1196 lines
34 KiB
Python
1196 lines
34 KiB
Python
#!BPY
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"""
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# Name: 'DirectX (.x)...'
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# Blender: 242
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# Group: 'Export'
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# Tooltip: 'Export to DirectX text file format format for XNA Animation Component Library.'
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"""
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__author__ = "vertex color exporting feature is added by mnemoto (original:minahito (original:Arben (Ben) Omari))"
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__url__ = ("blender.org", "blenderartists.org", "Adjuster's site http://sunday-lab.blogspot.com/, Author's site http://www.omariben.too.it","Adjuster's site http://ex.homeunix.net/")
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__version__ = "3.1"
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__bpydoc__ = """\
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This script exports a Blender mesh with armature to DirectX 8's text file
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format.
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Notes:<br>
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Check author's site or the elYsiun forum for a new beta version of the
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DX exporter.
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"""
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# DirectXExporter.py version 3.0
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# Copyright (C) 2006 Arben OMARI -- omariarben@everyday.com
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2 of the License, or
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# (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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# This script export meshes created with Blender in DirectX8 file format
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# it exports meshes,armatures,materials,normals,texturecoords and animations
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# Grab the latest version here :www.omariben.too.it
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# [Notice]
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# This script is the custom version of Mr.Arben Omari's great work.
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# If you have a question about the adjusted part, visit http://sunday-lab.blogspot.com/.
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import Blender
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from Blender import Types, Object, NMesh, Material,Armature,Mesh
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from Blender.Mathutils import *
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from Blender import Draw, BGL
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from Blender.BGL import *
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import math
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global mat_flip,index_list,space,bone_list,mat_dict
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global anim,flip_norm,swap_zy,flip_z,speed,ticks,no_light,recalc_norm,Bl_norm
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bone_list =[]
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index_list = []
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mat_dict = {}
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space = 0;flip_z = 1;anim=0;swap_yz=0;flip_norm=0;speed=0;ticks= 25
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Bl_norm = 1;recalc_norm = 0;no_light = 0
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toggle_val = 0
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toggle1_val = 0
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toggle2_val = 0
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toggle3_val = 1
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toggle4_val = 0
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toggle5_val = 1
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toggle6_val = 0
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toggle7_val = 0
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anim_tick = Draw.Create(25)
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#***********************************************
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# DirectX file spec only allows letters, digits, and
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# underscore in Names.
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#***********************************************
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def make_legal_name(starting_name):
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new_name = starting_name.replace('.','_')
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new_name = new_name.replace(' ','_')
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if new_name[0].isdigit():
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new_name = '_' + new_name
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return new_name
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#***********************************************
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# MAIN
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#***********************************************
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def my_callback(filename):
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if filename.find('.x', -2) <= 0: filename += '.x'
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xexport = xExport(filename)
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xexport.SelectObjs()
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def my_callback_sel(filename):
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if filename.find('.x', -2) <= 0: filename += '.x'
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xexport = xExport(filename)
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xexport.exportSelMesh()
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def event(evt, val):
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if evt == Draw.ESCKEY:
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Draw.Exit()
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return
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def button_event(evt):
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global toggle_val,toggle1_val,toggle2_val,toggle3_val,toggle4_val,toggle5_val,toggle6_val,toggle7_val
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global flip_z,swap_yz,flip_norm,anim,ticks,speed,no_light,Bl_norm,recalc_norm
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arg = __script__['arg']
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if evt == 1:
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toggle_val = 1 - toggle_val
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anim = toggle_val
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Draw.Redraw(1)
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if evt == 2:
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toggle1_val = 1 - toggle1_val
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flip_norm = toggle1_val
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Draw.Redraw(1)
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if evt == 3:
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toggle2_val = 1 - toggle2_val
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swap_yz = toggle2_val
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Draw.Redraw(1)
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if evt == 4:
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toggle3_val = 1 - toggle3_val
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flip_z = toggle3_val
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Draw.Redraw(1)
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if evt == 5:
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toggle4_val = 1 - toggle4_val
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speed = toggle4_val
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Draw.Redraw(1)
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if evt == 10:
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toggle5_val = 1 - toggle5_val
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if toggle5_val==1:
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toggle6_val = 0
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toggle7_val = 0
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else :
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toggle6_val = 1
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toggle7_val = 1
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no_light = toggle7_val
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recalc_norm = toggle6_val
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Bl_norm = toggle5_val
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Draw.Redraw(1)
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if evt == 11:
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toggle6_val = 1 - toggle6_val
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if toggle6_val==1:
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toggle5_val = 0
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toggle7_val = 0
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else :
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toggle5_val = 1
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toggle7_val = 1
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no_light = toggle7_val
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recalc_norm = toggle6_val
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Bl_norm = toggle5_val
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Draw.Redraw(1)
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if evt == 12:
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toggle7_val = 1 - toggle7_val
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if toggle7_val==1:
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toggle6_val = 0
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toggle5_val = 0
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else :
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toggle6_val = 1
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toggle5_val = 1
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no_light = toggle7_val
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recalc_norm = toggle6_val
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Bl_norm = toggle5_val
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Draw.Redraw(1)
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if evt == 6:
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ticks = anim_tick.val
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if evt == 7:
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fname = Blender.sys.makename(ext = ".x")
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Blender.Window.FileSelector(my_callback, "Export DirectX", fname)
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if evt == 8:
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fname = Blender.sys.makename(ext = ".x")
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Blender.Window.FileSelector(my_callback_sel, "Export DirectX", fname)
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if evt == 9:
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Draw.Exit()
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def draw():
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global animsg,flipmsg,swapmsg,anim_tick
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global flip_z,swap_yz,flip_norm,anim,ticks,speed,recalc_norm,Bl_norm,no_light
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glClearColor(0.55,0.6,0.6,1)
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glClear(BGL.GL_COLOR_BUFFER_BIT)
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#external box
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glColor3f(0.2,0.3,0.3)
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rect(10,402,300,382)
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#--
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#glColor3f(0.3,0.4,0.4)
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#rect(11,399,298,398)
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#--
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glColor3f(0.5,0.75,0.65)
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rect(14,398,292,30)
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#--
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glColor3f(0.5,0.75,0.65)
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rect(14,366,292,160)
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#--
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glColor3f(0.5,0.75,0.65)
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rect(14,202,292,60)
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#--
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glColor3f(0.5,0.75,0.65)
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rect(14,138,292,40)
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#--
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glColor3f(0.5,0.75,0.65)
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rect(14,94,292,70)
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glColor3f(0.8,.8,0.6)
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glRasterPos2i(20, 380)
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Draw.Text("DirectX Exporter ",'large')
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Draw.Text("(for Blender 2.41)", 'small')
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#-------Aniamtion toggle---------------------------------------------
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Draw.Toggle("Anim", 1, 20, 330, 55, 20, toggle_val,"export animations")
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if toggle_val :
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anim = 1
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animsg = "animation will be exported"
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else:
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anim = 0
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animsg = "animation will be not exported"
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glRasterPos2i(100,335)
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Draw.Text(animsg)
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#---Flip normals toggle-----------------------------------------------
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Draw.Toggle("Flip norm", 2, 20, 300, 55, 20, toggle1_val,"invert normals")
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if toggle1_val :
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flip_norm = 1
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flipmsg = "flipped normals"
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else:
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flip_norm = 0
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flipmsg = "not flipped normals"
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glRasterPos2i(100,305)
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Draw.Text(flipmsg)
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#------Swap yz toggle----------------------------------------------------------------
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Draw.Toggle("Swap zy", 3, 20, 270, 55, 20, toggle2_val,"swap z,y axis(y up)")
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if toggle2_val :
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swap_yz = 1
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swapmsg = "Y-axis up"
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else:
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swap_yz = 0
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swapmsg = "Z-axis up"
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glRasterPos2i(100,275)
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Draw.Text(swapmsg)
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#------Flip z toggle----------------------------------------------------------------
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Draw.Toggle("Flip z", 4, 20, 240, 55, 20, toggle3_val,"flip z axis")
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if toggle3_val :
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flip_z = 1
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zmsg = "left handed system"
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else:
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flip_z = 0
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zmsg = "right handed system"
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glRasterPos2i(100,245)
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Draw.Text(zmsg)
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#------Speed toggle----------------------------------------------------------------
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Draw.Toggle("Speed", 5, 20, 210, 55, 20, toggle4_val,"Animation speed")
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if toggle4_val :
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speed = 1
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spedmsg = "set speed"
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anim_tick = Draw.Number("", 6,200, 210, 85, 20, anim_tick.val,1,100000,"ticks per second")
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else:
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speed = 0
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spedmsg = ""
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glRasterPos2i(100,215)
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Draw.Text(spedmsg)
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#------Blender Normals toggle----------------------------------------------------------------
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Draw.Toggle("Bl.normals", 10, 20, 105, 75, 25, toggle5_val,"export normals as in Blender")
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if toggle5_val :
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Bl_norm = 1
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#------Recalculute Normals toggle----------------------------------------------------------------
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Draw.Toggle("recalc.no", 11, 120, 105, 75, 25, toggle6_val,"export recalculated normals")
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if toggle6_val :
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recalc_norm = 1
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#------Recalculute Normals toggle----------------------------------------------------------------
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Draw.Toggle("no smooth", 12, 220, 105, 75, 25, toggle7_val,"every vertex has the face normal,no smoothing")
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if toggle7_val :
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no_light = 1
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#------Draw Button export----------------------------------------------------------------
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exp_butt = Draw.Button("Export All",7,20, 155, 75, 30, "export all the scene objects")
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sel_butt = Draw.Button("Export Sel",8,120, 155, 75, 30, "export the selected object")
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exit_butt = Draw.Button("Exit",9,220, 155, 75, 30, "exit")
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glRasterPos2i(20,75)
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Draw.Text("(C) 2006 Arben OMARI ")
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glRasterPos2i(20,55)
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Draw.Text("http://www.omariben.too.it")
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glRasterPos2i(20,35)
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Draw.Text("aromar@tin.it")
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def rect(x,y,width,height):
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glBegin(GL_LINE_LOOP)
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glVertex2i(x,y)
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glVertex2i(x+width,y)
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glVertex2i(x+width,y-height)
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glVertex2i(x,y-height)
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glEnd()
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def rectFill(x,y,width,height):
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glBegin(GL_POLYGON)
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glVertex2i(x,y)
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glVertex2i(x+width,y)
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glVertex2i(x+width,y-height)
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glVertex2i(x,y-height)
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glEnd()
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Draw.Register(draw, event, button_event)
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#***********************************************
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#***********************************************
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# EXPORTER
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#***********************************************
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#***********************************************
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class xExport:
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def __init__(self, filename):
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self.file = open(filename, "w")
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#*********************************************************************************************************************************************
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#***********************************************
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#Select Scene objects
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#***********************************************
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def analyzeScene(self):
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parent_list = []
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for obj in Blender.Scene.GetCurrent().objects:
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if obj.type in ('Mesh', 'Armature', 'Empty'):
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if obj.parent == None :
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parent_list.append(obj)
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return parent_list
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def getChildren(self,obj):
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obs = Blender.Scene.GetCurrent().objects
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return [ ob for ob in obs if ob.parent == obj ]
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def getArmChildren(self,obj):
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for ob in Blender.Scene.GetCurrent().objects: #Object.Get():
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if ob.parent == obj :
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return ob
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def getLocMat(self, obj):
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pare = obj.parent
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mat = obj.matrixWorld
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mat_id = Matrix([1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1])
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if pare:
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mat_p = pare.matrixWorld
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mat_c = Matrix(mat_p)
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mat_c.invert()
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mat_f = mat * mat_c
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else :
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mat_id.invert()
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mat_f = mat * mat_id
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return mat_f
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def writeObjFrames(self,obj):
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global space,chld_obj,ch_list
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mesh = obj.getData()
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if obj.type == "Empty" :
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mat = self.getLocMat(obj)
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mat_c = Matrix(mat)
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self.writeArmFrames(mat_c, make_legal_name(obj.name))
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if type(mesh) == Types.ArmatureType :
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Child_obj = self.getArmChildren(obj)
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chld_obj = obj
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ch_list.append(Child_obj)
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self.writeRootBone(obj, Child_obj)
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if obj.type == 'Mesh' and obj not in ch_list:
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self.exportMesh(obj)
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def writeChildObj(self,obj):
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global space,ch_list
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space += 1
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if obj :
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for ob in obj:
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if ob not in ch_list:
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self.writeObjFrames(ob)
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ch_list.append(ob)
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ch_ob = self.getChildren(ob)
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self.writeChildObj(ch_ob)
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self.closeBrackets()
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self.file.write(" // End of the Object %s \n" % (ob.name))
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def writeRootFrame(self):
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global flip_z,swap_yz,speed
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if speed:
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self.writeAnimTicks()
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if flip_z:
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mat_flip = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1])
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else :
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mat_flip = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
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if swap_yz :
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mat_rot = RotationMatrix(-90, 4, 'x')
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mat_flip = mat_rot * mat_flip
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self.writeArmFrames(mat_flip, "RootFrame")
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##################################################################
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def SelectObjs(self):
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global space,chld_obj,ch_list,flip_z,swap_yz,speed
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print "exporting..."
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self.writeHeader()
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self.writeRootFrame()
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obj_list = self.analyzeScene()
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space += 1
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ch_list = []
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for obj in obj_list:
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self.writeObjFrames(obj)
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ch_l = self.getChildren(obj)
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for ch in ch_l:
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if ch and ch.type == "Armature":
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ch_list.append(ch)
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self.writeObjFrames(ch)
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else :
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self.writeChildObj(ch_l)
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if obj.type != "Armature":
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self.file.write(" } // SI End of the Object %s \n" % (obj.name))
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self.file.write("} // End of the Root Frame\n")
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if anim :
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self.file.write("AnimationSet AnimationSet0 {\n")
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for obj in Blender.Scene.GetCurrent().objects:
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if obj.type in ('Mesh', 'Empty'):
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ip_list = obj.ipo
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if ip_list != None :
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self.writeAnimationObj(obj)
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elif obj.type == 'Armature':
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act_list = obj.getAction()
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if act_list != None :
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self.writeAnimation(obj)
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#ip_list = obj.ipo
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#if ip_list != None :
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# self.writeAnimationObj(obj)
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self.file.write("} // End of Animation Set\n")
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self.writeEnd()
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#######################################################
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def writeAnimTicks(self):
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global ticks
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self.file.write("AnimTicksPerSecond {\n")
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self.file.write("%d; \n" % (ticks))
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self.file.write("}\n")
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#***********************************************
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#Export Mesh without Armature
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#***********************************************
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def exportMesh(self, obj):
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tex = []
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mesh = obj.getData()
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self.writeTextures(obj, tex)
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self.writeMeshcoordArm(obj, arm_ob = None)
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self.writeMeshMaterialList(obj, mesh, tex)
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self.writeMeshNormals(obj, mesh)
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self.writeMeshTextureCoords(obj, mesh)
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self.writeMeshVertexColors(obj, mesh)
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self.file.write(" } // End of the Mesh %s \n" % (obj.name))
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#***********************************************
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#Export the Selected Mesh
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#***********************************************
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def exportSelMesh(self):
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print "exporting ..."
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self.writeHeader()
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self.writeRootFrame()
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tex = []
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objs = Object.GetSelected()
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for obj in objs:
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if obj.type == 'Mesh':
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mesh = obj.data
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self.writeTextures(obj, tex)
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self.writeMeshcoordArm(obj, arm_ob = None)
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self.writeMeshMaterialList(obj, mesh, tex)
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self.writeMeshNormals(obj, mesh)
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self.writeMeshTextureCoords(obj, mesh)
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self.writeMeshVertexColors(obj, mesh)
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self.file.write(" }\n")
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self.file.write("}\n")
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ind = objs.index(obj)
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if ind == len(objs)-1:
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self.file.write("}\n")
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ip_list = obj.ipo
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if ip_list != None :
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self.file.write("AnimationSet AnimationSet0 {\n")
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self.writeAnimationObj(obj)
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self.file.write("}\n")
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else :
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print "The selected object is not a mesh"
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print "...finished"
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#***********************************************
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#Export Mesh with Armature
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#***********************************************
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def exportMeshArm(self,arm,arm_ob,ch_obj):
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tex = []
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mesh = ch_obj.getData()
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self.writeTextures(ch_obj, tex)
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self.writeMeshcoordArm(ch_obj ,arm_ob)
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self.writeMeshMaterialList(ch_obj, mesh, tex)
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self.writeMeshNormals(ch_obj, mesh)
|
|
self.writeMeshTextureCoords(ch_obj, mesh)
|
|
self.writeSkinWeights(arm,mesh)
|
|
#self.file.write(" } // End of the Frame %s \n" % (ch_obj.name))
|
|
self.file.write(" } // End of the Object %s \n" % (ch_obj.name))
|
|
|
|
#***********************************************
|
|
#Export Root Bone
|
|
#***********************************************
|
|
def writeRootBone(self, chld_obj, child_obj):
|
|
global space,root_bon
|
|
arms = chld_obj.getData()
|
|
mat_arm = self.getLocMat(chld_obj)
|
|
for bon in arms.bones.values():
|
|
if bon.hasParent():
|
|
pass
|
|
else:
|
|
root_bon = bon
|
|
space += 1
|
|
mat_r = self.writeAnimCombineMatrix(root_bon,1)
|
|
self.writeArmFrames(mat_r, make_legal_name(root_bon.name))
|
|
|
|
bon_c = root_bon.children
|
|
self.writeChildren(bon_c)
|
|
self.file.write(" } // End of the Bone %s \n" % (root_bon.name))
|
|
self.exportMeshArm(arms, chld_obj ,child_obj)
|
|
|
|
#***********************************************
|
|
#Create Children structure
|
|
#***********************************************
|
|
def writeBon(self,bon):
|
|
global space
|
|
mat_r = self.writeAnimCombineMatrix(bon,1)
|
|
self.writeArmFrames(mat_r, make_legal_name(bon.name))
|
|
|
|
|
|
def writeChildren(self,bon_c):
|
|
global space,bone_list
|
|
space += 1
|
|
if bon_c:
|
|
for bo in bon_c:
|
|
if bo.name not in bone_list:
|
|
self.writeBon(bo)
|
|
bone_list.append(bo.name)
|
|
bo_c = bo.children
|
|
self.writeChildren(bo_c)
|
|
self.closeBrackets()
|
|
|
|
|
|
|
|
def closeBrackets(self):
|
|
global space
|
|
space = space-1
|
|
tab = " "
|
|
self.file.write("%s" % (tab * space))
|
|
self.file.write("}\n")
|
|
|
|
|
|
|
|
#***********************************************
|
|
#Offset Matrix
|
|
#***********************************************
|
|
def writeMatrixOffset(self,bon):
|
|
global chld_obj
|
|
Blender.Set('curframe', 1)
|
|
pose = chld_obj.getPose()
|
|
pos_b = pose.bones[bon.name]
|
|
mat_b = pos_b.poseMatrix
|
|
mat_c = Matrix(mat_b)
|
|
mat_c.invert()
|
|
return mat_c
|
|
|
|
|
|
#***********************************************
|
|
#Combine Matrix
|
|
#***********************************************
|
|
def writeCombineMatrix(self,bon):
|
|
global chld_obj
|
|
|
|
Blender.Set('curframe', 1)
|
|
pose = chld_obj.getPose()
|
|
pos_b = pose.bones[bon.name]
|
|
mat_b = pos_b.poseMatrix
|
|
if bon.hasParent():
|
|
pare = bon.parent
|
|
pos_p = pose.bones[pare.name]
|
|
mat_p = pos_p.poseMatrix
|
|
|
|
else:
|
|
mat_p = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
|
|
mat_c = Matrix(mat_p)
|
|
mat_c.invert()
|
|
mat_f = mat_b * mat_c
|
|
|
|
return mat_f
|
|
#***********************************************
|
|
#Combine Matrix
|
|
#***********************************************
|
|
def writeAnimCombineMatrix(self,bon,fre):
|
|
global chld_obj
|
|
Blender.Set('curframe', fre)
|
|
pose = chld_obj.getPose()
|
|
pos_b = pose.bones[bon.name]
|
|
mat_b = pos_b.poseMatrix
|
|
if bon.hasParent():
|
|
pare = bon.parent
|
|
pos_p = pose.bones[pare.name]
|
|
mat_p = pos_p.poseMatrix
|
|
|
|
else:
|
|
mat_p = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
|
|
mat_c = Matrix(mat_p)
|
|
mat_c.invert()
|
|
mat_f = mat_b * mat_c
|
|
|
|
return mat_f
|
|
|
|
|
|
#*********************************************************************************************************************************************
|
|
#***********************************************
|
|
#Write SkinWeights
|
|
#***********************************************
|
|
def writeSkinWeights(self, arm, mesh):
|
|
global index_list
|
|
v_dict = {}
|
|
Blender.Set('curframe',1)
|
|
self.file.write(" XSkinMeshHeader {\n")
|
|
max_infl = 0
|
|
for bo in arm.bones.values() :
|
|
name = bo.name
|
|
try :
|
|
vertx_list = mesh.getVertsFromGroup(name,1)
|
|
for inde in vertx_list :
|
|
vert_infl = mesh.getVertexInfluences(inde[0])
|
|
ln_infl = len(vert_infl)
|
|
if ln_infl > max_infl :
|
|
max_infl = ln_infl
|
|
|
|
except:
|
|
pass
|
|
|
|
self.file.write(" %d; \n" % (max_infl))
|
|
self.file.write(" %d; \n" % (max_infl * 3))
|
|
self.file.write(" %d; \n" % (len(arm.bones.values())))
|
|
self.file.write(" }\n")
|
|
|
|
for bo in arm.bones.values() :
|
|
bo_list = []
|
|
weight_list = []
|
|
name = bo.name
|
|
f_name = make_legal_name(name)
|
|
try :
|
|
vert_list = mesh.getVertsFromGroup(name,1)
|
|
le = 0
|
|
for indx in vert_list:
|
|
ver_infl = mesh.getVertexInfluences(indx[0])
|
|
infl = 0.0
|
|
if len(ver_infl) != 0:
|
|
sum = 0.0
|
|
for bone_n, weight in ver_infl:
|
|
if bone_n == name:
|
|
infl = weight
|
|
sum += weight
|
|
infl /= sum
|
|
|
|
i = -1
|
|
for el in index_list :
|
|
i += 1
|
|
if el == indx[0] :
|
|
le +=1
|
|
bo_list.append(i)
|
|
weight_list.append(infl)
|
|
|
|
|
|
self.file.write(" SkinWeights {\n")
|
|
self.file.write(' "%s"; \n' % (f_name))
|
|
self.file.write(' %d; \n' % (le))
|
|
count = 0
|
|
for ind in bo_list :
|
|
count += 1
|
|
if count == len(bo_list):
|
|
self.file.write(" %d; \n" % (ind))
|
|
else :
|
|
self.file.write(" %d, \n" % (ind))
|
|
cou = 0
|
|
for wegh in weight_list :
|
|
cou += 1
|
|
|
|
if cou == len(weight_list):
|
|
self.file.write(" %f; \n" % (round(wegh,6)))
|
|
else :
|
|
self.file.write(" %f, \n" % (round(wegh,6)))
|
|
|
|
|
|
matx = self.writeMatrixOffset(bo)
|
|
self.writeOffsFrames(matx, name)
|
|
except :
|
|
pass
|
|
self.file.write(" } // End of XSkinMeshHeader\n")
|
|
|
|
|
|
#***********************************************
|
|
# Write Matrices
|
|
#***********************************************
|
|
def writeArmFrames(self, matx, name):
|
|
global space
|
|
tab = " "
|
|
self.file.write("%s" % (tab * space))
|
|
self.file.write("Frame ")
|
|
self.file.write("%s {\n\n" % (name))
|
|
self.file.write("%s" % (tab * space))
|
|
self.file.write(" FrameTransformMatrix {\n")
|
|
self.writeFrame(matx)
|
|
|
|
#***********************************************
|
|
# Write Frames
|
|
#***********************************************
|
|
def writeOffsFrames(self, matx, name):
|
|
space = 1
|
|
self.writeFrame(matx)
|
|
|
|
#***********************************************
|
|
# Write Frames
|
|
#***********************************************
|
|
def writeFrame(self, matx):
|
|
tab = " "
|
|
self.file.write("%s" % (tab * space))
|
|
self.file.write(" %f,%f,%f,%f,\n" %
|
|
(round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],4)))
|
|
self.file.write("%s" % (tab * space))
|
|
self.file.write(" %f,%f,%f,%f,\n" %
|
|
(round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],4)))
|
|
self.file.write("%s" % (tab * space))
|
|
self.file.write(" %f,%f,%f,%f,\n" %
|
|
(round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],4)))
|
|
self.file.write("%s" % (tab * space))
|
|
self.file.write(" %f,%f,%f,%f;;\n" %
|
|
(round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],4)))
|
|
self.file.write("%s" % (tab * space))
|
|
self.file.write(" }\n")
|
|
#*********************************************************************************************************************************************
|
|
|
|
#***********************************************
|
|
#HEADER
|
|
#***********************************************
|
|
def writeHeader(self):
|
|
self.file.write("xof 0303txt 0032\n\n\n")
|
|
self.file.write("template VertexDuplicationIndices { \n\
|
|
<b8d65549-d7c9-4995-89cf-53a9a8b031e3>\n\
|
|
DWORD nIndices;\n\
|
|
DWORD nOriginalVertices;\n\
|
|
array DWORD indices[nIndices];\n\
|
|
}\n\
|
|
template XSkinMeshHeader {\n\
|
|
<3cf169ce-ff7c-44ab-93c0-f78f62d172e2>\n\
|
|
WORD nMaxSkinWeightsPerVertex;\n\
|
|
WORD nMaxSkinWeightsPerFace;\n\
|
|
WORD nBones;\n\
|
|
}\n\
|
|
template SkinWeights {\n\
|
|
<6f0d123b-bad2-4167-a0d0-80224f25fabb>\n\
|
|
STRING transformNodeName;\n\
|
|
DWORD nWeights;\n\
|
|
array DWORD vertexIndices[nWeights];\n\
|
|
array float weights[nWeights];\n\
|
|
Matrix4x4 matrixOffset;\n\
|
|
}\n\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 with Armature
|
|
#***********************************************
|
|
def writeMeshcoordArm(self, obj ,arm_ob):
|
|
global index_list,flip_z
|
|
#TransformMatrix
|
|
mat = self.getLocMat(obj)
|
|
self.writeArmFrames(mat, make_legal_name(obj.name))
|
|
mesh = NMesh.GetRawFromObject(obj.name)
|
|
self.file.write("Mesh {\n")
|
|
numface=len(mesh.faces)
|
|
#VERTICES NUMBER
|
|
numvert = 0
|
|
for face in mesh.faces:
|
|
numvert = numvert + len(face.v)
|
|
self.file.write("%d;\n" % (numvert))
|
|
if numvert == 0:
|
|
print "Mesh named",mesh.name,"has no vertices.Problems may occur using the .x file"
|
|
#VERTICES COORDINATES
|
|
counter = 0
|
|
for face in mesh.faces:
|
|
counter += 1
|
|
for n in range(len(face.v)):
|
|
index_list.append(face.v[n].index)
|
|
vec_vert = Vector([(face.v[n].co[0]), face.v[n].co[1], face.v[n].co[2], 1])
|
|
if arm_ob :
|
|
f_vec_vert = vec_vert * mat
|
|
else :
|
|
f_vec_vert = vec_vert
|
|
self.file.write("%f; %f; %f;" % (round(f_vec_vert[0],4), round(f_vec_vert[1],4), round(f_vec_vert[2],4)))
|
|
if counter == numface :
|
|
if n == len(face.v)-1 :
|
|
self.file.write(";\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
if flip_z:
|
|
a3 = 0;b3 = 2;c3 = 1
|
|
a4 = 0;b4 = 3;c4 = 2;d4 = 1
|
|
else:
|
|
a3 = 0;b3 = 1;c3 = 2
|
|
a4 = 0;b4 = 1;c4 = 2;d4 = 3
|
|
|
|
#FACES NUMBER
|
|
self.file.write("%s;\n" % (numface))
|
|
coun,counter = 0, 0
|
|
for face in mesh.faces :
|
|
coun += 1
|
|
separator = ','
|
|
if coun == numface:
|
|
separator = ';'
|
|
if len(face.v) == 3:
|
|
self.file.write("3; %d, %d, %d;%c\n" % (counter + a3, counter + b3, counter + c3, separator))
|
|
counter += 3
|
|
elif len(face.v) == 4:
|
|
self.file.write("4; %d, %d, %d, %d;%c\n" % (counter + a4, counter + b4, counter + c4, counter + d4, separator))
|
|
counter += 4
|
|
elif len(face.v) < 3:
|
|
print "WARNING:the mesh has faces with less then 3 vertices"
|
|
print " It my be not exported correctly."
|
|
|
|
|
|
#***********************************************
|
|
#MESH MATERIAL LIST
|
|
#***********************************************
|
|
def writeMeshMaterialList(self, obj, mesh, tex):
|
|
self.file.write(" MeshMaterialList {\n")
|
|
#HOW MANY MATERIALS ARE USED
|
|
count = 0
|
|
for mat in mesh.getMaterials():
|
|
count+=1
|
|
self.file.write(" %d;\n" % (len(tex) + count))
|
|
#HOW MANY FACES IT HAS
|
|
numfaces=len(mesh.faces)
|
|
self.file.write(" %d;\n" % (numfaces))
|
|
##MATERIALS INDEX FOR EVERY FACE
|
|
counter = 0
|
|
for face in mesh.faces :
|
|
counter += 1
|
|
mater = face.materialIndex
|
|
if counter == numfaces:
|
|
if face.image and face.image.name in tex :
|
|
self.file.write(" %d;;\n" % (tex.index(face.image.name) + count))
|
|
else :
|
|
self.file.write(" %d;;\n" % (mater))
|
|
else :
|
|
if face.image and face.image.name in tex :
|
|
self.file.write(" %d,\n" % (tex.index(face.image.name) + count))
|
|
else :
|
|
self.file.write(" %d,\n" % (mater))
|
|
|
|
##MATERIAL NAME
|
|
for mat in mesh.getMaterials():
|
|
self.file.write(" Material")
|
|
self.file.write(" %s "% (make_legal_name(mat.name)))
|
|
self.file.write("{\n")
|
|
self.file.write(" %f; %f; %f;" % (mat.R, mat.G, mat.B))
|
|
self.file.write("%s;;\n" % (mat.alpha))
|
|
self.file.write(" %f;\n" % (mat.spec))
|
|
self.file.write(" %f; %f; %f;;\n" % (mat.specR, mat.specG, mat.specB))
|
|
self.file.write(" 0.0; 0.0; 0.0;;\n")
|
|
self.file.write(" } //End of Material\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 {")
|
|
self.file.write(' "%s";'% (mat))
|
|
self.file.write(" }\n")
|
|
self.file.write(" } // End of Material\n")
|
|
self.file.write(" } //End of MeshMaterialList\n")
|
|
|
|
#***********************************************
|
|
#MESH NORMALS
|
|
#***********************************************
|
|
def writeMeshNormals(self,name,mesh):
|
|
global flip_norm,flip_z,no_light,recalc_norm,Bl_norm
|
|
|
|
self.file.write(" MeshNormals {\n")
|
|
#VERTICES NUMBER
|
|
numvert = 0
|
|
for face in mesh.faces:
|
|
numvert = numvert + len(face.v)
|
|
self.file.write("%d;\n" % (numvert))
|
|
numfaces=len(mesh.faces)
|
|
if flip_norm :
|
|
fl = -1
|
|
else :
|
|
fl = 1
|
|
#VERTICES NORMAL
|
|
if Bl_norm:
|
|
self.writeBlenderNormals(mesh,fl)
|
|
if recalc_norm:
|
|
self.writeRecalcNormals(mesh,fl)
|
|
if no_light:
|
|
self.writeNoSmothing(mesh,fl)
|
|
|
|
|
|
|
|
if flip_z:
|
|
a3 = 0;b3 = 2;c3 = 1
|
|
a4 = 0;b4 = 3;c4 = 2;d4 = 1
|
|
else:
|
|
a3 = 0;b3 = 1;c3 = 2
|
|
a4 = 0;b4 = 1;c4 = 2;d4 = 3
|
|
|
|
#FACES NUMBER
|
|
self.file.write("%s;\n" % (numfaces))
|
|
coun,counter = 0, 0
|
|
for face in mesh.faces :
|
|
coun += 1
|
|
if coun == numfaces:
|
|
if len(face.v) == 3:
|
|
self.file.write("3; %d, %d, %d;;\n" % (counter + a3, counter + b3, counter + c3))
|
|
counter += 3
|
|
else :
|
|
self.file.write("4; %d, %d, %d, %d;;\n" % (counter + a4, counter + b4, counter + c4, counter + d4))
|
|
counter += 4
|
|
else:
|
|
|
|
if len(face.v) == 3:
|
|
self.file.write("3; %d, %d, %d;,\n" % (counter + a3, counter + b3, counter + c3))
|
|
counter += 3
|
|
else :
|
|
self.file.write("4; %d, %d, %d, %d;,\n" % (counter + a4, counter + b4, counter + c4, counter + d4))
|
|
counter += 4
|
|
self.file.write("} //End of MeshNormals\n")
|
|
|
|
def writeBlenderNormals(self,mesh,fl):
|
|
numfaces=len(mesh.faces)
|
|
#VERTICES NORMAL
|
|
counter = 0
|
|
for face in mesh.faces:
|
|
counter += 1
|
|
for n in range(len(face.v)):
|
|
self.file.write(" %f; %f; %f;" % (
|
|
(round(face.v[n].no[0],6)*fl),(round(face.v[n].no[1],6)*fl),(round(face.v[n].no[2],6)*fl)))
|
|
if counter == numfaces :
|
|
if n == len(face.v)-1 :
|
|
self.file.write(";\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
|
|
def writeRecalcNormals(self,mesh,fl):
|
|
numfaces=len(mesh.faces)
|
|
normal_list = {}
|
|
idx = 0
|
|
for vertex in mesh.verts:
|
|
v_norm = Vector([0, 0, 0])
|
|
normal_list[idx] = v_norm
|
|
idx += 1
|
|
for face in mesh.faces:
|
|
for verts in face.v:
|
|
if verts.index == vertex.index :
|
|
v_norm[0] += face.no[0]
|
|
v_norm[1] += face.no[1]
|
|
v_norm[2] += face.no[2]
|
|
|
|
v_norm.normalize()
|
|
|
|
counter = 0
|
|
for face in mesh.faces:
|
|
counter += 1
|
|
n = 0
|
|
for vert in face.v:
|
|
n += 1
|
|
norm = normal_list[vert.index]
|
|
|
|
self.file.write(" %f; %f; %f;" % (
|
|
(round(norm[0],6)*fl),(round(norm[1],6)*fl),(round(norm[2],6)*fl)))
|
|
if counter == numfaces :
|
|
if n == len(face.v) :
|
|
self.file.write(";\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
|
|
def writeNoSmothing(self,mesh,fl):
|
|
numfaces=len(mesh.faces)
|
|
counter = 0
|
|
for face in mesh.faces:
|
|
counter += 1
|
|
n = 0
|
|
for n in range(len(face.v)):
|
|
n += 1
|
|
self.file.write(" %f; %f; %f;" % (
|
|
(round(face.no[0],6)*fl),(round(face.no[1],6)*fl),(round(face.no[2],6)*fl)))
|
|
|
|
|
|
if counter == numfaces :
|
|
if n == len(face.v) :
|
|
self.file.write(";\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
#***********************************************
|
|
#MESH TEXTURE COORDS
|
|
#***********************************************
|
|
def writeMeshTextureCoords(self, name, mesh):
|
|
if mesh.hasFaceUV():
|
|
self.file.write("MeshTextureCoords {\n")
|
|
#VERTICES NUMBER
|
|
numvert = 0
|
|
for face in mesh.faces:
|
|
numvert += len(face.v)
|
|
self.file.write("%d;\n" % (numvert))
|
|
#UV COORDS
|
|
numfaces = len(mesh.faces)
|
|
counter = -1
|
|
co = 0
|
|
for face in mesh.faces:
|
|
counter += 1
|
|
co += 1
|
|
for n in range(len(face.v)):
|
|
self.file.write("%f;%f;" % (mesh.faces[counter].uv[n][0], -mesh.faces[counter].uv[n][1]))
|
|
if co == numfaces :
|
|
if n == len(face.v) - 1 :
|
|
self.file.write(";\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
|
|
self.file.write("} //End of MeshTextureCoords\n")
|
|
|
|
#***********************************************
|
|
#MESH VORTEX COLORS
|
|
#***********************************************
|
|
def writeMeshVertexColors(self, name, mesh):
|
|
if mesh.hasVertexColours():
|
|
self.file.write("MeshVertexColors {\n")
|
|
#VERTICES NUMBER
|
|
numvert = reduce( lambda i,f: len(f)+i, mesh.faces, 0)
|
|
self.file.write("%d;\n" % (numvert))
|
|
#VERTEX COLORS
|
|
|
|
vcounter =0
|
|
for f in mesh.faces:
|
|
col = f.col
|
|
for i,c in enumerate(col):
|
|
# Note vcol alpha has no meaning
|
|
self.file.write("%d;%f;%f;%f;%f;" % (vcounter,c.r/255.0, c.g/255.0, c.b/255.0, 1.0)) # c.a/255.0))
|
|
vcounter+=1
|
|
if vcounter == numvert :
|
|
self.file.write(";\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
|
|
self.file.write("} //End of MeshVertexColors\n")
|
|
|
|
#***********************************************#***********************************************#***********************************************
|
|
#***********************************************
|
|
#FRAMES
|
|
#***********************************************
|
|
def writeFrames(self, matx):
|
|
|
|
self.file.write("%f,%f,%f,%f," %
|
|
(round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],4)))
|
|
self.file.write("%f,%f,%f,%f," %
|
|
(round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],4)))
|
|
self.file.write("%f,%f,%f,%f," %
|
|
(round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],4)))
|
|
self.file.write("%f,%f,%f,%f;;" %
|
|
(round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],4)))
|
|
|
|
|
|
|
|
|
|
|
|
#***********************************************
|
|
#WRITE ANIMATION KEYS
|
|
#***********************************************
|
|
def writeAnimation(self,arm_ob):
|
|
global mat_dict, root_bon
|
|
arm = arm_ob.getData()
|
|
act_list = arm_ob.getAction()
|
|
ip = act_list.getAllChannelIpos()
|
|
for bon in arm.bones.values() :
|
|
point_list = []
|
|
name = bon.name
|
|
name_f = make_legal_name(name)
|
|
try :
|
|
ip_bon_channel = ip[bon.name]
|
|
ip_bon_name = ip_bon_channel.getName()
|
|
|
|
ip_bon = Blender.Ipo.Get(ip_bon_name)
|
|
poi = ip_bon.getCurves()
|
|
|
|
for po in poi[3].getPoints():
|
|
a = po.getPoints()
|
|
point_list.append(int(a[0]))
|
|
#point_list.pop(0)
|
|
|
|
self.file.write(" Animation { \n")
|
|
self.file.write(" { %s }\n" %(name_f))
|
|
self.file.write(" AnimationKey { \n")
|
|
self.file.write(" 4;\n")
|
|
self.file.write(" %d; \n" % (len(point_list)))
|
|
|
|
for fr in point_list:
|
|
|
|
if name == root_bon.name :
|
|
|
|
|
|
mat_b = self.writeAnimCombineMatrix(bon,fr)
|
|
mat_arm = self.getLocMat(arm_ob)
|
|
mat = mat_b * mat_arm
|
|
else:
|
|
mat = self.writeAnimCombineMatrix(bon,fr)
|
|
|
|
self.file.write(" %d;" % (fr))
|
|
self.file.write("16;")
|
|
|
|
self.writeFrames(mat)
|
|
|
|
if fr == point_list[len(point_list)-1]:
|
|
self.file.write(";\n")
|
|
else:
|
|
self.file.write(",\n")
|
|
self.file.write(" }\n")
|
|
self.file.write(" }\n")
|
|
self.file.write("\n")
|
|
except:
|
|
pass
|
|
|
|
|
|
|
|
#***********************************************
|
|
#WRITE ANIMATION KEYS
|
|
#***********************************************
|
|
def writeAnimationObj(self, obj):
|
|
point_list = []
|
|
ip = obj.ipo
|
|
poi = ip.getCurves()
|
|
for po in poi[0].getPoints():
|
|
a = po.getPoints()
|
|
point_list.append(int(a[0]))
|
|
|
|
self.file.write(" Animation {\n")
|
|
self.file.write(" { ")
|
|
self.file.write("%s }\n" % (make_legal_name(obj.name)))
|
|
self.file.write(" AnimationKey { \n")
|
|
self.file.write(" 4;\n")
|
|
self.file.write(" %d; \n" % (len(point_list)))
|
|
for fr in point_list:
|
|
self.file.write(" %d;" % (fr))
|
|
self.file.write("16;")
|
|
Blender.Set('curframe',fr)
|
|
|
|
#mat_new = self.getLocMat(obj)
|
|
mat_new = obj.matrixLocal
|
|
self.writeFrames(mat_new)
|
|
|
|
if fr == point_list[len(point_list)-1]:
|
|
self.file.write(";\n")
|
|
else:
|
|
self.file.write(",\n")
|
|
self.file.write(" }\n")
|
|
self.file.write(" }\n")
|
|
|
|
|
|
|
|
#***********************************************#***********************************************#***********************************************
|
|
|
|
|
|
|
|
|
|
|