4b01aa7aa5
The orange -> HEAD merge reverted some scripts to older versions. This only affected the ones that already existed before the orange branch. Minor issue, easy to fix. All in all, kudos to kaito, Hos and others for all the hard work in bringing (coding, merging) all these changes to the main branch.
283 lines
9.5 KiB
Python
283 lines
9.5 KiB
Python
#!BPY
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"""
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Name: 'VideoScape with Vertex Colors (.obj)...'
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Blender: 232
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Group: 'Export'
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Tooltip: 'Export selected mesh to VideoScape File Format (.obj)'
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"""
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__author__ = "Anthony D'Agostino (Scorpius)"
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__url__ = ("blender", "elysiun",
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"Author's homepage, http://www.redrival.com/scorpius")
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__version__ = "Part of IOSuite 0.5"
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__bpydoc__ = """\
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This script exports meshes (including vertex colors) to VideoScape File Format.
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The VideoScape file format is a simple format that is natively supported
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in Blender. I wrote this module because Blender's internal exporter
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doesn't export vertex colors correctly. Check the source for a *fast* algorithm for
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averaging vertex colors.
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Usage:<br>
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Select meshes to be exported and run this script from "File->Export" menu.
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Supported:<br>
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Exports meshes only. Hint: use ALT-C to convert non-mesh objects,
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and CTRL-ALT-A if you have "dupliverts" objects.
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Notes:<br>
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Before exporting, the mesh must have vertex colors. Here's how to assign them:
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1. Use radiosity!
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2. Set up lights and materials, select a mesh, switch the drawing mode
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to "textured," press the VKEY.
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3. Press the VKEY and paint manually.
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4. Use a custom script to calculate and apply simple diffuse shading and
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specular highlights to the vertex colors.
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5. The Videoscape format also allows vertex colors to be specified.
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"""
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# $Id$
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#
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# +---------------------------------------------------------+
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# | Copyright (c) 2001 Anthony D'Agostino |
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# | http://www.redrival.com/scorpius |
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# | scorpius@netzero.com |
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# | June 5, 2001 |
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# | Write Videoscape File Format (*.obj NOT WAVEFRONT OBJ) |
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# +---------------------------------------------------------+
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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import Blender, meshtools
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#import time
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# =====================================
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# ====== Write VideoScape Format ======
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# =====================================
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def write(filename):
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#start = time.clock()
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file = open(filename, "wb")
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objects = Blender.Object.GetSelected()
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objname = objects[0].name
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meshname = objects[0].data.name
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mesh = Blender.NMesh.GetRaw(meshname)
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obj = Blender.Object.Get(objname)
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if not meshtools.has_vertex_colors(mesh):
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message = "Please assign vertex colors before exporting.\n"
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message += objname + " object was not saved."
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meshtools.print_boxed(message)
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return
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vcols = average_vertexcolors(mesh)
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# === Write Videoscape Header ===
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file.write("GOUR\n")
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file.write("%d\n" % len(mesh.verts))
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# === Write Vertex List & Vertex Colors ===
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for i in range(len(mesh.verts)):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
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file.write("% f % f % f 0x" % tuple(mesh.verts[i].co))
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for j in range(len(vcols[i])):
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file.write("%02X" % vcols[i][j])
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file.write("\n")
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# === Write Face List ===
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for i in range(len(mesh.faces)):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
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file.write("%d " % len(mesh.faces[i].v)) # numfaceverts
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for j in range(len(mesh.faces[i].v)):
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file.write("%d " % mesh.faces[i].v[j].index)
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file.write("\n")
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Blender.Window.DrawProgressBar(1.0, '') # clear progressbar
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file.close()
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#end = time.clock()
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#seconds = " in %.2f %s" % (end-start, "seconds")
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message = "Successfully exported " + Blender.sys.basename(filename)# + seconds
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meshtools.print_boxed(message)
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# ===========================================
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# === Vector Operations for Vertex Colors ===
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# ===========================================
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vcolor_add = lambda u, v: [u[0]+v[0], u[1]+v[1], u[2]+v[2], u[3]+v[3]]
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vcolor_div = lambda u, s: [u[0]/s, u[1]/s, u[2]/s, u[3]/s]
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# ========================================
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# === Average All Vertex Colors (Fast) ===
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# ========================================
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def average_vertexcolors(mesh, debug=0):
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vertexcolors = {}
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for i in range(len(mesh.faces)): # get all vcolors that share this vertex
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if not i%100 and meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Finding Shared VColors")
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for j in range(len(mesh.faces[i].v)):
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index = mesh.faces[i].v[j].index
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color = mesh.faces[i].col[j]
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r,g,b,a = color.r, color.g, color.b, color.a
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vertexcolors.setdefault(index, []).append([r,g,b,a])
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if debug: print 'before'; vcprint(vertexcolors)
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for i in range(len(vertexcolors)): # average them
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if not i%100 and meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
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vcolor = [0,0,0,0] # rgba
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for j in range(len(vertexcolors[i])):
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vcolor = vcolor_add(vcolor, vertexcolors[i][j])
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shared = len(vertexcolors[i])
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vertexcolors[i] = vcolor_div(vcolor, shared)
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if debug: print 'after'; vcprint(vertexcolors)
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return vertexcolors
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# ========================================
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# === Average all Vertex Colors Slow 1 ===
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# ========================================
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def average_vertexcolors_slow_1(mesh, debug=0):
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vertexcolors = []
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i = 0
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for vertex in mesh.verts:
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if not i%100 and meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
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i += 1
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vcolor = [0,0,0,0] # rgba
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shared = 0
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for face in mesh.faces:
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if vertex in face.v:
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index = face.v.index(vertex)
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color = face.col[index]
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r,g,b,a = color.r, color.g, color.b, color.a
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vcolor = vcolor_add(vcolor, [r,g,b,a])
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shared += 1
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if not shared: print "Error, vertex %d is not shared." % i; shared += 1
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vertexcolors.append(vcolor_div(vcolor, shared))
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if debug: print 'after'; vcprint(vertexcolors)
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return vertexcolors
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# ========================================
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# === Average all Vertex Colors Slow 2 ===
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# ========================================
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def average_vertexcolors_slow_2(mesh, debug=0):
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vertexcolors = []
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for i in range(len(mesh.verts)):
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if not i%100 and meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
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vcolor = [0,0,0,0] # rgba
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shared = 0
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for j in range(len(mesh.faces)):
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if mesh.verts[i] in mesh.faces[j].v:
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index = mesh.faces[j].v.index(mesh.verts[i])
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color = mesh.faces[j].col[index]
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r,g,b,a = color.r, color.g, color.b, color.a
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vcolor = vcolor_add(vcolor, [r,g,b,a])
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shared += 1
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vertexcolors.append(vcolor_div(vcolor, shared))
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if debug: print 'after'; vcprint(vertexcolors)
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return vertexcolors
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# ========================================
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# === Average all Vertex Colors Slow 3 ===
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# ========================================
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def average_vertexcolors_slow_3(mesh, debug=0):
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vertexcolors = []
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for i in range(len(mesh.verts)):
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if not i%100 and meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
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vcolor = [0,0,0,0] # rgba
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shared = 0
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for j in range(len(mesh.faces)):
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if len(mesh.faces[j].v) == 4:
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v1,v2,v3,v4 = mesh.faces[j].v
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faceverts = v1.index, v2.index, v3.index, v4.index
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else:
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v1,v2,v3 = mesh.faces[j].v
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faceverts = v1.index, v2.index, v3.index
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if i in faceverts:
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index = mesh.faces[j].v.index(mesh.verts[i])
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color = mesh.faces[j].col[index]
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r,g,b,a = color.r, color.g, color.b, color.a
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vcolor = vcolor_add(vcolor, [r,g,b,a])
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shared += 1
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vertexcolors.append(vcolor_div(vcolor, shared))
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if debug: print 'after'; vcprint(vertexcolors)
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return vertexcolors
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def fs_callback(filename):
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if filename.find('.obj', -4) <= 0: filename += '.VIDEOSCAPE.obj'
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write(filename)
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Blender.Window.FileSelector(fs_callback, "Export VideoScape")
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# filename = "VIDEOSCAPE_" + objname + ".obj"
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# filename = 'nul'
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# file = open(filename, "wb")
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# debug = 0
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# time_functions = 1
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# time_loop = 0
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#
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# if time_functions:
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# funcs = [ average_vertexcolors,
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# average_vertexcolors_slow_1,
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# average_vertexcolors_slow_2,
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# average_vertexcolors_slow_3 ]
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#
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# print
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# for func in funcs:
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# start = time.clock()
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# vcols = func(mesh, debug)
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# end = time.clock()
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# seconds = "in %.2f %s" % (end-start, "seconds")
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# print func.__name__, "finished in", seconds
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#
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# elif time_loop:
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# total = 0
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# loops = 6
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# for i in range(loops):
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# start = time.clock()
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# vcols = average_vertexcolors(mesh, debug)
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# end = time.clock()
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# total += (end-start)
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# print "Total: %5.2f Avg: %.2f " % (total, total/loops)
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# else:
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# start = time.clock()
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# vcols = average_vertexcolors(mesh, debug)
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# # =====================================
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# # === Print Vertex Colors for Debug ===
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# # =====================================
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# def vcprint(data):
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# print type(data)
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# for i in range(len(data)):
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# print "%2d" % i,
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# for j in range(len(data[i])):
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# try:
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# print "[%3d %3d %3d %3d]" % tuple(data[i][j]), # before
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# except:
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# print "[%3d]" % data[i][j], # after
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# print
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# print
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#
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