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Diffstat (limited to 'release/scripts/3ds_export.py')
-rw-r--r-- | release/scripts/3ds_export.py | 1019 |
1 files changed, 0 insertions, 1019 deletions
diff --git a/release/scripts/3ds_export.py b/release/scripts/3ds_export.py deleted file mode 100644 index 87680bce1b0..00000000000 --- a/release/scripts/3ds_export.py +++ /dev/null @@ -1,1019 +0,0 @@ -#!BPY -# coding: utf-8 -""" -Name: '3D Studio (.3ds)...' -Blender: 243 -Group: 'Export' -Tooltip: 'Export to 3DS file format (.3ds).' -""" - -__author__ = ["Campbell Barton", "Bob Holcomb", "Richard Lärkäng", "Damien McGinnes", "Mark Stijnman"] -__url__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/") -__version__ = "0.90a" -__bpydoc__ = """\ - -3ds Exporter - -This script Exports a 3ds file. - -Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen) and using information -from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode. -""" - -# ***** BEGIN GPL LICENSE BLOCK ***** -# -# Script copyright (C) Bob Holcomb -# -# This program is free software; you can redistribute it and/or -# modify it under the terms of the GNU General Public License -# as published by the Free Software Foundation; either version 2 -# of the License, or (at your option) any later version. -# -# This program is distributed in the hope that it will be useful, -# but WITHOUT ANY WARRANTY; without even the implied warranty of -# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -# GNU General Public License for more details. -# -# You should have received a copy of the GNU General Public License -# along with this program; if not, write to the Free Software Foundation, -# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. -# -# ***** END GPL LICENCE BLOCK ***** -# -------------------------------------------------------------------------- - - -###################################################### -# Importing modules -###################################################### - -import Blender -import bpy -from BPyMesh import getMeshFromObject -from BPyObject import getDerivedObjects -try: - import struct -except: - struct = None - -# So 3ds max can open files, limit names to 12 in length -# this is verry annoying for filenames! -name_unique = [] -name_mapping = {} -def sane_name(name): - name_fixed = name_mapping.get(name) - if name_fixed != None: - return name_fixed - - if len(name) > 12: - new_name = name[:12] - else: - new_name = name - - i = 0 - - while new_name in name_unique: - new_name = new_name[:-4] + '.%.3d' % i - i+=1 - - name_unique.append(new_name) - name_mapping[name] = new_name - return new_name - -###################################################### -# Data Structures -###################################################### - -#Some of the chunks that we will export -#----- Primary Chunk, at the beginning of each file -PRIMARY= long("0x4D4D",16) - -#------ Main Chunks -OBJECTINFO = long("0x3D3D",16); #This gives the version of the mesh and is found right before the material and object information -VERSION = long("0x0002",16); #This gives the version of the .3ds file -KFDATA = long("0xB000",16); #This is the header for all of the key frame info - -#------ sub defines of OBJECTINFO -MATERIAL=45055 #0xAFFF // This stored the texture info -OBJECT=16384 #0x4000 // This stores the faces, vertices, etc... - -#>------ sub defines of MATERIAL -MATNAME = long("0xA000",16); # This holds the material name -MATAMBIENT = long("0xA010",16); # Ambient color of the object/material -MATDIFFUSE = long("0xA020",16); # This holds the color of the object/material -MATSPECULAR = long("0xA030",16); # SPecular color of the object/material -MATSHINESS = long("0xA040",16); # ?? -MATMAP = long("0xA200",16); # This is a header for a new material -MATMAPFILE = long("0xA300",16); # This holds the file name of the texture - -RGB1= long("0x0011",16) -RGB2= long("0x0012",16) - -#>------ sub defines of OBJECT -OBJECT_MESH = long("0x4100",16); # This lets us know that we are reading a new object -OBJECT_LIGHT = long("0x4600",16); # This lets un know we are reading a light object -OBJECT_CAMERA= long("0x4700",16); # This lets un know we are reading a camera object - -#>------ sub defines of CAMERA -OBJECT_CAM_RANGES= long("0x4720",16); # The camera range values - -#>------ sub defines of OBJECT_MESH -OBJECT_VERTICES = long("0x4110",16); # The objects vertices -OBJECT_FACES = long("0x4120",16); # The objects faces -OBJECT_MATERIAL = long("0x4130",16); # This is found if the object has a material, either texture map or color -OBJECT_UV = long("0x4140",16); # The UV texture coordinates -OBJECT_TRANS_MATRIX = long("0x4160",16); # The Object Matrix - -#>------ sub defines of KFDATA -KFDATA_KFHDR = long("0xB00A",16); -KFDATA_KFSEG = long("0xB008",16); -KFDATA_KFCURTIME = long("0xB009",16); -KFDATA_OBJECT_NODE_TAG = long("0xB002",16); - -#>------ sub defines of OBJECT_NODE_TAG -OBJECT_NODE_ID = long("0xB030",16); -OBJECT_NODE_HDR = long("0xB010",16); -OBJECT_PIVOT = long("0xB013",16); -OBJECT_INSTANCE_NAME = long("0xB011",16); -POS_TRACK_TAG = long("0xB020",16); -ROT_TRACK_TAG = long("0xB021",16); -SCL_TRACK_TAG = long("0xB022",16); - -def uv_key(uv): - return round(uv.x, 6), round(uv.y, 6) - -# size defines: -SZ_SHORT = 2 -SZ_INT = 4 -SZ_FLOAT = 4 - -class _3ds_short(object): - '''Class representing a short (2-byte integer) for a 3ds file. - *** This looks like an unsigned short H is unsigned from the struct docs - Cam***''' - __slots__ = 'value' - def __init__(self, val=0): - self.value=val - - def get_size(self): - return SZ_SHORT - - def write(self,file): - file.write(struct.pack("<H", self.value)) - - def __str__(self): - return str(self.value) - -class _3ds_int(object): - '''Class representing an int (4-byte integer) for a 3ds file.''' - __slots__ = 'value' - def __init__(self, val=0): - self.value=val - - def get_size(self): - return SZ_INT - - def write(self,file): - file.write(struct.pack("<I", self.value)) - - def __str__(self): - return str(self.value) - -class _3ds_float(object): - '''Class representing a 4-byte IEEE floating point number for a 3ds file.''' - __slots__ = 'value' - def __init__(self, val=0.0): - self.value=val - - def get_size(self): - return SZ_FLOAT - - def write(self,file): - file.write(struct.pack("<f", self.value)) - - def __str__(self): - return str(self.value) - - -class _3ds_string(object): - '''Class representing a zero-terminated string for a 3ds file.''' - __slots__ = 'value' - def __init__(self, val=""): - self.value=val - - def get_size(self): - return (len(self.value)+1) - - def write(self,file): - binary_format = "<%ds" % (len(self.value)+1) - file.write(struct.pack(binary_format, self.value)) - - def __str__(self): - return self.value - -class _3ds_point_3d(object): - '''Class representing a three-dimensional point for a 3ds file.''' - __slots__ = 'x','y','z' - def __init__(self, point=(0.0,0.0,0.0)): - self.x, self.y, self.z = point - - def get_size(self): - return 3*SZ_FLOAT - - def write(self,file): - file.write(struct.pack('<3f', self.x, self.y, self.z)) - - def __str__(self): - return '(%f, %f, %f)' % (self.x, self.y, self.z) - -# Used for writing a track -""" -class _3ds_point_4d(object): - '''Class representing a four-dimensional point for a 3ds file, for instance a quaternion.''' - __slots__ = 'x','y','z','w' - def __init__(self, point=(0.0,0.0,0.0,0.0)): - self.x, self.y, self.z, self.w = point - - def get_size(self): - return 4*SZ_FLOAT - - def write(self,file): - data=struct.pack('<4f', self.x, self.y, self.z, self.w) - file.write(data) - - def __str__(self): - return '(%f, %f, %f, %f)' % (self.x, self.y, self.z, self.w) -""" - -class _3ds_point_uv(object): - '''Class representing a UV-coordinate for a 3ds file.''' - __slots__ = 'uv' - def __init__(self, point=(0.0,0.0)): - self.uv = point - - def __cmp__(self, other): - return cmp(self.uv,other.uv) - - def get_size(self): - return 2*SZ_FLOAT - - def write(self,file): - data=struct.pack('<2f', self.uv[0], self.uv[1]) - file.write(data) - - def __str__(self): - return '(%g, %g)' % self.uv - -class _3ds_rgb_color(object): - '''Class representing a (24-bit) rgb color for a 3ds file.''' - __slots__ = 'r','g','b' - def __init__(self, col=(0,0,0)): - self.r, self.g, self.b = col - - def get_size(self): - return 3 - - def write(self,file): - file.write( struct.pack('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) ) - - def __str__(self): - return '{%f, %f, %f}' % (self.r, self.g, self.b) - -class _3ds_face(object): - '''Class representing a face for a 3ds file.''' - __slots__ = 'vindex' - def __init__(self, vindex): - self.vindex = vindex - - def get_size(self): - return 4*SZ_SHORT - - def write(self,file): - # The last zero is only used by 3d studio - file.write(struct.pack("<4H", self.vindex[0],self.vindex[1], self.vindex[2], 0)) - - def __str__(self): - return '[%d %d %d]' % (self.vindex[0],self.vindex[1], self.vindex[2]) - -class _3ds_array(object): - '''Class representing an array of variables for a 3ds file. - - Consists of a _3ds_short to indicate the number of items, followed by the items themselves. - ''' - __slots__ = 'values', 'size' - def __init__(self): - self.values=[] - self.size=SZ_SHORT - - # add an item: - def add(self,item): - self.values.append(item) - self.size+=item.get_size() - - def get_size(self): - return self.size - - def write(self,file): - _3ds_short(len(self.values)).write(file) - #_3ds_int(len(self.values)).write(file) - for value in self.values: - value.write(file) - - # To not overwhelm the output in a dump, a _3ds_array only - # outputs the number of items, not all of the actual items. - def __str__(self): - return '(%d items)' % len(self.values) - -class _3ds_named_variable(object): - '''Convenience class for named variables.''' - - __slots__ = 'value', 'name' - def __init__(self, name, val=None): - self.name=name - self.value=val - - def get_size(self): - if (self.value==None): - return 0 - else: - return self.value.get_size() - - def write(self, file): - if (self.value!=None): - self.value.write(file) - - def dump(self,indent): - if (self.value!=None): - spaces="" - for i in xrange(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 xrange(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. - images = [] - if material: - for mtex in material.getTextures(): - if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE: - image = mtex.tex.image - if image: - images.append(image) # maye want to include info like diffuse, spec here. - return images - -def make_material_subchunk(id, color): - '''Make a material subchunk. - - Used for color subchunks, such as diffuse color or ambient color subchunks.''' - mat_sub = _3ds_chunk(id) - col1 = _3ds_chunk(RGB1) - col1.add_variable("color1", _3ds_rgb_color(color)); - mat_sub.add_subchunk(col1) -# optional: -# col2 = _3ds_chunk(RGB1) -# col2.add_variable("color2", _3ds_rgb_color(color)); -# mat_sub.add_subchunk(col2) - return mat_sub - - -def make_material_texture_chunk(id, images): - """Make Material Map texture chunk - """ - mat_sub = _3ds_chunk(id) - - def add_image(img): - filename = image.filename.split('\\')[-1].split('/')[-1] - mat_sub_file = _3ds_chunk(MATMAPFILE) - mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename))) - mat_sub.add_subchunk(mat_sub_file) - - for image in images: - add_image(image) - - return mat_sub - -def make_material_chunk(material, image): - '''Make a material chunk out of a blender material.''' - material_chunk = _3ds_chunk(MATERIAL) - name = _3ds_chunk(MATNAME) - - if material: name_str = material.name - else: name_str = 'None' - if image: name_str += image.name - - name.add_variable("name", _3ds_string(sane_name(name_str))) - material_chunk.add_subchunk(name) - - if not material: - material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0,0,0) )) - material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (.8, .8, .8) )) - material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1,1,1) )) - - else: - material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.amb for a in material.rgbCol] )) - material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.rgbCol)) - 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 = mesh.faceUV - - if not do_uv: - face_uv = None - - img = None - for face in mesh.faces: - f_v = face.v - - if do_uv: - f_uv = face.uv - img = face.image - if img: img = img.name - - if len(f_v)==3: - 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].index, f_v[1].index, f_v[2].index), face.mat, 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 xrange(len(verts))] - - # for each face uv coordinate, add it to the UniqueList of the vertex - for tri in tri_list: - for i in xrange(3): - # store the index into the UniqueList for future reference: - # offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.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].itervalues(): - # 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 xrange(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 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.itervalues(): - 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 xrange(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 mesh.faceUV: - # Remove the face UVs and convert it to vertex UV: - vert_array, uv_array, tri_list = remove_face_uv(mesh.verts, tri_list) - else: - # Add the vertices to the vertex array: - vert_array = _3ds_array() - for vert in mesh.verts: - vert_array.add(_3ds_point_3d(vert.co)) - # If the mesh has vertex UVs, create an array of UVs: - if mesh.vertexUV: - uv_array = _3ds_array() - for vert in mesh.verts: - uv_array.add(_3ds_point_uv(vert.uvco)) - else: - # no UV at all: - uv_array = None - - # create the chunk: - mesh_chunk = _3ds_chunk(OBJECT_MESH) - - # add vertex chunk: - mesh_chunk.add_subchunk(make_vert_chunk(vert_array)) - # add faces chunk: - - mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh, materialDict)) - - # if available, add uv chunk: - if uv_array: - mesh_chunk.add_subchunk(make_uv_chunk(uv_array)) - - return mesh_chunk - -""" # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX -def make_kfdata(start=0, stop=0, curtime=0): - '''Make the basic keyframe data chunk''' - kfdata = _3ds_chunk(KFDATA) - - kfhdr = _3ds_chunk(KFDATA_KFHDR) - kfhdr.add_variable("revision", _3ds_short(0)) - # Not really sure what filename is used for, but it seems it is usually used - # to identify the program that generated the .3ds: - kfhdr.add_variable("filename", _3ds_string("Blender")) - kfhdr.add_variable("animlen", _3ds_int(stop-start)) - - kfseg = _3ds_chunk(KFDATA_KFSEG) - kfseg.add_variable("start", _3ds_int(start)) - kfseg.add_variable("stop", _3ds_int(stop)) - - kfcurtime = _3ds_chunk(KFDATA_KFCURTIME) - kfcurtime.add_variable("curtime", _3ds_int(curtime)) - - kfdata.add_subchunk(kfhdr) - kfdata.add_subchunk(kfseg) - kfdata.add_subchunk(kfcurtime) - return kfdata -""" - -""" -def make_track_chunk(ID, obj): - '''Make a chunk for track data. - - Depending on the ID, this will construct a position, rotation or scale track.''' - track_chunk = _3ds_chunk(ID) - track_chunk.add_variable("track_flags", _3ds_short()) - track_chunk.add_variable("unknown", _3ds_int()) - track_chunk.add_variable("unknown", _3ds_int()) - track_chunk.add_variable("nkeys", _3ds_int(1)) - # Next section should be repeated for every keyframe, but for now, animation is not actually supported. - track_chunk.add_variable("tcb_frame", _3ds_int(0)) - track_chunk.add_variable("tcb_flags", _3ds_short()) - if obj.type=='Empty': - if ID==POS_TRACK_TAG: - # position vector: - track_chunk.add_variable("position", _3ds_point_3d(obj.getLocation())) - elif ID==ROT_TRACK_TAG: - # rotation (quaternion, angle first, followed by axis): - q = obj.getEuler().toQuat() - track_chunk.add_variable("rotation", _3ds_point_4d((q.angle, q.axis[0], q.axis[1], q.axis[2]))) - elif ID==SCL_TRACK_TAG: - # scale vector: - track_chunk.add_variable("scale", _3ds_point_3d(obj.getSize())) - else: - # meshes have their transformations applied before - # exporting, so write identity transforms here: - if ID==POS_TRACK_TAG: - # position vector: - track_chunk.add_variable("position", _3ds_point_3d((0.0,0.0,0.0))) - elif ID==ROT_TRACK_TAG: - # rotation (quaternion, angle first, followed by axis): - track_chunk.add_variable("rotation", _3ds_point_4d((0.0, 1.0, 0.0, 0.0))) - elif ID==SCL_TRACK_TAG: - # scale vector: - track_chunk.add_variable("scale", _3ds_point_3d((1.0, 1.0, 1.0))) - - return track_chunk -""" - -""" -def make_kf_obj_node(obj, name_to_id): - '''Make a node chunk for a Blender object. - - Takes the Blender object as a parameter. Object id's are taken from the dictionary name_to_id. - Blender Empty objects are converted to dummy nodes.''' - - name = obj.name - # main object node chunk: - kf_obj_node = _3ds_chunk(KFDATA_OBJECT_NODE_TAG) - # chunk for the object id: - obj_id_chunk = _3ds_chunk(OBJECT_NODE_ID) - # object id is from the name_to_id dictionary: - obj_id_chunk.add_variable("node_id", _3ds_short(name_to_id[name])) - - # object node header: - obj_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR) - # object name: - if obj.type == 'Empty': - # Empties are called "$$$DUMMY" and use the OBJECT_INSTANCE_NAME chunk - # for their name (see below): - obj_node_header_chunk.add_variable("name", _3ds_string("$$$DUMMY")) - else: - # Add the name: - obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name))) - # Add Flag variables (not sure what they do): - obj_node_header_chunk.add_variable("flags1", _3ds_short(0)) - obj_node_header_chunk.add_variable("flags2", _3ds_short(0)) - - # Check parent-child relationships: - parent = obj.parent - if (parent == None) or (parent.name not in name_to_id): - # If no parent, or the parents name is not in the name_to_id dictionary, - # parent id becomes -1: - obj_node_header_chunk.add_variable("parent", _3ds_short(-1)) - else: - # Get the parent's id from the name_to_id dictionary: - obj_node_header_chunk.add_variable("parent", _3ds_short(name_to_id[parent.name])) - - # Add pivot chunk: - obj_pivot_chunk = _3ds_chunk(OBJECT_PIVOT) - obj_pivot_chunk.add_variable("pivot", _3ds_point_3d(obj.getLocation())) - kf_obj_node.add_subchunk(obj_pivot_chunk) - - # add subchunks for object id and node header: - kf_obj_node.add_subchunk(obj_id_chunk) - kf_obj_node.add_subchunk(obj_node_header_chunk) - - # Empty objects need to have an extra chunk for the instance name: - if obj.type == 'Empty': - obj_instance_name_chunk = _3ds_chunk(OBJECT_INSTANCE_NAME) - obj_instance_name_chunk.add_variable("name", _3ds_string(sane_name(name))) - kf_obj_node.add_subchunk(obj_instance_name_chunk) - - # Add track chunks for position, rotation and scale: - kf_obj_node.add_subchunk(make_track_chunk(POS_TRACK_TAG, obj)) - kf_obj_node.add_subchunk(make_track_chunk(ROT_TRACK_TAG, obj)) - kf_obj_node.add_subchunk(make_track_chunk(SCL_TRACK_TAG, obj)) - - return kf_obj_node -""" - -import BPyMessages -def save_3ds(filename): - '''Save the Blender scene to a 3ds file.''' - # Time the export - - if not filename.lower().endswith('.3ds'): - filename += '.3ds' - - if not BPyMessages.Warning_SaveOver(filename): - return - - time1= Blender.sys.time() - Blender.Window.WaitCursor(1) - sce= bpy.data.scenes.active - - # Initialize the main chunk (primary): - primary = _3ds_chunk(PRIMARY) - # Add version chunk: - version_chunk = _3ds_chunk(VERSION) - version_chunk.add_variable("version", _3ds_int(3)) - primary.add_subchunk(version_chunk) - - # init main object info chunk: - object_info = _3ds_chunk(OBJECTINFO) - - ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX - # init main key frame data chunk: - kfdata = make_kfdata() - ''' - - # Get all the supported objects selected in this scene: - # ob_sel= list(sce.objects.context) - # mesh_objects = [ (ob, me) for ob in ob_sel for me in (BPyMesh.getMeshFromObject(ob, None, True, False, sce),) if me ] - # empty_objects = [ ob for ob in ob_sel if ob.type == 'Empty' ] - - # Make a list of all materials used in the selected meshes (use a dictionary, - # each material is added once): - materialDict = {} - mesh_objects = [] - for ob in sce.objects.context: - for ob_derived, mat in getDerivedObjects(ob, False): - data = getMeshFromObject(ob_derived, None, True, False, sce) - if data: - 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 data.faceUV: - if not mat_ls: - mat = mat_name = None - - for f in data.faces: - if mat_ls: - mat_index = f.mat - if mat_index >= mat_ls_len: - mat_index = f.mat = 0 - mat = mat_ls[mat_index] - if mat: mat_name = mat.name - else: mat_name = None - # else there alredy set to none - - img = 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.mat >= mat_ls_len: - f.mat = 0 - - # Make material chunks for all materials used in the meshes: - for mat_and_image in materialDict.itervalues(): - 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)) - ''' - blender_mesh.verts = None - i+=i - - # Create chunks for all empties: - ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX - for ob in empty_objects: - # Empties only require a kf object node: - kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id)) - pass - ''' - - # Add main object info chunk to primary chunk: - primary.add_subchunk(object_info) - - ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX - # Add main keyframe data chunk to primary chunk: - primary.add_subchunk(kfdata) - ''' - - # At this point, the chunk hierarchy is completely built. - - # Check the size: - primary.get_size() - # Open the file for writing: - file = open( filename, 'wb' ) - - # Recursively write the chunks to file: - primary.write(file) - - # Close the file: - file.close() - - # Debugging only: report the exporting time: - Blender.Window.WaitCursor(0) - print "3ds export time: %.2f" % (Blender.sys.time() - time1) - - # Debugging only: dump the chunk hierarchy: - #primary.dump() - - -if __name__=='__main__': - if struct: - Blender.Window.FileSelector(save_3ds, "Export 3DS", Blender.sys.makename(ext='.3ds')) - else: - Blender.Draw.PupMenu("Error%t|This script requires a full python installation") -# save_3ds('/test_b.3ds') |