diff options
Diffstat (limited to 'release/scripts/io/export_3ds.py')
-rw-r--r-- | release/scripts/io/export_3ds.py | 1702 |
1 files changed, 851 insertions, 851 deletions
diff --git a/release/scripts/io/export_3ds.py b/release/scripts/io/export_3ds.py index 5f585ac4336..23fd44acc3f 100644 --- a/release/scripts/io/export_3ds.py +++ b/release/scripts/io/export_3ds.py @@ -5,18 +5,20 @@ # 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 LICENSE BLOCK ##### +# <pep8 compliant> + __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" @@ -32,7 +34,7 @@ from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode. # ***** BEGIN GPL LICENSE BLOCK ***** # -# Script copyright (C) Bob Holcomb +# 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 @@ -65,50 +67,50 @@ import bpy # import Blender # from BPyMesh import getMeshFromObject # from BPyObject import getDerivedObjects -# try: +# try: # import struct -# except: +# except: # struct = None # also used by X3D exporter # return a tuple (free, object list), free is True if memory should be freed later with free_derived_objects() def create_derived_objects(ob): - if ob.parent and ob.parent.dupli_type != 'NONE': - return False, None + if ob.parent and ob.parent.dupli_type != 'NONE': + return False, None - if ob.dupli_type != 'NONE': - ob.create_dupli_list() - return True, [(dob.object, dob.matrix) for dob in ob.dupli_list] - else: - return False, [(ob, ob.matrix)] + if ob.dupli_type != 'NONE': + ob.create_dupli_list() + return True, [(dob.object, dob.matrix) for dob in ob.dupli_list] + else: + return False, [(ob, ob.matrix)] # also used by X3D exporter def free_derived_objects(ob): - ob.free_dupli_list() + ob.free_dupli_list() # 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 + 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 @@ -170,284 +172,284 @@ ROT_TRACK_TAG = int("0xB021",16); SCL_TRACK_TAG = int("0xB022",16); def uv_key(uv): - return round(uv[0], 6), round(uv[1], 6) + return round(uv[0], 6), round(uv[1], 6) # return round(uv.x, 6), round(uv.y, 6) -# size defines: +# 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 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 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 + '''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) + 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 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) - + '''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 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 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('<3B', int(255*self.r), int(255*self.g), int(255*self.b) ) ) + '''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('<3B', int(255*self.r), int(255*self.g), int(255*self.b) ) ) # file.write( struct.pack('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) ) - - def __str__(self): - return '{%f, %f, %f}' % (self.r, self.g, self.b) + + 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 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 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 range(indent): - spaces+=" "; - if (self.name!=""): - print(spaces, self.name, " = ", self.value) - else: - print(spaces, "[unnamed]", " = ", self.value) + '''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 range(indent): + spaces+=" "; + if (self.name!=""): + print(spaces, self.name, " = ", self.value) + else: + print(spaces, "[unnamed]", " = ", self.value) #the chunk class class _3ds_chunk(object): - '''Class representing a chunk in a 3ds file. - - Chunks contain zero or more variables, followed by zero or more subchunks. - ''' - __slots__ = 'ID', 'size', 'variables', 'subchunks' - def __init__(self, id=0): - self.ID=_3ds_short(id) - self.size=_3ds_int(0) - self.variables=[] - self.subchunks=[] - - def set_ID(id): - self.ID=_3ds_short(id) - - def add_variable(self, name, var): - '''Add a named variable. - - The name is mostly for debugging purposes.''' - self.variables.append(_3ds_named_variable(name,var)) - - def add_subchunk(self, chunk): - '''Add a subchunk.''' - self.subchunks.append(chunk) - - def get_size(self): - '''Calculate the size of the chunk and return it. - - The sizes of the variables and subchunks are used to determine this chunk\'s size.''' - tmpsize=self.ID.get_size()+self.size.get_size() - for variable in self.variables: - tmpsize+=variable.get_size() - for subchunk in self.subchunks: - tmpsize+=subchunk.get_size() - self.size.value=tmpsize - return self.size.value - - def write(self, file): - '''Write the chunk to a file. - - Uses the write function of the variables and the subchunks to do the actual work.''' - #write header - self.ID.write(file) - self.size.write(file) - for variable in self.variables: - variable.write(file) - for subchunk in self.subchunks: - subchunk.write(file) - - - def dump(self, indent=0): - '''Write the chunk to a file. - - Dump is used for debugging purposes, to dump the contents of a chunk to the standard output. - Uses the dump function of the named variables and the subchunks to do the actual work.''' - spaces="" - for i in range(indent): - spaces+=" "; - print(spaces, "ID=", hex(self.ID.value), "size=", self.get_size()) - for variable in self.variables: - variable.dump(indent+1) - for subchunk in self.subchunks: - subchunk.dump(indent+1) + '''Class representing a chunk in a 3ds file. + + Chunks contain zero or more variables, followed by zero or more subchunks. + ''' + __slots__ = 'ID', 'size', 'variables', 'subchunks' + def __init__(self, id=0): + self.ID=_3ds_short(id) + self.size=_3ds_int(0) + self.variables=[] + self.subchunks=[] + + def set_ID(id): + self.ID=_3ds_short(id) + + def add_variable(self, name, var): + '''Add a named variable. + + The name is mostly for debugging purposes.''' + self.variables.append(_3ds_named_variable(name,var)) + + def add_subchunk(self, chunk): + '''Add a subchunk.''' + self.subchunks.append(chunk) + + def get_size(self): + '''Calculate the size of the chunk and return it. + + The sizes of the variables and subchunks are used to determine this chunk\'s size.''' + tmpsize=self.ID.get_size()+self.size.get_size() + for variable in self.variables: + tmpsize+=variable.get_size() + for subchunk in self.subchunks: + tmpsize+=subchunk.get_size() + self.size.value=tmpsize + return self.size.value + + def write(self, file): + '''Write the chunk to a file. + + Uses the write function of the variables and the subchunks to do the actual work.''' + #write header + self.ID.write(file) + self.size.write(file) + for variable in self.variables: + variable.write(file) + for subchunk in self.subchunks: + subchunk.write(file) + + + def dump(self, indent=0): + '''Write the chunk to a file. + + Dump is used for debugging purposes, to dump the contents of a chunk to the standard output. + Uses the dump function of the named variables and the subchunks to do the actual work.''' + spaces="" + for i in range(indent): + spaces+=" "; + print(spaces, "ID=", hex(self.ID.value), "size=", self.get_size()) + for variable in self.variables: + variable.dump(indent+1) + for subchunk in self.subchunks: + subchunk.dump(indent+1) @@ -456,11 +458,11 @@ class _3ds_chunk(object): ###################################################### def get_material_images(material): - # blender utility func. - if material: - return [s.texture.image for s in material.textures if s and s.texture.type == 'IMAGE' and s.texture.image] + # blender utility func. + if material: + return [s.texture.image for s in material.textures if s and s.texture.type == 'IMAGE' and s.texture.image] - return [] + return [] # images = [] # if material: # for mtex in material.getTextures(): @@ -472,634 +474,634 @@ def get_material_images(material): 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) + '''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 + 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 = os.path.basename(image.filename) + """Make Material Map texture chunk + """ + mat_sub = _3ds_chunk(id) + + def add_image(img): + filename = os.path.basename(image.filename) # 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 + mat_sub_file = _3ds_chunk(MATMAPFILE) + mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename))) + mat_sub.add_subchunk(mat_sub_file) + + for image in images: + add_image(image) + + return mat_sub def make_material_chunk(material, image): - '''Make a material chunk out of a blender material.''' - material_chunk = _3ds_chunk(MATERIAL) - name = _3ds_chunk(MATNAME) - - if material: name_str = material.name - else: name_str = 'None' - if image: name_str += image.name - - name.add_variable("name", _3ds_string(sane_name(name_str))) - material_chunk.add_subchunk(name) - - if not material: - material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0,0,0) )) - material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (.8, .8, .8) )) - material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1,1,1) )) - - else: - material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.ambient for a in material.diffuse_color] )) + '''Make a material chunk out of a blender material.''' + material_chunk = _3ds_chunk(MATERIAL) + name = _3ds_chunk(MATNAME) + + if material: name_str = material.name + else: name_str = 'None' + if image: name_str += image.name + + name.add_variable("name", _3ds_string(sane_name(name_str))) + material_chunk.add_subchunk(name) + + if not material: + material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0,0,0) )) + material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (.8, .8, .8) )) + material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1,1,1) )) + + else: + material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.ambient for a in material.diffuse_color] )) # material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.amb for a in material.rgbCol] )) - material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color)) + material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color)) # material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.rgbCol)) - material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color)) + material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color)) # material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specCol)) - - images = get_material_images(material) # can be None - if image: images.append(image) - - if images: - material_chunk.add_subchunk(make_material_texture_chunk(MATMAP, images)) - - return material_chunk + + 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 + '''Class representing a triangle. + + Used when converting faces to triangles''' + + __slots__ = 'vertex_index', 'mat', 'image', 'faceuvs', 'offset' + def __init__(self, vindex=(0,0,0), mat=None, image=None, faceuvs=None): + self.vertex_index= vindex + self.mat= mat + self.image= image + self.faceuvs= faceuvs + self.offset= [0, 0, 0] # offset indicies def extract_triangles(mesh): - '''Extract triangles from a mesh. - - If the mesh contains quads, they will be split into triangles.''' - tri_list = [] - do_uv = len(mesh.uv_textures) + '''Extract triangles from a mesh. + + If the mesh contains quads, they will be split into triangles.''' + tri_list = [] + do_uv = len(mesh.uv_textures) # do_uv = mesh.faceUV - + # if not do_uv: # face_uv = None - - img = None - for i, face in enumerate(mesh.faces): - f_v = face.verts + + img = None + for i, face in enumerate(mesh.faces): + f_v = face.verts # f_v = face.v - uf = mesh.active_uv_texture.data[i] if do_uv else None - - if do_uv: - f_uv = uf.uv - # f_uv = (uf.uv1, uf.uv2, uf.uv3, uf.uv4) if face.verts[3] else (uf.uv1, uf.uv2, uf.uv3) + uf = mesh.active_uv_texture.data[i] if do_uv else None + + if do_uv: + f_uv = uf.uv + # f_uv = (uf.uv1, uf.uv2, uf.uv3, uf.uv4) if face.verts[3] else (uf.uv1, uf.uv2, uf.uv3) # f_uv = face.uv - img = uf.image if uf else None + img = uf.image if uf else None # img = face.image - if img: img = img.name - - # if f_v[3] == 0: - if len(f_v)==3: - new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img) + if img: img = img.name + + # if f_v[3] == 0: + if len(f_v)==3: + new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img) # new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img) - if (do_uv): new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2]) - tri_list.append(new_tri) - - else: #it's a quad - new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img) + if (do_uv): new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2]) + tri_list.append(new_tri) + + else: #it's a quad + new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img) # new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img) - new_tri_2 = tri_wrapper((f_v[0], f_v[2], f_v[3]), face.material_index, img) + new_tri_2 = tri_wrapper((f_v[0], f_v[2], f_v[3]), face.material_index, img) # new_tri_2 = tri_wrapper((f_v[0].index, f_v[2].index, f_v[3].index), face.mat, img) - - if (do_uv): - new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2]) - new_tri_2.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[2]), uv_key(f_uv[3]) - - tri_list.append( new_tri ) - tri_list.append( new_tri_2 ) - - return tri_list - - + + if (do_uv): + new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2]) + new_tri_2.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[2]), uv_key(f_uv[3]) + + tri_list.append( new_tri ) + tri_list.append( new_tri_2 ) + + return tri_list + + def remove_face_uv(verts, tri_list): - '''Remove face UV coordinates from a list of triangles. - - Since 3ds files only support one pair of uv coordinates for each vertex, face uv coordinates - need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when - there are multiple uv coordinates per vertex.''' - - # initialize a list of UniqueLists, one per vertex: - #uv_list = [UniqueList() for i in xrange(len(verts))] - unique_uvs= [{} for i in range(len(verts))] - - # for each face uv coordinate, add it to the UniqueList of the vertex - for tri in tri_list: - for i in range(3): - # store the index into the UniqueList for future reference: - # offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i]))) - - context_uv_vert= unique_uvs[tri.vertex_index[i]] - uvkey= tri.faceuvs[i] - - offset_index__uv_3ds = context_uv_vert.get(uvkey) - - if not offset_index__uv_3ds: - offset_index__uv_3ds = context_uv_vert[uvkey] = len(context_uv_vert), _3ds_point_uv(uvkey) - - tri.offset[i] = offset_index__uv_3ds[0] - - - - # At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it - # only once. - - # Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the - # faces refer to the new face indices: - vert_index = 0 - vert_array = _3ds_array() - uv_array = _3ds_array() - index_list = [] - for i,vert in enumerate(verts): - index_list.append(vert_index) - - pt = _3ds_point_3d(vert.co) # reuse, should be ok - uvmap = [None] * len(unique_uvs[i]) - for ii, uv_3ds in unique_uvs[i].values(): - # add a vertex duplicate to the vertex_array for every uv associated with this vertex: - vert_array.add(pt) - # add the uv coordinate to the uv array: - # This for loop does not give uv's ordered by ii, so we create a new map - # and add the uv's later - # uv_array.add(uv_3ds) - uvmap[ii] = uv_3ds - - # Add the uv's in the correct order - for uv_3ds in uvmap: - # add the uv coordinate to the uv array: - uv_array.add(uv_3ds) - - vert_index += len(unique_uvs[i]) - - # Make sure the triangle vertex indices now refer to the new vertex list: - for tri in tri_list: - for i in range(3): - tri.offset[i]+=index_list[tri.vertex_index[i]] - tri.vertex_index= tri.offset - - return vert_array, uv_array, tri_list + '''Remove face UV coordinates from a list of triangles. + + Since 3ds files only support one pair of uv coordinates for each vertex, face uv coordinates + need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when + there are multiple uv coordinates per vertex.''' + + # initialize a list of UniqueLists, one per vertex: + #uv_list = [UniqueList() for i in xrange(len(verts))] + unique_uvs= [{} for i in range(len(verts))] + + # for each face uv coordinate, add it to the UniqueList of the vertex + for tri in tri_list: + for i in range(3): + # store the index into the UniqueList for future reference: + # offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i]))) + + context_uv_vert= unique_uvs[tri.vertex_index[i]] + uvkey= tri.faceuvs[i] + + offset_index__uv_3ds = context_uv_vert.get(uvkey) + + if not offset_index__uv_3ds: + offset_index__uv_3ds = context_uv_vert[uvkey] = len(context_uv_vert), _3ds_point_uv(uvkey) + + tri.offset[i] = offset_index__uv_3ds[0] + + + + # At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it + # only once. + + # Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the + # faces refer to the new face indices: + vert_index = 0 + vert_array = _3ds_array() + uv_array = _3ds_array() + index_list = [] + for i,vert in enumerate(verts): + index_list.append(vert_index) + + pt = _3ds_point_3d(vert.co) # reuse, should be ok + uvmap = [None] * len(unique_uvs[i]) + for ii, uv_3ds in unique_uvs[i].values(): + # add a vertex duplicate to the vertex_array for every uv associated with this vertex: + vert_array.add(pt) + # add the uv coordinate to the uv array: + # This for loop does not give uv's ordered by ii, so we create a new map + # and add the uv's later + # uv_array.add(uv_3ds) + uvmap[ii] = uv_3ds + + # Add the uv's in the correct order + for uv_3ds in uvmap: + # add the uv coordinate to the uv array: + uv_array.add(uv_3ds) + + vert_index += len(unique_uvs[i]) + + # Make sure the triangle vertex indices now refer to the new vertex list: + for tri in tri_list: + for i in range(3): + tri.offset[i]+=index_list[tri.vertex_index[i]] + tri.vertex_index= tri.offset + + return vert_array, uv_array, tri_list def make_faces_chunk(tri_list, mesh, materialDict): - '''Make a chunk for the faces. - - Also adds subchunks assigning materials to all faces.''' - - materials = mesh.materials - if not materials: - mat = None - - face_chunk = _3ds_chunk(OBJECT_FACES) - face_list = _3ds_array() - - - if len(mesh.uv_textures): + '''Make a chunk for the faces. + + Also adds subchunks assigning materials to all faces.''' + + materials = mesh.materials + if not materials: + mat = None + + face_chunk = _3ds_chunk(OBJECT_FACES) + face_list = _3ds_array() + + + if len(mesh.uv_textures): # if mesh.faceUV: - # Gather materials used in this mesh - mat/image pairs - unique_mats = {} - for i,tri in enumerate(tri_list): - - face_list.add(_3ds_face(tri.vertex_index)) - - if materials: - mat = materials[tri.mat] - if mat: mat = mat.name - - img = tri.image - - try: - context_mat_face_array = unique_mats[mat, img][1] - except: - - if mat: name_str = mat - else: name_str = 'None' - if img: name_str += img - - context_mat_face_array = _3ds_array() - unique_mats[mat, img] = _3ds_string(sane_name(name_str)), context_mat_face_array - - - context_mat_face_array.add(_3ds_short(i)) - # obj_material_faces[tri.mat].add(_3ds_short(i)) - - face_chunk.add_variable("faces", face_list) - for mat_name, mat_faces in unique_mats.values(): - obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL) - obj_material_chunk.add_variable("name", mat_name) - obj_material_chunk.add_variable("face_list", mat_faces) - face_chunk.add_subchunk(obj_material_chunk) - - else: - - obj_material_faces=[] - obj_material_names=[] - for m in materials: - if m: - obj_material_names.append(_3ds_string(sane_name(m.name))) - obj_material_faces.append(_3ds_array()) - n_materials = len(obj_material_names) - - for i,tri in enumerate(tri_list): - face_list.add(_3ds_face(tri.vertex_index)) - if (tri.mat < n_materials): - obj_material_faces[tri.mat].add(_3ds_short(i)) - - face_chunk.add_variable("faces", face_list) - for i in range(n_materials): - obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL) - obj_material_chunk.add_variable("name", obj_material_names[i]) - obj_material_chunk.add_variable("face_list", obj_material_faces[i]) - face_chunk.add_subchunk(obj_material_chunk) - - return face_chunk + # Gather materials used in this mesh - mat/image pairs + unique_mats = {} + for i,tri in enumerate(tri_list): + + face_list.add(_3ds_face(tri.vertex_index)) + + if materials: + mat = materials[tri.mat] + if mat: mat = mat.name + + img = tri.image + + try: + context_mat_face_array = unique_mats[mat, img][1] + except: + + if mat: name_str = mat + else: name_str = 'None' + if img: name_str += img + + context_mat_face_array = _3ds_array() + unique_mats[mat, img] = _3ds_string(sane_name(name_str)), context_mat_face_array + + + context_mat_face_array.add(_3ds_short(i)) + # obj_material_faces[tri.mat].add(_3ds_short(i)) + + face_chunk.add_variable("faces", face_list) + for mat_name, mat_faces in unique_mats.values(): + obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL) + obj_material_chunk.add_variable("name", mat_name) + obj_material_chunk.add_variable("face_list", mat_faces) + face_chunk.add_subchunk(obj_material_chunk) + + else: + + obj_material_faces=[] + obj_material_names=[] + for m in materials: + if m: + obj_material_names.append(_3ds_string(sane_name(m.name))) + obj_material_faces.append(_3ds_array()) + n_materials = len(obj_material_names) + + for i,tri in enumerate(tri_list): + face_list.add(_3ds_face(tri.vertex_index)) + if (tri.mat < n_materials): + obj_material_faces[tri.mat].add(_3ds_short(i)) + + face_chunk.add_variable("faces", face_list) + for i in range(n_materials): + obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL) + obj_material_chunk.add_variable("name", obj_material_names[i]) + obj_material_chunk.add_variable("face_list", obj_material_faces[i]) + face_chunk.add_subchunk(obj_material_chunk) + + return face_chunk def make_vert_chunk(vert_array): - '''Make a vertex chunk out of an array of vertices.''' - vert_chunk = _3ds_chunk(OBJECT_VERTICES) - vert_chunk.add_variable("vertices",vert_array) - return vert_chunk + '''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 + '''Make a UV chunk out of an array of UVs.''' + uv_chunk = _3ds_chunk(OBJECT_UV) + uv_chunk.add_variable("uv coords", uv_array) + return uv_chunk def make_mesh_chunk(mesh, materialDict): - '''Make a chunk out of a Blender mesh.''' - - # Extract the triangles from the mesh: - tri_list = extract_triangles(mesh) - - if len(mesh.uv_textures): + '''Make a chunk out of a Blender mesh.''' + + # Extract the triangles from the mesh: + tri_list = extract_triangles(mesh) + + if len(mesh.uv_textures): # if mesh.faceUV: - # Remove the face UVs and convert it to vertex UV: - vert_array, uv_array, tri_list = remove_face_uv(mesh.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 len(mesh.sticky): + # 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 len(mesh.sticky): # if mesh.vertexUV: - uv_array = _3ds_array() - for uv in mesh.sticky: + uv_array = _3ds_array() + for uv in mesh.sticky: # for vert in mesh.verts: - uv_array.add(_3ds_point_uv(uv.co)) + uv_array.add(_3ds_point_uv(uv.co)) # uv_array.add(_3ds_point_uv(vert.uvco)) - else: - # no UV at all: - uv_array = None - - # create the chunk: - mesh_chunk = _3ds_chunk(OBJECT_MESH) - - # add vertex chunk: - mesh_chunk.add_subchunk(make_vert_chunk(vert_array)) - # add faces chunk: - - mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh, materialDict)) - - # if available, add uv chunk: - if uv_array: - mesh_chunk.add_subchunk(make_uv_chunk(uv_array)) - - return mesh_chunk + 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 + '''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 + '''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 + '''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, context): - '''Save the Blender scene to a 3ds file.''' - # Time the export - - if not filename.lower().endswith('.3ds'): - filename += '.3ds' - - # XXX + '''Save the Blender scene to a 3ds file.''' + # Time the export + + if not filename.lower().endswith('.3ds'): + filename += '.3ds' + + # XXX # if not BPyMessages.Warning_SaveOver(filename): # return - - # XXX - time1 = time.clock() + + # XXX + time1 = time.clock() # time1= Blender.sys.time() # Blender.Window.WaitCursor(1) - sce = context.scene + sce = context.scene # 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 [ob for ob in context.scene.objects if ob.is_visible()]: + + # 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 [ob for ob in context.scene.objects if ob.is_visible()]: # for ob in sce.objects.context: - # get derived objects - free, derived = create_derived_objects(ob) + # get derived objects + free, derived = create_derived_objects(ob) - if derived == None: continue + if derived == None: continue - for ob_derived, mat in derived: + for ob_derived, mat in derived: # for ob_derived, mat in getDerivedObjects(ob, False): - if ob.type not in ('MESH', 'CURVE', 'SURFACE', 'TEXT', 'META'): - continue + if ob.type not in ('MESH', 'CURVE', 'SURFACE', 'TEXT', 'META'): + continue - data = ob_derived.create_mesh(True, 'PREVIEW') + data = ob_derived.create_mesh(True, 'PREVIEW') # data = getMeshFromObject(ob_derived, None, True, False, sce) - if data: - data.transform(mat) + if data: + data.transform(mat) # data.transform(mat, recalc_normals=False) - mesh_objects.append((ob_derived, data)) - mat_ls = data.materials - mat_ls_len = len(mat_ls) + mesh_objects.append((ob_derived, data)) + mat_ls = data.materials + mat_ls_len = len(mat_ls) - # get material/image tuples. - if len(data.uv_textures): + # get material/image tuples. + if len(data.uv_textures): # if data.faceUV: - if not mat_ls: - mat = mat_name = None - - for f, uf in zip(data.faces, data.active_uv_texture.data): - if mat_ls: - mat_index = f.material_index + if not mat_ls: + mat = mat_name = None + + for f, uf in zip(data.faces, data.active_uv_texture.data): + if mat_ls: + mat_index = f.material_index # mat_index = f.mat - if mat_index >= mat_ls_len: - mat_index = f.mat = 0 - mat = mat_ls[mat_index] - if mat: mat_name = mat.name - else: mat_name = None - # else there alredy set to none - - img = uf.image + 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 = uf.image # img = f.image - if img: img_name = img.name - else: img_name = None - - materialDict.setdefault((mat_name, img_name), (mat, img) ) - - - else: - for mat in mat_ls: - if mat: # material may be None so check its not. - materialDict.setdefault((mat.name, None), (mat, None) ) - - # Why 0 Why! - for f in data.faces: - if f.material_index >= mat_ls_len: + if img: img_name = img.name + else: img_name = None + + materialDict.setdefault((mat_name, img_name), (mat, img) ) + + + else: + for mat in mat_ls: + if mat: # material may be None so check its not. + materialDict.setdefault((mat.name, None), (mat, None) ) + + # Why 0 Why! + for f in data.faces: + if f.material_index >= mat_ls_len: # if f.mat >= mat_ls_len: - f.material_index = 0 - # f.mat = 0 - - if free: - free_derived_objects(ob) - - - # Make material chunks for all materials used in the meshes: - for mat_and_image in materialDict.values(): - object_info.add_subchunk(make_material_chunk(mat_and_image[0], mat_and_image[1])) - - # Give all objects a unique ID and build a dictionary from object name to object id: - """ - name_to_id = {} - for ob, data in mesh_objects: - name_to_id[ob.name]= len(name_to_id) - #for ob in empty_objects: - # name_to_id[ob.name]= len(name_to_id) - """ - - # Create object chunks for all meshes: - i = 0 - for ob, blender_mesh in mesh_objects: - # create a new object chunk - object_chunk = _3ds_chunk(OBJECT) - - # set the object name - object_chunk.add_variable("name", _3ds_string(sane_name(ob.name))) - - # make a mesh chunk out of the mesh: - object_chunk.add_subchunk(make_mesh_chunk(blender_mesh, materialDict)) - object_info.add_subchunk(object_chunk) - - ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX - # make a kf object node for the object: - kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id)) - ''' + f.material_index = 0 + # f.mat = 0 + + if free: + free_derived_objects(ob) + + + # Make material chunks for all materials used in the meshes: + for mat_and_image in materialDict.values(): + object_info.add_subchunk(make_material_chunk(mat_and_image[0], mat_and_image[1])) + + # Give all objects a unique ID and build a dictionary from object name to object id: + """ + name_to_id = {} + for ob, data in mesh_objects: + name_to_id[ob.name]= len(name_to_id) + #for ob in empty_objects: + # name_to_id[ob.name]= len(name_to_id) + """ + + # Create object chunks for all meshes: + i = 0 + for ob, blender_mesh in mesh_objects: + # create a new object chunk + object_chunk = _3ds_chunk(OBJECT) + + # set the object name + object_chunk.add_variable("name", _3ds_string(sane_name(ob.name))) + + # make a mesh chunk out of the mesh: + object_chunk.add_subchunk(make_mesh_chunk(blender_mesh, materialDict)) + object_info.add_subchunk(object_chunk) + + ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX + # make a kf object node for the object: + kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id)) + ''' # if not blender_mesh.users: - bpy.data.remove_mesh(blender_mesh) + bpy.data.remove_mesh(blender_mesh) # 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: + 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" % (time.clock() - time1)) + print("3ds export time: %.2f" % (time.clock() - time1)) # print("3ds export time: %.2f" % (Blender.sys.time() - time1)) - - # Debugging only: dump the chunk hierarchy: - #primary.dump() + + # Debugging only: dump the chunk hierarchy: + #primary.dump() # if __name__=='__main__': @@ -1110,37 +1112,35 @@ def save_3ds(filename, context): # # save_3ds('/test_b.3ds') from bpy.props import * class Export3DS(bpy.types.Operator): - '''Export to 3DS file format (.3ds).''' - bl_idname = "export.autodesk_3ds" - bl_label = 'Export 3DS' - - # List of operator properties, the attributes will be assigned - # to the class instance from the operator settings before calling. - - - # filename = StringProperty(name="File Name", description="File name used for exporting the 3DS file", maxlen= 1024, default= ""), - path = StringProperty(name="File Path", description="File path used for exporting the 3DS file", maxlen= 1024, default= "") - - - def execute(self, context): - save_3ds(self.properties.path, context) - return ('FINISHED',) - - def invoke(self, context, event): - wm = context.manager - wm.add_fileselect(self) - return ('RUNNING_MODAL',) - - def poll(self, context): # Poll isnt working yet - return context.active_object != None - -bpy.ops.add(Export3DS) + '''Export to 3DS file format (.3ds).''' + bl_idname = "export.autodesk_3ds" + bl_label = 'Export 3DS' -# Add to a menu -import dynamic_menu + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + + # filename = StringProperty(name="File Name", description="File name used for exporting the 3DS file", maxlen= 1024, default= ""), + path = StringProperty(name="File Path", description="File path used for exporting the 3DS file", maxlen= 1024, default= "") + + + def execute(self, context): + save_3ds(self.properties.path, context) + return {'FINISHED'} + + def invoke(self, context, event): + wm = context.manager + wm.add_fileselect(self) + return {'RUNNING_MODAL'} + + def poll(self, context): # Poll isnt working yet + return context.active_object != None + +bpy.types.register(Export3DS) + +# Add to a menu def menu_func(self, context): default_path = bpy.data.filename.replace(".blend", ".3ds") self.layout.operator(Export3DS.bl_idname, text="Autodesk 3DS...").path = default_path -menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func) +bpy.types.INFO_MT_file_export.append(menu_func) |