#!BPY """ Name: 'Wavefront (*.obj)' Blender: 232 Group: 'Export' Tooltip: 'Save a Wavefront OBJ File' """ # $Id$ # # -------------------------------------------------------------------------- # OBJ Export v0.9 by Campbell Barton (AKA Ideasman) # -------------------------------------------------------------------------- # ***** 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 ***** # -------------------------------------------------------------------------- #================================================# # Gets the world matrix of an object # # by multiplying by parents mat's recursively # # This only works in some simple situations, # # needs work.... # #================================================# def getWorldMat(ob): mat = ob.getMatrix() p = ob.getParent() if p != None: mat = mat + getWorldMat(p) return mat #==================# # Apply Transform # #==================# def apply_transform(verts, matrix): verts.resize4D() return Mathutils.VecMultMat(verts, matrix) #====================================================# # Return a 6 deciaml point floating point value # # as a string that dosent have any python chars # #====================================================# def saneFloat(float): #return '%(float)b' % vars() # 6 fp as house.hqx return str('%f' % float) + ' ' from Blender import * NULL_MAT = '(null)' def save_obj(filename): file = open(filename, "w") # Write Header file.write('# Blender OBJ File: ' + Get('filename') + ' \n') file.write('# www.blender.org\n') # Get all meshs for ob in Object.Get(): if ob.getType() == 'Mesh': m = ob.getData() if len(m.verts) > 0: # Make sure there is somthing to write. # Set the default mat currentMatName = '' file.write('o ' + ob.getName() + '_' + m.name + '\n') # Write Object name # Dosent work properly, matrix = getWorldMat(ob) # Vert for v in m.verts: # Transform the vert vTx = apply_transform(v.co, matrix) file.write('v ') file.write(saneFloat(vTx[0])) file.write(saneFloat(vTx[1])) file.write(saneFloat(vTx[2]) + '\n') # UV for f in m.faces: for uvIdx in range(len(f.v)): file.write('vt ') if f.uv: file.write(saneFloat(f.uv[uvIdx][0])) file.write(saneFloat(f.uv[uvIdx][1])) else: file.write('0.0 ') file.write('0.0 ') file.write('0.0' + '\n') # NORMAL for f in m.faces: for v in f.v: # Transform the normal noTx = apply_transform(v.no, matrix) noTx.normalize() file.write('vn ') file.write(saneFloat(noTx[0])) file.write(saneFloat(noTx[1])) file.write(saneFloat(noTx[2]) + '\n') uvIdx = 0 for f in m.faces: # Check material and change if needed. if len(m.materials) > f.mat: if currentMatName != m.materials[f.mat].getName(): currentMatName = m.materials[f.mat].getName() file.write('usemtl ' + currentMatName + '\n') elif currentMatName != NULL_MAT: currentMatName = NULL_MAT file.write('usemtl ' + currentMatName + '\n') file.write('f ') for v in f.v: file.write( str(m.verts.index(v) +1) + '/') # Vert IDX file.write( str(uvIdx +1) + '/') # UV IDX file.write( str(uvIdx +1) + ' ') # NORMAL IDX uvIdx+=1 file.write('\n') file.close() Window.FileSelector(save_obj, 'SELECT OBJ FILE')