blender/release/scripts/truespace_export.py

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#!BPY
"""
Name: 'TrueSpace...'
Blender: 232
Group: 'Export'
Tooltip: 'Export selected meshes to trueSpace File Format (*.cob)'
"""
# +---------------------------------------------------------+
# | Copyright (c) 2001 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
# | scorpius@netzero.com |
# | June 12, 2001 |
# | Released under the Blender Artistic Licence (BAL) |
# | Import Export Suite v0.5 |
# +---------------------------------------------------------+
# | Read and write Caligari trueSpace File Format (*.cob) |
# +---------------------------------------------------------+
import Blender, mod_meshtools
import struct, os, cStringIO, time
# ==============================
# === Write trueSpace Format ===
# ==============================
def write(filename):
start = time.clock()
file = open(filename, "wb")
objects = Blender.Object.GetSelected()
write_header(file)
G,P,V,U,M = 1000,2000,3000,4000,5000
for object in objects:
objname = object.name
meshname = object.data.name
mesh = Blender.NMesh.GetRaw(meshname)
obj = Blender.Object.Get(objname)
if not mesh: continue
grou = generate_grou('Group ' + `objects.index(object)+1`)
polh = generate_polh(objname, obj, mesh)
if mod_meshtools.has_vertex_colors(mesh): vcol = generate_vcol(mesh)
unit = generate_unit()
mat1 = generate_mat1(mesh)
if objects.index(object) == 0: X = 0
write_chunk(file, "Grou", 0, 1, G, X, grou)
write_chunk(file, "PolH", 0, 4, P, G, polh)
if mod_meshtools.has_vertex_colors(mesh) and vcol:
write_chunk(file, "VCol", 1, 0, V, P, vcol)
write_chunk(file, "Unit", 0, 1, U, P, unit)
write_chunk(file, "Mat1", 0, 5, M, P, mat1)
X = G
G,P,V,U,M = map(lambda x: x+1, [G,P,V,U,M])
write_chunk(file, "END ", 1, 0, 0, 0, '') # End Of File Chunk
Blender.Window.DrawProgressBar(1.0, '') # clear progressbar
file.close()
end = time.clock()
seconds = " in %.2f %s" % (end-start, "seconds")
message = "Successfully exported " + os.path.basename(filename) + seconds
mod_meshtools.print_boxed(message)
# =============================
# === Write COB File Header ===
# =============================
def write_header(file):
file.write("Caligari V00.01BLH"+" "*13+"\n")
# ===================
# === Write Chunk ===
# ===================
def write_chunk(file, name, major, minor, chunk_id, parent_id, data):
file.write(name)
file.write(struct.pack("<2h", major, minor))
file.write(struct.pack("<2l", chunk_id, parent_id))
file.write(struct.pack("<1l", len(data)))
file.write(data)
# ============================================
# === Generate PolH (Polygonal Data) Chunk ===
# ============================================
def generate_polh(objname, obj, mesh):
data = cStringIO.StringIO()
write_ObjectName(data, objname)
write_LocalAxes(data, obj)
write_CurrentPosition(data, obj)
write_VertexList(data, mesh)
uvcoords = write_UVCoordsList(data, mesh)
write_FaceList(data, mesh, uvcoords)
return data.getvalue()
# === Write Object Name ===
def write_ObjectName(data, objname):
data.write(struct.pack("<h", 0)) # dupecount
data.write(struct.pack("<h", len(objname)))
data.write(objname)
# === Write Local Axes ===
def write_LocalAxes(data, obj):
data.write(struct.pack("<fff", obj.mat[3][0], obj.mat[3][1], obj.mat[3][2]))
data.write(struct.pack("<fff", obj.mat[0][0]/obj.SizeX, obj.mat[1][0]/obj.SizeX, obj.mat[2][0]/obj.SizeX))
data.write(struct.pack("<fff", obj.mat[0][1]/obj.SizeY, obj.mat[1][1]/obj.SizeY, obj.mat[2][1]/obj.SizeY))
data.write(struct.pack("<fff", obj.mat[0][2]/obj.SizeZ, obj.mat[1][2]/obj.SizeZ, obj.mat[2][2]/obj.SizeZ))
# === Write Current Position ===
def write_CurrentPosition(data, obj):
data.write(struct.pack("<ffff", obj.mat[0][0], obj.mat[0][1], obj.mat[0][2], obj.mat[3][0]))
data.write(struct.pack("<ffff", obj.mat[1][0], obj.mat[1][1], obj.mat[1][2], obj.mat[3][1]))
data.write(struct.pack("<ffff", obj.mat[2][0], obj.mat[2][1], obj.mat[2][2], obj.mat[3][2]))
# === Write Vertex List ===
def write_VertexList(data, mesh):
data.write(struct.pack("<l", len(mesh.verts)))
for i in range(len(mesh.verts)):
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
x, y, z = mesh.verts[i].co
data.write(struct.pack("<fff", -y, x, z))
# === Write UV Vertex List ===
def write_UVCoordsList(data, mesh):
if not mesh.hasFaceUV():
data.write(struct.pack("<l", 1))
data.write(struct.pack("<2f", 0,0))
return {(0,0): 0}
# === Default UV Coords (one image per face) ===
# data.write(struct.pack("<l", 4))
# data.write(struct.pack("<8f", 0,0, 0,1, 1,1, 1,0))
# return {(0,0): 0, (0,1): 1, (1,1): 2, (1,0): 3}
# === Default UV Coords (one image per face) ===
# === collect, remove duplicates, add indices, and write the uv list ===
uvdata = cStringIO.StringIO()
uvcoords = {}
uvidx = 0
for i in range(len(mesh.faces)):
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coords")
numfaceverts = len(mesh.faces[i].v)
for j in range(numfaceverts-1, -1, -1): # Reverse order
u,v = mesh.faces[i].uv[j]
if not uvcoords.has_key((u,v)):
uvcoords[(u,v)] = uvidx
uvidx += 1
uvdata.write(struct.pack("<ff", u,v))
uvdata = uvdata.getvalue()
numuvcoords = len(uvdata)/8
data.write(struct.pack("<l", numuvcoords))
data.write(uvdata)
#print "Number of uvcoords:", numuvcoords, '=', len(uvcoords)
return uvcoords
# === Write Face List ===
def write_FaceList(data, mesh, uvcoords):
data.write(struct.pack("<l", len(mesh.faces)))
for i in range(len(mesh.faces)):
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
numfaceverts = len(mesh.faces[i].v)
data.write(struct.pack("<B", 0x10)) # Cull Back Faces Flag
data.write(struct.pack("<h", numfaceverts))
data.write(struct.pack("<h", 0)) # Material Index
for j in range(numfaceverts-1, -1, -1): # Reverse order
index = mesh.faces[i].v[j].index
if mesh.hasFaceUV():
uv = mesh.faces[i].uv[j]
uvidx = uvcoords[uv]
else:
uvidx = 0
data.write(struct.pack("<ll", index, uvidx))
# ===========================================
# === Generate VCol (Vertex Colors) Chunk ===
# ===========================================
def generate_vcol(mesh):
data = cStringIO.StringIO()
data.write(struct.pack("<l", len(mesh.faces)))
uniquecolors = {}
unique_alpha = {}
for i in range(len(mesh.faces)):
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Vertex Colors")
numfaceverts = len(mesh.faces[i].v)
data.write(struct.pack("<ll", i, numfaceverts))
for j in range(numfaceverts-1, -1, -1): # Reverse order
r = mesh.faces[i].col[j].r
g = mesh.faces[i].col[j].g
b = mesh.faces[i].col[j].b
a = 100 # 100 is opaque in ts
uniquecolors[(r,g,b)] = None
unique_alpha[mesh.faces[i].col[j].a] = None
data.write(struct.pack("<BBBB", r,g,b,a))
#print "uniquecolors:", uniquecolors.keys()
#print "unique_alpha:", unique_alpha.keys()
if len(uniquecolors) == 1:
return None
else:
return data.getvalue()
# ==================================
# === Generate Unit (Size) Chunk ===
# ==================================
def generate_unit():
data = cStringIO.StringIO()
data.write(struct.pack("<h", 2))
return data.getvalue()
# ======================================
# === Generate Mat1 (Material) Chunk ===
# ======================================
def generate_mat1(mesh):
data = cStringIO.StringIO()
data.write(struct.pack("<h", 0))
data.write(struct.pack("<ccB", "p", "a", 0))
data.write(struct.pack("<fff", 1.0, 1.0, 1.0)) # rgb (0.0 - 1.0)
data.write(struct.pack("<fffff", 1, 1, 0, 0, 1))
if mesh.hasFaceUV():
tex_mapname = r"c:\image\maps\one-dot.tga"
data.write("t:")
data.write(struct.pack("<B", 0x00))
data.write(struct.pack("<h", len(tex_mapname)))
data.write(tex_mapname)
data.write(struct.pack("<4f", 0,0, 1,1))
return data.getvalue()
# ============================
# === Generate Group Chunk ===
# ============================
def generate_grou(name):
data = cStringIO.StringIO()
write_ObjectName(data, name)
data.write(struct.pack("<12f", 0,0,0, 1,0,0, 0,1,0, 0,0,1))
data.write(struct.pack("<12f", 1,0,0,0, 0,1,0,0, 0,0,1,0))
return data.getvalue()
def fs_callback(filename):
if filename.find('.cob', -4) <= 0: filename += '.cob'
write(filename)
Blender.Window.FileSelector(fs_callback, "COB Export")
# === Matrix Differences between Blender & trueSpace ===
#
# For the 'Local Axes' values:
# The x, y, and z-axis represent a simple rotation matrix.
# This is equivalent to Blender's object matrix before it was
# combined with the object's scaling matrix. Dividing each value
# by the appropriate scaling factor (and transposing at the same
# time) produces the original rotation matrix.
#
# For the 'Current Position' values:
# This is equivalent to Blender's object matrix except that the
# last row is omitted and the xyz location is used in the last
# column. Binary format uses a 4x3 matrix, ascii format uses a 4x4
# matrix.
#
# For Cameras: The matrix is a little confusing.