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Diffstat (limited to 'release/scripts/op/io_scene_3ds/export_3ds.py')
-rw-r--r--release/scripts/op/io_scene_3ds/export_3ds.py1044
1 files changed, 0 insertions, 1044 deletions
diff --git a/release/scripts/op/io_scene_3ds/export_3ds.py b/release/scripts/op/io_scene_3ds/export_3ds.py
deleted file mode 100644
index 65ed8fbce85..00000000000
--- a/release/scripts/op/io_scene_3ds/export_3ds.py
+++ /dev/null
@@ -1,1044 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# Script copyright (C) Bob Holcomb
-# Contributors: Campbell Barton, Bob Holcomb, Richard Lärkäng, Damien McGinnes, Mark Stijnman
-
-"""
-Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen) and using information
-from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode.
-"""
-
-######################################################
-# Data Structures
-######################################################
-
-#Some of the chunks that we will export
-#----- Primary Chunk, at the beginning of each file
-PRIMARY= 0x4D4D
-
-#------ Main Chunks
-OBJECTINFO = 0x3D3D #This gives the version of the mesh and is found right before the material and object information
-VERSION = 0x0002 #This gives the version of the .3ds file
-KFDATA = 0xB000 #This is the header for all of the key frame info
-
-#------ sub defines of OBJECTINFO
-MATERIAL=45055 #0xAFFF // This stored the texture info
-OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
-
-#>------ sub defines of MATERIAL
-MATNAME = 0xA000 # This holds the material name
-MATAMBIENT = 0xA010 # Ambient color of the object/material
-MATDIFFUSE = 0xA020 # This holds the color of the object/material
-MATSPECULAR = 0xA030 # SPecular color of the object/material
-MATSHINESS = 0xA040 # ??
-MATMAP = 0xA200 # This is a header for a new material
-MATMAPFILE = 0xA300 # This holds the file name of the texture
-
-RGB1= 0x0011
-RGB2= 0x0012
-
-#>------ sub defines of OBJECT
-OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object
-OBJECT_LIGHT = 0x4600 # This lets un know we are reading a light object
-OBJECT_CAMERA= 0x4700 # This lets un know we are reading a camera object
-
-#>------ sub defines of CAMERA
-OBJECT_CAM_RANGES= 0x4720 # The camera range values
-
-#>------ sub defines of OBJECT_MESH
-OBJECT_VERTICES = 0x4110 # The objects vertices
-OBJECT_FACES = 0x4120 # The objects faces
-OBJECT_MATERIAL = 0x4130 # This is found if the object has a material, either texture map or color
-OBJECT_UV = 0x4140 # The UV texture coordinates
-OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix
-
-#>------ sub defines of KFDATA
-KFDATA_KFHDR = 0xB00A
-KFDATA_KFSEG = 0xB008
-KFDATA_KFCURTIME = 0xB009
-KFDATA_OBJECT_NODE_TAG = 0xB002
-
-#>------ sub defines of OBJECT_NODE_TAG
-OBJECT_NODE_ID = 0xB030
-OBJECT_NODE_HDR = 0xB010
-OBJECT_PIVOT = 0xB013
-OBJECT_INSTANCE_NAME = 0xB011
-POS_TRACK_TAG = 0xB020
-ROT_TRACK_TAG = 0xB021
-SCL_TRACK_TAG = 0xB022
-
-import struct
-
-# So 3ds max can open files, limit names to 12 in length
-# this is verry annoying for filenames!
-name_unique = []
-name_mapping = {}
-def sane_name(name):
- name_fixed = name_mapping.get(name)
- if name_fixed is not None:
- return name_fixed
-
- new_name = name[:12]
-
- i = 0
-
- while new_name in name_unique:
- new_name = new_name[:-4] + '.%.3d' % i
- i+=1
-
- name_unique.append(new_name)
- name_mapping[name] = new_name
- return new_name
-
-def uv_key(uv):
- return round(uv[0], 6), round(uv[1], 6)
-
-# size defines:
-SZ_SHORT = 2
-SZ_INT = 4
-SZ_FLOAT = 4
-
-class _3ds_short(object):
- '''Class representing a short (2-byte integer) for a 3ds file.
- *** This looks like an unsigned short H is unsigned from the struct docs - Cam***'''
- __slots__ = ('value', )
- def __init__(self, val=0):
- self.value = val
-
- def get_size(self):
- return SZ_SHORT
-
- def write(self,file):
- file.write(struct.pack("<H", self.value))
-
- def __str__(self):
- return str(self.value)
-
-class _3ds_int(object):
- '''Class representing an int (4-byte integer) for a 3ds file.'''
- __slots__ = ('value', )
- def __init__(self, val):
- self.value = val
-
- def get_size(self):
- return SZ_INT
-
- def write(self,file):
- file.write(struct.pack("<I", self.value))
-
- def __str__(self):
- return str(self.value)
-
-class _3ds_float(object):
- '''Class representing a 4-byte IEEE floating point number for a 3ds file.'''
- __slots__ = ('value', )
- def __init__(self, val):
- self.value=val
-
- def get_size(self):
- return SZ_FLOAT
-
- def write(self,file):
- file.write(struct.pack("<f", self.value))
-
- def __str__(self):
- return str(self.value)
-
-
-class _3ds_string(object):
- '''Class representing a zero-terminated string for a 3ds file.'''
- __slots__ = ('value', )
- def __init__(self, val):
- self.value=val
-
- def get_size(self):
- return (len(self.value)+1)
-
- def write(self,file):
- binary_format = "<%ds" % (len(self.value)+1)
- file.write(struct.pack(binary_format, self.value))
-
- def __str__(self):
- return self.value
-
-class _3ds_point_3d(object):
- '''Class representing a three-dimensional point for a 3ds file.'''
- __slots__ = 'x','y','z'
- def __init__(self, point):
- self.x, self.y, self.z = point
-
- def get_size(self):
- return 3*SZ_FLOAT
-
- def write(self,file):
- file.write(struct.pack('<3f', self.x, self.y, self.z))
-
- def __str__(self):
- return '(%f, %f, %f)' % (self.x, self.y, self.z)
-
-# Used for writing a track
-"""
-class _3ds_point_4d(object):
- '''Class representing a four-dimensional point for a 3ds file, for instance a quaternion.'''
- __slots__ = 'x','y','z','w'
- def __init__(self, point=(0.0,0.0,0.0,0.0)):
- self.x, self.y, self.z, self.w = point
-
- def get_size(self):
- return 4*SZ_FLOAT
-
- def write(self,file):
- data=struct.pack('<4f', self.x, self.y, self.z, self.w)
- file.write(data)
-
- def __str__(self):
- return '(%f, %f, %f, %f)' % (self.x, self.y, self.z, self.w)
-"""
-
-class _3ds_point_uv(object):
- '''Class representing a UV-coordinate for a 3ds file.'''
- __slots__ = ('uv', )
- def __init__(self, point):
- self.uv = point
-
- def __cmp__(self, other):
- return cmp(self.uv,other.uv)
-
- def get_size(self):
- return 2*SZ_FLOAT
-
- def write(self,file):
- data=struct.pack('<2f', self.uv[0], self.uv[1])
- file.write(data)
-
- def __str__(self):
- return '(%g, %g)' % self.uv
-
-class _3ds_rgb_color(object):
- '''Class representing a (24-bit) rgb color for a 3ds file.'''
- __slots__ = 'r','g','b'
- def __init__(self, col):
- self.r, self.g, self.b = col
-
- def get_size(self):
- return 3
-
- def write(self,file):
- file.write( struct.pack('<3B', int(255*self.r), int(255*self.g), int(255*self.b) ) )
-# file.write( struct.pack('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) )
-
- def __str__(self):
- return '{%f, %f, %f}' % (self.r, self.g, self.b)
-
-class _3ds_face(object):
- '''Class representing a face for a 3ds file.'''
- __slots__ = ('vindex', )
- def __init__(self, vindex):
- self.vindex = vindex
-
- def get_size(self):
- return 4*SZ_SHORT
-
- def write(self,file):
- # The last zero is only used by 3d studio
- file.write(struct.pack("<4H", self.vindex[0],self.vindex[1], self.vindex[2], 0))
-
- def __str__(self):
- return '[%d %d %d]' % (self.vindex[0],self.vindex[1], self.vindex[2])
-
-class _3ds_array(object):
- '''Class representing an array of variables for a 3ds file.
-
- Consists of a _3ds_short to indicate the number of items, followed by the items themselves.
- '''
- __slots__ = 'values', 'size'
- def __init__(self):
- self.values=[]
- self.size=SZ_SHORT
-
- # add an item:
- def add(self,item):
- self.values.append(item)
- self.size+=item.get_size()
-
- def get_size(self):
- return self.size
-
- def write(self,file):
- _3ds_short(len(self.values)).write(file)
- #_3ds_int(len(self.values)).write(file)
- for value in self.values:
- value.write(file)
-
- # To not overwhelm the output in a dump, a _3ds_array only
- # outputs the number of items, not all of the actual items.
- def __str__(self):
- return '(%d items)' % len(self.values)
-
-class _3ds_named_variable(object):
- '''Convenience class for named variables.'''
-
- __slots__ = 'value', 'name'
- def __init__(self, name, val=None):
- self.name=name
- self.value=val
-
- def get_size(self):
- if self.value is None:
- return 0
- else:
- return self.value.get_size()
-
- def write(self, file):
- if self.value is not None:
- self.value.write(file)
-
- def dump(self,indent):
- if self.value is not None:
- spaces=""
- for i in range(indent):
- spaces += " "
- if (self.name!=""):
- print(spaces, self.name, " = ", self.value)
- else:
- print(spaces, "[unnamed]", " = ", self.value)
-
-
-#the chunk class
-class _3ds_chunk(object):
- '''Class representing a chunk in a 3ds file.
-
- Chunks contain zero or more variables, followed by zero or more subchunks.
- '''
- __slots__ = 'ID', 'size', 'variables', 'subchunks'
- def __init__(self, id=0):
- self.ID=_3ds_short(id)
- self.size=_3ds_int(0)
- self.variables=[]
- self.subchunks=[]
-
- def set_ID(id):
- self.ID=_3ds_short(id)
-
- def add_variable(self, name, var):
- '''Add a named variable.
-
- The name is mostly for debugging purposes.'''
- self.variables.append(_3ds_named_variable(name,var))
-
- def add_subchunk(self, chunk):
- '''Add a subchunk.'''
- self.subchunks.append(chunk)
-
- def get_size(self):
- '''Calculate the size of the chunk and return it.
-
- The sizes of the variables and subchunks are used to determine this chunk\'s size.'''
- tmpsize=self.ID.get_size()+self.size.get_size()
- for variable in self.variables:
- tmpsize+=variable.get_size()
- for subchunk in self.subchunks:
- tmpsize+=subchunk.get_size()
- self.size.value=tmpsize
- return self.size.value
-
- def write(self, file):
- '''Write the chunk to a file.
-
- Uses the write function of the variables and the subchunks to do the actual work.'''
- #write header
- self.ID.write(file)
- self.size.write(file)
- for variable in self.variables:
- variable.write(file)
- for subchunk in self.subchunks:
- subchunk.write(file)
-
-
- def dump(self, indent=0):
- '''Write the chunk to a file.
-
- Dump is used for debugging purposes, to dump the contents of a chunk to the standard output.
- Uses the dump function of the named variables and the subchunks to do the actual work.'''
- spaces=""
- for i in range(indent):
- spaces += " "
- print(spaces, "ID=", hex(self.ID.value), "size=", self.get_size())
- for variable in self.variables:
- variable.dump(indent+1)
- for subchunk in self.subchunks:
- subchunk.dump(indent+1)
-
-
-
-######################################################
-# EXPORT
-######################################################
-
-def get_material_images(material):
- # blender utility func.
- if material:
- return [s.texture.image for s in material.texture_slots if s and s.texture.type == 'IMAGE' and s.texture.image]
-
- return []
-# images = []
-# if material:
-# for mtex in material.getTextures():
-# if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
-# image = mtex.tex.image
-# if image:
-# images.append(image) # maye want to include info like diffuse, spec here.
-# return images
-
-
-def make_material_subchunk(id, color):
- '''Make a material subchunk.
-
- Used for color subchunks, such as diffuse color or ambient color subchunks.'''
- mat_sub = _3ds_chunk(id)
- col1 = _3ds_chunk(RGB1)
- col1.add_variable("color1", _3ds_rgb_color(color))
- mat_sub.add_subchunk(col1)
-# optional:
-# col2 = _3ds_chunk(RGB1)
-# col2.add_variable("color2", _3ds_rgb_color(color))
-# mat_sub.add_subchunk(col2)
- return mat_sub
-
-
-def make_material_texture_chunk(id, images):
- """Make Material Map texture chunk
- """
- mat_sub = _3ds_chunk(id)
-
- def add_image(img):
- import os
- filename = os.path.basename(image.filepath)
- mat_sub_file = _3ds_chunk(MATMAPFILE)
- mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename)))
- mat_sub.add_subchunk(mat_sub_file)
-
- for image in images:
- add_image(image)
-
- return mat_sub
-
-def make_material_chunk(material, image):
- '''Make a material chunk out of a blender material.'''
- material_chunk = _3ds_chunk(MATERIAL)
- name = _3ds_chunk(MATNAME)
-
- if material: name_str = material.name
- else: name_str = 'None'
- if image: name_str += image.name
-
- name.add_variable("name", _3ds_string(sane_name(name_str)))
- material_chunk.add_subchunk(name)
-
- if not material:
- material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0,0,0) ))
- material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (.8, .8, .8) ))
- material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1,1,1) ))
-
- else:
- material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.ambient for a in material.diffuse_color] ))
-# material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.amb for a in material.rgbCol] ))
- material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color))
-# material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.rgbCol))
- material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color))
-# material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specCol))
-
- images = get_material_images(material) # can be None
- if image: images.append(image)
-
- if images:
- material_chunk.add_subchunk(make_material_texture_chunk(MATMAP, images))
-
- return material_chunk
-
-class tri_wrapper(object):
- '''Class representing a triangle.
-
- Used when converting faces to triangles'''
-
- __slots__ = 'vertex_index', 'mat', 'image', 'faceuvs', 'offset'
- def __init__(self, vindex=(0,0,0), mat=None, image=None, faceuvs=None):
- self.vertex_index= vindex
- self.mat= mat
- self.image= image
- self.faceuvs= faceuvs
- self.offset= [0, 0, 0] # offset indicies
-
-
-def extract_triangles(mesh):
- '''Extract triangles from a mesh.
-
- If the mesh contains quads, they will be split into triangles.'''
- tri_list = []
- do_uv = len(mesh.uv_textures)
-# do_uv = mesh.faceUV
-
-# if not do_uv:
-# face_uv = None
-
- img = None
- for i, face in enumerate(mesh.faces):
- f_v = face.vertices
-# f_v = face.v
-
- uf = mesh.uv_textures.active.data[i] if do_uv else None
-
- if do_uv:
- f_uv = uf.uv
- # f_uv = (uf.uv1, uf.uv2, uf.uv3, uf.uv4) if face.vertices[3] else (uf.uv1, uf.uv2, uf.uv3)
-# f_uv = face.uv
- img = uf.image if uf else None
-# img = face.image
- if img: img = img.name
-
- # if f_v[3] == 0:
- if len(f_v)==3:
- new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img)
-# new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
- if (do_uv): new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
- tri_list.append(new_tri)
-
- else: #it's a quad
- new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img)
-# new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
- new_tri_2 = tri_wrapper((f_v[0], f_v[2], f_v[3]), face.material_index, img)
-# new_tri_2 = tri_wrapper((f_v[0].index, f_v[2].index, f_v[3].index), face.mat, img)
-
- if (do_uv):
- new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
- new_tri_2.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[2]), uv_key(f_uv[3])
-
- tri_list.append( new_tri )
- tri_list.append( new_tri_2 )
-
- return tri_list
-
-
-def remove_face_uv(verts, tri_list):
- '''Remove face UV coordinates from a list of triangles.
-
- Since 3ds files only support one pair of uv coordinates for each vertex, face uv coordinates
- need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when
- there are multiple uv coordinates per vertex.'''
-
- # initialize a list of UniqueLists, one per vertex:
- #uv_list = [UniqueList() for i in xrange(len(verts))]
- unique_uvs= [{} for i in range(len(verts))]
-
- # for each face uv coordinate, add it to the UniqueList of the vertex
- for tri in tri_list:
- for i in range(3):
- # store the index into the UniqueList for future reference:
- # offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i])))
-
- context_uv_vert= unique_uvs[tri.vertex_index[i]]
- uvkey= tri.faceuvs[i]
-
- offset_index__uv_3ds = context_uv_vert.get(uvkey)
-
- if not offset_index__uv_3ds:
- offset_index__uv_3ds = context_uv_vert[uvkey] = len(context_uv_vert), _3ds_point_uv(uvkey)
-
- tri.offset[i] = offset_index__uv_3ds[0]
-
-
-
- # At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it
- # only once.
-
- # Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the
- # faces refer to the new face indices:
- vert_index = 0
- vert_array = _3ds_array()
- uv_array = _3ds_array()
- index_list = []
- for i,vert in enumerate(verts):
- index_list.append(vert_index)
-
- pt = _3ds_point_3d(vert.co) # reuse, should be ok
- uvmap = [None] * len(unique_uvs[i])
- for ii, uv_3ds in unique_uvs[i].values():
- # add a vertex duplicate to the vertex_array for every uv associated with this vertex:
- vert_array.add(pt)
- # add the uv coordinate to the uv array:
- # This for loop does not give uv's ordered by ii, so we create a new map
- # and add the uv's later
- # uv_array.add(uv_3ds)
- uvmap[ii] = uv_3ds
-
- # Add the uv's in the correct order
- for uv_3ds in uvmap:
- # add the uv coordinate to the uv array:
- uv_array.add(uv_3ds)
-
- vert_index += len(unique_uvs[i])
-
- # Make sure the triangle vertex indices now refer to the new vertex list:
- for tri in tri_list:
- for i in range(3):
- tri.offset[i]+=index_list[tri.vertex_index[i]]
- tri.vertex_index= tri.offset
-
- return vert_array, uv_array, tri_list
-
-def make_faces_chunk(tri_list, mesh, materialDict):
- '''Make a chunk for the faces.
-
- Also adds subchunks assigning materials to all faces.'''
-
- materials = mesh.materials
- if not materials:
- mat = None
-
- face_chunk = _3ds_chunk(OBJECT_FACES)
- face_list = _3ds_array()
-
-
- if len(mesh.uv_textures):
-# if mesh.faceUV:
- # Gather materials used in this mesh - mat/image pairs
- unique_mats = {}
- for i,tri in enumerate(tri_list):
-
- face_list.add(_3ds_face(tri.vertex_index))
-
- if materials:
- mat = materials[tri.mat]
- if mat: mat = mat.name
-
- img = tri.image
-
- try:
- context_mat_face_array = unique_mats[mat, img][1]
- except:
-
- if mat: name_str = mat
- else: name_str = 'None'
- if img: name_str += img
-
- context_mat_face_array = _3ds_array()
- unique_mats[mat, img] = _3ds_string(sane_name(name_str)), context_mat_face_array
-
-
- context_mat_face_array.add(_3ds_short(i))
- # obj_material_faces[tri.mat].add(_3ds_short(i))
-
- face_chunk.add_variable("faces", face_list)
- for mat_name, mat_faces in unique_mats.values():
- obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL)
- obj_material_chunk.add_variable("name", mat_name)
- obj_material_chunk.add_variable("face_list", mat_faces)
- face_chunk.add_subchunk(obj_material_chunk)
-
- else:
-
- obj_material_faces=[]
- obj_material_names=[]
- for m in materials:
- if m:
- obj_material_names.append(_3ds_string(sane_name(m.name)))
- obj_material_faces.append(_3ds_array())
- n_materials = len(obj_material_names)
-
- for i,tri in enumerate(tri_list):
- face_list.add(_3ds_face(tri.vertex_index))
- if (tri.mat < n_materials):
- obj_material_faces[tri.mat].add(_3ds_short(i))
-
- face_chunk.add_variable("faces", face_list)
- for i in range(n_materials):
- obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL)
- obj_material_chunk.add_variable("name", obj_material_names[i])
- obj_material_chunk.add_variable("face_list", obj_material_faces[i])
- face_chunk.add_subchunk(obj_material_chunk)
-
- return face_chunk
-
-def make_vert_chunk(vert_array):
- '''Make a vertex chunk out of an array of vertices.'''
- vert_chunk = _3ds_chunk(OBJECT_VERTICES)
- vert_chunk.add_variable("vertices",vert_array)
- return vert_chunk
-
-def make_uv_chunk(uv_array):
- '''Make a UV chunk out of an array of UVs.'''
- uv_chunk = _3ds_chunk(OBJECT_UV)
- uv_chunk.add_variable("uv coords", uv_array)
- return uv_chunk
-
-def make_mesh_chunk(mesh, materialDict):
- '''Make a chunk out of a Blender mesh.'''
-
- # Extract the triangles from the mesh:
- tri_list = extract_triangles(mesh)
-
- if len(mesh.uv_textures):
-# if mesh.faceUV:
- # Remove the face UVs and convert it to vertex UV:
- vert_array, uv_array, tri_list = remove_face_uv(mesh.vertices, tri_list)
- else:
- # Add the vertices to the vertex array:
- vert_array = _3ds_array()
- for vert in mesh.vertices:
- vert_array.add(_3ds_point_3d(vert.co))
- # If the mesh has vertex UVs, create an array of UVs:
- if len(mesh.sticky):
-# if mesh.vertexUV:
- uv_array = _3ds_array()
- for uv in mesh.sticky:
-# for vert in mesh.vertices:
- uv_array.add(_3ds_point_uv(uv.co))
-# uv_array.add(_3ds_point_uv(vert.uvco))
- else:
- # no UV at all:
- uv_array = None
-
- # create the chunk:
- mesh_chunk = _3ds_chunk(OBJECT_MESH)
-
- # add vertex chunk:
- mesh_chunk.add_subchunk(make_vert_chunk(vert_array))
- # add faces chunk:
-
- mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh, materialDict))
-
- # if available, add uv chunk:
- if uv_array:
- mesh_chunk.add_subchunk(make_uv_chunk(uv_array))
-
- return mesh_chunk
-
-""" # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
-def make_kfdata(start=0, stop=0, curtime=0):
- '''Make the basic keyframe data chunk'''
- kfdata = _3ds_chunk(KFDATA)
-
- kfhdr = _3ds_chunk(KFDATA_KFHDR)
- kfhdr.add_variable("revision", _3ds_short(0))
- # Not really sure what filename is used for, but it seems it is usually used
- # to identify the program that generated the .3ds:
- kfhdr.add_variable("filename", _3ds_string("Blender"))
- kfhdr.add_variable("animlen", _3ds_int(stop-start))
-
- kfseg = _3ds_chunk(KFDATA_KFSEG)
- kfseg.add_variable("start", _3ds_int(start))
- kfseg.add_variable("stop", _3ds_int(stop))
-
- kfcurtime = _3ds_chunk(KFDATA_KFCURTIME)
- kfcurtime.add_variable("curtime", _3ds_int(curtime))
-
- kfdata.add_subchunk(kfhdr)
- kfdata.add_subchunk(kfseg)
- kfdata.add_subchunk(kfcurtime)
- return kfdata
-"""
-
-"""
-def make_track_chunk(ID, obj):
- '''Make a chunk for track data.
-
- Depending on the ID, this will construct a position, rotation or scale track.'''
- track_chunk = _3ds_chunk(ID)
- track_chunk.add_variable("track_flags", _3ds_short())
- track_chunk.add_variable("unknown", _3ds_int())
- track_chunk.add_variable("unknown", _3ds_int())
- track_chunk.add_variable("nkeys", _3ds_int(1))
- # Next section should be repeated for every keyframe, but for now, animation is not actually supported.
- track_chunk.add_variable("tcb_frame", _3ds_int(0))
- track_chunk.add_variable("tcb_flags", _3ds_short())
- if obj.type=='Empty':
- if ID==POS_TRACK_TAG:
- # position vector:
- track_chunk.add_variable("position", _3ds_point_3d(obj.getLocation()))
- elif ID==ROT_TRACK_TAG:
- # rotation (quaternion, angle first, followed by axis):
- q = obj.getEuler().to_quat()
- track_chunk.add_variable("rotation", _3ds_point_4d((q.angle, q.axis[0], q.axis[1], q.axis[2])))
- elif ID==SCL_TRACK_TAG:
- # scale vector:
- track_chunk.add_variable("scale", _3ds_point_3d(obj.getSize()))
- else:
- # meshes have their transformations applied before
- # exporting, so write identity transforms here:
- if ID==POS_TRACK_TAG:
- # position vector:
- track_chunk.add_variable("position", _3ds_point_3d((0.0,0.0,0.0)))
- elif ID==ROT_TRACK_TAG:
- # rotation (quaternion, angle first, followed by axis):
- track_chunk.add_variable("rotation", _3ds_point_4d((0.0, 1.0, 0.0, 0.0)))
- elif ID==SCL_TRACK_TAG:
- # scale vector:
- track_chunk.add_variable("scale", _3ds_point_3d((1.0, 1.0, 1.0)))
-
- return track_chunk
-"""
-
-"""
-def make_kf_obj_node(obj, name_to_id):
- '''Make a node chunk for a Blender object.
-
- Takes the Blender object as a parameter. Object id's are taken from the dictionary name_to_id.
- Blender Empty objects are converted to dummy nodes.'''
-
- name = obj.name
- # main object node chunk:
- kf_obj_node = _3ds_chunk(KFDATA_OBJECT_NODE_TAG)
- # chunk for the object id:
- obj_id_chunk = _3ds_chunk(OBJECT_NODE_ID)
- # object id is from the name_to_id dictionary:
- obj_id_chunk.add_variable("node_id", _3ds_short(name_to_id[name]))
-
- # object node header:
- obj_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR)
- # object name:
- if obj.type == 'Empty':
- # Empties are called "$$$DUMMY" and use the OBJECT_INSTANCE_NAME chunk
- # for their name (see below):
- obj_node_header_chunk.add_variable("name", _3ds_string("$$$DUMMY"))
- else:
- # Add the name:
- obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
- # Add Flag variables (not sure what they do):
- obj_node_header_chunk.add_variable("flags1", _3ds_short(0))
- obj_node_header_chunk.add_variable("flags2", _3ds_short(0))
-
- # Check parent-child relationships:
- parent = obj.parent
- if (parent is None) or (parent.name not in name_to_id):
- # If no parent, or the parents name is not in the name_to_id dictionary,
- # parent id becomes -1:
- obj_node_header_chunk.add_variable("parent", _3ds_short(-1))
- else:
- # Get the parent's id from the name_to_id dictionary:
- obj_node_header_chunk.add_variable("parent", _3ds_short(name_to_id[parent.name]))
-
- # Add pivot chunk:
- obj_pivot_chunk = _3ds_chunk(OBJECT_PIVOT)
- obj_pivot_chunk.add_variable("pivot", _3ds_point_3d(obj.getLocation()))
- kf_obj_node.add_subchunk(obj_pivot_chunk)
-
- # add subchunks for object id and node header:
- kf_obj_node.add_subchunk(obj_id_chunk)
- kf_obj_node.add_subchunk(obj_node_header_chunk)
-
- # Empty objects need to have an extra chunk for the instance name:
- if obj.type == 'Empty':
- obj_instance_name_chunk = _3ds_chunk(OBJECT_INSTANCE_NAME)
- obj_instance_name_chunk.add_variable("name", _3ds_string(sane_name(name)))
- kf_obj_node.add_subchunk(obj_instance_name_chunk)
-
- # Add track chunks for position, rotation and scale:
- kf_obj_node.add_subchunk(make_track_chunk(POS_TRACK_TAG, obj))
- kf_obj_node.add_subchunk(make_track_chunk(ROT_TRACK_TAG, obj))
- kf_obj_node.add_subchunk(make_track_chunk(SCL_TRACK_TAG, obj))
-
- return kf_obj_node
-"""
-
-
-def save(operator, context, filepath=""):
- import bpy
- import time
- from io_utils import create_derived_objects, free_derived_objects
-
- '''Save the Blender scene to a 3ds file.'''
-
- # Time the export
- time1 = time.clock()
-# Blender.Window.WaitCursor(1)
-
- sce = context.scene
-
- if bpy.ops.object.mode_set.poll():
- bpy.ops.object.mode_set(mode='OBJECT')
-
- # Initialize the main chunk (primary):
- primary = _3ds_chunk(PRIMARY)
- # Add version chunk:
- version_chunk = _3ds_chunk(VERSION)
- version_chunk.add_variable("version", _3ds_int(3))
- primary.add_subchunk(version_chunk)
-
- # init main object info chunk:
- object_info = _3ds_chunk(OBJECTINFO)
-
- ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
- # init main key frame data chunk:
- kfdata = make_kfdata()
- '''
-
- # Get all the supported objects selected in this scene:
- # ob_sel= list(sce.objects.context)
- # mesh_objects = [ (ob, me) for ob in ob_sel for me in (BPyMesh.getMeshFromObject(ob, None, True, False, sce),) if me ]
- # empty_objects = [ ob for ob in ob_sel if ob.type == 'Empty' ]
-
- # Make a list of all materials used in the selected meshes (use a dictionary,
- # each material is added once):
- materialDict = {}
- mesh_objects = []
- scene = context.scene
- for ob in [ob for ob in scene.objects if ob.is_visible(scene)]:
-# for ob in sce.objects.context:
-
- # get derived objects
- free, derived = create_derived_objects(scene, ob)
-
- if derived is None:
- continue
-
- for ob_derived, mat in derived:
-# for ob_derived, mat in getDerivedObjects(ob, False):
-
- if ob.type not in ('MESH', 'CURVE', 'SURFACE', 'FONT', 'META'):
- continue
-
- data = ob_derived.create_mesh(scene, True, 'PREVIEW')
-# data = getMeshFromObject(ob_derived, None, True, False, sce)
- if data:
- data.transform(mat)
-# data.transform(mat, recalc_normals=False)
- mesh_objects.append((ob_derived, data))
- mat_ls = data.materials
- mat_ls_len = len(mat_ls)
-
- # get material/image tuples.
- if len(data.uv_textures):
-# if data.faceUV:
- if not mat_ls:
- mat = mat_name = None
-
- for f, uf in zip(data.faces, data.uv_textures.active.data):
- if mat_ls:
- mat_index = f.material_index
-# mat_index = f.mat
- if mat_index >= mat_ls_len:
- mat_index = f.mat = 0
- mat = mat_ls[mat_index]
- if mat: mat_name = mat.name
- else: mat_name = None
- # else there already set to none
-
- img = uf.image
-# img = f.image
- if img: img_name = img.name
- else: img_name = None
-
- materialDict.setdefault((mat_name, img_name), (mat, img) )
-
-
- else:
- for mat in mat_ls:
- if mat: # material may be None so check its not.
- materialDict.setdefault((mat.name, None), (mat, None) )
-
- # Why 0 Why!
- for f in data.faces:
- if f.material_index >= mat_ls_len:
-# if f.mat >= mat_ls_len:
- f.material_index = 0
- # f.mat = 0
-
- if free:
- free_derived_objects(ob)
-
-
- # Make material chunks for all materials used in the meshes:
- for mat_and_image in materialDict.values():
- object_info.add_subchunk(make_material_chunk(mat_and_image[0], mat_and_image[1]))
-
- # Give all objects a unique ID and build a dictionary from object name to object id:
- """
- name_to_id = {}
- for ob, data in mesh_objects:
- name_to_id[ob.name]= len(name_to_id)
- #for ob in empty_objects:
- # name_to_id[ob.name]= len(name_to_id)
- """
-
- # Create object chunks for all meshes:
- i = 0
- for ob, blender_mesh in mesh_objects:
- # create a new object chunk
- object_chunk = _3ds_chunk(OBJECT)
-
- # set the object name
- object_chunk.add_variable("name", _3ds_string(sane_name(ob.name)))
-
- # make a mesh chunk out of the mesh:
- object_chunk.add_subchunk(make_mesh_chunk(blender_mesh, materialDict))
- object_info.add_subchunk(object_chunk)
-
- ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
- # make a kf object node for the object:
- kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
- '''
- if not blender_mesh.users:
- bpy.data.meshes.remove(blender_mesh)
-# blender_mesh.vertices = None
-
- i+=i
-
- # Create chunks for all empties:
- ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
- for ob in empty_objects:
- # Empties only require a kf object node:
- kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
- pass
- '''
-
- # Add main object info chunk to primary chunk:
- primary.add_subchunk(object_info)
-
- ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
- # Add main keyframe data chunk to primary chunk:
- primary.add_subchunk(kfdata)
- '''
-
- # At this point, the chunk hierarchy is completely built.
-
- # Check the size:
- primary.get_size()
- # Open the file for writing:
- file = open(filepath, 'wb')
-
- # Recursively write the chunks to file:
- primary.write(file)
-
- # Close the file:
- file.close()
-
- # Clear name mapping vars, could make locals too
- name_unique[:] = []
- name_mapping.clear()
-
- # Debugging only: report the exporting time:
-# Blender.Window.WaitCursor(0)
- print("3ds export time: %.2f" % (time.clock() - time1))
-
- # Debugging only: dump the chunk hierarchy:
- #primary.dump()
-
- return {'FINISHED'}