blender/release/scripts/videoscape_export.py
Willian Padovani Germano 6d9c02be4c Scripts:
- Fixes by Jean-Michel Soler: mod_ai2obj.py, mod_svg2obj.py;
- Fixes by Campbell Barton: obj_import.py;
- Small fix to mod_meshtools.py (fixes bug #1605: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1605&group_id=9);
- Updates by Jean-Baptiste (Jiba) to his blender2cal3d.py;
- Updates to all his import / export scripts (added doc data) by Anthony D'Agostino;
- Update to off_import: support for uv data, by Arne Schmitz.

BPython:
- Removed Object.get and .getSelected (deprecated long ago, we use .Get and .GetSelected) -- fixes #1861: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1861&group_id=9
- Applied patch by Michael Reimpell: quat.c - fix for wrong initialization with newQuaternionObject; Mathutils documentation improvements.
- Stani reported a wrong return msg in IpoCurve.Get (that is unimplemented).

Thanks to all coders mentioned above!
2004-11-30 02:27:46 +00:00

269 lines
8.9 KiB
Python

#!BPY
"""
Name: 'VideoScape with Vertex Colors (.obj)...'
Blender: 232
Group: 'Export'
Tooltip: 'Export selected mesh to VideoScape File Format (.obj)'
"""
__author__ = "Anthony D'Agostino (Scorpius)"
__url__ = ("blender", "elysiun",
"Author's homepage, http://www.redrival.com/scorpius")
__version__ = "Part of IOSuite 0.5"
__bpydoc__ = """\
This script exports meshes (including vertex colors) to VideoScape File Format.
The VideoScape file format is a simple format that is natively supported
in Blender. I wrote this module because Blender's internal exporter
doesn't export vertex colors correctly. Check the source for a *fast* algorithm for
averaging vertex colors.
Usage:<br>
Select meshes to be exported and run this script from "File->Export" menu.
Supported:<br>
Exports meshes only. Hint: use ALT-C to convert non-mesh objects,
and CTRL-ALT-A if you have "dupliverts" objects.
Notes:<br>
Before exporting, the mesh must have vertex colors. Here's how to assign them:
1. Use radiosity!
2. Set up lights and materials, select a mesh, switch the drawing mode
to "textured," press the VKEY.
3. Press the VKEY and paint manually.
4. Use a custom script to calculate and apply simple diffuse shading and
specular highlights to the vertex colors.
5. The Videoscape format also allows vertex colors to be specified.
"""
# $Id$
#
# +---------------------------------------------------------+
# | Copyright (c) 2001 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
# | scorpius@netzero.com |
# | June 5, 2001 |
# | Released under the Blender Artistic Licence (BAL) |
# | Import Export Suite v0.5 |
# +---------------------------------------------------------+
# | Write Videoscape File Format (*.obj NOT WAVEFRONT OBJ) |
# +---------------------------------------------------------+
import Blender, mod_meshtools
#import time
# =====================================
# ====== Write VideoScape Format ======
# =====================================
def write(filename):
#start = time.clock()
file = open(filename, "wb")
objects = Blender.Object.GetSelected()
objname = objects[0].name
meshname = objects[0].data.name
mesh = Blender.NMesh.GetRaw(meshname)
obj = Blender.Object.Get(objname)
if not mod_meshtools.has_vertex_colors(mesh):
message = "Please assign vertex colors before exporting.\n"
message += objname + " object was not saved."
mod_meshtools.print_boxed(message)
return
vcols = average_vertexcolors(mesh)
# === Write Videoscape Header ===
file.write("GOUR\n")
file.write("%d\n" % len(mesh.verts))
# === Write Vertex List & Vertex Colors ===
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")
file.write("% f % f % f 0x" % tuple(mesh.verts[i].co))
for j in range(len(vcols[i])):
file.write("%02X" % vcols[i][j])
file.write("\n")
# === Write Face List ===
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")
file.write("%d " % len(mesh.faces[i].v)) # numfaceverts
for j in range(len(mesh.faces[i].v)):
file.write("%d " % mesh.faces[i].v[j].index)
file.write("\n")
Blender.Window.DrawProgressBar(1.0, '') # clear progressbar
file.close()
#end = time.clock()
#seconds = " in %.2f %s" % (end-start, "seconds")
message = "Successfully exported " + Blender.sys.basename(filename)# + seconds
mod_meshtools.print_boxed(message)
# ===========================================
# === Vector Operations for Vertex Colors ===
# ===========================================
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]
# ========================================
# === Average All Vertex Colors (Fast) ===
# ========================================
def average_vertexcolors(mesh, debug=0):
vertexcolors = {}
for i in range(len(mesh.faces)): # get all vcolors that share this vertex
if not i%100 and mod_meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Finding Shared VColors")
for j in range(len(mesh.faces[i].v)):
index = mesh.faces[i].v[j].index
color = mesh.faces[i].col[j]
r,g,b,a = color.r, color.g, color.b, color.a
vertexcolors.setdefault(index, []).append([r,g,b,a])
if debug: print 'before'; vcprint(vertexcolors)
for i in range(len(vertexcolors)): # average them
if not i%100 and mod_meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
vcolor = [0,0,0,0] # rgba
for j in range(len(vertexcolors[i])):
vcolor = vcolor_add(vcolor, vertexcolors[i][j])
shared = len(vertexcolors[i])
vertexcolors[i] = vcolor_div(vcolor, shared)
if debug: print 'after'; vcprint(vertexcolors)
return vertexcolors
# ========================================
# === Average all Vertex Colors Slow 1 ===
# ========================================
def average_vertexcolors_slow_1(mesh, debug=0):
vertexcolors = []
i = 0
for vertex in mesh.verts:
if not i%100 and mod_meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
i += 1
vcolor = [0,0,0,0] # rgba
shared = 0
for face in mesh.faces:
if vertex in face.v:
index = face.v.index(vertex)
color = face.col[index]
r,g,b,a = color.r, color.g, color.b, color.a
vcolor = vcolor_add(vcolor, [r,g,b,a])
shared += 1
if not shared: print "Error, vertex %d is not shared." % i; shared += 1
vertexcolors.append(vcolor_div(vcolor, shared))
if debug: print 'after'; vcprint(vertexcolors)
return vertexcolors
# ========================================
# === Average all Vertex Colors Slow 2 ===
# ========================================
def average_vertexcolors_slow_2(mesh, debug=0):
vertexcolors = []
for i in range(len(mesh.verts)):
if not i%100 and mod_meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
vcolor = [0,0,0,0] # rgba
shared = 0
for j in range(len(mesh.faces)):
if mesh.verts[i] in mesh.faces[j].v:
index = mesh.faces[j].v.index(mesh.verts[i])
color = mesh.faces[j].col[index]
r,g,b,a = color.r, color.g, color.b, color.a
vcolor = vcolor_add(vcolor, [r,g,b,a])
shared += 1
vertexcolors.append(vcolor_div(vcolor, shared))
if debug: print 'after'; vcprint(vertexcolors)
return vertexcolors
# ========================================
# === Average all Vertex Colors Slow 3 ===
# ========================================
def average_vertexcolors_slow_3(mesh, debug=0):
vertexcolors = []
for i in range(len(mesh.verts)):
if not i%100 and mod_meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
vcolor = [0,0,0,0] # rgba
shared = 0
for j in range(len(mesh.faces)):
if len(mesh.faces[j].v) == 4:
v1,v2,v3,v4 = mesh.faces[j].v
faceverts = v1.index, v2.index, v3.index, v4.index
else:
v1,v2,v3 = mesh.faces[j].v
faceverts = v1.index, v2.index, v3.index
if i in faceverts:
index = mesh.faces[j].v.index(mesh.verts[i])
color = mesh.faces[j].col[index]
r,g,b,a = color.r, color.g, color.b, color.a
vcolor = vcolor_add(vcolor, [r,g,b,a])
shared += 1
vertexcolors.append(vcolor_div(vcolor, shared))
if debug: print 'after'; vcprint(vertexcolors)
return vertexcolors
def fs_callback(filename):
if filename.find('.obj', -4) <= 0: filename += '.VIDEOSCAPE.obj'
write(filename)
Blender.Window.FileSelector(fs_callback, "Export VideoScape")
# filename = "VIDEOSCAPE_" + objname + ".obj"
# filename = 'nul'
# file = open(filename, "wb")
# debug = 0
# time_functions = 1
# time_loop = 0
#
# if time_functions:
# funcs = [ average_vertexcolors,
# average_vertexcolors_slow_1,
# average_vertexcolors_slow_2,
# average_vertexcolors_slow_3 ]
#
# print
# for func in funcs:
# start = time.clock()
# vcols = func(mesh, debug)
# end = time.clock()
# seconds = "in %.2f %s" % (end-start, "seconds")
# print func.__name__, "finished in", seconds
#
# elif time_loop:
# total = 0
# loops = 6
# for i in range(loops):
# start = time.clock()
# vcols = average_vertexcolors(mesh, debug)
# end = time.clock()
# total += (end-start)
# print "Total: %5.2f Avg: %.2f " % (total, total/loops)
# else:
# start = time.clock()
# vcols = average_vertexcolors(mesh, debug)
# # =====================================
# # === Print Vertex Colors for Debug ===
# # =====================================
# def vcprint(data):
# print type(data)
# for i in range(len(data)):
# print "%2d" % i,
# for j in range(len(data[i])):
# try:
# print "[%3d %3d %3d %3d]" % tuple(data[i][j]), # before
# except:
# print "[%3d]" % data[i][j], # after
# print
# print
#