blender/release/scripts/DirectXExporter.py
Willian Padovani Germano c702b237d5 Scripts:
-- adding help_browser.py to show help for installed scripts;
-- updated scripts to include basic doc info to be shown with above script:
    script authors can / will / should update with more info, of course;
-- updated some scripts to newer versions: disp_paint, fixfromarmature, hotkeys, etc.
2004-11-07 16:31:13 +00:00

457 lines
15 KiB
Python

#!BPY
""" Registration info for Blender menus:
Name: 'DirectX (.x)...'
Blender: 234
Group: 'Export'
Submenu: 'Only mesh data...' mesh
Submenu: 'Animation(not armature yet)...' anim
Tip: 'Export to DirectX text file format'
"""
__author__ = "Arben (Ben) Omari"
__url__ = ("blender", "elysiun", "Author's site, http://www.omariben.too.it")
__version__ = "1.0"
__bpydoc__ = """\
This script exports Blender uv-textured meshes with animation frame keys to
DirectX 7's text file format.
Usage:
Run the script and check console for possible warning messages.
Supported:<br>
UV-textured meshes with animation frame (location, rotation) keys.
Known issues:<br>
Some DX format viewers don't support Material names with dots
('.') in them.
Notes:<br>
Check author's site or the elYsiun forum for a new beta version of the
DX exporter.
"""
# $Id$
#
# DirectX.py version 1.0
# Copyright (C) 2003 Arben OMARI -- omariarben@everyday.com
#
# 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.
# This script export meshes created with Blender in DirectX file format
# it exports meshes,materials,normals,texturecoords and and animations
# Grab the latest version here :www.omariben.too.it
import Blender
from Blender import Types, Object, NMesh, Material
#import string
from math import *
#***********************************************
#***********************************************
# EXPORTER
#***********************************************
#***********************************************
class xExport:
def __init__(self, filename):
self.file = open(filename, "w")
#***********************************************
# Export animations
#***********************************************
def exportAnim(self):
tex = []
print "exporting ..."
self.writeHeader()
for name in Object.Get():
obj = name.getData()
if type(obj) == Types.NMeshType :
self.writeFrames(name, obj)
self.writeMeshcoord(name, obj )
self.writeMeshMaterialList(name, obj, tex)
self.writeMeshNormals(name, obj)
self.writeMeshTextureCoords(name, obj)
self.file.write("}\n")
self.file.write("}\n")
self.writeAnimation(name, obj)
self.writeEnd()
#***********************************************
# Export geometry
#***********************************************
def exportTex(self):
tex = []
print "exporting ..."
self.writeHeader()
for name in Object.Get():
obj = name.getData()
if type(obj) == Types.NMeshType :
self.writeMeshcoord(name, obj )
self.writeMeshMaterialList(name, obj, tex)
self.writeMeshNormals(name, obj)
self.writeMeshTextureCoords(name, obj)
self.file.write("}\n")
self.writeEnd()
#***********************************************
#HEADER
#***********************************************
def writeHeader(self):
self.file.write("xof 0302txt 0064\n")
self.file.write("\n")
self.file.write("Header{\n")
self.file.write("1;0;1;\n")
self.file.write("}\n")
#***********************************************
#CLOSE FILE
#***********************************************
def writeEnd(self):
self.file.close()
print "... finished"
#***********************************************
#EXPORT TEXTURES
#***********************************************
def writeTextures(self,name, tex):
mesh = name.data
for face in mesh.faces:
if face.image and face.image.name not in tex:
tex.append(face.image.name)
#***********************************************
#EXPORT MESH DATA
#***********************************************
def writeMeshcoord(self, name, obj ):
self.file.write("Mesh Mesh_%s {\n" % (name.name))
numfaces=len(obj.faces)
#POSITION
loc = name.getMatrix()
x = loc[3][0]
y = loc[3][1]
z = loc[3][2]
#VERTICES NUMBER
mesh = name.data
numvert = 0
for face in mesh.faces:
numvert = numvert + len(face.v)
self.file.write("%s;\n" % (numvert))
#VERTICES COORDINATES
counter = 0
for face in mesh.faces:
counter += 1
if counter == numfaces:
if len(face.v) == 4:
self.file.write("%s; %s; %s;,\n" % ((face.v[0].co[0] + x), face.v[0].co[1] + y, face.v[0].co[2] + z))
self.file.write("%s; %s; %s;,\n" % ((face.v[1].co[0] + x), face.v[1].co[1] + y, face.v[1].co[2] + z))
self.file.write("%s; %s; %s;,\n" % ((face.v[2].co[0] + x), face.v[2].co[1] + y, face.v[2].co[2] + z))
self.file.write("%s; %s; %s;;\n" % ((face.v[3].co[0] + x), face.v[3].co[1] + y, face.v[3].co[2] + z))
elif len(face.v) == 3 :
self.file.write("%s; %s; %s;,\n" % ((face.v[0].co[0] + x), face.v[0].co[1] + y, face.v[0].co[2] + z))
self.file.write("%s; %s; %s;,\n" % ((face.v[1].co[0] + x), face.v[1].co[1] + y, face.v[1].co[2] + z))
self.file.write("%s; %s; %s;;\n" % ((face.v[2].co[0] + x), face.v[2].co[1] + y, face.v[2].co[2] + z))
else :
if len(face.v) == 4:
self.file.write("%s; %s; %s;,\n" % ((face.v[0].co[0] + x), face.v[0].co[1] + y, face.v[0].co[2] + z))
self.file.write("%s; %s; %s;,\n" % ((face.v[1].co[0] + x), face.v[1].co[1] + y, face.v[1].co[2] + z))
self.file.write("%s; %s; %s;,\n" % ((face.v[2].co[0] + x), face.v[2].co[1] + y, face.v[2].co[2] + z))
self.file.write("%s; %s; %s;,\n" % ((face.v[3].co[0] + x), face.v[3].co[1] + y, face.v[3].co[2] + z))
elif len(face.v) == 3:
self.file.write("%s; %s; %s;,\n" % ((face.v[0].co[0] + x), face.v[0].co[1] + y, face.v[0].co[2] + z))
self.file.write("%s; %s; %s;,\n" % ((face.v[1].co[0] + x), face.v[1].co[1] + y, face.v[1].co[2] + z))
self.file.write("%s; %s; %s;,\n" % ((face.v[2].co[0] + x), face.v[2].co[1] + y, face.v[2].co[2] + z))
#FACES NUMBER
self.file.write("%s;\n" % (numfaces))
#FACES INDEX
numface=len(obj.faces)
coun,counter = 0, 0
for face in mesh.faces :
coun += 1
if coun == numface:
if len(face.v) == 3:
self.file.write("3; %s; %s; %s;;\n" % (counter, counter + 1, counter + 2))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %s; %s; %s; %s;;\n" % (counter, counter + 1, counter + 2, counter + 3))
counter += 4
elif len(face.v) == 2:
print "WARNING:the mesh has faces with less then 3 vertices"
else:
if len(face.v) == 3:
self.file.write("3; %s; %s; %s;,\n" % (counter, counter + 1, counter + 2))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %s; %s; %s; %s;,\n" % (counter, counter + 1, counter + 2, counter + 3))
counter += 4
elif len(face.v) == 2:
print "WARNING:the mesh has faces with less then 3 vertices"
#***********************************************
#MESH MATERIAL LIST
#***********************************************
def writeMeshMaterialList(self, name, obj, tex):
self.file.write(" MeshMaterialList {\n")
#HOW MANY MATERIALS ARE USED
count = 0
for mat in Material.Get():
count+=1
self.file.write(" %s;\n" % (len(tex) + count))
#HOW MANY FACES IT HAS
numfaces=len(obj.faces)
self.file.write(" %s;\n" % (numfaces))
##MATERIALS INDEX FOR EVERY FACE
counter = 0
for face in obj.faces :
counter += 1
mater = face.materialIndex
if counter == numfaces:
if face.image and face.image.name in tex :
self.file.write(" %s;;\n" % (tex.index(face.image.name) + count))
else :
self.file.write(" %s;;\n" % (mater))
else :
if face.image and face.image.name in tex :
self.file.write(" %s,\n" % (tex.index(face.image.name) + count))
else :
self.file.write(" %s,\n" % (mater))
##MATERIAL NAME
for mat in Material.Get():
self.file.write(" Material")
for a in range(0,len(mat.name)):
if mat.name[a] == ".":
print "WARNING:the material " + mat.name + " contains '.' within.Many viewers may refuse to read the exported file"
self.file.write(" %s "% (mat.name))
self.file.write("{\n")
self.file.write(" %s; %s; %s;" % (mat.R, mat.G, mat.B))
self.file.write("%s;;\n" % (mat.alpha))
self.file.write(" %s;\n" % (mat.spec))
self.file.write(" %s; %s; %s;;\n" % (mat.specR, mat.specG, mat.specB))
self.file.write(" 0.0; 0.0; 0.0;;\n")
self.file.write(" }\n")
for mat in tex:
self.file.write(" Material Mat")
self.file.write("%s "% (len(tex)))
self.file.write("{\n")
self.file.write(" 1.0; 1.0; 1.0; 1.0;;\n")
self.file.write(" 1.0;\n")
self.file.write(" 1.0; 1.0; 1.0;;\n")
self.file.write(" 0.0; 0.0; 0.0;;\n")
self.file.write(" TextureFilename {\n")
self.file.write(' "%s" ;'% (face.image.name))
self.file.write(" }\n")
self.file.write(" }\n")
self.file.write(" }\n")
#***********************************************
#MESH NORMALS
#***********************************************
def writeMeshNormals(self,name,obj):
self.file.write(" MeshNormals {\n")
#VERTICES NUMBER
numvert=len(obj.verts)
self.file.write("%s;\n" % (numvert))
#VERTICES NORMAL
counter = 0
for vert in obj.verts:
counter += 1
if counter == numvert:
self.file.write("%s; %s; %s;;\n" % (vert.no[0], vert.no[1], vert.no[2]))
else :
self.file.write("%s; %s; %s;,\n" % (vert.no[0], vert.no[1], vert.no[2]))
#FACES NUMBER
numfaces=len(obj.faces)
self.file.write("%s;\n" % (numfaces))
#FACES INDEX
counter = 0
for face in obj.faces :
counter += 1
if counter == numfaces:
if len(face.v) == 3:
self.file.write("3; %s; %s; %s;;\n" % (face[0].index, face[1].index, face[2].index))
elif len(face.v) == 4:
self.file.write("4; %s; %s; %s; %s;;\n" % (face[0].index, face[1].index, face[2].index, face[3].index))
else:
if len(face.v) == 3:
self.file.write("3; %s; %s; %s;,\n" % (face[0].index, face[1].index, face[2].index))
elif len(face.v) == 4 :
self.file.write("4; %s; %s; %s; %s;,\n" % (face[0].index, face[1].index, face[2].index, face[3].index))
self.file.write("}\n")
#***********************************************
#MESH TEXTURE COORDS
#***********************************************
def writeMeshTextureCoords(self, name, obj):
if obj.hasFaceUV():
self.file.write("MeshTextureCoords {\n")
#VERTICES NUMBER
mesh = name.data
numvert = 0
for face in mesh.faces:
numvert = numvert + len(face.v)
self.file.write("%s;\n" % (numvert))
#UV COORDS
counter = -1
for face in mesh.faces:
counter += 1
if len(face.v) == 4:
self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[0][0], -mesh.faces[counter].uv[0][1]))
self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[1][0], -mesh.faces[counter].uv[1][1]))
self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[2][0], -mesh.faces[counter].uv[2][1]))
self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[3][0], -mesh.faces[counter].uv[3][1]))
elif len(face.v) == 3:
self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[0][0], -mesh.faces[counter].uv[0][1]))
self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[1][0], -mesh.faces[counter].uv[1][1]))
self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[2][0], -mesh.faces[counter].uv[2][1]))
self.file.write("}\n")
#***********************************************
#FRAMES
#***********************************************
def writeFrames(self, name, obj):
matx = name.getMatrix()
self.file.write("Frame Fr_")
self.file.write("%s {\n" % (obj.name))
self.file.write(" FrameTransformMatrix {\n")
self.file.write(" %s,%s,%s,%s,\n" %
(round(matx[0][0],6),round(matx[0][1],6),round(matx[0][2],6),round(matx[0][3],6)))
self.file.write(" %s,%s,%s,%s,\n" %
(round(matx[1][0],6),round(matx[1][1],6),round(matx[1][2],6),round(matx[1][3],6)))
self.file.write(" %s,%s,%s,%s,\n" %
(round(matx[2][0],6),round(matx[2][1],6),round(matx[2][2],6),round(matx[2][3],6)))
self.file.write(" %s,%s,%s,%s;;\n" %
(round(matx[3][0],6),round(matx[3][1],6),round(matx[3][2],6),round(matx[3][3],6)))
self.file.write(" }\n")
#***********************************************
#WRITE ANIMATION KEYS
#***********************************************
def writeAnimation(self, name, obj):
startFr = Blender.Get('staframe')
endFr = Blender.Get('endframe')
self.file.write("AnimationSet animset_")
self.file.write("%s {\n" % (obj.name))
self.file.write(" Animation anim_")
self.file.write("%s { \n" % (obj.name))
self.file.write(" {Fr_")
self.file.write("%s }\n" % (obj.name))
self.file.write(" AnimationKey { \n")
self.file.write(" 0;\n")
self.file.write(" %s; \n" % (endFr))
for fr in range(startFr,endFr + 1) :
self.file.write(" %s; " % (fr))
self.file.write("4; ")
Blender.Set('curframe',fr)
rot = name.rot
rot_x = rot[0]
rot_y = rot[1]
rot_z = rot[2]
quat = self.euler2quat(rot_x,rot_y,rot_z)
self.file.write("%s, %s, %s,%s;;" %
(quat[0],quat[1],quat[2],quat[3]))
if fr == endFr:
self.file.write(";\n")
else:
self.file.write(",\n")
self.file.write(" }\n")
self.file.write(" AnimationKey { \n")
self.file.write(" 2;\n")
self.file.write(" %s; \n" % (endFr))
for fr in range(startFr,endFr + 1) :
self.file.write(" %s; " % (fr))
self.file.write("3; ")
Blender.Set('curframe',fr)
loc = name.loc
self.file.write("%s, %s, %s;;" %
(loc[0],loc[1],loc[2]))
if fr == endFr:
self.file.write(";\n")
else:
self.file.write(",\n")
self.file.write(" }\n")
self.file.write(" AnimationKey { \n")
self.file.write(" 1;\n")
self.file.write(" %s; \n" % (endFr))
for fr in range(startFr,endFr + 1) :
self.file.write(" %s; " % (fr))
self.file.write("3; ")
Blender.Set('curframe',fr)
size = name.size
self.file.write("%s, %s, %s;;" %
(size[0],size[1],size[2]))
if fr == endFr:
self.file.write(";\n")
else:
self.file.write(",\n")
self.file.write(" }\n")
self.file.write(" }\n")
self.file.write(" }\n")
def euler2quat(self,rot_x,rot_y,rot_z):
c_x = cos(rot_x / 2)
c_y = cos(rot_y / 2)
c_z = cos(rot_z / 2)
s_x = sin(rot_x / 2)
s_y = sin(rot_y / 2)
s_z = sin(rot_z / 2)
cy_cz = c_y * c_z
sy_sz = s_y * s_z
quat_w = c_x * cy_cz - s_x * sy_sz
quat_x = s_x * cy_cz + c_x * sy_sz
quat_y = c_x * s_y * c_z - s_x * c_y * s_z
quat_z = c_x * c_y * s_z + s_x * s_y * c_z
return(quat_w,quat_x,quat_y,quat_z)
#***********************************************
# MAIN
#***********************************************
def my_callback(filename):
if filename.find('.x', -2) <= 0: filename += '.x' # add '.x' if the user didn't
xexport = xExport(filename)
arg = __script__['arg']
if arg == 'anim':
xexport.exportAnim()
else:
xexport.exportTex()
fname = Blender.sys.makename(ext = ".x")
Blender.Window.FileSelector(my_callback, "Export DirectX",fname)