#!BPY """ Name: 'LightWave (.lwo)...' Blender: 243 Group: 'Export' Tooltip: 'Export selected meshes to LightWave File Format (.lwo)' """ __author__ = "Anthony D'Agostino (Scorpius)" __url__ = ("blender", "blenderartists.org", "Author's homepage, http://www.redrival.com/scorpius") __version__ = "Part of IOSuite 0.5" __bpydoc__ = """\ This script exports meshes to LightWave file format. LightWave is a full-featured commercial modeling and rendering application. The lwo file format is composed of 'chunks,' is well defined, and easy to read and write. It is similar in structure to the trueSpace cob format. Usage:
Select meshes to be exported and run this script from "File->Export" menu. Supported:
UV Coordinates, Meshes, Materials, Material Indices, Specular Highlights, and Vertex Colors. For added functionality, each object is placed on its own layer. Someone added the CLIP chunk and imagename support. Missing:
Not too much, I hope! :). Known issues:
Empty objects crash has been fixed. Notes:
For compatibility reasons, it also reads lwo files in the old LW v5.5 format. """ # $Id$ # # +---------------------------------------------------------+ # | Copyright (c) 2002 Anthony D'Agostino | # | http://www.redrival.com/scorpius | # | scorpius@netzero.com | # | April 21, 2002 | # | Read and write LightWave Object File Format (*.lwo) | # +---------------------------------------------------------+ # ***** BEGIN GPL LICENSE BLOCK ***** # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** import Blender import struct, cStringIO, operator import BPyMesh VCOL_NAME = "\251 Per-Face Vertex Colors" DEFAULT_NAME = "\251 Blender Default" # ============================== # === Write LightWave Format === # ============================== def write(filename): start = Blender.sys.time() file = open(filename, "wb") scn = Blender.Scene.GetCurrent() objects = list(scn.objects.context) if not objects: Blender.Draw.PupMenu('Error%t|No Objects selected') return try: objects.sort( key = lambda a: a.name ) except: objects.sort(lambda a,b: cmp(a.name, b.name)) text = generate_text() desc = generate_desc() icon = "" #generate_icon() meshes = [] for obj in objects: mesh = BPyMesh.getMeshFromObject(obj, None, True, False, scn) if mesh: mesh.transform(obj.matrixWorld) meshes.append(mesh) material_names = get_used_material_names(meshes) tags = generate_tags(material_names) surfs = generate_surfs(material_names) chunks = [text, desc, icon, tags] meshdata = cStringIO.StringIO() layer_index = 0 for mesh in meshes: layr = generate_layr(obj.name, layer_index) pnts = generate_pnts(mesh) bbox = generate_bbox(mesh) pols = generate_pols(mesh) ptag = generate_ptag(mesh, material_names) clip = generate_clip(mesh, material_names) if mesh.faceUV: vmad_uv = generate_vmad_uv(mesh) # per face if mesh.vertexColors: #if meshtools.average_vcols: # vmap_vc = generate_vmap_vc(mesh) # per vert #else: vmad_vc = generate_vmad_vc(mesh) # per face write_chunk(meshdata, "LAYR", layr); chunks.append(layr) write_chunk(meshdata, "PNTS", pnts); chunks.append(pnts) write_chunk(meshdata, "BBOX", bbox); chunks.append(bbox) write_chunk(meshdata, "POLS", pols); chunks.append(pols) write_chunk(meshdata, "PTAG", ptag); chunks.append(ptag) if mesh.vertexColors: #if meshtools.average_vcols: # write_chunk(meshdata, "VMAP", vmap_vc) # chunks.append(vmap_vc) #else: write_chunk(meshdata, "VMAD", vmad_vc) chunks.append(vmad_vc) if mesh.faceUV: write_chunk(meshdata, "VMAD", vmad_uv) chunks.append(vmad_uv) write_chunk(meshdata, "CLIP", clip) chunks.append(clip) layer_index += 1 mesh.verts = None # save some ram for surf in surfs: chunks.append(surf) write_header(file, chunks) write_chunk(file, "ICON", icon) write_chunk(file, "TEXT", text) write_chunk(file, "DESC", desc) write_chunk(file, "TAGS", tags) file.write(meshdata.getvalue()); meshdata.close() for surf in surfs: write_chunk(file, "SURF", surf) write_chunk(file, "DATE", "August 19, 2005") Blender.Window.DrawProgressBar(1.0, "") # clear progressbar file.close() print '\a\r', print "Successfully exported %s in %.3f seconds" % (filename.split('\\')[-1].split('/')[-1], Blender.sys.time() - start) # ======================================= # === Generate Null-Terminated String === # ======================================= def generate_nstring(string): if len(string)%2 == 0: # even string += "\0\0" else: # odd string += "\0" return string # =============================== # === Get Used Material Names === # =============================== def get_used_material_names(meshes): matnames = {} for mesh in meshes: if (not mesh.materials) and mesh.vertexColors: # vcols only matnames[VCOL_NAME] = None elif mesh.materials and (not mesh.vertexColors): # materials only for material in mesh.materials: if material: matnames[material.name] = None elif (not mesh.materials) and (not mesh.vertexColors): # neither matnames[DEFAULT_NAME] = None else: # both for material in mesh.materials: if material: matnames[material.name] = None return matnames.keys() # ========================================= # === Generate Tag Strings (TAGS Chunk) === # ========================================= def generate_tags(material_names): if material_names: material_names = map(generate_nstring, material_names) tags_data = reduce(operator.add, material_names) else: tags_data = generate_nstring(''); return tags_data # ======================== # === Generate Surface === # ======================== def generate_surface(name): #if name.find("\251 Per-") == 0: # return generate_vcol_surf(mesh) if name == DEFAULT_NAME: return generate_default_surf() else: return generate_surf(name) # ====================== # === Generate Surfs === # ====================== def generate_surfs(material_names): return map(generate_surface, material_names) # =================================== # === Generate Layer (LAYR Chunk) === # =================================== def generate_layr(name, idx): data = cStringIO.StringIO() data.write(struct.pack(">h", idx)) # layer number data.write(struct.pack(">h", 0)) # flags data.write(struct.pack(">fff", 0, 0, 0)) # pivot data.write(generate_nstring(name)) # name return data.getvalue() # =================================== # === Generate Verts (PNTS Chunk) === # =================================== def generate_pnts(mesh): data = cStringIO.StringIO() for i, v in enumerate(mesh.verts): if not i%100: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts") x, y, z = v.co data.write(struct.pack(">fff", x, z, y)) return data.getvalue() # ========================================== # === Generate Bounding Box (BBOX Chunk) === # ========================================== def generate_bbox(mesh): data = cStringIO.StringIO() # need to transform verts here if mesh.verts: nv = [v.co for v in mesh.verts] xx = [ co[0] for co in nv ] yy = [ co[1] for co in nv ] zz = [ co[2] for co in nv ] else: xx = yy = zz = [0.0,] data.write(struct.pack(">6f", min(xx), min(zz), min(yy), max(xx), max(zz), max(yy))) return data.getvalue() # ======================================== # === Average All Vertex Colors (Fast) === # ======================================== ''' def average_vertexcolors(mesh): vertexcolors = {} vcolor_add = lambda u, v: [u[0]+v[0], u[1]+v[1], u[2]+v[2], u[3]+v[3]] vcolor_div = lambda u, s: [u[0]/s, u[1]/s, u[2]/s, u[3]/s] for i, f in enumerate(mesh.faces): # get all vcolors that share this vertex if not i%100: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Finding Shared VColors") col = f.col for j in xrange(len(f)): index = f[j].index color = col[j] r,g,b = color.r, color.g, color.b vertexcolors.setdefault(index, []).append([r,g,b,255]) i = 0 for index, value in vertexcolors.iteritems(): # average them if not i%100: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors") vcolor = [0,0,0,0] # rgba for v in value: vcolor = vcolor_add(vcolor, v) shared = len(value) value[:] = vcolor_div(vcolor, shared) i+=1 return vertexcolors ''' # ==================================================== # === Generate Per-Vert Vertex Colors (VMAP Chunk) === # ==================================================== # Blender now has all vcols per face """ def generate_vmap_vc(mesh): data = cStringIO.StringIO() data.write("RGB ") # type data.write(struct.pack(">H", 3)) # dimension data.write(generate_nstring("Blender's Vertex Colors")) # name vertexcolors = average_vertexcolors(mesh) for i in xrange(len(vertexcolors)): try: r, g, b, a = vertexcolors[i] # has a face user except: r, g, b, a = 255,255,255,255 data.write(struct.pack(">H", i)) # vertex index data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0)) return data.getvalue() """ # ==================================================== # === Generate Per-Face Vertex Colors (VMAD Chunk) === # ==================================================== def generate_vmad_vc(mesh): data = cStringIO.StringIO() data.write("RGB ") # type data.write(struct.pack(">H", 3)) # dimension data.write(generate_nstring("Blender's Vertex Colors")) # name for i, f in enumerate(mesh.faces): if not i%100: Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Vertex Colors") col = f.col f_v = f.v for j in xrange(len(f)-1, -1, -1): # Reverse order r,g,b, dummy = tuple(col[j]) data.write(struct.pack(">H", f_v[j].index)) # vertex index data.write(struct.pack(">H", i)) # face index data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0)) return data.getvalue() # ================================================ # === Generate Per-Face UV Coords (VMAD Chunk) === # ================================================ def generate_vmad_uv(mesh): data = cStringIO.StringIO() data.write("TXUV") # type data.write(struct.pack(">H", 2)) # dimension data.write(generate_nstring("Blender's UV Coordinates")) # name for i, f in enumerate(mesh.faces): if not i%100: Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coordinates") uv = f.uv f_v = f.v for j in xrange(len(f)-1, -1, -1): # Reverse order U,V = uv[j] v = f_v[j].index data.write(struct.pack(">H", v)) # vertex index data.write(struct.pack(">H", i)) # face index data.write(struct.pack(">ff", U, V)) return data.getvalue() # ====================================== # === Generate Variable-Length Index === # ====================================== def generate_vx(index): if index < 0xFF00: value = struct.pack(">H", index) # 2-byte index else: value = struct.pack(">L", index | 0xFF000000) # 4-byte index return value # =================================== # === Generate Faces (POLS Chunk) === # =================================== def generate_pols(mesh): data = cStringIO.StringIO() data.write("FACE") # polygon type for i,f in enumerate(mesh.faces): if not i%100: Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces") data.write(struct.pack(">H", len(f))) # numfaceverts numfaceverts = len(f) f_v = f.v for j in xrange(numfaceverts-1, -1, -1): # Reverse order data.write(generate_vx(f_v[j].index)) return data.getvalue() # ================================================= # === Generate Polygon Tag Mapping (PTAG Chunk) === # ================================================= def generate_ptag(mesh, material_names): def surf_indicies(mat): try: if mat: return material_names.index(mat.name) except: pass return 0 data = cStringIO.StringIO() data.write("SURF") # polygon tag type mesh_materials = mesh.materials mesh_surfindicies = [surf_indicies(mat) for mat in mesh_materials] try: VCOL_NAME_SURF_INDEX = material_names.index(VCOL_NAME) except: VCOL_NAME_SURF_INDEX = 0 try: DEFAULT_NAME_SURF_INDEX = material_names.index(DEFAULT_NAME) except: DEFAULT_NAME_SURF_INDEX = 0 len_mat = len(mesh_materials) for i, f in enumerate(mesh.faces): # numfaces f_mat = f.mat if f_mat >= len_mat: f_mat = 0 # Rare annoying eror if not i%100: Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Surface Indices") data.write(generate_vx(i)) if (not mesh_materials) and mesh.vertexColors: # vcols only surfidx = VCOL_NAME_SURF_INDEX elif mesh_materials and not mesh.vertexColors: # materials only surfidx = mesh_surfindicies[f_mat] elif (not mesh_materials) and (not mesh.vertexColors): # neither surfidx = DEFAULT_NAME_SURF_INDEX else: # both surfidx = mesh_surfindicies[f_mat] data.write(struct.pack(">H", surfidx)) # surface index return data.getvalue() # =================================================== # === Generate VC Surface Definition (SURF Chunk) === # =================================================== def generate_vcol_surf(mesh): data = cStringIO.StringIO() if mesh.vertexColors: surface_name = generate_nstring(VCOL_NAME) data.write(surface_name) data.write("\0\0") data.write("COLR") data.write(struct.pack(">H", 14)) data.write(struct.pack(">fffH", 1, 1, 1, 0)) data.write("DIFF") data.write(struct.pack(">H", 6)) data.write(struct.pack(">fH", 0.0, 0)) data.write("LUMI") data.write(struct.pack(">H", 6)) data.write(struct.pack(">fH", 1.0, 0)) data.write("VCOL") data.write(struct.pack(">H", 34)) data.write(struct.pack(">fH4s", 1.0, 0, "RGB ")) # intensity, envelope, type data.write(generate_nstring("Blender's Vertex Colors")) # name data.write("CMNT") # material comment comment = "Vertex Colors: Exported from Blender\256 243" comment = generate_nstring(comment) data.write(struct.pack(">H", len(comment))) data.write(comment) return data.getvalue() # ================================================ # === Generate Surface Definition (SURF Chunk) === # ================================================ def generate_surf(material_name): data = cStringIO.StringIO() data.write(generate_nstring(material_name)) data.write("\0\0") try: material = Blender.Material.Get(material_name) R,G,B = material.R, material.G, material.B ref = material.ref emit = material.emit spec = material.spec hard = material.hard except: material = None R=G=B = 1.0 ref = 1.0 emit = 0.0 spec = 0.2 hard = 0.0 data.write("COLR") data.write(struct.pack(">H", 14)) data.write(struct.pack(">fffH", R, G, B, 0)) data.write("DIFF") data.write(struct.pack(">H", 6)) data.write(struct.pack(">fH", ref, 0)) data.write("LUMI") data.write(struct.pack(">H", 6)) data.write(struct.pack(">fH", emit, 0)) data.write("SPEC") data.write(struct.pack(">H", 6)) data.write(struct.pack(">fH", spec, 0)) data.write("GLOS") data.write(struct.pack(">H", 6)) gloss = hard / (255/2.0) gloss = round(gloss, 1) data.write(struct.pack(">fH", gloss, 0)) data.write("CMNT") # material comment comment = material_name + ": Exported from Blender\256 243" comment = generate_nstring(comment) data.write(struct.pack(">H", len(comment))) data.write(comment) # Check if the material contains any image maps if material: mtextures = material.getTextures() # Get a list of textures linked to the material for mtex in mtextures: if (mtex) and (mtex.tex.type == Blender.Texture.Types.IMAGE): # Check if the texture is of type "IMAGE" data.write("BLOK") # Surface BLOK header data.write(struct.pack(">H", 104)) # Hardcoded and ugly! Will only handle 1 image per material # IMAP subchunk (image map sub header) data.write("IMAP") data_tmp = cStringIO.StringIO() data_tmp.write(struct.pack(">H", 0)) # Hardcoded - not sure what it represents data_tmp.write("CHAN") data_tmp.write(struct.pack(">H", 4)) data_tmp.write("COLR") data_tmp.write("OPAC") # Hardcoded texture layer opacity data_tmp.write(struct.pack(">H", 8)) data_tmp.write(struct.pack(">H", 0)) data_tmp.write(struct.pack(">f", 1.0)) data_tmp.write(struct.pack(">H", 0)) data_tmp.write("ENAB") data_tmp.write(struct.pack(">HH", 2, 1)) # 1 = texture layer enabled data_tmp.write("NEGA") data_tmp.write(struct.pack(">HH", 2, 0)) # Disable negative image (1 = invert RGB values) data_tmp.write("AXIS") data_tmp.write(struct.pack(">HH", 2, 1)) data.write(struct.pack(">H", len(data_tmp.getvalue()))) data.write(data_tmp.getvalue()) # IMAG subchunk data.write("IMAG") data.write(struct.pack(">HH", 2, 1)) data.write("PROJ") data.write(struct.pack(">HH", 2, 5)) # UV projection data.write("VMAP") uvname = generate_nstring("Blender's UV Coordinates") data.write(struct.pack(">H", len(uvname))) data.write(uvname) return data.getvalue() # ============================================= # === Generate Default Surface (SURF Chunk) === # ============================================= def generate_default_surf(): data = cStringIO.StringIO() material_name = DEFAULT_NAME data.write(generate_nstring(material_name)) data.write("\0\0") data.write("COLR") data.write(struct.pack(">H", 14)) data.write(struct.pack(">fffH", 1, 1, 1, 0)) data.write("DIFF") data.write(struct.pack(">H", 6)) data.write(struct.pack(">fH", 0.8, 0)) data.write("LUMI") data.write(struct.pack(">H", 6)) data.write(struct.pack(">fH", 0, 0)) data.write("SPEC") data.write(struct.pack(">H", 6)) data.write(struct.pack(">fH", 0.5, 0)) data.write("GLOS") data.write(struct.pack(">H", 6)) gloss = 50 / (255/2.0) gloss = round(gloss, 1) data.write(struct.pack(">fH", gloss, 0)) data.write("CMNT") # material comment comment = material_name + ": Exported from Blender\256 243" # vals = map(chr, xrange(164,255,1)) # keys = xrange(164,255,1) # keys = map(lambda x: `x`, keys) # comment = map(None, keys, vals) # comment = reduce(operator.add, comment) # comment = reduce(operator.add, comment) comment = generate_nstring(comment) data.write(struct.pack(">H", len(comment))) data.write(comment) return data.getvalue() # ============================================ # === Generate Object Comment (TEXT Chunk) === # ============================================ def generate_text(): comment = "Lightwave Export Script for Blender by Anthony D'Agostino" return generate_nstring(comment) # ============================================== # === Generate Description Line (DESC Chunk) === # ============================================== def generate_desc(): comment = "Copyright 2002 Scorpius Entertainment" return generate_nstring(comment) # ================================================== # === Generate Thumbnail Icon Image (ICON Chunk) === # ================================================== def generate_icon(): data = cStringIO.StringIO() file = open("f:/obj/radiosity/lwo2_icon.tga", "rb") # 60x60 uncompressed TGA file.read(18) icon_data = file.read(3600) # ? file.close() data.write(struct.pack(">HH", 0, 60)) data.write(icon_data) #print len(icon_data) return data.getvalue() # =============================================== # === Generate CLIP chunk with STIL subchunks === # =============================================== def generate_clip(mesh, material_names): data = cStringIO.StringIO() clipid = 1 for i, material in enumerate(mesh.materials): # Run through list of materials used by mesh if material: mtextures = material.getTextures() # Get a list of textures linked to the material for mtex in mtextures: if (mtex) and (mtex.tex.type == Blender.Texture.Types.IMAGE): # Check if the texture is of type "IMAGE" pathname = mtex.tex.image.filename # If full path is needed use filename in place of name pathname = pathname[0:2] + pathname.replace("\\", "/")[3:] # Convert to Modo standard path imagename = generate_nstring(pathname) data.write(struct.pack(">L", clipid)) # CLIP sequence/id data.write("STIL") # STIL image data.write(struct.pack(">H", len(imagename))) # Size of image name data.write(imagename) clipid += 1 return data.getvalue() # =================== # === Write Chunk === # =================== def write_chunk(file, name, data): file.write(name) file.write(struct.pack(">L", len(data))) file.write(data) # ============================= # === Write LWO File Header === # ============================= def write_header(file, chunks): chunk_sizes = map(len, chunks) chunk_sizes = reduce(operator.add, chunk_sizes) form_size = chunk_sizes + len(chunks)*8 + len("FORM") file.write("FORM") file.write(struct.pack(">L", form_size)) file.write("LWO2") def fs_callback(filename): if not filename.lower().endswith('.lwo'): filename += '.lwo' write(filename) Blender.Window.FileSelector(fs_callback, "Export LWO", Blender.sys.makename(ext='.lwo'))