blender/release/scripts/obj_export.py
Campbell Barton 80dda381f3 Made OBJ exporter better remove double normals and UVs on export.
Some people reported using this for games so added an option to calculate high quality normals (from BPyMesh)
2006-07-06 12:25:04 +00:00

614 lines
19 KiB
Python

#!BPY
"""
Name: 'Wavefront (.obj)...'
Blender: 232
Group: 'Export'
Tooltip: 'Save a Wavefront OBJ File'
"""
__author__ = "Campbell Barton, Jiri Hnidek"
__url__ = ["blender", "elysiun"]
__version__ = "1.0"
__bpydoc__ = """\
This script is an exporter to OBJ file format.
Usage:
Run this script from "File->Export" menu to export all meshes.
"""
# --------------------------------------------------------------------------
# OBJ Export v1.0 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 *****
# --------------------------------------------------------------------------
import Blender
from Blender import Mesh, Scene, Window, sys, Image, Draw
import BPyMesh
# Returns a tuple - path,extension.
# 'hello.obj' > ('hello', '.obj')
def splitExt(path):
dotidx = path.rfind('.')
if dotidx == -1:
return path, ''
else:
return path[:dotidx], path[dotidx:]
def fixName(name):
if name == None:
return 'None'
else:
return name.replace(' ', '_')
# Used to add the scene name into the filename without using odd chars
def saneFilechars(name):
for ch in ' /\\~!@#$%^&*()+=[];\':",./<>?\t\r\n':
name = name.replace(ch, '_')
return name
def sortPair(a,b):
return min(a,b), max(a,b)
global MTL_DICT
# A Dict of Materials
# (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
MTL_DICT = {}
def write_mtl(filename):
global MTL_DICT
world = Blender.World.GetCurrent()
if world:
worldAmb = world.getAmb()
else:
worldAmb = (0,0,0) # Default value
file = open(filename, "w")
file.write('# Blender3D MTL File: %s\n' % Blender.Get('filename').split('\\')[-1].split('/')[-1])
file.write('# Material Count: %i\n' % len(MTL_DICT))
# Write material/image combinations we have used.
for key, mtl_mat_name in MTL_DICT.iteritems():
# Get the Blender data for the material and the image.
# Having an image named None will make a bug, dont do it :)
file.write('newmtl %s\n' % mtl_mat_name) # Define a new material: matname_imgname
if key[0] == None:
#write a dummy material here?
file.write('Ns 0\n')
file.write('Ka %.6f %.6f %.6f\n' % tuple([c for c in worldAmb]) ) # Ambient, uses mirror colour,
file.write('Kd 0.8 0.8 0.8\n')
file.write('Ks 0.8 0.8 0.8\n')
file.write('d 1\n') # No alpha
file.write('illum 2\n') # light normaly
else:
mat = Blender.Material.Get(key[0])
file.write('Ns %.6f\n' % ((mat.getHardness()-1) * 1.9607843137254901) ) # Hardness, convert blenders 1-511 to MTL's
file.write('Ka %.6f %.6f %.6f\n' % tuple([c*mat.getAmb() for c in worldAmb]) ) # Ambient, uses mirror colour,
file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.getRef() for c in mat.getRGBCol()]) ) # Diffuse
file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.getSpec() for c in mat.getSpecCol()]) ) # Specular
file.write('Ni %.6f\n' % mat.getIOR()) # Refraction index
file.write('d %.6f\n' % mat.getAlpha()) # Alpha (obj uses 'd' for dissolve)
# 0 to disable lighting, 1 for ambient & diffuse only (specular color set to black), 2 for full lighting.
if mat.getMode() & Blender.Material.Modes['SHADELESS']:
file.write('illum 0\n') # ignore lighting
elif mat.getSpec() == 0:
file.write('illum 1\n') # no specular.
else:
file.write('illum 2\n') # light normaly
# Write images!
if key[1] != None: # We have an image on the face!
img = Image.Get(key[1])
file.write('map_Kd %s\n' % img.filename.split('\\')[-1].split('/')[-1]) # Diffuse mapping image
elif key[0] != None: # No face image. if we havea material search for MTex image.
for mtex in mat.getTextures():
if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
try:
filename = mtex.tex.image.filename.split('\\')[-1].split('/')[-1]
file.write('map_Kd %s\n' % filename) # Diffuse mapping image
break
except:
# Texture has no image though its an image type, best ignore.
pass
file.write('\n\n')
file.close()
def copy_file(source, dest):
file = open(source, 'rb')
data = file.read()
file.close()
file = open(dest, 'wb')
file.write(data)
file.close()
def copy_images(dest_dir):
if dest_dir[-1] != sys.sep:
dest_dir += sys.sep
# Get unique image names
uniqueImages = {}
for matname, imagename in MTL_DICT.iterkeys(): # Only use image name
# Get Texface images
if imagename != None:
uniqueImages[imagename] = None # Should use sets here. wait until Python 2.4 is default.
# Get MTex images
if matname != None:
mat= Material.Get(matname)
for mtex in mat.getTextures():
if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
try:
uniqueImages[mtex.tex.image.name] = None
except:
pass
# Now copy images
copyCount = 0
for imageName in uniqueImages.iterkeys():
print imageName
bImage = Image.Get(imageName)
image_path = sys.expandpath(bImage.filename)
if sys.exists(image_path):
# Make a name for the target path.
dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
if not sys.exists(dest_image_path): # Image isnt alredy there
print '\tCopying "%s" > "%s"' % (image_path, dest_image_path)
copy_file(image_path, dest_image_path)
copyCount+=1
print '\tCopied %d images' % copyCount
def veckey3d(v):
return round(v.x, 6), round(v.y, 6), round(v.z, 6)
def veckey2d(v):
return round(v.x, 6), round(v.y, 6)
def write(filename, objects,\
EXPORT_TRI=False, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_NORMALS_HQ=False,\
EXPORT_UV=True, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False,\
EXPORT_APPLY_MODIFIERS=True, EXPORT_BLEN_OBS=True,\
EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False):
'''
Basic write function. The context and options must be alredy set
This can be accessed externaly
eg.
write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
'''
print 'OBJ Export path: "%s"' % filename
global MTL_DICT
temp_mesh_name = '~tmp-mesh'
time1 = sys.time()
scn = Scene.GetCurrent()
file = open(filename, "w")
# Write Header
file.write('# Blender v%s OBJ File: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] ))
file.write('# www.blender3d.org\n')
# Tell the obj file what material file to use.
mtlfilename = '%s.mtl' % '.'.join(filename.split('.')[:-1])
file.write('mtllib %s\n' % ( mtlfilename.split('\\')[-1].split('/')[-1] ))
# Get the container mesh. - used for applying modifiers and non mesh objects.
containerMesh = meshName = tempMesh = None
for meshName in Blender.NMesh.GetNames():
if meshName.startswith(temp_mesh_name):
tempMesh = Mesh.Get(meshName)
if not tempMesh.users:
containerMesh = tempMesh
if not containerMesh:
containerMesh = Mesh.New(temp_mesh_name)
del meshName
del tempMesh
# Initialize totals, these are updated each object
totverts = totuvco = totno = 1
globalUVCoords = {}
globalNormals = {}
# Get all meshs
for ob in objects:
# Will work for non meshes now! :)
# getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
m= BPyMesh.getMeshFromObject(ob, containerMesh, True, False, scn)
if not m:
continue
# We have a valid mesh
if EXPORT_TRI:
# Add a dummy object to it.
oldmode = Mesh.Mode()
Mesh.Mode(Mesh.SelectModes['FACE'])
quadcount = 0
for f in m.faces:
if len(f) == 4:
f.sel = True
quadcount +=1
if quadcount:
tempob = Blender.Object.New('Mesh')
tempob.link(m)
scn.link(tempob)
m.quadToTriangle(0) # more=0 shortest length
oldmode = Mesh.Mode(oldmode)
scn.unlink(tempob)
Mesh.Mode(oldmode)
faces = [ f for f in m.faces ]
if EXPORT_EDGES:
edges = [ ed for ed in m.edges ]
else:
edges = []
if not (len(faces)+len(edges)): # Make sure there is somthing to write
continue # dont bother with this mesh.
m.transform(ob.matrix)
# High Quality Normals
if EXPORT_NORMALS and EXPORT_NORMALS_HQ:
BPyMesh.meshCalcNormals(m)
# # Crash Blender
#materials = m.getMaterials(1) # 1 == will return None in the list.
materials = m.materials
materialNames = []
if materials:
for mat in materials:
if mat: # !=None
materialNames.append(mat.name)
else:
materialNames.append(None)
# Cant use LC because some materials are None.
# materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken.
# Possible there null materials, will mess up indicies
# but at least it will export, wait until Blender gets fixed.
materialNames.extend((16-len(materialNames)) * [None])
# Sort by Material, then images
# so we dont over context switch in the obj file.
if m.faceUV and EXPORT_UV:
faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth)))
else:
faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth)))
# Set the default mat to no material and no image.
contextMat = (0, 0) # Can never be this, so we will label a new material teh first chance we get.
contextSmooth = None # Will either be true or false, set bad to force initialization switch.
if EXPORT_BLEN_OBS or EXPORT_GROUP_BY_OB:
obnamestring = '%s_%s' % (fixName(ob.name), fixName(ob.getData(1)))
if EXPORT_BLEN_OBS:
file.write('o %s\n' % obnamestring) # Write Object name
else: # if EXPORT_GROUP_BY_OB:
file.write('g %s\n' % obnamestring)
# Vert
for v in m.verts:
file.write('v %.6f %.6f %.6f\n' % tuple(v.co))
# UV
if m.faceUV and EXPORT_UV:
for f in faces:
for uvKey in f.uv:
uvKey = veckey2d(uvKey)
if not globalUVCoords.has_key(uvKey):
globalUVCoords[uvKey] = totuvco
totuvco +=1
file.write('vt %.6f %.6f 0.0\n' % uvKey)
# NORMAL, Smooth/Non smoothed.
if EXPORT_NORMALS:
for f in faces:
if f.smooth:
for v in f.v:
noKey = veckey3d(v.no)
if not globalNormals.has_key( noKey ):
globalNormals[noKey] = totno
totno +=1
file.write('vn %.6f %.6f %.6f\n' % noKey)
else:
# Hard, 1 normal from the face.
noKey = veckey3d(f.no)
if not globalNormals.has_key( noKey ):
globalNormals[noKey] = totno
totno +=1
file.write('vn %.6f %.6f %.6f\n' % noKey)
uvIdx = 0
for f in faces:
f_v= f.v
# MAKE KEY
if EXPORT_UV and m.faceUV and f.image: # Object is always true.
key = materialNames[min(f.mat,len(materialNames)-1)], f.image.name
#key = materialNames[f.mat], f.image.name
else:
key = materialNames[min(f.mat,len(materialNames)-1)], None # No image, use None instead.
#key = materialNames[f.mat], None # No image, use None instead.
# CHECK FOR CONTEXT SWITCH
if key == contextMat:
pass # Context alredy switched, dont do anythoing
else:
if key[0] == None and key[1] == None:
# Write a null material, since we know the context has changed.
matstring = '(null)'
file.write('usemtl (null)\n') # mat, image
else:
try: # Faster to try then 2x dict lookups.
# We have the material, just need to write the context switch,
matstring = MTL_DICT[key]
except KeyError:
# First add to global dict so we can export to mtl
# Then write mtl
# Make a new names from the mat and image name,
# converting any spaces to underscores with fixName.
# If none image dont bother adding it to the name
if key[1] == None:
matstring = MTL_DICT[key] ='%s' % fixName(key[0])
else:
matstring = MTL_DICT[key] = '%s_%s' % (fixName(key[0]), fixName(key[1]))
if EXPORT_GROUP_BY_MAT:
file.write('g %s_%s_%s\n' % (fixName(ob.name), fixName(ob.getData(1)), matstring) ) # can be mat_image or (null)
file.write('usemtl %s\n' % matstring) # can be mat_image or (null)
contextMat = key
if f.smooth != contextSmooth:
if f.smooth:
file.write('s 1\n')
else:
file.write('s off\n')
contextSmooth = f.smooth
file.write('f')
if m.faceUV and EXPORT_UV:
if EXPORT_NORMALS:
if f.smooth: # Smoothed, use vertex normals
for vi, v in enumerate(f_v):
file.write( ' %d/%d/%d' % (\
v.index+totverts,\
globalUVCoords[ veckey2d(f.uv[vi]) ],\
globalNormals[ veckey3d(v.no) ])) # vert, uv, normal
else: # No smoothing, face normals
no = globalNormals[ veckey3d(f.no) ]
for vi, v in enumerate(f_v):
file.write( ' %d/%d/%d' % (\
v.index+totverts,\
globalUVCoords[ veckey2d(f.uv[vi]) ],\
no)) # vert, uv, normal
else: # No Normals
for vi, v in enumerate(f_v):
file.write( ' %d/%d' % (\
v.index+totverts,\
globalUVCoords[ veckey2d(f.uv[vi])])) # vert, uv
else: # No UV's
if EXPORT_NORMALS:
if f.smooth: # Smoothed, use vertex normals
for v in f_v:
file.write( ' %d//%d' % (\
v.index+totverts,\
globalNormals[ veckey3d(v.no) ]))
else: # No smoothing, face normals
no = globalNormals[ veckey3d(f.no) ]
for v in f_v:
file.write( ' %d//%d' % (\
v.index+totverts,\
no))
else: # No Normals
for v in f_v:
file.write( ' %d' % (\
v.index+totverts))
file.write('\n')
# Write edges.
if EXPORT_EDGES:
edgeUsers = {}
for f in faces:
for i in xrange(len(f_v)):
faceEdgeVKey = sortPair(f_v[i].index, f_v[i-1].index)
# We dont realy need to keep count. Just that a face uses it
# so dont export.
edgeUsers[faceEdgeVKey] = 1
for ed in edges:
edgeVKey = sortPair(ed.v1.index, ed.v2.index)
if not edgeUsers.has_key(edgeVKey): # No users? Write the edge.
file.write('f %d %d\n' % (edgeVKey[0]+totverts, edgeVKey[1]+totverts))
# Make the indicies global rather then per mesh
totverts += len(m.verts)
m.verts= None
file.close()
# Now we have all our materials, save them
if EXPORT_MTL:
write_mtl(mtlfilename)
if EXPORT_COPY_IMAGES:
dest_dir = filename
# Remove chars until we are just the path.
while dest_dir and dest_dir[-1] not in '\\/':
dest_dir = dest_dir[:-1]
if dest_dir:
copy_images(dest_dir)
else:
print '\tError: "%s" could not be used as a base for an image path.' % filename
print "OBJ Export time: %.2f" % (sys.time() - time1)
def write_ui(filename):
for s in Window.GetScreenInfo():
Window.QHandle(s['id'])
EXPORT_APPLY_MODIFIERS = Draw.Create(1)
EXPORT_TRI = Draw.Create(0)
EXPORT_EDGES = Draw.Create(0)
EXPORT_NORMALS = Draw.Create(0)
EXPORT_NORMALS_HQ = Draw.Create(0)
EXPORT_UV = Draw.Create(1)
EXPORT_MTL = Draw.Create(1)
EXPORT_SEL_ONLY = Draw.Create(1)
EXPORT_ALL_SCENES = Draw.Create(0)
EXPORT_ANIMATION = Draw.Create(0)
EXPORT_COPY_IMAGES = Draw.Create(0)
EXPORT_BLEN_OBS = Draw.Create(1)
EXPORT_GROUP_BY_OB = Draw.Create(0)
EXPORT_GROUP_BY_MAT = Draw.Create(0)
# Get USER Options
pup_block = [\
('Mesh Options...'),\
('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\
('Triangulate', EXPORT_TRI, 'Triangulate quadsModifiers.'),\
('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
('Normals', EXPORT_NORMALS, 'Export vertex normal data (Ignored on import).'),\
('High Quality Normals', EXPORT_NORMALS_HQ, 'Calculate high quality normals for rendering.'),\
('UVs', EXPORT_UV, 'Export texface UV coords.'),\
('Materials', EXPORT_MTL, 'Write a separate MTL file with the OBJ.'),\
('Context...'),\
('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection. Else export whole scene.'),\
('All Scenes', EXPORT_ALL_SCENES, 'Each scene as a seperate OBJ file.'),\
('Animation', EXPORT_ANIMATION, 'Each frame as a numbered OBJ file.'),\
('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\
('Grouping...'),\
('Objects', EXPORT_BLEN_OBS, 'Export blender objects as "OBJ objects".'),\
('Object Groups', EXPORT_GROUP_BY_OB, 'Export blender objects as "OBJ Groups".'),\
('Material Groups', EXPORT_GROUP_BY_MAT, 'Group by materials.'),\
]
if not Draw.PupBlock('Export...', pup_block):
return
Window.WaitCursor(1)
EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
EXPORT_TRI = EXPORT_TRI.val
EXPORT_EDGES = EXPORT_EDGES.val
EXPORT_NORMALS = EXPORT_NORMALS.val
EXPORT_NORMALS_HQ = EXPORT_NORMALS_HQ.val
EXPORT_UV = EXPORT_UV.val
EXPORT_MTL = EXPORT_MTL.val
EXPORT_SEL_ONLY = EXPORT_SEL_ONLY.val
EXPORT_ALL_SCENES = EXPORT_ALL_SCENES.val
EXPORT_ANIMATION = EXPORT_ANIMATION.val
EXPORT_COPY_IMAGES = EXPORT_COPY_IMAGES.val
EXPORT_BLEN_OBS = EXPORT_BLEN_OBS.val
EXPORT_GROUP_BY_OB = EXPORT_GROUP_BY_OB.val
EXPORT_GROUP_BY_MAT = EXPORT_GROUP_BY_MAT.val
base_name, ext = splitExt(filename)
context_name = [base_name, '', '', ext] # basename, scene_name, framenumber, extension
# Use the options to export the data using write()
# def write(filename, objects, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True):
orig_scene = Scene.GetCurrent()
if EXPORT_ALL_SCENES:
export_scenes = Scene.Get()
else:
export_scenes = [orig_scene]
# Export all scenes.
for scn in export_scenes:
scn.makeCurrent() # If alredy current, this is not slow.
context = scn.getRenderingContext()
orig_frame = Blender.Get('curframe')
if EXPORT_ALL_SCENES: # Add scene name into the context_name
context_name[1] = '_%s' % saneFilechars(scn.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.
# Export an animation?
if EXPORT_ANIMATION:
scene_frames = range(context.startFrame(), context.endFrame()+1) # up to and including the end frame.
else:
scene_frames = [orig_frame] # Dont export an animation.
# Loop through all frames in the scene and export.
for frame in scene_frames:
if EXPORT_ANIMATION: # Add frame to the filename.
context_name[2] = '_%.6d' % frame
Blender.Set('curframe', frame)
if EXPORT_SEL_ONLY:
export_objects = Blender.Object.GetSelected() # Export Context
else:
export_objects = scn.getChildren()
# EXPORT THE FILE.
write(''.join(context_name), export_objects,\
EXPORT_TRI, EXPORT_EDGES, EXPORT_NORMALS,\
EXPORT_NORMALS_HQ, EXPORT_UV, EXPORT_MTL,\
EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS,\
EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT)
Blender.Set('curframe', orig_frame)
# Restore old active scene.
orig_scene.makeCurrent()
Window.WaitCursor(0)
if __name__ == '__main__':
Window.FileSelector(write_ui, 'Export Wavefront OBJ', sys.makename(ext='.obj'))