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Diffstat (limited to 'release/scripts/export_obj.py')
-rw-r--r-- | release/scripts/export_obj.py | 933 |
1 files changed, 0 insertions, 933 deletions
diff --git a/release/scripts/export_obj.py b/release/scripts/export_obj.py deleted file mode 100644 index 7dffb5d2048..00000000000 --- a/release/scripts/export_obj.py +++ /dev/null @@ -1,933 +0,0 @@ -#!BPY - -""" -Name: 'Wavefront (.obj)...' -Blender: 249 -Group: 'Export' -Tooltip: 'Save a Wavefront OBJ File' -""" - -__author__ = "Campbell Barton, Jiri Hnidek, Paolo Ciccone" -__url__ = ['http://wiki.blender.org/index.php/Scripts/Manual/Export/wavefront_obj', 'www.blender.org', 'blenderartists.org'] -__version__ = "1.22" - -__bpydoc__ = """\ -This script is an exporter to OBJ file format. - -Usage: - -Select the objects you wish to export and run this script from "File->Export" menu. -Selecting the default options from the popup box will be good in most cases. -All objects that can be represented as a mesh (mesh, curve, metaball, surface, text3d) -will be exported as mesh data. -""" - - -# ***** BEGIN GPL LICENSE BLOCK ***** -# -# Script copyright (C) Campbell J Barton 2007-2009 -# - V1.22- bspline import/export added (funded by PolyDimensions GmbH) -# -# 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 ***** -# -------------------------------------------------------------------------- - - -import Blender -from Blender import Mesh, Scene, Window, sys, Image, Draw -import BPyMesh -import BPyObject -import BPySys -import BPyMessages - -# Returns a tuple - path,extension. -# 'hello.obj' > ('hello', '.obj') -def splitExt(path): - dotidx = path.rfind('.') - if dotidx == -1: - return path, '' - else: - return path[:dotidx], path[dotidx:] - -def fixName(name): - if name == None: - return 'None' - else: - return name.replace(' ', '_') - -# A Dict of Materials -# (material.name, image.name):matname_imagename # matname_imagename has gaps removed. -MTL_DICT = {} - -def write_mtl(filename): - - world = Blender.World.GetCurrent() - if world: - worldAmb = world.getAmb() - else: - worldAmb = (0,0,0) # Default value - - file = open(filename, "w") - file.write('# Blender3D MTL File: %s\n' % Blender.Get('filename').split('\\')[-1].split('/')[-1]) - 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.iteritems(): - - # 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.getHardness()-1) * 1.9607843137254901) ) # Hardness, convert blenders 1-511 to MTL's - file.write('Ka %.6f %.6f %.6f\n' % tuple([c*mat.amb for c in worldAmb]) ) # Ambient, uses mirror colour, - file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.ref for c in mat.rgbCol]) ) # Diffuse - file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.spec for c in mat.specCol]) ) # Specular - file.write('Ni %.6f\n' % mat.IOR) # Refraction index - 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.getMode() & Blender.Material.Modes['SHADELESS']: - file.write('illum 0\n') # ignore lighting - elif mat.getSpec() == 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! - file.write('map_Kd %s\n' % img.filename.split('\\')[-1].split('/')[-1]) # Diffuse mapping image - - elif mat: # No face image. if we havea material search for MTex image. - for mtex in mat.getTextures(): - if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE: - try: - filename = mtex.tex.image.filename.split('\\')[-1].split('/')[-1] - file.write('map_Kd %s\n' % filename) # Diffuse mapping image - break - except: - # Texture has no image though its an image type, best ignore. - pass - - file.write('\n\n') - - file.close() - -def copy_file(source, dest): - file = open(source, 'rb') - data = file.read() - file.close() - - file = open(dest, 'wb') - file.write(data) - file.close() - - -def copy_images(dest_dir): - if dest_dir[-1] != sys.sep: - dest_dir += sys.sep - - # Get unique image names - uniqueImages = {} - for matname, mat, image in MTL_DICT.itervalues(): # 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.getTextures(): - if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE: - image_tex = mtex.tex.image - if image_tex: - try: - uniqueImages[image_tex] = image_tex - except: - pass - - # Now copy images - copyCount = 0 - - for bImage in uniqueImages.itervalues(): - image_path = sys.expandpath(bImage.filename) - if sys.exists(image_path): - # Make a name for the target path. - dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1] - if not sys.exists(dest_image_path): # Image isnt alredy there - print '\tCopying "%s" > "%s"' % (image_path, dest_image_path) - copy_file(image_path, dest_image_path) - copyCount+=1 - print '\tCopied %d images' % copyCount - - -def test_nurbs_compat(ob): - if ob.type != 'Curve': - return False - - for nu in ob.data: - if (not nu.knotsV) and nu.type != 1: # 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 - Vector = Blender.Mathutils.Vector - for nu in cu: - - if nu.type==0: DEG_ORDER_U = 1 - else: DEG_ORDER_U = nu.orderU-1 # Tested to be correct - - if nu.type==1: - print "\tWarning, bezier curve:", ob.name, "only poly and nurbs curves supported" - continue - - if nu.knotsV: - print "\tWarning, surface:", ob.name, "only poly and nurbs curves supported" - continue - - if len(nu) <= DEG_ORDER_U: - print "\tWarning, orderU is lower then vert count, skipping:", ob.name - continue - - pt_num = 0 - do_closed = (nu.flagU & 1) - do_endpoints = (do_closed==0) and (nu.flagU & 2) - - for pt in nu: - pt = Vector(pt[0], pt[1], pt[2]) * ob_mat - 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 xrange(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 xrange(tot_parm)] - - if do_endpoints: # end points, force param - for i in xrange(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(filename, objects,\ -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 alredy set - This can be accessed externaly - eg. - write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options. - ''' - - def veckey3d(v): - return round(v.x, 6), round(v.y, 6), round(v.z, 6) - - def veckey2d(v): - return round(v.x, 6), round(v.y, 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 in face: - vWeights = vWeightMap[vert.index] - for vGroupName, weight in vWeights: - weightDict[vGroupName] = weightDict.get(vGroupName, 0) + weight - - if weightDict: - alist = [(weight,vGroupName) for vGroupName, weight in weightDict.iteritems()] # sort least to greatest amount of weight - alist.sort() - return(alist[-1][1]) # highest value last - else: - return '(null)' - - - print 'OBJ Export path: "%s"' % filename - temp_mesh_name = '~tmp-mesh' - - time1 = sys.time() - scn = Scene.GetCurrent() - - file = open(filename, "w") - - # Write Header - file.write('# Blender3D v%s OBJ File: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] )) - file.write('# www.blender3d.org\n') - - # Tell the obj file what material file to use. - if EXPORT_MTL: - mtlfilename = '%s.mtl' % '.'.join(filename.split('.')[:-1]) - file.write('mtllib %s\n' % ( mtlfilename.split('\\')[-1].split('/')[-1] )) - - # Get the container mesh. - used for applying modifiers and non mesh objects. - containerMesh = meshName = tempMesh = None - for meshName in Blender.NMesh.GetNames(): - if meshName.startswith(temp_mesh_name): - tempMesh = Mesh.Get(meshName) - if not tempMesh.users: - containerMesh = tempMesh - if not containerMesh: - containerMesh = Mesh.New(temp_mesh_name) - - if EXPORT_ROTX90: - mat_xrot90= Blender.Mathutils.RotationMatrix(-90, 4, 'x') - - del meshName - del tempMesh - - # Initialize totals, these are updated each object - totverts = totuvco = totno = 1 - - face_vert_index = 1 - - globalNormals = {} - - # Get all meshes - for ob_main in objects: - for ob, ob_mat in BPyObject.getDerivedObjects(ob_main): - - # 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 - - # Will work for non meshes now! :) - # getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None) - me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, EXPORT_POLYGROUPS, scn) - if not me: - continue - - if EXPORT_UV: - faceuv= me.faceUV - else: - faceuv = False - - # We have a valid mesh - if EXPORT_TRI and me.faces: - # Add a dummy object to it. - has_quads = False - for f in me.faces: - if len(f) == 4: - has_quads = True - break - - if has_quads: - oldmode = Mesh.Mode() - Mesh.Mode(Mesh.SelectModes['FACE']) - - me.sel = True - tempob = scn.objects.new(me) - me.quadToTriangle(0) # more=0 shortest length - oldmode = Mesh.Mode(oldmode) - scn.objects.unlink(tempob) - - Mesh.Mode(oldmode) - - # Make our own list so it can be sorted to reduce context switching - faces = [ f for f in me.faces ] - - if EXPORT_EDGES: - edges = me.edges - else: - edges = [] - - if not (len(faces)+len(edges)+len(me.verts)): # Make sure there is somthing to write - continue # dont bother with this mesh. - - if EXPORT_ROTX90: - me.transform(ob_mat*mat_xrot90) - else: - me.transform(ob_mat) - - # High Quality Normals - if EXPORT_NORMALS and faces: - if EXPORT_NORMALS_HQ: - BPyMesh.meshCalcNormals(me) - else: - # transforming normals is incorrect - # when the matrix is scaled, - # better to recalculate them - me.calcNormals() - - # # Crash Blender - #materials = me.getMaterials(1) # 1 == will return None in the list. - materials = me.materials - - materialNames = [] - materialItems = materials[:] - if materials: - for mat in materials: - if mat: # !=None - 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: - try: faces.sort(key = lambda a: (a.mat, a.image, a.smooth)) - except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth))) - elif len(materials) > 1: - try: faces.sort(key = lambda a: (a.mat, a.smooth)) - except: faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth))) - else: - # no materials - try: faces.sort(key = lambda a: a.smooth) - except: faces.sort(lambda a,b: cmp(a.smooth, b.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.getData(1) - 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' % tuple(v.co)) - - # UV - if faceuv: - uv_face_mapping = [[0,0,0,0] for f in faces] # a bit of a waste for tri's :/ - - uv_dict = {} # could use a set() here - for f_index, f in enumerate(faces): - - for uv_index, uv in enumerate(f.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' % tuple(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 in faces: - if f.smooth: - for v in f: - noKey = veckey3d(v.no) - if not globalNormals.has_key( noKey ): - globalNormals[noKey] = totno - totno +=1 - file.write('vn %.6f %.6f %.6f\n' % noKey) - else: - # Hard, 1 normal from the face. - noKey = veckey3d(f.no) - if not globalNormals.has_key( noKey ): - globalNormals[noKey] = totno - totno +=1 - file.write('vn %.6f %.6f %.6f\n' % noKey) - - if not faceuv: - f_image = None - - if EXPORT_POLYGROUPS: - # Retrieve the list of vertex groups - vertGroupNames = me.getVertGroupNames() - - currentVGroup = '' - # Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to - vgroupsMap = [[] for _i in xrange(len(me.verts))] - for vertexGroupName in vertGroupNames: - for vIdx, vWeight in me.getVertsFromGroup(vertexGroupName, 1): - vgroupsMap[vIdx].append((vertexGroupName, vWeight)) - - for f_index, f in enumerate(faces): - f_v= f.v - f_smooth= f.smooth - f_mat = min(f.mat, len(materialNames)-1) - if faceuv: - f_image = f.image - f_uv= f.uv - - # 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 vertGroupNames: - # 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 alredy switched, dont do anything - else: - if key[0] == None and key[1] == None: - # Write a null material, since we know the context has changed. - if EXPORT_GROUP_BY_MAT: - file.write('g %s_%s\n' % (fixName(ob.name), fixName(ob.getData(1))) ) # 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] == 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.getData(1)), 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 - - file.write('f') - if faceuv: - if EXPORT_NORMALS: - if f_smooth: # Smoothed, use vertex normals - for vi, v in enumerate(f_v): - file.write( ' %d/%d/%d' % (\ - v.index+totverts,\ - totuvco + uv_face_mapping[f_index][vi],\ - globalNormals[ veckey3d(v.no) ])) # vert, uv, normal - - else: # No smoothing, face normals - no = globalNormals[ veckey3d(f.no) ] - for vi, v in enumerate(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 enumerate(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 v in f_v: - file.write( ' %d//%d' % (\ - v.index+totverts,\ - globalNormals[ veckey3d(v.no) ])) - else: # No smoothing, face normals - no = globalNormals[ veckey3d(f.no) ] - for v in f_v: - file.write( ' %d//%d' % (\ - v.index+totverts,\ - no)) - else: # No Normals - for v in f_v: - file.write( ' %d' % (\ - v.index+totverts)) - - file.write('\n') - - # Write edges. - if EXPORT_EDGES: - LOOSE= Mesh.EdgeFlags.LOOSE - for ed in edges: - if ed.flag & LOOSE: - file.write('f %d %d\n' % (ed.v1.index+totverts, ed.v2.index+totverts)) - - # Make the indicies global rather then per mesh - totverts += len(me.verts) - if faceuv: - totuvco += uv_unique_count - me.verts= None - file.close() - - - # Now we have all our materials, save them - if EXPORT_MTL: - write_mtl(mtlfilename) - if EXPORT_COPY_IMAGES: - dest_dir = filename - # 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) - else: - print '\tError: "%s" could not be used as a base for an image path.' % filename - - print "OBJ Export time: %.2f" % (sys.time() - time1) - - - -def write_ui(filename): - - if not filename.lower().endswith('.obj'): - filename += '.obj' - - if not BPyMessages.Warning_SaveOver(filename): - return - - global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\ - EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\ - EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\ - EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\ - EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\ - EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS - - EXPORT_APPLY_MODIFIERS = Draw.Create(0) - EXPORT_ROTX90 = Draw.Create(1) - EXPORT_TRI = Draw.Create(0) - EXPORT_EDGES = Draw.Create(1) - EXPORT_NORMALS = Draw.Create(0) - EXPORT_NORMALS_HQ = Draw.Create(0) - EXPORT_UV = Draw.Create(1) - EXPORT_MTL = Draw.Create(1) - EXPORT_SEL_ONLY = Draw.Create(1) - EXPORT_ALL_SCENES = Draw.Create(0) - EXPORT_ANIMATION = Draw.Create(0) - EXPORT_COPY_IMAGES = Draw.Create(0) - EXPORT_BLEN_OBS = Draw.Create(0) - EXPORT_GROUP_BY_OB = Draw.Create(0) - EXPORT_GROUP_BY_MAT = Draw.Create(0) - EXPORT_KEEP_VERT_ORDER = Draw.Create(1) - EXPORT_POLYGROUPS = Draw.Create(0) - EXPORT_CURVE_AS_NURBS = Draw.Create(1) - - - # Old UI - ''' - # removed too many options are bad! - - # Get USER Options - pup_block = [\ - ('Context...'),\ - ('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection. Else export whole scene.'),\ - ('All Scenes', EXPORT_ALL_SCENES, 'Each scene as a separate OBJ file.'),\ - ('Animation', EXPORT_ANIMATION, 'Each frame as a numbered OBJ file.'),\ - ('Object Prefs...'),\ - ('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\ - ('Rotate X90', EXPORT_ROTX90 , 'Rotate on export so Blenders UP is translated into OBJs UP'),\ - ('Keep Vert Order', EXPORT_KEEP_VERT_ORDER, 'Keep vert and face order, disables some other options.'),\ - ('Extra Data...'),\ - ('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\ - ('Normals', EXPORT_NORMALS, 'Export vertex normal data (Ignored on import).'),\ - ('High Quality Normals', EXPORT_NORMALS_HQ, 'Calculate high quality normals for rendering.'),\ - ('UVs', EXPORT_UV, 'Export texface UV coords.'),\ - ('Materials', EXPORT_MTL, 'Write a separate MTL file with the OBJ.'),\ - ('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\ - ('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\ - ('Grouping...'),\ - ('Objects', EXPORT_BLEN_OBS, 'Export blender objects as "OBJ objects".'),\ - ('Object Groups', EXPORT_GROUP_BY_OB, 'Export blender objects as "OBJ Groups".'),\ - ('Material Groups', EXPORT_GROUP_BY_MAT, 'Group by materials.'),\ - ] - - if not Draw.PupBlock('Export...', pup_block): - return - ''' - - # BEGIN ALTERNATIVE UI ******************* - if True: - - EVENT_NONE = 0 - EVENT_EXIT = 1 - EVENT_REDRAW = 2 - EVENT_EXPORT = 3 - - GLOBALS = {} - GLOBALS['EVENT'] = EVENT_REDRAW - #GLOBALS['MOUSE'] = Window.GetMouseCoords() - GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()] - - def obj_ui_set_event(e,v): - GLOBALS['EVENT'] = e - - def do_split(e,v): - global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER, EXPORT_POLYGROUPS - if EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val: - EXPORT_KEEP_VERT_ORDER.val = 0 - else: - EXPORT_KEEP_VERT_ORDER.val = 1 - - def do_vertorder(e,v): - global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER - if EXPORT_KEEP_VERT_ORDER.val: - EXPORT_BLEN_OBS.val = EXPORT_GROUP_BY_OB.val = EXPORT_GROUP_BY_MAT.val = EXPORT_APPLY_MODIFIERS.val = 0 - else: - if not (EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val): - EXPORT_KEEP_VERT_ORDER.val = 1 - - - def do_help(e,v): - url = __url__[0] - print 'Trying to open web browser with documentation at this address...' - print '\t' + url - - try: - import webbrowser - webbrowser.open(url) - except: - print '...could not open a browser window.' - - def obj_ui(): - ui_x, ui_y = GLOBALS['MOUSE'] - - # Center based on overall pup size - ui_x -= 165 - ui_y -= 140 - - global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\ - EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\ - EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\ - EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\ - EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\ - EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS - - Draw.Label('Context...', ui_x+9, ui_y+239, 220, 20) - Draw.BeginAlign() - EXPORT_SEL_ONLY = Draw.Toggle('Selection Only', EVENT_NONE, ui_x+9, ui_y+219, 110, 20, EXPORT_SEL_ONLY.val, 'Only export objects in visible selection. Else export whole scene.') - EXPORT_ALL_SCENES = Draw.Toggle('All Scenes', EVENT_NONE, ui_x+119, ui_y+219, 110, 20, EXPORT_ALL_SCENES.val, 'Each scene as a separate OBJ file.') - EXPORT_ANIMATION = Draw.Toggle('Animation', EVENT_NONE, ui_x+229, ui_y+219, 110, 20, EXPORT_ANIMATION.val, 'Each frame as a numbered OBJ file.') - Draw.EndAlign() - - - Draw.Label('Output Options...', ui_x+9, ui_y+189, 220, 20) - Draw.BeginAlign() - EXPORT_APPLY_MODIFIERS = Draw.Toggle('Apply Modifiers', EVENT_REDRAW, ui_x+9, ui_y+170, 110, 20, EXPORT_APPLY_MODIFIERS.val, 'Use transformed mesh data from each object. May break vert order for morph targets.', do_split) - EXPORT_ROTX90 = Draw.Toggle('Rotate X90', EVENT_NONE, ui_x+119, ui_y+170, 110, 20, EXPORT_ROTX90.val, 'Rotate on export so Blenders UP is translated into OBJs UP') - EXPORT_COPY_IMAGES = Draw.Toggle('Copy Images', EVENT_NONE, ui_x+229, ui_y+170, 110, 20, EXPORT_COPY_IMAGES.val, 'Copy image files to the export directory, never overwrite.') - Draw.EndAlign() - - - Draw.Label('Export...', ui_x+9, ui_y+139, 220, 20) - Draw.BeginAlign() - EXPORT_EDGES = Draw.Toggle('Edges', EVENT_NONE, ui_x+9, ui_y+120, 50, 20, EXPORT_EDGES.val, 'Edges not connected to faces.') - EXPORT_TRI = Draw.Toggle('Triangulate', EVENT_NONE, ui_x+59, ui_y+120, 70, 20, EXPORT_TRI.val, 'Triangulate quads.') - Draw.EndAlign() - Draw.BeginAlign() - EXPORT_MTL = Draw.Toggle('Materials', EVENT_NONE, ui_x+139, ui_y+120, 70, 20, EXPORT_MTL.val, 'Write a separate MTL file with the OBJ.') - EXPORT_UV = Draw.Toggle('UVs', EVENT_NONE, ui_x+209, ui_y+120, 31, 20, EXPORT_UV.val, 'Export texface UV coords.') - Draw.EndAlign() - Draw.BeginAlign() - EXPORT_NORMALS = Draw.Toggle('Normals', EVENT_NONE, ui_x+250, ui_y+120, 59, 20, EXPORT_NORMALS.val, 'Export vertex normal data (Ignored on import).') - EXPORT_NORMALS_HQ = Draw.Toggle('HQ', EVENT_NONE, ui_x+309, ui_y+120, 31, 20, EXPORT_NORMALS_HQ.val, 'Calculate high quality normals for rendering.') - Draw.EndAlign() - EXPORT_POLYGROUPS = Draw.Toggle('Polygroups', EVENT_REDRAW, ui_x+9, ui_y+95, 120, 20, EXPORT_POLYGROUPS.val, 'Export vertex groups as OBJ groups (one group per face approximation).') - - EXPORT_CURVE_AS_NURBS = Draw.Toggle('Nurbs', EVENT_NONE, ui_x+139, ui_y+95, 100, 20, EXPORT_CURVE_AS_NURBS.val, 'Export 3D nurbs curves and polylines as OBJ curves, (bezier not supported).') - - - Draw.Label('Blender Objects as OBJ:', ui_x+9, ui_y+59, 220, 20) - Draw.BeginAlign() - EXPORT_BLEN_OBS = Draw.Toggle('Objects', EVENT_REDRAW, ui_x+9, ui_y+39, 60, 20, EXPORT_BLEN_OBS.val, 'Export blender objects as "OBJ objects".', do_split) - EXPORT_GROUP_BY_OB = Draw.Toggle('Groups', EVENT_REDRAW, ui_x+69, ui_y+39, 60, 20, EXPORT_GROUP_BY_OB.val, 'Export blender objects as "OBJ Groups".', do_split) - EXPORT_GROUP_BY_MAT = Draw.Toggle('Material Groups', EVENT_REDRAW, ui_x+129, ui_y+39, 100, 20, EXPORT_GROUP_BY_MAT.val, 'Group by materials.', do_split) - Draw.EndAlign() - - EXPORT_KEEP_VERT_ORDER = Draw.Toggle('Keep Vert Order', EVENT_REDRAW, ui_x+239, ui_y+39, 100, 20, EXPORT_KEEP_VERT_ORDER.val, 'Keep vert and face order, disables some other options. Use for morph targets.', do_vertorder) - - Draw.BeginAlign() - Draw.PushButton('Online Help', EVENT_REDRAW, ui_x+9, ui_y+9, 110, 20, 'Load the wiki page for this script', do_help) - Draw.PushButton('Cancel', EVENT_EXIT, ui_x+119, ui_y+9, 110, 20, '', obj_ui_set_event) - Draw.PushButton('Export', EVENT_EXPORT, ui_x+229, ui_y+9, 110, 20, 'Export with these settings', obj_ui_set_event) - Draw.EndAlign() - - - # hack so the toggle buttons redraw. this is not nice at all - while GLOBALS['EVENT'] not in (EVENT_EXIT, EVENT_EXPORT): - Draw.UIBlock(obj_ui, 0) - - if GLOBALS['EVENT'] != EVENT_EXPORT: - return - - # END ALTERNATIVE UI ********************* - - - if EXPORT_KEEP_VERT_ORDER.val: - EXPORT_BLEN_OBS.val = False - EXPORT_GROUP_BY_OB.val = False - EXPORT_GROUP_BY_MAT.val = False - EXPORT_APPLY_MODIFIERS.val = False - - Window.EditMode(0) - Window.WaitCursor(1) - - EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val - EXPORT_ROTX90 = EXPORT_ROTX90.val - EXPORT_TRI = EXPORT_TRI.val - EXPORT_EDGES = EXPORT_EDGES.val - EXPORT_NORMALS = EXPORT_NORMALS.val - EXPORT_NORMALS_HQ = EXPORT_NORMALS_HQ.val - EXPORT_UV = EXPORT_UV.val - EXPORT_MTL = EXPORT_MTL.val - EXPORT_SEL_ONLY = EXPORT_SEL_ONLY.val - EXPORT_ALL_SCENES = EXPORT_ALL_SCENES.val - EXPORT_ANIMATION = EXPORT_ANIMATION.val - EXPORT_COPY_IMAGES = EXPORT_COPY_IMAGES.val - EXPORT_BLEN_OBS = EXPORT_BLEN_OBS.val - EXPORT_GROUP_BY_OB = EXPORT_GROUP_BY_OB.val - EXPORT_GROUP_BY_MAT = EXPORT_GROUP_BY_MAT.val - EXPORT_KEEP_VERT_ORDER = EXPORT_KEEP_VERT_ORDER.val - EXPORT_POLYGROUPS = EXPORT_POLYGROUPS.val - EXPORT_CURVE_AS_NURBS = EXPORT_CURVE_AS_NURBS.val - - - base_name, ext = splitExt(filename) - context_name = [base_name, '', '', ext] # basename, scene_name, framenumber, extension - - # Use the options to export the data using write() - # def write(filename, objects, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True): - orig_scene = Scene.GetCurrent() - if EXPORT_ALL_SCENES: - export_scenes = Scene.Get() - else: - export_scenes = [orig_scene] - - # Export all scenes. - for scn in export_scenes: - scn.makeCurrent() # If alredy current, this is not slow. - context = scn.getRenderingContext() - orig_frame = Blender.Get('curframe') - - if EXPORT_ALL_SCENES: # Add scene name into the context_name - context_name[1] = '_%s' % BPySys.cleanName(scn.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 = xrange(context.startFrame(), context.endFrame()+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 filename. - context_name[2] = '_%.6d' % frame - - Blender.Set('curframe', frame) - if EXPORT_SEL_ONLY: - export_objects = scn.objects.context - else: - export_objects = scn.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(full_path, export_objects,\ - 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) - - Blender.Set('curframe', orig_frame) - - # Restore old active scene. - orig_scene.makeCurrent() - Window.WaitCursor(0) - - -if __name__ == '__main__': - Window.FileSelector(write_ui, 'Export Wavefront OBJ', sys.makename(ext='.obj')) |