bc6fc72209
* fixed errors with Null materials * faster material exporting * export with modifiers applied * faces with invalid material indicies work now (maybe should be delt with in the Py API) * removed per vert col code since all colors are pre face now.
689 lines
22 KiB
Python
689 lines
22 KiB
Python
#!BPY
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"""
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Name: 'LightWave (.lwo)...'
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Blender: 243
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Group: 'Export'
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Tooltip: 'Export selected meshes to LightWave File Format (.lwo)'
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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 to LightWave file format.
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LightWave is a full-featured commercial modeling and rendering
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application. The lwo file format is composed of 'chunks,' is well
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defined, and easy to read and write. It is similar in structure to the
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trueSpace cob format.
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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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UV Coordinates, Meshes, Materials, Material Indices, Specular
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Highlights, and Vertex Colors. For added functionality, each object is
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placed on its own layer. Someone added the CLIP chunk and imagename support.
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Missing:<br>
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Not too much, I hope! :).
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Known issues:<br>
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Empty objects crash has been fixed.
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Notes:<br>
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For compatibility reasons, it also reads lwo files in the old LW
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v5.5 format.
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"""
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# $Id$
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#
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# +---------------------------------------------------------+
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# | Copyright (c) 2002 Anthony D'Agostino |
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# | http://www.redrival.com/scorpius |
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# | scorpius@netzero.com |
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# | April 21, 2002 |
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# | Read and write LightWave Object File Format (*.lwo) |
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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
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import struct, cStringIO, operator
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import BPyMesh
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VCOL_NAME = "\251 Per-Face Vertex Colors"
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DEFAULT_NAME = "\251 Blender Default"
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# ==============================
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# === Write LightWave Format ===
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# ==============================
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def write(filename):
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start = Blender.sys.time()
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file = open(filename, "wb")
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scn = Blender.Scene.GetCurrent()
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objects = list(scn.objects.context)
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if not objects:
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Blender.Draw.PupMenu('Error%t|No Objects selected')
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return
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try: objects.sort( key = lambda a: a.name )
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except: objects.sort(lambda a,b: cmp(a.name, b.name))
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text = generate_text()
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desc = generate_desc()
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icon = "" #generate_icon()
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meshes = []
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for obj in objects:
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mesh = BPyMesh.getMeshFromObject(obj, None, True, False, scn)
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if mesh:
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mesh.transform(obj.matrixWorld)
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meshes.append(mesh)
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material_names = get_used_material_names(meshes)
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tags = generate_tags(material_names)
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surfs = generate_surfs(material_names)
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chunks = [text, desc, icon, tags]
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meshdata = cStringIO.StringIO()
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layer_index = 0
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for mesh in meshes:
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layr = generate_layr(obj.name, layer_index)
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pnts = generate_pnts(mesh)
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bbox = generate_bbox(mesh)
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pols = generate_pols(mesh)
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ptag = generate_ptag(mesh, material_names)
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clip = generate_clip(mesh, material_names)
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if mesh.faceUV:
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vmad_uv = generate_vmad_uv(mesh) # per face
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if mesh.vertexColors:
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#if meshtools.average_vcols:
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# vmap_vc = generate_vmap_vc(mesh) # per vert
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#else:
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vmad_vc = generate_vmad_vc(mesh) # per face
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write_chunk(meshdata, "LAYR", layr); chunks.append(layr)
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write_chunk(meshdata, "PNTS", pnts); chunks.append(pnts)
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write_chunk(meshdata, "BBOX", bbox); chunks.append(bbox)
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write_chunk(meshdata, "POLS", pols); chunks.append(pols)
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write_chunk(meshdata, "PTAG", ptag); chunks.append(ptag)
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if mesh.vertexColors:
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#if meshtools.average_vcols:
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# write_chunk(meshdata, "VMAP", vmap_vc)
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# chunks.append(vmap_vc)
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#else:
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write_chunk(meshdata, "VMAD", vmad_vc)
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chunks.append(vmad_vc)
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if mesh.faceUV:
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write_chunk(meshdata, "VMAD", vmad_uv)
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chunks.append(vmad_uv)
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write_chunk(meshdata, "CLIP", clip)
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chunks.append(clip)
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layer_index += 1
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mesh.verts = None # save some ram
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for surf in surfs:
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chunks.append(surf)
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write_header(file, chunks)
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write_chunk(file, "ICON", icon)
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write_chunk(file, "TEXT", text)
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write_chunk(file, "DESC", desc)
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write_chunk(file, "TAGS", tags)
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file.write(meshdata.getvalue()); meshdata.close()
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for surf in surfs:
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write_chunk(file, "SURF", surf)
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write_chunk(file, "DATE", "August 19, 2005")
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Blender.Window.DrawProgressBar(1.0, "") # clear progressbar
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file.close()
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print '\a\r',
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print "Successfully exported %s in %.3f seconds" % (filename.split('\\')[-1].split('/')[-1], Blender.sys.time() - start)
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# =======================================
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# === Generate Null-Terminated String ===
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# =======================================
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def generate_nstring(string):
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if len(string)%2 == 0: # even
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string += "\0\0"
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else: # odd
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string += "\0"
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return string
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# ===============================
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# === Get Used Material Names ===
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# ===============================
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def get_used_material_names(meshes):
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matnames = {}
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for mesh in meshes:
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if (not mesh.materials) and mesh.vertexColors:
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# vcols only
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matnames[VCOL_NAME] = None
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elif mesh.materials and (not mesh.vertexColors):
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# materials only
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for material in mesh.materials:
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if material:
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matnames[material.name] = None
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elif (not mesh.materials) and (not mesh.vertexColors):
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# neither
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matnames[DEFAULT_NAME] = None
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else:
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# both
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for material in mesh.materials:
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if material:
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matnames[material.name] = None
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return matnames.keys()
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# =========================================
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# === Generate Tag Strings (TAGS Chunk) ===
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# =========================================
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def generate_tags(material_names):
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if material_names:
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material_names = map(generate_nstring, material_names)
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tags_data = reduce(operator.add, material_names)
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else:
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tags_data = generate_nstring('');
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return tags_data
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# ========================
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# === Generate Surface ===
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# ========================
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def generate_surface(name):
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#if name.find("\251 Per-") == 0:
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# return generate_vcol_surf(mesh)
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if name == DEFAULT_NAME:
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return generate_default_surf()
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else:
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return generate_surf(name)
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# ======================
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# === Generate Surfs ===
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# ======================
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def generate_surfs(material_names):
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return map(generate_surface, material_names)
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# ===================================
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# === Generate Layer (LAYR Chunk) ===
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# ===================================
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def generate_layr(name, idx):
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data = cStringIO.StringIO()
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data.write(struct.pack(">h", idx)) # layer number
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data.write(struct.pack(">h", 0)) # flags
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data.write(struct.pack(">fff", 0, 0, 0)) # pivot
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data.write(generate_nstring(name)) # name
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return data.getvalue()
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# ===================================
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# === Generate Verts (PNTS Chunk) ===
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# ===================================
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def generate_pnts(mesh):
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data = cStringIO.StringIO()
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for i, v in enumerate(mesh.verts):
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if not i%100:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
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x, y, z = v.co
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data.write(struct.pack(">fff", x, z, y))
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return data.getvalue()
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# ==========================================
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# === Generate Bounding Box (BBOX Chunk) ===
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# ==========================================
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def generate_bbox(mesh):
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data = cStringIO.StringIO()
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# need to transform verts here
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if mesh.verts:
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nv = [v.co for v in mesh.verts]
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xx = [ co[0] for co in nv ]
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yy = [ co[1] for co in nv ]
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zz = [ co[2] for co in nv ]
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else:
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xx = yy = zz = [0.0,]
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data.write(struct.pack(">6f", min(xx), min(zz), min(yy), max(xx), max(zz), max(yy)))
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return data.getvalue()
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# ========================================
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# === Average All Vertex Colors (Fast) ===
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# ========================================
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'''
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def average_vertexcolors(mesh):
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vertexcolors = {}
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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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for i, f in enumerate(mesh.faces): # get all vcolors that share this vertex
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if not i%100:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Finding Shared VColors")
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col = f.col
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for j in xrange(len(f)):
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index = f[j].index
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color = col[j]
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r,g,b = color.r, color.g, color.b
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vertexcolors.setdefault(index, []).append([r,g,b,255])
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i = 0
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for index, value in vertexcolors.iteritems(): # average them
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if not i%100:
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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 v in value:
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vcolor = vcolor_add(vcolor, v)
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shared = len(value)
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value[:] = vcolor_div(vcolor, shared)
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i+=1
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return vertexcolors
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'''
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# ====================================================
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# === Generate Per-Vert Vertex Colors (VMAP Chunk) ===
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# ====================================================
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# Blender now has all vcols per face
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"""
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def generate_vmap_vc(mesh):
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data = cStringIO.StringIO()
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data.write("RGB ") # type
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data.write(struct.pack(">H", 3)) # dimension
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data.write(generate_nstring("Blender's Vertex Colors")) # name
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vertexcolors = average_vertexcolors(mesh)
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for i in xrange(len(vertexcolors)):
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try: r, g, b, a = vertexcolors[i] # has a face user
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except: r, g, b, a = 255,255,255,255
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data.write(struct.pack(">H", i)) # vertex index
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data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
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return data.getvalue()
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"""
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# ====================================================
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# === Generate Per-Face Vertex Colors (VMAD Chunk) ===
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# ====================================================
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def generate_vmad_vc(mesh):
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data = cStringIO.StringIO()
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data.write("RGB ") # type
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data.write(struct.pack(">H", 3)) # dimension
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data.write(generate_nstring("Blender's Vertex Colors")) # name
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for i, f in enumerate(mesh.faces):
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if not i%100:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Vertex Colors")
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col = f.col
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f_v = f.v
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for j in xrange(len(f)-1, -1, -1): # Reverse order
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r,g,b, dummy = tuple(col[j])
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data.write(struct.pack(">H", f_v[j].index)) # vertex index
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data.write(struct.pack(">H", i)) # face index
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data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
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return data.getvalue()
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# ================================================
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# === Generate Per-Face UV Coords (VMAD Chunk) ===
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# ================================================
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def generate_vmad_uv(mesh):
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data = cStringIO.StringIO()
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data.write("TXUV") # type
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data.write(struct.pack(">H", 2)) # dimension
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data.write(generate_nstring("Blender's UV Coordinates")) # name
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for i, f in enumerate(mesh.faces):
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if not i%100:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coordinates")
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uv = f.uv
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f_v = f.v
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for j in xrange(len(f)-1, -1, -1): # Reverse order
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U,V = uv[j]
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v = f_v[j].index
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data.write(struct.pack(">H", v)) # vertex index
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data.write(struct.pack(">H", i)) # face index
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data.write(struct.pack(">ff", U, V))
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return data.getvalue()
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# ======================================
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# === Generate Variable-Length Index ===
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# ======================================
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def generate_vx(index):
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if index < 0xFF00:
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value = struct.pack(">H", index) # 2-byte index
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else:
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value = struct.pack(">L", index | 0xFF000000) # 4-byte index
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return value
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# ===================================
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# === Generate Faces (POLS Chunk) ===
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# ===================================
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def generate_pols(mesh):
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data = cStringIO.StringIO()
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data.write("FACE") # polygon type
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for i,f in enumerate(mesh.faces):
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if not i%100:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
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data.write(struct.pack(">H", len(f))) # numfaceverts
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numfaceverts = len(f)
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f_v = f.v
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for j in xrange(numfaceverts-1, -1, -1): # Reverse order
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data.write(generate_vx(f_v[j].index))
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return data.getvalue()
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# =================================================
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# === Generate Polygon Tag Mapping (PTAG Chunk) ===
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# =================================================
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def generate_ptag(mesh, material_names):
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def surf_indicies(mat):
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try:
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if mat:
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return material_names.index(mat.name)
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except:
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pass
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return 0
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data = cStringIO.StringIO()
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data.write("SURF") # polygon tag type
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mesh_materials = mesh.materials
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mesh_surfindicies = [surf_indicies(mat) for mat in mesh_materials]
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try: VCOL_NAME_SURF_INDEX = material_names.index(VCOL_NAME)
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except: VCOL_NAME_SURF_INDEX = 0
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try: DEFAULT_NAME_SURF_INDEX = material_names.index(DEFAULT_NAME)
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except: DEFAULT_NAME_SURF_INDEX = 0
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len_mat = len(mesh_materials)
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for i, f in enumerate(mesh.faces): # numfaces
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f_mat = f.mat
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if f_mat >= len_mat: f_mat = 0 # Rare annoying eror
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if not i%100:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Surface Indices")
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data.write(generate_vx(i))
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if (not mesh_materials) and mesh.vertexColors: # vcols only
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surfidx = VCOL_NAME_SURF_INDEX
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elif mesh_materials and not mesh.vertexColors: # materials only
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surfidx = mesh_surfindicies[f_mat]
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elif (not mesh_materials) and (not mesh.vertexColors): # neither
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surfidx = DEFAULT_NAME_SURF_INDEX
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else: # both
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surfidx = mesh_surfindicies[f_mat]
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data.write(struct.pack(">H", surfidx)) # surface index
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return data.getvalue()
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# ===================================================
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# === Generate VC Surface Definition (SURF Chunk) ===
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# ===================================================
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def generate_vcol_surf(mesh):
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data = cStringIO.StringIO()
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if mesh.vertexColors:
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surface_name = generate_nstring(VCOL_NAME)
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data.write(surface_name)
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data.write("\0\0")
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data.write("COLR")
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data.write(struct.pack(">H", 14))
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data.write(struct.pack(">fffH", 1, 1, 1, 0))
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data.write("DIFF")
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data.write(struct.pack(">H", 6))
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data.write(struct.pack(">fH", 0.0, 0))
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data.write("LUMI")
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data.write(struct.pack(">H", 6))
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data.write(struct.pack(">fH", 1.0, 0))
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data.write("VCOL")
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data.write(struct.pack(">H", 34))
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data.write(struct.pack(">fH4s", 1.0, 0, "RGB ")) # intensity, envelope, type
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data.write(generate_nstring("Blender's Vertex Colors")) # name
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data.write("CMNT") # material comment
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comment = "Vertex Colors: Exported from Blender\256 243"
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comment = generate_nstring(comment)
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data.write(struct.pack(">H", len(comment)))
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data.write(comment)
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return data.getvalue()
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# ================================================
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# === Generate Surface Definition (SURF Chunk) ===
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# ================================================
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def generate_surf(material_name):
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data = cStringIO.StringIO()
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data.write(generate_nstring(material_name))
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data.write("\0\0")
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try:
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material = Blender.Material.Get(material_name)
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R,G,B = material.R, material.G, material.B
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ref = material.ref
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emit = material.emit
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spec = material.spec
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hard = material.hard
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except:
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material = None
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|
|
|
R=G=B = 1.0
|
|
ref = 1.0
|
|
emit = 0.0
|
|
spec = 0.2
|
|
hard = 0.0
|
|
|
|
|
|
data.write("COLR")
|
|
data.write(struct.pack(">H", 14))
|
|
data.write(struct.pack(">fffH", R, G, B, 0))
|
|
|
|
data.write("DIFF")
|
|
data.write(struct.pack(">H", 6))
|
|
data.write(struct.pack(">fH", ref, 0))
|
|
|
|
data.write("LUMI")
|
|
data.write(struct.pack(">H", 6))
|
|
data.write(struct.pack(">fH", emit, 0))
|
|
|
|
data.write("SPEC")
|
|
data.write(struct.pack(">H", 6))
|
|
data.write(struct.pack(">fH", spec, 0))
|
|
|
|
data.write("GLOS")
|
|
data.write(struct.pack(">H", 6))
|
|
gloss = hard / (255/2.0)
|
|
gloss = round(gloss, 1)
|
|
data.write(struct.pack(">fH", gloss, 0))
|
|
|
|
data.write("CMNT") # material comment
|
|
comment = material_name + ": Exported from Blender\256 243"
|
|
comment = generate_nstring(comment)
|
|
data.write(struct.pack(">H", len(comment)))
|
|
data.write(comment)
|
|
|
|
# Check if the material contains any image maps
|
|
if material:
|
|
mtextures = material.getTextures() # Get a list of textures linked to the material
|
|
for mtex in mtextures:
|
|
if (mtex) and (mtex.tex.type == Blender.Texture.Types.IMAGE): # Check if the texture is of type "IMAGE"
|
|
data.write("BLOK") # Surface BLOK header
|
|
data.write(struct.pack(">H", 104)) # Hardcoded and ugly! Will only handle 1 image per material
|
|
|
|
# IMAP subchunk (image map sub header)
|
|
data.write("IMAP")
|
|
data_tmp = cStringIO.StringIO()
|
|
data_tmp.write(struct.pack(">H", 0)) # Hardcoded - not sure what it represents
|
|
data_tmp.write("CHAN")
|
|
data_tmp.write(struct.pack(">H", 4))
|
|
data_tmp.write("COLR")
|
|
data_tmp.write("OPAC") # Hardcoded texture layer opacity
|
|
data_tmp.write(struct.pack(">H", 8))
|
|
data_tmp.write(struct.pack(">H", 0))
|
|
data_tmp.write(struct.pack(">f", 1.0))
|
|
data_tmp.write(struct.pack(">H", 0))
|
|
data_tmp.write("ENAB")
|
|
data_tmp.write(struct.pack(">HH", 2, 1)) # 1 = texture layer enabled
|
|
data_tmp.write("NEGA")
|
|
data_tmp.write(struct.pack(">HH", 2, 0)) # Disable negative image (1 = invert RGB values)
|
|
data_tmp.write("AXIS")
|
|
data_tmp.write(struct.pack(">HH", 2, 1))
|
|
data.write(struct.pack(">H", len(data_tmp.getvalue())))
|
|
data.write(data_tmp.getvalue())
|
|
|
|
# IMAG subchunk
|
|
data.write("IMAG")
|
|
data.write(struct.pack(">HH", 2, 1))
|
|
data.write("PROJ")
|
|
data.write(struct.pack(">HH", 2, 5)) # UV projection
|
|
|
|
data.write("VMAP")
|
|
uvname = generate_nstring("Blender's UV Coordinates")
|
|
data.write(struct.pack(">H", len(uvname)))
|
|
data.write(uvname)
|
|
|
|
return data.getvalue()
|
|
|
|
# =============================================
|
|
# === Generate Default Surface (SURF Chunk) ===
|
|
# =============================================
|
|
def generate_default_surf():
|
|
data = cStringIO.StringIO()
|
|
material_name = DEFAULT_NAME
|
|
data.write(generate_nstring(material_name))
|
|
data.write("\0\0")
|
|
|
|
data.write("COLR")
|
|
data.write(struct.pack(">H", 14))
|
|
data.write(struct.pack(">fffH", 1, 1, 1, 0))
|
|
|
|
data.write("DIFF")
|
|
data.write(struct.pack(">H", 6))
|
|
data.write(struct.pack(">fH", 0.8, 0))
|
|
|
|
data.write("LUMI")
|
|
data.write(struct.pack(">H", 6))
|
|
data.write(struct.pack(">fH", 0, 0))
|
|
|
|
data.write("SPEC")
|
|
data.write(struct.pack(">H", 6))
|
|
data.write(struct.pack(">fH", 0.5, 0))
|
|
|
|
data.write("GLOS")
|
|
data.write(struct.pack(">H", 6))
|
|
gloss = 50 / (255/2.0)
|
|
gloss = round(gloss, 1)
|
|
data.write(struct.pack(">fH", gloss, 0))
|
|
|
|
data.write("CMNT") # material comment
|
|
comment = material_name + ": Exported from Blender\256 243"
|
|
|
|
# vals = map(chr, xrange(164,255,1))
|
|
# keys = xrange(164,255,1)
|
|
# keys = map(lambda x: `x`, keys)
|
|
# comment = map(None, keys, vals)
|
|
# comment = reduce(operator.add, comment)
|
|
# comment = reduce(operator.add, comment)
|
|
|
|
comment = generate_nstring(comment)
|
|
data.write(struct.pack(">H", len(comment)))
|
|
data.write(comment)
|
|
return data.getvalue()
|
|
|
|
# ============================================
|
|
# === Generate Object Comment (TEXT Chunk) ===
|
|
# ============================================
|
|
def generate_text():
|
|
comment = "Lightwave Export Script for Blender by Anthony D'Agostino"
|
|
return generate_nstring(comment)
|
|
|
|
# ==============================================
|
|
# === Generate Description Line (DESC Chunk) ===
|
|
# ==============================================
|
|
def generate_desc():
|
|
comment = "Copyright 2002 Scorpius Entertainment"
|
|
return generate_nstring(comment)
|
|
|
|
# ==================================================
|
|
# === Generate Thumbnail Icon Image (ICON Chunk) ===
|
|
# ==================================================
|
|
def generate_icon():
|
|
data = cStringIO.StringIO()
|
|
file = open("f:/obj/radiosity/lwo2_icon.tga", "rb") # 60x60 uncompressed TGA
|
|
file.read(18)
|
|
icon_data = file.read(3600) # ?
|
|
file.close()
|
|
data.write(struct.pack(">HH", 0, 60))
|
|
data.write(icon_data)
|
|
#print len(icon_data)
|
|
return data.getvalue()
|
|
|
|
# ===============================================
|
|
# === Generate CLIP chunk with STIL subchunks ===
|
|
# ===============================================
|
|
def generate_clip(mesh, material_names):
|
|
data = cStringIO.StringIO()
|
|
clipid = 1
|
|
for i, material in enumerate(mesh.materials): # Run through list of materials used by mesh
|
|
if material:
|
|
mtextures = material.getTextures() # Get a list of textures linked to the material
|
|
for mtex in mtextures:
|
|
if (mtex) and (mtex.tex.type == Blender.Texture.Types.IMAGE): # Check if the texture is of type "IMAGE"
|
|
pathname = mtex.tex.image.filename # If full path is needed use filename in place of name
|
|
pathname = pathname[0:2] + pathname.replace("\\", "/")[3:] # Convert to Modo standard path
|
|
imagename = generate_nstring(pathname)
|
|
data.write(struct.pack(">L", clipid)) # CLIP sequence/id
|
|
data.write("STIL") # STIL image
|
|
data.write(struct.pack(">H", len(imagename))) # Size of image name
|
|
data.write(imagename)
|
|
clipid += 1
|
|
return data.getvalue()
|
|
|
|
# ===================
|
|
# === Write Chunk ===
|
|
# ===================
|
|
def write_chunk(file, name, data):
|
|
file.write(name)
|
|
file.write(struct.pack(">L", len(data)))
|
|
file.write(data)
|
|
|
|
# =============================
|
|
# === Write LWO File Header ===
|
|
# =============================
|
|
def write_header(file, chunks):
|
|
chunk_sizes = map(len, chunks)
|
|
chunk_sizes = reduce(operator.add, chunk_sizes)
|
|
form_size = chunk_sizes + len(chunks)*8 + len("FORM")
|
|
file.write("FORM")
|
|
file.write(struct.pack(">L", form_size))
|
|
file.write("LWO2")
|
|
|
|
def fs_callback(filename):
|
|
if not filename.lower().endswith('.lwo'): filename += '.lwo'
|
|
write(filename)
|
|
|
|
Blender.Window.FileSelector(fs_callback, "Export LWO", Blender.sys.makename(ext='.lwo'))
|