n")
+
+
+
+# ---------------------------------------------------------------------------
+# export_xsi is the wrapper function to process the loading of an xsi model.
+# ---------------------------------------------------------------------------
+def export_xsi(filename):
+
+ global OBJ, MAT, FD, EXPORT_DIR
+
+ # safety check
+ if filename.find('.xsi', -4) <= 0:
+ print "XSI not found"
+ filename += '.xsi'
+
+
+ export_dir = bsys.dirname(filename)
+ if export_dir != EXPORT_DIR:
+ EXPORT_DIR = export_dir
+
+ # open our output
+ FD = open(filename, 'w')
+
+ # get the selected objects, otherwise get them all
+ #OBJ = Blender.Object.GetSelected()
+ #if not OBJ:
+
+ OBJ = Blender.Object.Get()
+
+ # we need some objects, if none specified stop
+ if not OBJ:
+ return
+
+ # if any exist, grab the materials
+ MAT = Blender.Material.Get()
+
+ # output the header data
+ do_header()
+
+ # output the materials used by the selected objects.
+ do_materiallibrary()
+
+ # we punch out the models, that is, the meshes themselves
+ do_models()
+
+
+ # finally close our file
+ FD.close()
+
+
+
+# ---------------------------------------------------------------------------
+# Lets trigger it off now
+# Blender.Window.FileSelector(export_xsi, 'Export SoftImage XSI')
+
+fname = bsys.makename(ext=".xsi")
+if EXPORT_DIR <> '':
+ fname = bsys.join(EXPORT_DIR, bsys.basename(fname))
+
+Blender.Window.FileSelector(export_xsi, "Export SoftImage XSI", fname)