b9c66e88ea
for running these scripts outside blender. The error looked like this. SyntaxError: Non-ASCII character '\xe4' in file ./3ds_export.py on line 10, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details
3075 lines
123 KiB
Python
3075 lines
123 KiB
Python
#!BPY
|
||
# coding: utf-8
|
||
""" Registration info for Blender menus:
|
||
Name: 'M3G (.m3g, .java)...'
|
||
Blender: 244
|
||
Group: 'Export'
|
||
Tooltip: 'Export to M3G'
|
||
"""
|
||
#------------------------------------------------------------------------
|
||
# M3G exporter for blender 2.37 or above
|
||
#
|
||
# Source: http://www.nelson-games.de/bl2m3g/source
|
||
#
|
||
# $Id: m3g_export.py,v 0.1 2005/04/19 12:25 gerhardv Exp gerhardv $
|
||
#
|
||
# Author: Gerhard Völkl
|
||
#
|
||
# ***** BEGIN GPL LICENSE BLOCK *****
|
||
#
|
||
# Copyright (C) 2005: gerhard völkl gkvoelkl@yahoo.de
|
||
#
|
||
# This program is free software; you can redistribute it and/or
|
||
# modify it under the terms of the GNU General Public License
|
||
# as published by the Free Software Foundation; either version 2
|
||
# of the License, or (at your option) any later version.
|
||
#
|
||
# This program is distributed in the hope that it will be useful,
|
||
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
# GNU General Public License for more details.
|
||
#
|
||
# You should have received a copy of the GNU General Public License
|
||
# along with this program; if not, write to the Free Software
|
||
# Foundation,
|
||
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||
|
||
# ***** END GPL LICENCE BLOCK *****
|
||
#
|
||
# To use script:
|
||
# 1.) load this file in the text window.
|
||
# (press SHIFT+F11, Open New via Datablock button)
|
||
# 2.) make sure your mouse is over the text edit window and
|
||
# run this script. (press ALT+P)
|
||
# Or:
|
||
# copy to the scripts directory and it will appear in the
|
||
# export list. (Needs 2.32 or higher)
|
||
#
|
||
# Based on informations from:
|
||
# wrl2export.py from Rick Kimball and others
|
||
# --------------------------------------------------------------------------#
|
||
# History 0.2
|
||
# * maximal Precision in VertexArray (with algorithms from Kalle Raita)
|
||
# * IPO Animation with mesh: Rotation, Translation and Size
|
||
# History 0.3
|
||
# * to find a 3d object in your java programm you can assign a userID
|
||
# your blender object has name 'cube#01' your 3d object will have ID 01
|
||
# the number after '#' is taken
|
||
# * more than one material per mesh can be used
|
||
# * uv texture support (implemented by Aki Koskinen and Juha Laitinen)
|
||
# The image which is bound to the faces will be exportet within m3g-file
|
||
# Limitations by M3G-API:
|
||
# The width and height of the image must be non-negative powers of two,
|
||
# but they need not to be equal. Maximum value is 256.
|
||
# *.java export: Only PNG images can be used.
|
||
# History 0.4
|
||
# * check limitation of texture images (credit to MASTER_ZION for Brasil)
|
||
# * Better light: The light modeles of Blender and M3G are naturally
|
||
# different. So the export script trys to translate as much as possible
|
||
#
|
||
# M3G Light type Blender Light type
|
||
# --------------------------------------------------------------
|
||
# AMIENT Light Not available as light type in Blender
|
||
# DIRECTIONAL Light SUN
|
||
# OMNIdirectional light LAMP
|
||
# SPOT light SPOT
|
||
# not translated HEMI
|
||
# not translated AREA
|
||
#
|
||
# Attributs of M3G Lights:
|
||
#
|
||
# Attenuation (OMNI,SPOT):
|
||
# Intensity of light changes with distance
|
||
# The attenuation factor is 1 / (c + l d + q d2)
|
||
# where d is the distance between the light and the vertex being lighted
|
||
# and c, l, q are the constant, linear, and quadratic coefficients.
|
||
# In Blender exists much complex posibilies. To simplify exporter uses
|
||
# only button Dist: distance at which the light intensity is half
|
||
# the Energy
|
||
# Color (ALL)
|
||
# Color of light
|
||
# Intensity (ALL)
|
||
# The RGB color of this Light is multiplied component-wise with the
|
||
# intensity. In Blender : energy
|
||
# SpotAngle (SPOT)
|
||
# the spot cone angle for this Light
|
||
# In Blender: spotSize
|
||
# SpotExponent (SPOT)
|
||
# The spot exponent controls the distribution of the intensity of
|
||
# this Light within the spot cone, such that larger values yield
|
||
# a more concentrated cone. In Blender: SpotBl
|
||
#
|
||
# * Some GUI for options
|
||
# First prototype of GUI was created using RipSting's Blender-Python
|
||
# GUI designer. Download at Http://oregonstate.edu/~dennisa/Blender/BPG/
|
||
#
|
||
# * Ambiente light
|
||
# Information is taken by world ambiente attribute
|
||
#
|
||
# * Parenting Part 1
|
||
# In Blender the Empty object is used to group objects. All objects
|
||
# which have the same empty as parent are the member of the same group.
|
||
#
|
||
# empty <-- Parent of -- element 1
|
||
# <-- Parent of -- element 2
|
||
#
|
||
# is translated in M3G
|
||
#
|
||
# group-Node -- Member --> element 1
|
||
# -- Member --> element 2
|
||
#
|
||
# In Blender every object can be the parent of every other object
|
||
# In M3G that is not possible. Only a group object can be parent.
|
||
# (Or the world object which is derived from group).
|
||
# That will come later as Parenting Part 2
|
||
#
|
||
# * Backface Culling
|
||
# you can use backface culling, if option "use backface culloing" is on.
|
||
# Culling will be set in PolygonMode object of every mesh. The correct
|
||
# winding is controlled.
|
||
# History 0.5
|
||
#* Bone Animation - Armature (Part 1)
|
||
#
|
||
# Armature is the skeleton for skinned meshes. It stores the bones in
|
||
# rest position (more information http://www.blender.org/cms/How_Armatures_work.634.0.html)
|
||
# You can work in Blender with bones and meshes in different ways. In
|
||
# this first attempt only the use of vertex groups is assisted.
|
||
#
|
||
# Blender-Objekts translated into M3G-Objects
|
||
#
|
||
# MESH SkinnedMesh
|
||
# | |
|
||
# v v
|
||
# ARMATURE Group
|
||
# | |
|
||
# v v
|
||
# BONE_1 Group
|
||
# Group_second
|
||
# | |
|
||
# V v
|
||
# BONE_2 Group
|
||
# Group_secound
|
||
#
|
||
# Every bone is translated into two groups at the moment, because
|
||
# the second bone is needed to do the animation in an easy way.
|
||
#
|
||
# The animations in Blender for meshes are stored in action objects.
|
||
#
|
||
# Blender Objects translated into M3G-Objects
|
||
#
|
||
# ARMATURE
|
||
# | activ
|
||
# v
|
||
# ACTION ANIMATIONCONTROLLER
|
||
# | 1..n ^
|
||
# v ANIMATIONTRACK --> Group_second
|
||
# IPOs |
|
||
# v
|
||
# KEYSEQUENZE
|
||
#
|
||
# One action is translated into one animationcontroller. One IPO is
|
||
# translated in one KEYSEQUENZE and one ANIMATIONTRACK.
|
||
#
|
||
# At the moment only the active action of the armature object is translated.
|
||
#
|
||
#* Print Info, if type of light is used that is not supported
|
||
#
|
||
# History 0.5
|
||
#
|
||
#* New Option exportAllAction (default value: false)
|
||
# If that option is true, all actions will be exported - not only the active
|
||
# action.
|
||
# At the moment you can only assign one action to one armature.
|
||
# To know which action is used with which armature the action
|
||
# needs a special name :
|
||
# <Action Name>#A<M3G ID of Armature>E<End Frame>#<ID of Action>
|
||
|
||
# Example: Name of action : walk#A10E250#02
|
||
# Name of armature : man#10
|
||
# End Frame: 250
|
||
#
|
||
# History 0.6
|
||
# Include the same image only one time into the m3g-file
|
||
#
|
||
# All the following changes of this version was made by Claus Hoefele
|
||
#
|
||
#* Until now all vertices of the faces was been written.
|
||
# Now the vertices will be used again if possible:
|
||
# normal and texture coordinates of to vertices have to be the same
|
||
#
|
||
#* Smooth/solid shading can now be defined for every single material:
|
||
# in Editing panel (F9)>Link and Materials
|
||
#
|
||
#* This script uses now correctly the TexFace and Shadless Buttons in
|
||
# Shading panel (F5)>Material buttons>Material box.
|
||
# TexFace switches on/off the Export of texture coordinates.
|
||
# Shadeless does the some with the normal coordinates
|
||
#
|
||
#* The GUI was redesigned in a PupBlock
|
||
#
|
||
#* Options:
|
||
#
|
||
#** Texturing Enabled: Switches on/off export of textures and texture
|
||
# coordinates. Attention: the TextFace button switches only
|
||
# for one mesh
|
||
#** Texturing External: the textures will be included it mg3-file or
|
||
# exported in seperate file
|
||
#** Lighting Enabled: turns on/off export of lights and normal completly
|
||
# Attention: Shadeless only for one mesh
|
||
#** Persp. Correction: turns on/off perspective correction in PolygonMode.
|
||
#** Smooth Shading: turns on/off smooth shading in PolygonMode.
|
||
#
|
||
#* Textures in external references are used again (with ImageFactory)
|
||
#
|
||
#* Blender function: Double Sided button in Editing Context
|
||
# (F9)>Mesh panel)
|
||
# turn on/off PolygonMode.CULL_BACK anzuschalten.
|
||
#
|
||
#* Script ingnores meshes that have no faces
|
||
#
|
||
# History 0.7
|
||
#
|
||
# * Exporter can work with texture coordinates greater 1 and smaller 0
|
||
#
|
||
# * Adler32 did not work always correct. New implementation made.
|
||
#
|
||
# * Modul shutil is not needed any longer. Exporter has its own copy_file.
|
||
# (realized and inspired by ideasman_42 and Martin Neumann)
|
||
#
|
||
# History 0.8
|
||
#
|
||
# * Blender works with SpotAngles 1..180 but M3G works only with 0..90
|
||
# M3G use the 'half angle' (cut off angle) (Thanks to Martin Storsjö)
|
||
#
|
||
# * Error fixed: Texture coordinates was not calculated correct.
|
||
# (Thanks to Milan Piskla, Vlad, Max Gilead, Regis Cosnier ...)
|
||
#
|
||
# * New options in GUI:
|
||
# M3G Version 2.0 : Will export M3G files Vers. 2.0 in future
|
||
# Game Physics: Adds Game Physics infos for NOPE API
|
||
#
|
||
# --------------------------------------------------------------------------#
|
||
# TODO: Export only selected mesh
|
||
# TODO: Optimize Bones <--> Vertex Group mapping
|
||
# TODO: Compressed File
|
||
# TODO: MTex - Support
|
||
# TODO: By Rotating use SQUAD instead of Beziere. It's smoother
|
||
import Blender
|
||
from Blender import Types,Lamp,Material,Texture,Window,Registry,Draw
|
||
from Blender.BGL import *
|
||
from Blender.Object import *
|
||
from Blender.Camera import *
|
||
from Blender.Mesh import *
|
||
from array import array
|
||
import sys, struct, zlib
|
||
from inspect import *
|
||
from types import *
|
||
from Blender.Mathutils import *
|
||
from os.path import *
|
||
#import rpdb2
|
||
|
||
# ---- Helper Functions -------------------------------------------------------#
|
||
def copy_file(source, dest):
|
||
file = open(source, 'rb')
|
||
data = file.read()
|
||
file.close()
|
||
|
||
file = open(dest, 'wb')
|
||
file.write(data)
|
||
file.close()
|
||
|
||
def tracer(frame, event, arg):
|
||
'''Global trace function'''
|
||
if event=='call':
|
||
tmp = getargvalues(frame)
|
||
print event, frame.f_code.co_name, frame.f_lineno, \
|
||
formatargvalues(tmp[0],tmp[1],tmp[2],tmp[3])
|
||
elif event=='line':
|
||
print event, frame.f_code.co_name, frame.f_lineno
|
||
#print event, frame.f_code.co_name, frame.f_lineno, \
|
||
# getsourcelines(frame.f_code)[frame.f_lineno]
|
||
elif event=='return':
|
||
print event, frame.f_code.co_name, frame.f_lineno, "->", arg
|
||
return tracer
|
||
|
||
def doSearchDeep(inList,outList):
|
||
'''Does deepsearch for all elements in inList'''
|
||
for element in inList:
|
||
if element != None : outList = element.searchDeep(outList)
|
||
return outList
|
||
|
||
|
||
def getId(aObject):
|
||
''' returns 0 if Object is None: M3G value for null'''
|
||
if aObject == None: return 0
|
||
return aObject.id
|
||
|
||
def toJavaBoolean(aValue):
|
||
''' returns java equivalent to boolean'''
|
||
if aValue:
|
||
return 'true'
|
||
else :
|
||
return 'false'
|
||
|
||
def sign(a):
|
||
if a<0 : return -1
|
||
elif a>0 : return 1
|
||
else : return 0
|
||
|
||
def isOrderClockWise(v,normal):
|
||
''' returns true, if order of vertices is clockwise. Important for
|
||
culling '''
|
||
# (v2-v0)x(v2-v1)=surface_normal
|
||
#
|
||
if type(v[0]) is Types.MVertType:
|
||
mNormal = TriangleNormal(Vector(v[0].co),Vector(v[1].co),Vector(v[2].co))
|
||
else:
|
||
mNormal = TriangleNormal(Vector(v[0]),Vectot(v[1]),Vector(v[2]))
|
||
#print "normal ",mNormal.normalize()
|
||
#print "BNormal ",normal.normalize()
|
||
|
||
# Do not use any longer. Blender does it correct
|
||
|
||
result = (sign(normal.x)==sign(mNormal.x) and
|
||
sign(normal.y)==sign(mNormal.y) and
|
||
sign(normal.z)==sign(mNormal.z))
|
||
#print "Result ",result
|
||
|
||
return True
|
||
|
||
|
||
# ---- M3G Types --------------------------------------------------------------#
|
||
class M3GVertexList:
|
||
def __init__(self, wrapList):
|
||
self.mlist = wrapList
|
||
|
||
def __getitem__(self, key):
|
||
item = self.mlist[key]
|
||
if type(item) is Types.MVertType:
|
||
result =(item.co[0],item.co[1],item.co[2])
|
||
else:
|
||
result = item
|
||
return result
|
||
|
||
class M3GBoneReference:
|
||
def __init__(self,first,count):
|
||
self.firstVertex=first #UInt32
|
||
self.vertexCount=count #UInt32
|
||
|
||
|
||
class M3GBone:
|
||
def __init__(self):
|
||
self.verts=[] #List of influenced verts
|
||
self.transformNode=None #ObjectIndex
|
||
self.references = [] #References to Verts that are needed
|
||
self.weight=0 #Int32
|
||
|
||
|
||
def setVerts(self,aVerts):
|
||
self.verts = aVerts
|
||
self.createReferences()
|
||
|
||
def createReferences(self):
|
||
#print "createReference::len(verts) ",len(self.verts)
|
||
if len(self.verts)==0: return #No Verts available
|
||
self.verts.sort()
|
||
ref = []
|
||
list = []
|
||
last = self.verts[0]-1
|
||
count = 0
|
||
for vert in self.verts:
|
||
#print "vert ",vert
|
||
if vert==last+1:
|
||
list.append(vert)
|
||
else:
|
||
ref.append(M3GBoneReference(list[0],len(list)))
|
||
#print list[0],len(list)
|
||
list=[vert]
|
||
last=vert
|
||
#print "list ",list
|
||
if len(list)>0:
|
||
ref.append(M3GBoneReference(list[0],len(list)))
|
||
self.references = ref
|
||
|
||
|
||
class M3GVector3D:
|
||
def __init__(self,ax=0.0,ay=0.0,az=0.0):
|
||
self.x = ax #Float32
|
||
self.y = ay #Float32
|
||
self.z = az #Float32
|
||
|
||
def writeJava(self):
|
||
return str(self.x)+"f, "+str(self.y)+"f, "+str(self.z)+"f"
|
||
|
||
def getData(self):
|
||
return struct.pack("<3f",self.x,self.y,self.z)
|
||
|
||
def getDataLength(self):
|
||
return struct.calcsize("<3f")
|
||
|
||
class M3GMatrix:
|
||
""" A 4x4 generalized matrix. The 16 elements of the
|
||
matrix are output in the same order as they are
|
||
retrieved using the API Transform.get method. In
|
||
other words, in this order:
|
||
0 1 2 3
|
||
4 5 6 7
|
||
8 9 10 11
|
||
12 13 14 15 """
|
||
def __init__(self):
|
||
self.elements=16 * [0.0] #Float32
|
||
|
||
def identity(self):
|
||
self.elements[ 0] = 1.0
|
||
self.elements[ 5] = 1.0
|
||
self.elements[10] = 1.0
|
||
self.elements[15] = 1.0
|
||
|
||
def getData(self):
|
||
return struct.pack('<16f',self.elements[0],self.elements[1],
|
||
self.elements[2],self.elements[3],
|
||
self.elements[4],self.elements[5],
|
||
self.elements[6],self.elements[7],
|
||
self.elements[8],self.elements[9],
|
||
self.elements[10],self.elements[11],
|
||
self.elements[12],self.elements[13],
|
||
self.elements[14],self.elements[15])
|
||
|
||
def getDataLength(self):
|
||
return struct.calcsize('<16f')
|
||
|
||
|
||
class M3GColorRGB:
|
||
""" A color, with no alpha information. Each compo-
|
||
nent is scaled so that 0x00 is 0.0, and 0xFF is 1.0.
|
||
"""
|
||
def __init__(self,ared=0,agreen=0,ablue=0):
|
||
self.red = ared #Byte
|
||
self.green = agreen #Byte
|
||
self.blue = ablue #Byte
|
||
|
||
def writeJava(self):
|
||
return "0x"+("%02X%02X%02X%02X" % (0.0, self.red, self.green, self.blue))
|
||
|
||
def getData(self):
|
||
return struct.pack('3B',self.red,self.green,self.blue)
|
||
|
||
def getDataLength(self):
|
||
return struct.calcsize('3B')
|
||
|
||
|
||
class M3GColorRGBA:
|
||
""" A color, with alpha information. Each component
|
||
is scaled so that 0x00 is 0.0, and 0xFF is 1.0. The
|
||
alpha value is scaled so that 0x00 is completely
|
||
transparent, and 0xFF is completely opaque.
|
||
"""
|
||
def __init__(self,ared=0,agreen=0,ablue=0,aalpha=0):
|
||
self.red = ared #Byte
|
||
self.green = agreen #Byte
|
||
self.blue = ablue #Byte
|
||
self.alpha = aalpha #Byte
|
||
|
||
def writeJava(self):
|
||
return "0x"+("%02X%02X%02X%02X" % (self.alpha, self.red, self.green, self.blue))
|
||
|
||
def getData(self):
|
||
return struct.pack('4B',self.red,self.green,self.blue,self.alpha)
|
||
|
||
def getDataLength(self):
|
||
return struct.calcsize('4B')
|
||
|
||
|
||
#ObjectIndex
|
||
#The index of a previously encountered object in
|
||
#the file. Although this is serialized as a single
|
||
#unsigned integer, it is included in the compound
|
||
#type list because of the additional semantic infor-
|
||
#mation embodied in its type. A value of 0 is
|
||
#reserved to indicate a null reference; actual object indices start from 1. Object indices must refer
|
||
#only to null or to an object which has already been
|
||
#created during the input deserialization of a file -
|
||
#they must be less than or equal to the index of the
|
||
#object in which they appear. Other values are dis-
|
||
#allowed and must be treated as errors.
|
||
#UInt32
|
||
#index;
|
||
|
||
# ---- M3G Proxy --------------------------------------------------------------- #
|
||
class M3GProxy:
|
||
def __init__(self):
|
||
self.name = ""
|
||
self.id=0
|
||
self.ObjectType=0
|
||
self.binaryFormat=''
|
||
|
||
def __repr__(self):
|
||
return "<"+str(self.__class__)[9:] + ":" + str(self.name) + ":" + str(self.id) + ">"
|
||
|
||
|
||
class M3GHeaderObject(M3GProxy):
|
||
def __init__(self):
|
||
M3GProxy.__init__(self)
|
||
self.M3GHeaderObject_binaryFormat = '<BBBII'
|
||
self.ObjectType=0
|
||
self.id = 1 #Special Object: always 1
|
||
self.VersionNumber=[1,0] #Byte[2]
|
||
self.hasExternalReferences=False #Boolean External Files needed? eg. Textures
|
||
self.TotalFileSize=0 #UInt32
|
||
self.ApproximateContentSize=0 #UInt32 Only a hint! External sources included
|
||
self.AuthoringField='Blender M3G Export' #String
|
||
|
||
def getData(self):
|
||
data = struct.pack(self.M3GHeaderObject_binaryFormat,
|
||
self.VersionNumber[0],
|
||
self.VersionNumber[1],
|
||
self.hasExternalReferences,
|
||
self.TotalFileSize,
|
||
self.ApproximateContentSize)
|
||
data += struct.pack(str(len(self.AuthoringField)+1)+'s',self.AuthoringField)
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = struct.calcsize(self.M3GHeaderObject_binaryFormat)
|
||
return value + struct.calcsize(str(len(self.AuthoringField)+1)+'s')
|
||
|
||
class M3GExternalReference(M3GProxy):
|
||
def __init__(self):
|
||
M3GProxy.__init__(self)
|
||
self.ObjectType=0xFF
|
||
self.URI='' #reference URI
|
||
|
||
def getData(self):
|
||
data = struct.pack(str(len(self.URI)+1) + 's', self.URI)
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
return struct.calcsize(str(len(self.URI)+1)+'s')
|
||
|
||
def searchDeep(self,alist):
|
||
if not(self in alist): alist.append(self)
|
||
return alist
|
||
|
||
def __repr__(self):
|
||
return M3GProxy.__repr__(self) + " (" + self.URI + ")"
|
||
|
||
|
||
class M3GObject3D(M3GProxy):
|
||
def __init__(self):
|
||
M3GProxy.__init__(self)
|
||
self.userID=0 #UInt32 - field may be any value
|
||
self.animationTracks=[] #ObjectIndex[]
|
||
self.userParameterCount=0 #UInt32 - No user parameter used
|
||
|
||
def searchDeep(self,alist):
|
||
alist = doSearchDeep(self.animationTracks,alist)
|
||
if not(self in alist): alist.append(self)
|
||
return alist
|
||
|
||
def getData(self):
|
||
data = struct.pack('<I',self.userID)
|
||
print "write userID",self.userID,self.name,str(self), self.getDataLength()
|
||
data += struct.pack('<I',len(self.animationTracks))
|
||
for element in self.animationTracks:
|
||
data += struct.pack('<I',getId(element))
|
||
data += struct.pack('<I',self.userParameterCount)
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = struct.calcsize('<3I')
|
||
if len(self.animationTracks) > 0:
|
||
value += struct.calcsize('<'+str(len(self.animationTracks))+'I')
|
||
return value
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate : pass #Abstract! Could not be created
|
||
if len(self.animationTracks) > 0 :
|
||
aWriter.write(2)
|
||
for iTrack in self.animationTracks:
|
||
aWriter.write(2,"BL%i.addAnimationTrack(BL%i);" % (self.id,iTrack.id))
|
||
|
||
|
||
class M3GTransformable(M3GObject3D):
|
||
def __init__(self):
|
||
M3GObject3D.__init__(self)
|
||
self.hasComponentTransform=False #Boolean
|
||
#IF hasComponentTransform==TRUE, THEN
|
||
self.translation=M3GVector3D(0,0,0) #Vector3D
|
||
self.scale=M3GVector3D(1,1,1) #Vector3D
|
||
self.orientationAngle=0 #Float32
|
||
self.orientationAxis=M3GVector3D(0,0,0) #Vector3D undefined
|
||
#END
|
||
self.hasGeneralTransform=False #Boolean
|
||
#IF hasGeneralTransform==TRUE, THEN
|
||
self.transform = M3GMatrix() #Matrix identity
|
||
self.transform.identity()
|
||
#END
|
||
#If either hasComponentTransform or hasGeneralTransform is false, the omitted fields will be
|
||
#initialized to their default values (equivalent to an identity transform in both cases).
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate: pass #Abstract Base Class! Cant't be created
|
||
M3GObject3D.writeJava(self,aWriter,False)
|
||
if self.hasGeneralTransform :
|
||
aWriter.write(2,"float[] BL%i_matrix = {" % (self.id))
|
||
aWriter.writeList(self.transform.elements,4,"f")
|
||
aWriter.write(2,"};")
|
||
aWriter.write(2)
|
||
aWriter.write(2,"Transform BL%i_transform = new Transform();" % (self.id))
|
||
aWriter.write(2,"BL%i_transform.set(BL%i_matrix);" % (self.id,self.id))
|
||
aWriter.write(2,"BL%i.setTransform(BL%i_transform);" % (self.id,self.id))
|
||
aWriter.write(2)
|
||
if self.hasComponentTransform:
|
||
aWriter.write(2,("BL%i.setTranslation("+self.translation.writeJava()+");")
|
||
%(self.id))
|
||
|
||
def getData(self):
|
||
data = M3GObject3D.getData(self)
|
||
data += struct.pack("<B",self.hasComponentTransform)
|
||
if self.hasComponentTransform==True:
|
||
data += self.translation.getData()
|
||
data += self.scale.getData()
|
||
data += struct.pack('<f',self.orientationAngle)
|
||
data += self.orientationAxis.getData()
|
||
data += struct.pack("<B",self.hasGeneralTransform)
|
||
if self.hasGeneralTransform==True:
|
||
data += self.transform.getData()
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = M3GObject3D.getDataLength(self)
|
||
value += struct.calcsize("<B")
|
||
if self.hasComponentTransform==True:
|
||
value += self.translation.getDataLength()
|
||
value += self.scale.getDataLength()
|
||
value += struct.calcsize('<f')
|
||
value += self.orientationAxis.getDataLength()
|
||
value += struct.calcsize("<B")
|
||
if self.hasGeneralTransform==True:
|
||
value += self.transform.getDataLength()
|
||
return value
|
||
|
||
|
||
class M3GNode(M3GTransformable):
|
||
def __init__(self):
|
||
M3GTransformable.__init__(self)
|
||
self.blenderObj = None #Pointer to corrsponding BlenderObj
|
||
self.parentBlenderObj = None #Pointer to Parent in Blender
|
||
self.blenderMatrixWorld = None #BlenderObj matrixWorld
|
||
self.M3GNode_binaryFormat = '<BBBIB'
|
||
self.enableRendering=True #Boolean
|
||
self.enablePicking=True #Boolean
|
||
self.alphaFactor=255 #Byte 0x00 is equivalent to 0.0 (fully transparent), and 255 is equivalent to 1.0 (fully opaque);
|
||
self.scope=4294967295 #-1 #UInt32
|
||
self.hasAlignment = False #Boolean
|
||
#IF hasAlignment==TRUE, THEN
|
||
self.M3GNode_binaryFormat_2 = '<BBII'
|
||
self.zTarget=0 #Byte The zTarget and yTarget fields must each hold a valid enumerated value,
|
||
self.yTarget=0 #Byte as specified in the class definition. Other values must be treated as errors.
|
||
self.zReference=None #ObjectIndex
|
||
self.yReference=None #ObjectIndex
|
||
#END
|
||
#If the hasAlignment field is false, the omitted fields are initialized to their default values.
|
||
|
||
|
||
def getData(self):
|
||
data = M3GTransformable.getData(self)
|
||
#print "Binary ",self.binaryFormat
|
||
data += struct.pack(self.M3GNode_binaryFormat,
|
||
self.enableRendering,
|
||
self.enablePicking,
|
||
self.alphaFactor,
|
||
self.scope,
|
||
self.hasAlignment)
|
||
|
||
if self.hasAlignment:
|
||
data += pack(self.M3GNode_binaryFormat_2,
|
||
self.zTarget,
|
||
self.yTarget,
|
||
getId(self.zReference),
|
||
getId(self.yReference))
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = M3GTransformable.getDataLength(self) + \
|
||
struct.calcsize(self.M3GNode_binaryFormat)
|
||
if self.hasAlignment:
|
||
value += struct.calcsize(self.M3GNode_binaryFormat_2)
|
||
return value
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate: pass #Abstract Base Class! Cant't be created
|
||
M3GTransformable.writeJava(self,aWriter,False)
|
||
|
||
class M3GGroup(M3GNode):
|
||
def __init__(self):
|
||
M3GNode.__init__(self)
|
||
self.ObjectType=9
|
||
self.children = [] #ObjectIndex[]
|
||
|
||
def searchDeep(self,alist):
|
||
for element in self.children:
|
||
alist = element.searchDeep(alist)
|
||
return M3GNode.searchDeep(self,alist)
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate:
|
||
aWriter.write(2,"//Group:"+self.name )
|
||
aWriter.write(2,"Group BL"+str(self.id)+" = new Group();")
|
||
M3GNode.writeJava(self,aWriter,False)
|
||
for element in self.children:
|
||
aWriter.write(2,"BL%i.addChild(BL%i);" % (self.id,element.id))
|
||
|
||
def getData(self):
|
||
data = M3GNode.getData(self)
|
||
data = data + struct.pack("<I",len(self.children))
|
||
for element in self.children:
|
||
data += struct.pack("<I",getId(element))
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
return M3GNode.getDataLength(self)+ \
|
||
struct.calcsize("<"+str(len(self.children)+1)+"I")
|
||
|
||
|
||
class M3GWorld(M3GGroup):
|
||
def __init__(self):
|
||
M3GGroup.__init__(self)
|
||
self.ObjectType=22
|
||
self.activeCamera=None #ObjectIndex
|
||
self.background=None #ObjectIndex UInt32 0=None
|
||
self.M3GWorld_binaryFormat='<II'
|
||
|
||
def searchDeep(self,alist):
|
||
alist = doSearchDeep([self.activeCamera, self.background],alist)
|
||
return M3GGroup.searchDeep(self,alist)
|
||
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate:
|
||
aWriter.write(2,"//World:"+self.name )
|
||
aWriter.write(2,"World BL"+str(self.id)+" = new World();")
|
||
M3GGroup.writeJava(self,aWriter,False)
|
||
if self.background != None:
|
||
aWriter.write(2,"BL"+str(self.id)+".setBackground(BL"+str(self.background.id)+");")
|
||
if self.activeCamera != None:
|
||
aWriter.write(2,"BL%i.setActiveCamera(BL%i);" %
|
||
(self.id,self.activeCamera.id))
|
||
aWriter.write(2)
|
||
|
||
|
||
def getData(self):
|
||
data = M3GGroup.getData(self)
|
||
return data + \
|
||
struct.pack(self.M3GWorld_binaryFormat,getId(self.activeCamera),getId(self.background))
|
||
|
||
|
||
def getDataLength(self):
|
||
return M3GGroup.getDataLength(self) + struct.calcsize(self.M3GWorld_binaryFormat)
|
||
|
||
|
||
class M3GBackground(M3GObject3D):
|
||
def __init__(self):
|
||
M3GObject3D.__init__(self)
|
||
self.ObjectType=4
|
||
self.M3GBackground_binaryFormat = '<BBiiiiBB'
|
||
self.backgroundColor=M3GColorRGBA(0,0,0,0) #ColorRGBA 0x00000000 (black, transparent)
|
||
self.backgroundImage=None #ObjectIndex null (use the background color only)
|
||
self.backgroundImageModeX=32; #Byte BORDER=32 REPEAT=33
|
||
self.backgroundImageModeY=32; #Byte BORDER
|
||
self.cropX = 0; #Int32
|
||
self.cropY = 0 #Int32 ;
|
||
self.cropWidth = 0 #Int32 ;
|
||
self.cropHeight = 0;#Int32
|
||
self.depthClearEnabled = True #Boolean
|
||
self.colorClearEnabled = True #Boolean
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate:
|
||
aWriter.write(2,"//Background:"+self.name )
|
||
aWriter.write(2,"Background BL"+str(self.id)+" = new Background();")
|
||
M3GObject3D.writeJava(self,aWriter,False)
|
||
aWriter.write(2,"BL"+str(self.id)+".setColor("+self.backgroundColor.writeJava()+");")
|
||
aWriter.write(2,"")
|
||
|
||
def getData(self):
|
||
data = M3GObject3D.getData(self)
|
||
data += self.backgroundColor.getData()
|
||
data += struct.pack('<I',getId(self.backgroundImage))
|
||
data += struct.pack(self.M3GBackground_binaryFormat, self.backgroundImageModeX,
|
||
self.backgroundImageModeY,
|
||
self.cropX,
|
||
self.cropY,
|
||
self.cropWidth,
|
||
self.cropHeight,
|
||
self.depthClearEnabled,
|
||
self.colorClearEnabled)
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value=M3GObject3D.getDataLength(self)
|
||
value += self.backgroundColor.getDataLength()
|
||
value += struct.calcsize('<I')
|
||
value += struct.calcsize(self.M3GBackground_binaryFormat)
|
||
return value
|
||
|
||
|
||
class M3GCamera(M3GNode):
|
||
GENERIC=48 #Projection-Types
|
||
PARALLEL=49
|
||
PERSPECTIVE=50
|
||
|
||
def __init__(self):
|
||
M3GNode.__init__(self)
|
||
self.ObjectType=5
|
||
self.projectionType=M3GCamera.PARALLEL #Byte
|
||
#IF projectionType==GENERIC, THEN
|
||
self.projectionMatrix=M3GMatrix() #Matrix •view volume : opposite corners at (-1 -1 -1) and (1 1 1)
|
||
# TODO: Set right matrix
|
||
#ELSE
|
||
self.fovy=0.0 #Float32
|
||
self.AspectRatio=0.0#Float32
|
||
self.near=0.0#Float32
|
||
self.far=0.0#Float32
|
||
#END
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate:
|
||
aWriter.write(2,"//Camera " + self.name)
|
||
aWriter.write(2,"Camera BL%i = new Camera();" % (self.id))
|
||
M3GNode.writeJava(self,aWriter,False)
|
||
aWriter.write(2,"BL%i.setPerspective(%ff, //Field of View" % \
|
||
(self.id,self.fovy))
|
||
aWriter.write(4,"(float)aCanvas.getWidth()/(float)aCanvas.getHeight(),")
|
||
aWriter.write(4,str(self.near)+"f, //Near Clipping Plane")
|
||
aWriter.write(4,str(self.far)+"f); //Far Clipping Plane")
|
||
|
||
def getData(self):
|
||
data = M3GNode.getData(self)
|
||
data += struct.pack("B",self.projectionType)
|
||
if self.projectionType == self.GENERIC:
|
||
data += self.projectionMatrix.getData()
|
||
else:
|
||
data += struct.pack("<4f",self.fovy,self.AspectRatio,self.near,self.far)
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = M3GNode.getDataLength(self)
|
||
value += struct.calcsize("B")
|
||
if self.projectionType == self.GENERIC:
|
||
value += self.projectionMatrix.getDataLength()
|
||
else:
|
||
value += struct.calcsize("<4f")
|
||
return value
|
||
|
||
|
||
class M3GMesh(M3GNode):
|
||
def __init__(self,aVertexBuffer=None, aIndexBuffer=[], aAppearance=[]):
|
||
M3GNode.__init__(self)
|
||
self.ObjectType=14
|
||
self.vertexBuffer = aVertexBuffer #ObjectIndex
|
||
self.submeshCount=len(aIndexBuffer) #UInt32
|
||
#FOR each submesh...
|
||
self.indexBuffer=aIndexBuffer #ObjectIndex
|
||
self.appearance=aAppearance #;ObjectIndex
|
||
#END
|
||
|
||
def getData(self):
|
||
data = M3GNode.getData(self)
|
||
data += struct.pack('<2I', getId(self.vertexBuffer),
|
||
self.submeshCount)
|
||
for i in range(len(self.indexBuffer)):
|
||
data += struct.pack('<2I',getId(self.indexBuffer[i]),
|
||
getId(self.appearance[i]))
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = M3GNode.getDataLength(self)
|
||
value += struct.calcsize('<2I')
|
||
for i in range(len(self.indexBuffer)):
|
||
value += struct.calcsize('<2I')
|
||
return value
|
||
|
||
def searchDeep(self,alist):
|
||
alist = doSearchDeep([self.vertexBuffer] +self.indexBuffer
|
||
+ self.appearance ,alist)
|
||
return M3GNode.searchDeep(self,alist)
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
self.writeBaseJava(aWriter,aCreate,"Mesh","")
|
||
|
||
def writeBaseJava(self,aWriter,aCreate,aClassName,aExtension):
|
||
if aCreate:
|
||
aWriter.writeClass(aClassName,self)
|
||
if self.submeshCount > 1:
|
||
aWriter.write(2,"IndexBuffer[] BL%i_indexArray = {" % (self.id))
|
||
aWriter.write(4,",".join(["BL%i" %(i.id) for i in self.indexBuffer ]))
|
||
aWriter.write(2," };")
|
||
aWriter.write(2)
|
||
aWriter.write(2,"Appearance[] BL%i_appearanceArray = {" % (self.id))
|
||
aWriter.write(4,",".join(["BL%i" %(i.id) for i in self.appearance ]))
|
||
aWriter.write(2," };")
|
||
aWriter.write(2)
|
||
aWriter.write(2,"%s BL%i = new %s(BL%i,BL%i_indexArray,BL%i_appearanceArray%s);" % \
|
||
(aClassName,self.id,aClassName,self.vertexBuffer.id, self.id,self.id,aExtension))
|
||
else:
|
||
#print "indexBuffer", len(self.indexBuffer)
|
||
#print "appearance", len(self.appearance)
|
||
aWriter.write(2,"%s BL%i = new %s(BL%i,BL%i,BL%i%s);" % \
|
||
(aClassName,
|
||
self.id,
|
||
aClassName,
|
||
self.vertexBuffer.id,
|
||
self.indexBuffer[0].id,
|
||
self.appearance[0].id,
|
||
aExtension))
|
||
M3GNode.writeJava(self,aWriter,False)
|
||
aWriter.write(2)
|
||
|
||
|
||
class M3GSkinnedMesh(M3GMesh):
|
||
def __init__(self,aVertexBuffer=None, aIndexBuffer=[], aAppearance=[]):
|
||
M3GMesh.__init__(self,aVertexBuffer, aIndexBuffer, aAppearance)
|
||
self.ObjectType=16
|
||
self.skeleton=None #ObjectIndex
|
||
self.bones={}
|
||
#print"M3GSkinnedMesh.__init__::self.vertexBuffer:",self.vertexBuffer
|
||
##ObjectIndex skeleton;
|
||
##UInt32 transformReferenceCount;
|
||
##FOR each bone reference...
|
||
## ObjectIndex transformNode;
|
||
## UInt32 firstVertex;
|
||
## UInt32 vertexCount;
|
||
## Int32 weight;
|
||
##END
|
||
|
||
def searchDeep(self,alist):
|
||
alist = doSearchDeep([self.skeleton],alist)
|
||
return M3GMesh.searchDeep(self,alist)
|
||
|
||
def addSecondBone(self):
|
||
secondBones = {}
|
||
for bone in self.bones.values():
|
||
bone2 = M3GBone()
|
||
bone2.verts=bone.verts
|
||
bone.verts=[]
|
||
mGroup = M3GGroup()
|
||
mGroup.name=bone.transformNode.name+"_second"
|
||
bone2.transformNode=mGroup
|
||
bone2.references = bone.references
|
||
bone.references = []
|
||
bone2.weight = bone.weight
|
||
bone.weight=0
|
||
mGroup.children = bone.transformNode.children
|
||
bone.transformNode.children = [mGroup]
|
||
mGroup.animationTracks=bone.transformNode.animationTracks
|
||
bone.transformNode.animationTracks = []
|
||
secondBones[bone.transformNode.name+"_second"]=bone2
|
||
for bone in secondBones.values():
|
||
self.bones[bone.transformNode.name] = bone
|
||
|
||
def getBlenderIndexes(self):
|
||
#print "M3GSkinnedMesh.vertexBuffer:",self.vertexBuffer
|
||
return self.vertexBuffer.positions.blenderIndexes
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
self.writeBaseJava(aWriter,aCreate,"SkinnedMesh",
|
||
(",BL%i" % (self.skeleton.id)))
|
||
aWriter.write(2,"//Transforms")
|
||
for bone in self.bones.values():
|
||
#print "bone: ", bone
|
||
#print "bone.references: ", bone.references
|
||
for ref in bone.references:
|
||
aWriter.write(2,"BL%i.addTransform(BL%i,%i,%i,%i);" %
|
||
(self.id,
|
||
bone.transformNode.id,bone.weight,
|
||
ref.firstVertex, ref.vertexCount))
|
||
aWriter.write(2)
|
||
|
||
def getDataLength(self):
|
||
value = M3GMesh.getDataLength(self)
|
||
value += struct.calcsize('<I') #skeleton
|
||
value += struct.calcsize('<I') #transformReferenceCount
|
||
for bone in self.bones.values():
|
||
for ref in bone.references:
|
||
value += struct.calcsize('<3Ii')
|
||
return value
|
||
|
||
def getData(self):
|
||
data = M3GMesh.getData(self)
|
||
data += struct.pack('<I', getId(self.skeleton))
|
||
count = 0
|
||
for bone in self.bones.values(): count+=len(bone.references)
|
||
data += struct.pack('<I',count)
|
||
for bone in self.bones.values():
|
||
for ref in bone.references:
|
||
data += struct.pack('<I',getId(bone.transformNode))
|
||
data += struct.pack('<2I',ref.firstVertex,ref.vertexCount)
|
||
data += struct.pack('<i',bone.weight)
|
||
return data
|
||
|
||
class M3GLight(M3GNode):
|
||
def __init__(self):
|
||
M3GNode.__init__(self)
|
||
self.ObjectType=12
|
||
self.modes = {'AMBIENT':128,
|
||
'DIRECTIONAL':129,
|
||
'OMNI':130,
|
||
'SPOT':131}
|
||
self.attenuationConstant = 1.0 #Float32
|
||
self.attenuationLinear = 0.0 #Float32
|
||
self.attenuationQuadratic = 0.0 #Float32
|
||
self.color = M3GColorRGB(1.0, 1.0, 1.0) #ColorRGB
|
||
self.mode = self.modes['DIRECTIONAL'] #Byte Enumurator mode: DIRECTIONAL
|
||
self.intensity = 1.0 #Float32
|
||
self.spotAngle = 45 #Float32
|
||
self.spotExponent = 0.0 #Float32
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate:
|
||
aWriter.write(2,"//Light: " + self.name)
|
||
aWriter.write(2,"Light BL%i = new Light();" % (self.id))
|
||
aWriter.write(2,"BL%i.setMode(%i);" % (self.id,self.mode)) #Light.OMNI
|
||
if self.mode in [self.modes['OMNI'],self.modes['SPOT']]:#Attenuation
|
||
aWriter.write(2,"BL%i.setAttenuation(%ff, %ff,%ff);"
|
||
% (self.id,
|
||
self.attenuationConstant,
|
||
self.attenuationLinear,
|
||
self.attenuationQuadratic))
|
||
aWriter.write(2,("BL%i.setColor("+self.color.writeJava()+");")
|
||
% (self.id))
|
||
aWriter.write(2,"BL%i.setIntensity(%ff);"
|
||
% (self.id,self.intensity))
|
||
if self.mode == self.modes['SPOT']:
|
||
aWriter.write(2,"BL%i.setSpotAngle(%ff);"
|
||
% (self.id,self.spotAngle))
|
||
aWriter.write(2,"BL%i.setSpotExponent(%ff);"
|
||
% (self.id,self.spotExponent))
|
||
M3GNode.writeJava(self,aWriter,False)
|
||
aWriter.write(2)
|
||
|
||
|
||
def getData(self):
|
||
data = M3GNode.getData(self)
|
||
data += struct.pack("<fff", self.attenuationConstant,
|
||
self.attenuationLinear,
|
||
self.attenuationQuadratic)
|
||
data += self.color.getData()
|
||
data += struct.pack("<Bfff", self.mode,
|
||
self.intensity,
|
||
self.spotAngle,
|
||
self.spotExponent)
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = M3GNode.getDataLength(self)
|
||
value += self.color.getDataLength()
|
||
value += struct.calcsize('<B6f')
|
||
return value
|
||
|
||
class M3GMaterial(M3GObject3D):
|
||
def __init__(self):
|
||
M3GObject3D.__init__(self)
|
||
self.ObjectType=13
|
||
self.ambientColor=M3GColorRGB(0.2, 0.2, 0.2) #ColorRGB
|
||
self.diffuseColor=M3GColorRGBA(0.8, 0.8, 0.8, 1.0) #ColorRGBA
|
||
self.emissiveColor=M3GColorRGB(0.0, 0.0, 0.0) #ColorRGB
|
||
self.specularColor=M3GColorRGB(0.0, 0.0, 0.0) #ColorRGB
|
||
self.shininess=0.0 #Float32
|
||
self.vertexColorTrackingEnabled=False #Boolean
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate :
|
||
aWriter.write(2,"//Material: "+self.name )
|
||
aWriter.write(2,"Material BL%i = new Material();" % (self.id))
|
||
aWriter.write(2,("BL%i.setColor(Material.AMBIENT," +
|
||
self.ambientColor.writeJava()+");") % (self.id) )
|
||
aWriter.write(2,("BL%i.setColor(Material.SPECULAR," +
|
||
self.specularColor.writeJava()+");") % (self.id) )
|
||
aWriter.write(2,("BL%i.setColor(Material.DIFFUSE," +
|
||
self.diffuseColor.writeJava()+");") % (self.id))
|
||
aWriter.write(2,("BL%i.setColor(Material.EMISSIVE," +
|
||
self.emissiveColor.writeJava()+");") % (self.id))
|
||
aWriter.write(2,("BL%i.setShininess(%ff);") % (self.id,self.shininess))
|
||
aWriter.write(2,("BL%i.setVertexColorTrackingEnable(" +
|
||
toJavaBoolean(self.vertexColorTrackingEnabled) + ");") %
|
||
(self.id))
|
||
M3GObject3D.writeJava(self,aWriter,False)
|
||
|
||
def getData(self):
|
||
data = M3GObject3D.getData(self)
|
||
data += self.ambientColor.getData()
|
||
data += self.diffuseColor.getData()
|
||
data += self.emissiveColor.getData()
|
||
data += self.specularColor.getData()
|
||
data += struct.pack('<fB',self.shininess,
|
||
self.vertexColorTrackingEnabled)
|
||
return data
|
||
|
||
|
||
def getDataLength(self):
|
||
value = M3GObject3D.getDataLength(self)
|
||
value += self.ambientColor.getDataLength()
|
||
value += self.diffuseColor.getDataLength()
|
||
value += self.emissiveColor.getDataLength()
|
||
value += self.specularColor.getDataLength()
|
||
value += struct.calcsize('<fB')
|
||
return value
|
||
|
||
|
||
class M3GVertexArray(M3GObject3D):
|
||
def __init__(self,aNumComponents,aComponentSize,aAutoScaling=False,aUVMapping=False):
|
||
M3GObject3D.__init__(self)
|
||
self.ObjectType=20
|
||
self.blenderIndexes={} #Translation-Table from Blender index to m3g index
|
||
self.autoscaling = aAutoScaling #bias and scale should be computed internal
|
||
self.uvmapping=aUVMapping #Change coordinates from blender uv to uv-m3g
|
||
self.bias = [0.0,0.0,0.0]
|
||
self.scale = 1.0
|
||
self.componentSize=aComponentSize #Byte number of bytes per component; must be [1, 2]
|
||
self.componentCount=aNumComponents #Byte number of components per vertex; must be [2, 4]
|
||
self.encoding=0 #Byte 0="raw" as bytes or 16 bit integers.
|
||
self.vertexCount=0 #UInt16 number of vertices in this VertexArray; must be [1, 65535]
|
||
if self.autoscaling==True:
|
||
self.components = array('f')
|
||
else:
|
||
self.components = self.createComponentArray()
|
||
#FOR each vertex...
|
||
# IF componentSize==1, THEN
|
||
# IF encoding==0, THEN
|
||
# Byte[componentCount]
|
||
# ELSE IF encoding==1, THEN
|
||
# Byte[componentCount]
|
||
# END
|
||
# ELSE
|
||
# IF encoding==0, THEN
|
||
# Int16[componentCount]
|
||
# ELSE IF encoding==1, THEN
|
||
# Int16[componentCount]
|
||
# END
|
||
# END
|
||
#END
|
||
|
||
def createComponentArray(self):
|
||
if self.componentSize == 1:
|
||
return array('b') #Byte-Array
|
||
else:
|
||
return array('h') #Short-Array
|
||
|
||
def useMaxPrecision(self,aBoundingBox):
|
||
"""With Bias and Scale you can maximize the precision of the array"""
|
||
#print "useMaxPrecision"
|
||
vertexList = M3GVertexList(aBoundingBox)
|
||
first = vertexList[0]
|
||
minimum =[first[0],first[1],first[2]]
|
||
maximum = [first[0],first[1],first[2]] #Search maximal Dimension
|
||
for element in vertexList:
|
||
for i in range(3):
|
||
if minimum[i] > element[i] : minimum[i] = element[i]
|
||
if maximum[i] < element[i] : maximum[i] = element[i]
|
||
#print i, maximum[i],element[i]
|
||
lrange=[0,0,0]
|
||
maxRange=0.0
|
||
maxDimension=-1
|
||
for i in range(3): #set bias
|
||
lrange[i] = maximum[i]-minimum[i]
|
||
self.bias[i] = minimum[i]*0.5+maximum[i]*0.5
|
||
#print "Bias",i,self.bias[i],"min-max",minimum[i],maximum[i],"lrang",lrange[i]
|
||
if lrange[i] > maxRange:
|
||
maxRange = lrange[i]
|
||
maxDimension=i
|
||
self.scale = maxRange/65533.0
|
||
#print "MaxRange ",maxRange
|
||
#print "scale",self.scale
|
||
|
||
|
||
def internalAutoScaling(self):
|
||
print "internalAutoScaling"
|
||
#Already done?
|
||
print self.components.typecode
|
||
if not self.autoscaling or self.components.typecode!="f":return
|
||
#Find bais and scale
|
||
minimum=[]
|
||
maximum=[]
|
||
for i in range(self.componentCount):
|
||
minimum.append(self.components[i])
|
||
maximum.append(self.components[i])
|
||
for i in range(0,len(self.components),self.componentCount):
|
||
for j in range(self.componentCount):
|
||
if minimum[j] > self.components[i+j] : minimum[j] = self.components[i+j]
|
||
if maximum[j] < self.components[i+j] : maximum[j] = self.components[i+j]
|
||
#print "i+j=",i+j,"min=",minimum[j],"max=",maximum[j],"elem=",self.components[i+j]
|
||
#print "min=", minimum
|
||
#print "max=", maximum
|
||
lrange=[0] * self.componentCount
|
||
maxRange=0.0
|
||
maxDimension=-1
|
||
for i in range(self.componentCount): #set bias
|
||
lrange[i] = maximum[i]-minimum[i]
|
||
self.bias[i] = minimum[i]*0.5+maximum[i]*0.5
|
||
#print "Bias",i,self.bias[i],"min-max",minimum[i],maximum[i],"lrang",lrange[i]
|
||
if lrange[i] > maxRange:
|
||
maxRange = lrange[i]
|
||
maxDimension=i
|
||
maxValue=(2**(8*self.componentSize)*1.0)-2.0
|
||
#print "MaxValue=",maxValue
|
||
self.scale = maxRange/maxValue
|
||
#print "MaxRange ",maxRange
|
||
#print "scale",self.scale
|
||
#Copy Components
|
||
oldArray=self.components
|
||
self.components=self.createComponentArray()
|
||
for i in range(0,len(oldArray),self.componentCount):
|
||
for j in range(self.componentCount):
|
||
element=int((oldArray[i+j]-self.bias[j])/self.scale)
|
||
#print "element",element
|
||
self.components.append(element)
|
||
# Reverse t coordinate because M3G uses a different 2D coordinate system than Blender.
|
||
if self.uvmapping:
|
||
for i in range(0,len(self.components),2):
|
||
self.components[i+1]= int(self.components[i+1]*(-1)) #Error in Version 0.7
|
||
for i in range(len(self.components)):
|
||
if abs(self.components[i])>maxValue:raise Exception( i+". element too great/small!")
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
self.internalAutoScaling()
|
||
if aCreate:
|
||
aWriter.write(2,"// VertexArray " + self.name)
|
||
if self.componentSize == 1:
|
||
aWriter.write(2,"byte[] BL%i_array = {" % (self.id))
|
||
else:
|
||
aWriter.write(2,"short[] BL%i_array = {" % (self.id))
|
||
aWriter.writeList(self.components)
|
||
aWriter.write(2,"};")
|
||
aWriter.write(2)
|
||
aWriter.write(2,"VertexArray BL%i = new VertexArray(BL%i_array.length/%i,%i,%i);" %
|
||
(self.id,self.id,
|
||
self.componentCount,self.componentCount,self.componentSize))
|
||
aWriter.write(2,"BL%i.set(0,BL%i_array.length/%i,BL%i_array);" %
|
||
(self.id,self.id,self.componentCount,self.id))
|
||
M3GObject3D.writeJava(self,aWriter,False)
|
||
aWriter.write(2)
|
||
|
||
|
||
def getData(self):
|
||
self.internalAutoScaling()
|
||
self.vertexCount = len(self.components)/self.componentCount
|
||
data = M3GObject3D.getData(self)
|
||
data += struct.pack('<3BH',self.componentSize,
|
||
self.componentCount,
|
||
self.encoding,
|
||
self.vertexCount)
|
||
componentType = ""
|
||
if self.componentSize == 1:
|
||
componentType = "b"
|
||
else:
|
||
componentType = "h"
|
||
for element in self.components:
|
||
data += struct.pack('<'+componentType,element)
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
self.internalAutoScaling()
|
||
value = M3GObject3D.getDataLength(self)
|
||
value += struct.calcsize('<3BH')
|
||
componentType = ""
|
||
if self.componentSize == 1:
|
||
componentType = "b"
|
||
else:
|
||
componentType = "h"
|
||
value += struct.calcsize('<'+str(len(self.components))+componentType)
|
||
return value
|
||
|
||
def append(self,element,index=None):
|
||
#print "type(element):",type(element)
|
||
if type(element) is Types.vectorType :
|
||
for i in range(3):
|
||
value = int((element[i]-self.bias[i])/self.scale)
|
||
#print "append:",i,element[i],(element[i]-self.bias[i]),value
|
||
self.components.append(value)
|
||
elif type(element) is Types.MVertType:
|
||
for i in range(3):
|
||
value = int((element.co[i]-self.bias[i])/self.scale)
|
||
#print "append:",i,element[i],(element[i]-self.bias[i]),value
|
||
self.components.append(value)
|
||
if index!=None:
|
||
key=str(len(self.blenderIndexes))
|
||
#print"key,index:",key,index
|
||
self.blenderIndexes[key]=index
|
||
#print"blenderIndexes",self.blenderIndexes
|
||
else:
|
||
print "VertexArray.append: element=",element
|
||
self.components.append(element)
|
||
|
||
class M3GVertexBuffer(M3GObject3D):
|
||
def __init__(self):
|
||
M3GObject3D.__init__(self)
|
||
self.ObjectType=21
|
||
self.defaultColor=M3GColorRGBA(255,255,255) #ColorRGBA 0xFFFFFFFF (opaque white).
|
||
self.positions = None #ObjectIndex
|
||
self.positionBias = [0.0,0.0,0.0] #Float32[3]
|
||
self.positionScale = 1.0 #Float32
|
||
self.normals = None #ObjectIndex
|
||
self.colors = None #ObjectIndex
|
||
self.texCoordArrays = []
|
||
self.texcoordArrayCount = 0 #UInt32
|
||
## #FOR each texture coordinate array...
|
||
## self.texCoords = [] #ObjectIndex
|
||
## self.texCoordBias=[] #Float32[3]
|
||
## self.texCoordScale=[] #;Float32
|
||
## #END
|
||
## #If a texture coordinate array has only two components, the corresponding texCoordBias[2] element
|
||
## #must be 0.0.
|
||
## #Null texture coordinate arrays are never serialized, regardless of their position. A single texture
|
||
## #coordinate array will therefore always be serialized as belonging to texturing unit 0, regardless of
|
||
## #its original unit it was assigned to.
|
||
## #There are as many references in the texture coordinates array as there are active texture units for
|
||
## #this geometry. The texture coordinate references are loaded sequentially from texture unit 0. If the
|
||
## #implementation supports more texture units than are specified, these are left in their default, inactive
|
||
## #state, with a null texture coordinate reference and an undefined bias and scale.
|
||
## #If more texture coordinate references are specified than are supported by the implementation, then
|
||
## #this must be treated as an error, as it would be in the API. The application can then decide on an
|
||
## #appropriate course of action to handle this case.
|
||
|
||
def searchDeep(self,alist):
|
||
if self.positions!=None: alist = self.positions.searchDeep(alist)
|
||
if self.normals != None: alist = self.normals.searchDeep(alist)
|
||
if self.colors!= None: alist = self.colors.searchDeep(alist)
|
||
alist = doSearchDeep(self.texCoordArrays, alist)
|
||
return M3GObject3D.searchDeep(self,alist)
|
||
|
||
def setPositions(self,aVertexArray):
|
||
self.positions = aVertexArray
|
||
self.positionBias = aVertexArray.bias
|
||
self.positionScale = aVertexArray.scale
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate:
|
||
aWriter.write(2,"//VertexBuffer"+self.name )
|
||
aWriter.write(2,"VertexBuffer BL%i = new VertexBuffer();" % (self.id))
|
||
aWriter.write(2,"float BL%i_Bias[] = { %ff, %ff, %ff};" %
|
||
(self.id,self.positionBias[0],
|
||
self.positionBias[1],self.positionBias[2]))
|
||
aWriter.write(2,"BL%i.setPositions(BL%i,%ff,BL%i_Bias);" %
|
||
(self.id, self.positions.id,
|
||
self.positionScale,self.id))
|
||
aWriter.write(2,"BL%i.setNormals(BL%i);" % (self.id,self.normals.id))
|
||
#if self.colors != None: aWriter.write(2,"BL%i.setTexCoords(0,BL%i,1.0f,null);" %
|
||
# (self.id,self.colors.id))
|
||
lIndex = 0
|
||
for iTexCoord in self.texCoordArrays:
|
||
aWriter.write(2,"float BL%i_%i_TexBias[] = { %ff, %ff, %ff};" %
|
||
(self.id,lIndex, iTexCoord.bias[0],
|
||
iTexCoord.bias[1],iTexCoord.bias[2]))
|
||
#int index, javax.microedition.m3g.VertexArray194 texCoords, float scale, float[] bias
|
||
aWriter.write(2,"BL%i.setTexCoords(%i,BL%i,%ff,BL%i_%i_TexBias);" %
|
||
(self.id, lIndex, iTexCoord.id, iTexCoord.scale,self.id,lIndex))
|
||
lIndex += 1
|
||
|
||
M3GObject3D.writeJava(self,aWriter,False)
|
||
|
||
|
||
def getData(self):
|
||
self.texcoordArrayCount = len(self.texCoordArrays)
|
||
data = M3GObject3D.getData(self)
|
||
data += self.defaultColor.getData()
|
||
data += struct.pack('<I4f3I',getId(self.positions),
|
||
self.positionBias[0],
|
||
self.positionBias[1],
|
||
self.positionBias[2],
|
||
self.positionScale,
|
||
getId(self.normals),
|
||
getId(self.colors),
|
||
self.texcoordArrayCount)
|
||
for iTexCoord in self.texCoordArrays:
|
||
data += struct.pack('<I', getId(iTexCoord))
|
||
data += struct.pack('<ffff', iTexCoord.bias[0],
|
||
iTexCoord.bias[1],
|
||
iTexCoord.bias[2],
|
||
iTexCoord.scale)
|
||
return data
|
||
|
||
|
||
def getDataLength(self):
|
||
value = M3GObject3D.getDataLength(self)
|
||
value += self.defaultColor.getDataLength()
|
||
value += struct.calcsize('<I4f3I')
|
||
value += struct.calcsize('<Iffff') * len(self.texCoordArrays)
|
||
return value
|
||
|
||
|
||
class M3GPolygonMode(M3GObject3D):
|
||
CULL_BACK=160
|
||
CULL_NONE=162
|
||
SHADE_FLAT=164
|
||
SHADE_SMOOTH=165
|
||
WINDING_CCW=168
|
||
WINDING_CW=169
|
||
|
||
def __init__(self):
|
||
M3GObject3D.__init__(self)
|
||
self.ObjectType=8
|
||
self.culling=M3GPolygonMode.CULL_BACK #Byte
|
||
self.shading=M3GPolygonMode.SHADE_SMOOTH #Byte
|
||
self.winding=M3GPolygonMode.WINDING_CCW #Byte
|
||
self.twoSidedLightingEnabled = False #Boolean
|
||
self.localCameraLightingEnabled = False #Boolean
|
||
self.perspectiveCorrectionEnabled = False #Boolean
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate:
|
||
aWriter.write(2,"PolygonMode BL%i = new PolygonMode();" % (self.id))
|
||
aWriter.write(2,"BL%i.setCulling(%i);" % (self.id,self.culling))
|
||
aWriter.write(2,"BL%i.setShading(%i);" % (self.id,self.shading))
|
||
aWriter.write(2,"BL%i.setWinding(%i);" % (self.id,self.winding))
|
||
aWriter.write(2,("BL%i.setTwoSidedLightingEnable(" +
|
||
toJavaBoolean(self.twoSidedLightingEnabled) + ");") %
|
||
(self.id))
|
||
aWriter.write(2,("BL%i.setLocalCameraLightingEnable(" +
|
||
toJavaBoolean(self.localCameraLightingEnabled) + ");") %
|
||
(self.id))
|
||
aWriter.write(2,("BL%i.setPerspectiveCorrectionEnable(" +
|
||
toJavaBoolean(self.perspectiveCorrectionEnabled) + ");") %
|
||
(self.id))
|
||
aWriter.write(2)
|
||
M3GObject3D.writeJava(self,aWriter,False)
|
||
|
||
def getData(self):
|
||
data = M3GObject3D.getData(self)
|
||
data += struct.pack('6B',self.culling,
|
||
self.shading,
|
||
self.winding,
|
||
self.twoSidedLightingEnabled,
|
||
self.localCameraLightingEnabled,
|
||
self.perspectiveCorrectionEnabled)
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = M3GObject3D.getDataLength(self)
|
||
value += struct.calcsize('6B')
|
||
return value
|
||
|
||
class M3GIndexBuffer(M3GObject3D):
|
||
def __init__(self):
|
||
M3GObject3D.__init__(self)
|
||
|
||
def getData(self):
|
||
return M3GObject3D.getData(self)
|
||
|
||
def getDataLength(self):
|
||
return M3GObject3D.getDataLength(self)
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
M3GObject3D.writeJava(self,aWriter,False)
|
||
|
||
|
||
class M3GTriangleStripArray(M3GIndexBuffer):
|
||
def __init__(self):
|
||
M3GIndexBuffer.__init__(self)
|
||
self.ObjectType=11
|
||
self.encoding=128 #Byte Bit 7: 1 = explicit property on index buffer true
|
||
#Bit 1 .. 6: 0 = "raw" integer values 1= a single byte will suffice
|
||
#2 = a 16 bit integer is suffi to hold all the given index values
|
||
#IF encoding == 0, THEN
|
||
#self.startIndex = 0 #;UInt32
|
||
#ELSE IF encoding == 1, THEN
|
||
#Byte startIndex;
|
||
#ELSE IF encoding == 2, THEN
|
||
#UInt16 startIndex;
|
||
#ELSE IF encoding == 128, THEN
|
||
self.indices = [] #;UInt32[]
|
||
#ELSE IF encoding == 129, THEN
|
||
#Byte[] indices;
|
||
#ELSE IF encoding == 130, THEN
|
||
#UInt16[] indices;
|
||
#END
|
||
self.stripLengths = [] #;UInt32[]
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate:
|
||
aWriter.write(2,"//length of TriangleStrips")
|
||
aWriter.write(2,"int[] BL"+str(self.id)+"_stripLength ={"+
|
||
",".join([str(element) for element in self.stripLengths])+"};")
|
||
aWriter.write(2)
|
||
aWriter.write(2,"//IndexBuffer")
|
||
aWriter.write(2,"int[] BL%i_Indices = {" % (self.id))
|
||
aWriter.write(2,",".join([str(element) for element in self.indices])+"};")
|
||
aWriter.write(2)
|
||
aWriter.write(2,"IndexBuffer BL%i=new TriangleStripArray(BL%i_Indices,BL%i_stripLength);" %
|
||
(self.id, self.id, self.id))
|
||
M3GIndexBuffer.writeJava(self,aWriter,False)
|
||
aWriter.write(2)
|
||
|
||
|
||
def getData(self):
|
||
data = M3GIndexBuffer.getData(self)
|
||
data += struct.pack('<BI',self.encoding,
|
||
len(self.indices))
|
||
for element in self.indices:
|
||
data += struct.pack('<I',element)
|
||
data += struct.pack('<I',len(self.stripLengths))
|
||
for element in self.stripLengths:
|
||
data += struct.pack('<I',element)
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = M3GIndexBuffer.getDataLength(self)
|
||
value += struct.calcsize('<BI')
|
||
if len(self.indices) > 0 :
|
||
value += struct.calcsize('<' + str(len(self.indices)) + 'I')
|
||
value += struct.calcsize('<I')
|
||
if len(self.stripLengths) > 0:
|
||
value+= struct.calcsize('<'+str(len(self.stripLengths))+'I')
|
||
return value
|
||
|
||
|
||
class M3GAppearance(M3GObject3D):
|
||
def __init__(self):
|
||
M3GObject3D.__init__(self)
|
||
self.ObjectType=3
|
||
self.layer=0 #Byte
|
||
self.compositingMode=None #ObjectIndex
|
||
self.fog=None #ObjectIndex
|
||
self.polygonMode=None #ObjectIndex
|
||
self.material=None #ObjectIndex
|
||
self.textures=[] #;ObjectIndex[]
|
||
|
||
def searchDeep(self,alist):
|
||
alist = doSearchDeep([self.compositingMode,self.fog,
|
||
self.polygonMode,self.material]
|
||
+ self.textures,alist)
|
||
return M3GObject3D.searchDeep(self,alist)
|
||
|
||
def getData(self):
|
||
data = M3GObject3D.getData(self)
|
||
data += struct.pack("<B5I", self.layer,
|
||
getId(self.compositingMode),
|
||
getId(self.fog),
|
||
getId(self.polygonMode),
|
||
getId(self.material),
|
||
len(self.textures))
|
||
for element in self.textures:
|
||
data += struct.pack("<I",getId(element))
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = M3GObject3D.getDataLength(self)
|
||
value += struct.calcsize("<B5I")
|
||
if len(self.textures) > 0 :
|
||
value += struct.calcsize("<"+str(len(self.textures))+'I')
|
||
return value
|
||
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate:
|
||
aWriter.write(2,"//Appearance")
|
||
aWriter.write(2,"Appearance BL%i = new Appearance();" % (self.id))
|
||
if self.compositingMode!= None:
|
||
aWriter.write(2,"BL%i.setPolygonMode(BL%i);" %
|
||
(self.id,self.compositingMode.id))
|
||
if self.fog!=None:
|
||
aWriter.write(2,"BL%i.setFog(BL%i);" %
|
||
(self.id,self.fog.id))
|
||
if self.polygonMode!=None:
|
||
aWriter.write(2,"BL%i.setPolygonMode(BL%i);" %
|
||
(self.id,self.polygonMode.id))
|
||
if self.material!=None:
|
||
aWriter.write(2,"BL%i.setMaterial(BL%i);" %
|
||
(self.id,self.material.id))
|
||
i=0
|
||
for itexture in self.textures:
|
||
aWriter.write(2,"BL%i.setTexture(%i,BL%i);" %
|
||
(self.id,i,itexture.id))
|
||
i =+ 1
|
||
M3GObject3D.writeJava(self,aWriter,False)
|
||
aWriter.write(2)
|
||
|
||
class M3GTexture2D(M3GTransformable):
|
||
#M3G imposes the following restrictions when assigning textures to a model:
|
||
#The dimensions must be powers of two (4, 8, 16, 32, 64, 128...).
|
||
|
||
WRAP_REPEAT = 241
|
||
WRAP_CLAMP = 240
|
||
FILTER_BASE_LEVEL=208
|
||
FILTER_LINEAR=209
|
||
FILTER_NEAREST=210
|
||
FUNC_ADD=224
|
||
FUNC_BLEND=225
|
||
FUNC_DECAL=226
|
||
FUNC_MODULATE=227
|
||
FUNC_REPLACE=228
|
||
|
||
def __init__(self,aImage):
|
||
M3GTransformable.__init__(self)
|
||
self.ObjectType=17
|
||
self.Image = aImage #ObjectIndex
|
||
self.blendColor=M3GColorRGB(0,0,0)
|
||
self.blending=M3GTexture2D.FUNC_MODULATE #Byte
|
||
self.wrappingS=M3GTexture2D.WRAP_REPEAT #Byte
|
||
self.wrappingT=M3GTexture2D.WRAP_REPEAT #Byte
|
||
self.levelFilter=M3GTexture2D.FILTER_BASE_LEVEL #Byte
|
||
self.imageFilter=M3GTexture2D.FILTER_NEAREST #Byte
|
||
|
||
def searchDeep(self,alist):
|
||
alist = doSearchDeep([self.Image],alist)
|
||
return M3GTransformable.searchDeep(self,alist)
|
||
|
||
def getData(self):
|
||
data = M3GTransformable.getData(self)
|
||
data += struct.pack('<I', getId(self.Image))
|
||
data += self.blendColor.getData()
|
||
data += struct.pack('5B',self.blending,
|
||
self.wrappingS,
|
||
self.wrappingT,
|
||
self.levelFilter,
|
||
self.imageFilter)
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = M3GTransformable.getDataLength(self)
|
||
value += struct.calcsize('<I')
|
||
value += self.blendColor.getDataLength()
|
||
value += struct.calcsize('5B')
|
||
return value
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate:
|
||
aWriter.write(2,"//Texture")
|
||
aWriter.write(2,"Texture2D BL%i = new Texture2D(BL%i);" % (self.id,
|
||
self.Image.id))
|
||
aWriter.write(2,"BL%i.setFiltering(%i,%i);" % (self.id,
|
||
self.levelFilter,
|
||
self.imageFilter))
|
||
aWriter.write(2,"BL%i.setWrapping(%i,%i);" % (self.id,
|
||
self.wrappingS,
|
||
self.wrappingT))
|
||
aWriter.write(2,"BL%i.setBlending(%i);" % (self.id,self.blending))
|
||
aWriter.write(2)
|
||
M3GTransformable.writeJava(self,aWriter,False)
|
||
|
||
class ImageFactory:
|
||
images={}
|
||
def getImage(self, image, externalReference):
|
||
# It's important to use getFilename() because getName() returns a
|
||
# truncated string depending on the length of the file name.
|
||
filename = Blender.sys.expandpath(image.getFilename())
|
||
|
||
if self.images.has_key(filename):
|
||
image = self.images[filename]
|
||
elif externalReference:
|
||
# Check for file ending (only relevant for external images). The M3G specification
|
||
# mandates only PNG support, but some devices might also support additional image types.
|
||
[path,ext] = splitext(filename)
|
||
if ext != ".png":
|
||
print "Warning: image file ends with " + ext + ". M3G specification only mandates PNG support."
|
||
|
||
image = M3GExternalReference()
|
||
image.URI = Blender.sys.basename(filename)
|
||
self.images[filename] = image
|
||
else:
|
||
image = M3GImage2D(image)
|
||
self.images[filename] = image
|
||
return image
|
||
|
||
getImage = classmethod(getImage)
|
||
|
||
|
||
class M3GImage2D(M3GObject3D):
|
||
ALPHA=96 #a single byte per pixel, representing pixel opacity
|
||
LUMINANCE=97 #a single byte per pixel, representing pixel luminance.
|
||
LUMINANCE_ALPHA=98 #two bytes per pixel. The first: luminance, the second: alpha.
|
||
RGB=99 #three bytes per pixel, representing red, green and blue
|
||
RGBA=100 #four bytes per pixel, representing red, green, blue and alpha
|
||
|
||
def __init__(self, aImage, aFormat=RGBA):
|
||
M3GObject3D.__init__(self)
|
||
self.ObjectType=10
|
||
self.image=aImage #Blender Image
|
||
self.format=aFormat #Byte
|
||
self.isMutable=False #Boolean changable or not
|
||
[self.width, self.height] = aImage.getSize()
|
||
|
||
#IF isMutable==false, THEN
|
||
self.palette=0 #Byte[]
|
||
self.pixels = array('B') #Byte[]
|
||
self.extractPixelsFromImage()
|
||
#END
|
||
#For a palettised format, the pixels array contains a single palette
|
||
#index per pixel, and the palette array will contain up to 256 entries,
|
||
#each consisting of a pixel specifier appropriate to the format chosen.
|
||
|
||
#For a non-palettised format, the palette array will be empty,
|
||
#and the pixels array contains a pixel specifier appropriate to the format
|
||
#chosen.
|
||
#In a pixel specifier, each byte is scaled such that 0 represents the
|
||
#value 0.0 and 255 represents the value 1.0. The different formats
|
||
#require different data to be serialized, as follows:
|
||
|
||
#The width and height of the image must be non-negative powers of two, but they need not be equal.
|
||
|
||
def getData(self):
|
||
data = M3GObject3D.getData(self)
|
||
data += struct.pack('2B', self.format, self.isMutable)
|
||
data += struct.pack('<2I', self.width, self.height)
|
||
if self.isMutable == False:
|
||
# TODO: support palettised formats also
|
||
# export palette data
|
||
data += struct.pack('<I', 0)
|
||
|
||
# export pixel data
|
||
if self.format == M3GImage2D.RGBA:
|
||
#print "len pixels",len(self.pixels)
|
||
data += struct.pack('<I', len(self.pixels))
|
||
for pixel in self.pixels:
|
||
data += struct.pack('B', pixel)
|
||
#elif...
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = M3GObject3D.getDataLength(self)
|
||
value += struct.calcsize('2B')
|
||
value += struct.calcsize('<2I')
|
||
if self.isMutable == False:
|
||
# TODO: support palettised formats also
|
||
value+= struct.calcsize('<I')
|
||
|
||
# pixel data size
|
||
if self.format == M3GImage2D.RGBA:
|
||
value += struct.calcsize('<I')
|
||
value += struct.calcsize(str(len(self.pixels))+'B')
|
||
return value
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate:
|
||
lFileName = self.image.filename
|
||
if not Blender.sys.exists(lFileName) :
|
||
lFileName = Blender.sys.join(dirname(Blender.Get('filename')),
|
||
basename(self.image.filename))
|
||
elif not Blender.sys.exists(lFileName):
|
||
raise FileError, 'Image file not found!'
|
||
lTargetFile = Blender.sys.join(Blender.sys.dirname(aWriter.filename),
|
||
Blender.sys.basename(self.image.filename))
|
||
copy_file(lFileName,lTargetFile)
|
||
#shutil.copyfile(lFileName,lTargetFile)
|
||
aWriter.write(2,"//Image2D")
|
||
aWriter.write(2,"Image BL%i_Image = null;" % (self.id))
|
||
aWriter.write(2,"try {")
|
||
aWriter.write(3,"BL%i_Image = Image.createImage(\"/%s\");" %
|
||
(self.id,basename(self.image.filename)))
|
||
aWriter.write(2,"} catch (IOException e) {")
|
||
aWriter.write(3,"e.printStackTrace();")
|
||
aWriter.write(2,"}")
|
||
aWriter.write(2,"Image2D BL%i = new Image2D(Image2D.RGBA,BL%i_Image);" %
|
||
(self.id,self.id))
|
||
aWriter.write(2)
|
||
M3GObject3D.writeJava(self,aWriter,False)
|
||
aWriter.write(2)
|
||
|
||
def extractPixelsFromImage(self):
|
||
# Reverse t coordiante because M3G uses a different 2D coordinate system than OpenGL.
|
||
for y in range(self.height):
|
||
for x in range(self.width):
|
||
[r, g, b, a] = self.image.getPixelI(x, self.height-1-y)
|
||
self.pixels.append(r)
|
||
self.pixels.append(g)
|
||
self.pixels.append(b)
|
||
self.pixels.append(a)
|
||
|
||
class M3GAnimationController(M3GObject3D):
|
||
def __init__(self):
|
||
M3GObject3D.__init__(self)
|
||
self.ObjectType=1
|
||
self.speed = 1.0 #Float32
|
||
self.weight = 1.0 #Float32
|
||
self.activeIntervalStart = 0 #Int32 - (always active)
|
||
self.activeIntervalEnd = 0 #Int32
|
||
self.referenceSequenceTime = 0.0 #Float32
|
||
self.referenceWorldTime = 0 #Int32
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate:
|
||
aWriter.writeClass("AnimationController",self)
|
||
aWriter.write(2,"AnimationController BL%i = new AnimationController();" %
|
||
(self.id))
|
||
aWriter.write(2,"BL%i.setActiveInterval(%i, %i);" %
|
||
(self.id,self.activeIntervalStart,self.activeIntervalEnd))
|
||
#lightAnim.setPosition(0, 2000);(2) Applying the animation during rendering
|
||
M3GObject3D.writeJava(self,aWriter,False)
|
||
|
||
def getData(self):
|
||
data = M3GObject3D.getData(self)
|
||
data += struct.pack("<ffiifi", self.speed,
|
||
self.weight,
|
||
self.activeIntervalStart,
|
||
self.activeIntervalEnd,
|
||
self.referenceSequenceTime,
|
||
self.referenceWorldTime)
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = M3GObject3D.getDataLength(self)
|
||
return value + struct.calcsize("<ffiifi")
|
||
|
||
class M3GAnimationTrack(M3GObject3D):
|
||
ALPHA=256
|
||
AMBIENT_COLOR=257
|
||
COLOR=258
|
||
CROP=259
|
||
DENSITY=260
|
||
DIFFUSE_COLOR=261
|
||
EMISSIVE_COLOR=262
|
||
FAR_DISTANCE=263
|
||
FIELD_OF_VIEW=264
|
||
INTENSITY=265
|
||
MORPH_WEIGHTS=266
|
||
NEAR_DISTANCE=267
|
||
ORIENTATION=268
|
||
PICKABILITY=269
|
||
SCALE=270
|
||
SHININESS=271
|
||
SPECULAR_COLOR=272
|
||
SPOT_ANGLE=273
|
||
SPOT_EXPONENT=274
|
||
TRANSLATION=275
|
||
VISIBILITY=276
|
||
|
||
def __init__(self,aSequence,aProperty):
|
||
M3GObject3D.__init__(self)
|
||
self.ObjectType = 2
|
||
self.keyframeSequence = aSequence #ObjectIndex
|
||
self.animationController = None #ObjectIndex
|
||
self.propertyID = aProperty #UInt32
|
||
|
||
def getData(self):
|
||
data = M3GObject3D.getData(self)
|
||
data += struct.pack("<3I", getId(self.keyframeSequence),
|
||
getId(self.animationController),
|
||
self.propertyID)
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = M3GObject3D.getDataLength(self)
|
||
return value + struct.calcsize("<3I")
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
if aCreate:
|
||
aWriter.writeClass("AnimationTrack",self)
|
||
#print "self.id,self.keyframeSequence,self.propertyID",self.id,self.keyframeSequence,self.propertyID
|
||
aWriter.write(2,"AnimationTrack BL%i = new AnimationTrack(BL%i,%i);" %
|
||
(self.id,self.keyframeSequence.id,self.propertyID))
|
||
aWriter.write(2,"BL%i.setController(BL%i);" %
|
||
(self.id,self.animationController.id))
|
||
M3GObject3D.writeJava(self,aWriter,False)
|
||
|
||
def searchDeep(self,alist):
|
||
alist = doSearchDeep([self.keyframeSequence, self.animationController],alist)
|
||
return M3GObject3D.searchDeep(self,alist)
|
||
|
||
class M3GKeyframeSequence(M3GObject3D):
|
||
CONSTANT=192
|
||
LINEAR=176
|
||
LOOP=193
|
||
SLERP=177
|
||
SPLINE=178
|
||
SQUAD=179
|
||
STEP=180
|
||
|
||
def __init__(self,aNumKeyframes, aNumComponents,aBlenderInterpolation,
|
||
aM3GInterpolation=None):
|
||
M3GObject3D.__init__(self)
|
||
self.ObjectType = 19
|
||
if aM3GInterpolation!=None:
|
||
self.interpolation = aM3GInterpolation
|
||
else:
|
||
if aBlenderInterpolation == "Constant":
|
||
self.interpolation = self.STEP #Byte
|
||
elif aBlenderInterpolation == "Bezier":
|
||
self.interpolation = self.SPLINE #Byte
|
||
elif aBlenderInterpolation == "Linear":
|
||
self.interpolation = self.LINEAR #Byte
|
||
else:
|
||
pass # TODO : Throw Error
|
||
self.repeatMode = self.CONSTANT #Byte CONSTANT or LOOP
|
||
self.encoding = 0 #Byte 0=raw
|
||
# TODO: Other encodings
|
||
self.duration = 0 #UInt32
|
||
self.validRangeFirst = 0 #UInt32
|
||
self.validRangeLast = 0 #UInt32
|
||
self.componentCount = aNumComponents #UInt32
|
||
self.keyframeCount = aNumKeyframes #UInt32
|
||
#IF encoding == 0
|
||
#FOR each key frame...
|
||
self.time = [] #Int32
|
||
self.vectorValue = [] # Float32[componentCount]
|
||
#END
|
||
#ELSE IF encoding == 1
|
||
#Float32[componentCount] vectorBias;
|
||
#Float32[componentCount] vectorScale;
|
||
#FOR each key frame...
|
||
#Int32 time;
|
||
#Byte[componentCount] vectorValue;
|
||
#END
|
||
#ELSE IF encoding == 2
|
||
#Float32[componentCount] vectorBias;
|
||
#Float32[componentCount] vectorScale;
|
||
#FOR each key frame...
|
||
#Int32 time;
|
||
#UInt16[componentCount] vectorValue;
|
||
#END
|
||
#END
|
||
|
||
#All of the vectorValue arrays are the same size, so a separate count is stored outside the individual
|
||
#keyframe's data rather than with each array. The encoding field indicates the encoding scheme to be used for the keyframe data. Only the
|
||
#nominated values above are allowed. Other values must be treated as errors.
|
||
|
||
#•Encoding 0 indicates that the values are stored "raw" as floats.
|
||
#•Encodings 1 and 2 indicate that the values are quantized to 1 or 2 bytes. For each component,
|
||
#a bias and scale are calculated from the sequence of values for that component. The bias is the
|
||
#mimimum value, the scale is the maximum value minus the minimum value. The raw values
|
||
#are then converted to a value 0..1 by subtracting the bias and dividing by the scale. These raw
|
||
#values are then quantized into the range of a Byte or UInt16 by multiplying by 255 or 65535
|
||
#respectively. The converse operation restores the original value from the quantized values.
|
||
|
||
def beforeExport(self):
|
||
#M3G can not work with negative zero
|
||
#print"beforeExport ID= ",self.id
|
||
for i in range(self.keyframeCount):
|
||
for j in range(self.componentCount):
|
||
x = struct.pack("<f",self.vectorValue[i][j])
|
||
y = struct.unpack("<f",x)
|
||
#print "beforeExport i,j ",i,j,self.vectorValue[i][j],y
|
||
if abs(self.vectorValue[i][j]) < 0.000001 :
|
||
#print "Negative Zero found!",self.vectorValue[i][j]
|
||
self.vectorValue[i][j]=0.0
|
||
#print "zero ",self.vectorValue[i][j]
|
||
|
||
def getData(self):
|
||
self.beforeExport()
|
||
data = M3GObject3D.getData(self)
|
||
data += struct.pack("<3B5I",self.interpolation,
|
||
self.repeatMode,
|
||
self.encoding,
|
||
self.duration,
|
||
self.validRangeFirst,
|
||
self.validRangeLast,
|
||
self.componentCount,
|
||
self.keyframeCount)
|
||
#FOR each key frame...
|
||
for i in range(self.keyframeCount):
|
||
data += struct.pack("<i",self.time[i]) #Int32
|
||
for j in range(self.componentCount):
|
||
data += struct.pack("<f",self.vectorValue[i][j]) # Float32[componentCount]
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
value = M3GObject3D.getDataLength(self)
|
||
value += struct.calcsize("<3B5I")
|
||
value += struct.calcsize("<i") * self.keyframeCount
|
||
value += struct.calcsize("<f") * self.keyframeCount * self.componentCount
|
||
return value
|
||
|
||
def setRepeatMode(self,aBlenderMode):
|
||
if aBlenderMode == "Constant" :
|
||
self.repeatMode = self.CONSTANT
|
||
elif aBlenderMode == "Cyclic":
|
||
self.repeatMode = self.LOOP
|
||
else:
|
||
print "In IPO: Mode " + aBlenderMode + " is not assisted!"
|
||
|
||
def setKeyframe(self, aIndex, aTime, aVector):
|
||
self.time.append(aTime)
|
||
self.vectorValue.append(aVector)
|
||
|
||
def writeJava(self,aWriter,aCreate):
|
||
self.beforeExport()
|
||
if aCreate:
|
||
aWriter.writeClass("KeyframeSequence",self)
|
||
aWriter.write(2,"KeyframeSequence BL%i = new KeyframeSequence(%i, %i, %i);" %
|
||
(self.id,self.keyframeCount,self.componentCount,self.interpolation))
|
||
for i in range(len(self.time)):
|
||
lLine = "BL%i.setKeyframe(%i,%i, new float[] { %ff, %ff, %ff" % \
|
||
(self.id,i,self.time[i],self.vectorValue[i][0], \
|
||
self.vectorValue[i][1],self.vectorValue[i][2])
|
||
if self.componentCount == 4:
|
||
lLine += ", %ff" % (self.vectorValue[i][3])
|
||
lLine += "});"
|
||
aWriter.write(2,lLine)
|
||
# TODO : Works only with componentCount = 3
|
||
aWriter.write(2,"BL%i.setDuration(%i);" % (self.id, self.duration))
|
||
aWriter.write(2,"BL%i.setRepeatMode(%i);" % (self.id,self.repeatMode))
|
||
M3GObject3D.writeJava(self,aWriter,False)
|
||
|
||
# ---- Translator -------------------------------------------------------------- #
|
||
|
||
class M3GTranslator:
|
||
"Trys to translate a blender scene into a mg3 World"
|
||
|
||
def __init__(self):
|
||
self.world = None
|
||
self.scene = None
|
||
self.nodes = []
|
||
|
||
def start(self):
|
||
print "Translate started ..."
|
||
|
||
self.scene = Blender.Scene.GetCurrent()
|
||
self.world = self.translateWorld(self.scene)
|
||
|
||
for obj in self.scene.objects :
|
||
if obj.getType()=='Camera': # older Version: isinstance(obj.getData(),Types.CameraType)
|
||
self.translateCamera(obj)
|
||
elif obj.getType()=='Mesh':
|
||
self.translateMesh(obj)
|
||
elif obj.getType()=='Lamp' and mOptions.lightingEnabled: # older Version: isinstance(obj.getData(),Types.LampType)
|
||
self.translateLamp(obj)
|
||
elif obj.getType()=='Empty':
|
||
self.translateEmpty(obj)
|
||
else:
|
||
print "Warning: could not translate" + str(obj) + ". Try to convert object to mesh using Alt-C"
|
||
|
||
self.translateParenting()
|
||
|
||
print "Translate finished."
|
||
return self.world
|
||
|
||
def translateParenting(self):
|
||
for iNode in self.nodes:
|
||
if iNode.parentBlenderObj == None:
|
||
self.world.children.append(iNode)
|
||
else:
|
||
for jNode in self.nodes:
|
||
if iNode.parentBlenderObj == jNode.blenderObj:
|
||
#TODO : Every object can be parent
|
||
jNode.children.append(iNode)
|
||
#lMatrix = Matrix(iNode.blenderMatrixWorld) * Matrix(jNode.blenderMatrixWorld).invert()
|
||
lMatrix = self.calculateChildMatrix(iNode.blenderMatrixWorld,jNode.blenderMatrixWorld)
|
||
iNode.transform = self.translateMatrix(lMatrix)
|
||
iNode.hasGeneralTransform=True
|
||
break
|
||
|
||
def calculateChildMatrix(self,child,parent):
|
||
return Matrix(child) * Matrix(parent).invert()
|
||
|
||
def translateArmature(self,obj,meshObj,aSkinnedMesh):
|
||
print "translate Armature ..."
|
||
#print "translateArmature::aSkinnedMesh.vertexBuffer:",aSkinnedMesh.vertexBuffer
|
||
armature = obj.getData()
|
||
|
||
#Pose
|
||
#pose = obj.getPose()
|
||
#print "pose ",pose
|
||
#for bone in pose.bones.values():
|
||
# print "bone local",bone.localMatrix
|
||
# print "bone pose",bone.poseMatrix
|
||
|
||
#Skeleton
|
||
mGroup = M3GGroup()
|
||
self.translateCore(obj,mGroup)
|
||
aSkinnedMesh.skeleton = mGroup
|
||
mGroup.transform = self.translateMatrix(
|
||
self.calculateChildMatrix(obj.matrixWorld,
|
||
meshObj.matrixWorld))
|
||
|
||
#Bones
|
||
#print "armature:",armature.bones
|
||
for bone in armature.bones.values(): #Copy Bones
|
||
mBone = M3GBone()
|
||
mBone.transformNode = M3GGroup()
|
||
self.translateCore(bone, mBone.transformNode)
|
||
#mBone.transformNode.transform = self.translateMatrix(pose.bones[bone.name].poseMatrix)#Test!!!!
|
||
#print "node transform", mBone.transformNode.transform
|
||
#mBone.transformNode.transform=self.translateMatrix(self.calculateChildMatrix(bone.matrix['ARMATURESPACE'],meshObj.matrixWorld))
|
||
if bone.hasParent():
|
||
mBone.transformNode.transform = self.translateMatrix(
|
||
self.calculateChildMatrix(bone.matrix['ARMATURESPACE'],
|
||
bone.parent.matrix['ARMATURESPACE']))
|
||
mBone.weight = bone.weight
|
||
aSkinnedMesh.bones[bone.name]=mBone
|
||
|
||
rootBone = [] #Copy Child-Parent-Structure
|
||
for bone in armature.bones.values():
|
||
mBone = aSkinnedMesh.bones[bone.name]
|
||
if not bone.hasParent():
|
||
rootBone.append(mBone)
|
||
if bone.hasChildren():
|
||
for childBone in bone.children:
|
||
mChildBone = aSkinnedMesh.bones[childBone.name]
|
||
mBone.transformNode.children.append(mChildBone.transformNode)
|
||
for rbone in rootBone:
|
||
aSkinnedMesh.skeleton.children.append(rbone.transformNode)
|
||
|
||
#VertexGroups - Skinning
|
||
if armature.vertexGroups:
|
||
for boneName in aSkinnedMesh.bones.keys():
|
||
aSkinnedMesh.bones[boneName].setVerts(self.translateVertsGroup(meshObj.getData(False,True).getVertsFromGroup(boneName),
|
||
aSkinnedMesh))
|
||
#Envelope - Skinning
|
||
if armature.envelopes:
|
||
pass #TODO
|
||
|
||
#Action
|
||
self.translateAction(obj,aSkinnedMesh)
|
||
aSkinnedMesh.addSecondBone()
|
||
|
||
|
||
def translateVertsGroup(self,group,aSkinnedMesh):
|
||
#print "group: ",group
|
||
#print "items: ",aSkinnedMesh.getBlenderIndexes().items()
|
||
ergebnis = [int(k) for k,v in aSkinnedMesh.getBlenderIndexes().items() if v in group]
|
||
#print "ergebnis: ",ergebnis
|
||
return ergebnis
|
||
|
||
def translateAction(self,armatureObj,aSkinnedMesh):
|
||
action = armatureObj.getAction()
|
||
if action==None: return
|
||
|
||
print "tranlating Action ..."
|
||
if mOptions.exportAllActions:
|
||
lArmatureID = self.translateUserID(armatureObj.getData().name)
|
||
print "armatureID ", lArmatureID, armatureObj
|
||
for a in Blender.Armature.NLA.GetActions().values():
|
||
(lArmatureActionID,lEndFrame,lActionID) = self.translateActionName(a.name)
|
||
#print "action", a
|
||
#print "lArmatureID", lArmatureActionID
|
||
#print "lEndFrame", lEndFrame
|
||
#print "lActionID", lActionID
|
||
if lArmatureActionID == lArmatureID:
|
||
#print "Action found"
|
||
mController = self.translateActionIPOs(a,aSkinnedMesh,lEndFrame)
|
||
mController.userID = lActionID
|
||
#print "mController.userID ",mController.userID
|
||
|
||
#print "getActionScripts() ", Blender.Armature.NLA.getActionStrips()
|
||
else:
|
||
self.translateActionIPOs(action,aSkinnedMesh)
|
||
|
||
|
||
def translateActionIPOs(self,aAction,aSkinnedMesh,aEndFrame=0):
|
||
ipos = aAction.getAllChannelIpos()
|
||
mController=None
|
||
for boneName in aSkinnedMesh.bones.keys():
|
||
if ipos.has_key(boneName):
|
||
ipo = ipos[boneName]
|
||
if mController==None: mController = M3GAnimationController()
|
||
self.translateIpo(ipo,aSkinnedMesh.bones[boneName].transformNode,mController,aEndFrame)
|
||
return mController
|
||
|
||
def translateActionName(self,name):
|
||
# <Action Name>#A<M3G ID of Armature>E<End Frame>#<ID of Action>
|
||
lError = "Armature name " + name + " is not ok. Perhaps you should set option 'ExportAllAction' to false."
|
||
#print "name ", name
|
||
lLetter = name.find("#")
|
||
if lLetter == -1 :raise Exception(lError)
|
||
if name[lLetter+1]!='A': raise Exception(lError)
|
||
lName = name[lLetter+2:]
|
||
#print "lName ", lName
|
||
lLetter = lName.find("E")
|
||
#print "lLetter ", lLetter
|
||
if lLetter == -1 :raise Exception(lError)
|
||
#print "lName[:]", lName[:0]
|
||
lArmatureID = int(lName[:lLetter])
|
||
lName = lName[lLetter+1:]
|
||
lLetter = lName.find("#")
|
||
if lLetter == -1:raise Exception(lError)
|
||
lEndFrame = int(lName[:lLetter])
|
||
lActionID = int(lName[lLetter+1:])
|
||
return (lArmatureID,lEndFrame,lActionID)
|
||
|
||
|
||
def translateWorld(self,scene):
|
||
"creates world object"
|
||
world = M3GWorld()
|
||
|
||
#Background
|
||
world.background = M3GBackground()
|
||
blWorld= scene.world
|
||
#AllWorlds = Blender.World.Get() # Set Color
|
||
#if len(AllWorlds)>=1: # world object available
|
||
if blWorld != None:
|
||
world.background.backgroundColor=self.translateRGBA(blWorld.getHor(),0) # horizon color of the first world
|
||
if mOptions.createAmbientLight & mOptions.lightingEnabled:
|
||
lLight = M3GLight()
|
||
lLight.mode = lLight.modes['AMBIENT']
|
||
lLight.color = self.translateRGB(blWorld.getAmb())
|
||
self.nodes.append(lLight)
|
||
|
||
#TODO: Set background picture from world
|
||
|
||
return world
|
||
|
||
def translateEmpty(self,obj):
|
||
print "translate empty ..."
|
||
mGroup = M3GGroup()
|
||
self.translateToNode(obj,mGroup)
|
||
|
||
def translateCamera(self,obj):
|
||
print "translate camera ..."
|
||
camera = obj.getData()
|
||
if camera.getType()!=0:
|
||
print "Only perscpectiv cameras will work korrekt"
|
||
return #Type=0 'perspectiv' Camera will be translated
|
||
mCamera = M3GCamera()
|
||
mCamera.projectionType=mCamera.PERSPECTIVE
|
||
mCamera.fovy=60.0 # TODO: Calculate fovy from Blender.lens
|
||
mCamera.AspectRatio=4.0/3.0 # TODO: different in every device
|
||
mCamera.near=camera.getClipStart()
|
||
mCamera.far=camera.getClipEnd()
|
||
self.translateToNode(obj,mCamera)
|
||
self.world.activeCamera = mCamera # Last one is always the active one
|
||
|
||
|
||
def translateMaterials(self, aMaterial, aMesh, aMatIndex, createNormals, createUvs):
|
||
print "translate materials ..."
|
||
|
||
mAppearance = M3GAppearance()
|
||
|
||
if createNormals:
|
||
mMaterial = M3GMaterial()
|
||
mMaterial.name = aMaterial.name
|
||
mMaterial.diffuseColor = self.translateRGBA(aMaterial.rgbCol,1.0) #ColorRGBA
|
||
#material.specularColor= self.translateRGB(mat.specCol) #ColorRGB
|
||
mAppearance.material = mMaterial
|
||
|
||
if createUvs:
|
||
# Search file name in mesh face.
|
||
lImage = None
|
||
for iface in aMesh.faces:
|
||
if iface.mat==aMatIndex:
|
||
if iface.image != None:
|
||
lImage = iface.image
|
||
break
|
||
if lImage==None:
|
||
raise Exception("Mesh " + aMesh.name + ": No image found for uv-texture! Perhaps no uv-coordinates ?")
|
||
|
||
# M3G requires textures to have power-of-two dimensions.
|
||
[width, height] = lImage.getSize()
|
||
powerWidth = 1
|
||
while (powerWidth < width):
|
||
powerWidth *= 2
|
||
powerHeight = 1
|
||
while (powerHeight < height):
|
||
powerHeight *= 2
|
||
if powerWidth != width or powerHeight != height:
|
||
raise Exception("Image " + lImage.filename + ": width and height must be power-of-two!")
|
||
|
||
# ImageFactory reuses existing images.
|
||
mImage = ImageFactory.getImage(lImage, mOptions.textureExternal)
|
||
mTexture = M3GTexture2D(mImage)
|
||
mAppearance.textures.append(mTexture)
|
||
|
||
mPolygonMode=M3GPolygonMode()
|
||
mPolygonMode.perspectiveCorrectionEnabled = mOptions.perspectiveCorrection
|
||
if not aMesh.mode & Modes.TWOSIDED:
|
||
mPolygonMode.culling=M3GPolygonMode.CULL_BACK
|
||
else:
|
||
mPolygonMode.culling=M3GPolygonMode.CULL_NONE
|
||
if mOptions.smoothShading:
|
||
mPolygonMode.shading=M3GPolygonMode.SHADE_SMOOTH
|
||
else:
|
||
mPolygonMode.shading=M3GPolygonMode.SHADE_FLAT
|
||
|
||
mAppearance.polygonMode = mPolygonMode
|
||
|
||
return mAppearance
|
||
|
||
|
||
def translateMesh(self,obj):
|
||
print "translate mesh ..." + str(obj)
|
||
|
||
# Mesh data.
|
||
mesh = obj.getData(False, True) # get Mesh not NMesh object
|
||
if len(mesh.faces) <= 0: # no need to process empty meshes
|
||
print "Empty mesh " + str(obj) + " not processed."
|
||
return
|
||
|
||
vertexBuffer = M3GVertexBuffer()
|
||
positions = M3GVertexArray(3, 2) # 3 coordinates - 2 bytes
|
||
if mOptions.autoscaling: positions.useMaxPrecision(mesh.verts)
|
||
indexBuffers = []
|
||
appearances = []
|
||
print str(len(mesh.materials)) + " material(s) found."
|
||
|
||
# Texture coordinates.
|
||
createUvs = False
|
||
if mOptions.textureEnabled & mesh.faceUV:
|
||
for material in mesh.materials:
|
||
if material.getMode() & Material.Modes.TEXFACE: createUvs = True;
|
||
|
||
if createUvs:
|
||
if mOptions.autoscaling:
|
||
uvCoordinates = M3GVertexArray(2,2,True,True) #2 coordinates - 2 bytes - autoscaling
|
||
else:
|
||
uvCoordinates = M3GVertexArray(2, 2) #2 coordinates - 2 bytes
|
||
uvCoordinates.bias[0] = 0.5
|
||
uvCoordinates.bias[1] = 0.5
|
||
uvCoordinates.bias[2] = 0.5
|
||
uvCoordinates.scale = 1.0/65535.0
|
||
else:
|
||
uvCoordinates = None
|
||
|
||
# Normals.
|
||
createNormals = False
|
||
if mOptions.lightingEnabled:
|
||
for material in mesh.materials:
|
||
if not (material.getMode() & Material.Modes.SHADELESS): createNormals = True;
|
||
|
||
if createNormals:
|
||
normals = M3GVertexArray(3, 1) # 3 coordinates - 1 byte
|
||
else:
|
||
normals = None
|
||
|
||
# Create a submesh for each material.
|
||
for materialIndex, material in enumerate(mesh.materials):
|
||
faces = [face for face in mesh.faces if face.mat == materialIndex]
|
||
if len(faces) >= 0:
|
||
indexBuffers.append(self.translateFaces(faces, positions, normals, uvCoordinates, createNormals, createUvs))
|
||
appearances.append(self.translateMaterials(material, mesh, materialIndex, createNormals, createUvs))
|
||
|
||
# If the above didn't result in any IndexBuffer (e.g. there's no material), write a single IndexBuffer
|
||
# with all faces and a default Appearance.
|
||
if len(indexBuffers) == 0:
|
||
indexBuffers.append(self.translateFaces(mesh.faces, positions, normals, uvCoordinates, createNormals, createUvs))
|
||
appearances.append(M3GAppearance())
|
||
|
||
vertexBuffer.setPositions(positions)
|
||
if createNormals: vertexBuffer.normals = normals
|
||
if createUvs: vertexBuffer.texCoordArrays.append(uvCoordinates)
|
||
|
||
parent = obj.getParent()
|
||
if parent!=None and parent.getType()=='Armature': #Armatures ?
|
||
mMesh = M3GSkinnedMesh(vertexBuffer,indexBuffers,appearances)
|
||
#print"vertexBuffer.positions:",vertexBuffer.positions
|
||
print"mMesh.vertexBuffer:",mMesh.vertexBuffer
|
||
self.translateArmature(parent,obj,mMesh)
|
||
else:
|
||
mMesh = M3GMesh(vertexBuffer,indexBuffers,appearances)
|
||
|
||
self.translateToNode(obj,mMesh)
|
||
|
||
#Do Animation
|
||
self.translateObjectIpo(obj,mMesh)
|
||
|
||
def translateFaces(self, faces, positions, normals, uvCoordinates, createNormals, createUvs):
|
||
"""Translates a list of faces into vertex data and triangle strips."""
|
||
|
||
# Create vertices and triangle strips.
|
||
indices = [0, 0, 0, 0]
|
||
triangleStrips = M3GTriangleStripArray()
|
||
|
||
for face in faces:
|
||
for vertexIndex, vertex in enumerate(face.verts):
|
||
# Find candidates for sharing (vertices with same Blender ID).
|
||
vertexCandidateIds = [int(k) for k, v in positions.blenderIndexes.items() if v == vertex.index]
|
||
|
||
# Check normal.
|
||
if createNormals and not face.smooth:
|
||
# For solid faces, a vertex can only be shared if the the face normal is
|
||
# the same as the normal of the shared vertex.
|
||
for candidateId in vertexCandidateIds[:]:
|
||
for j in range(3):
|
||
if face.no[j]*127 != normals.components[candidateId*3 + j]:
|
||
vertexCandidateIds.remove(candidateId)
|
||
break
|
||
|
||
# Check texture coordinates.
|
||
if createUvs:
|
||
# If texture coordinates are required, a vertex can only be shared if the
|
||
# texture coordinates match.
|
||
for candidateId in vertexCandidateIds[:]:
|
||
s = int((face.uv[vertexIndex][0]-0.5)*65535)
|
||
t = int((0.5-face.uv[vertexIndex][1])*65535)
|
||
if (s != uvCoordinates.components[candidateId*2 + 0]) or (t != uvCoordinates.components[candidateId*2 + 1]):
|
||
vertexCandidateIds.remove(candidateId)
|
||
|
||
if len(vertexCandidateIds) > 0:
|
||
# Share the vertex.
|
||
indices[vertexIndex] = vertexCandidateIds[0]
|
||
else:
|
||
# Create new vertex.
|
||
positions.append(vertex, vertex.index)
|
||
indices[vertexIndex] = len(positions.components)/3 - 1
|
||
|
||
# Normal.
|
||
if createNormals:
|
||
for j in range(3):
|
||
if face.smooth:
|
||
normals.append(int(vertex.no[j]*127)) # vertex normal
|
||
else:
|
||
normals.append(int(face.no[j]*127)) # face normal
|
||
|
||
# Texture coordinates.
|
||
if createUvs:
|
||
lUvCoordinatesFound = True
|
||
print "face.uv[vertexIndex][0]:",face.uv[vertexIndex][0]
|
||
print "face.uv[vertexIndex][1]:",face.uv[vertexIndex][1]
|
||
if mOptions.autoscaling:
|
||
uvCoordinates.append(face.uv[vertexIndex][0])
|
||
uvCoordinates.append(face.uv[vertexIndex][1])
|
||
else:
|
||
uvCoordinates.append(int((face.uv[vertexIndex][0]-0.5)*65535))
|
||
# Reverse t coordinate because M3G uses a different 2D coordinate system than Blender.
|
||
uvCoordinates.append(int((0.5-face.uv[vertexIndex][1])*65535))
|
||
|
||
# IndexBuffer.
|
||
triangleStrips.stripLengths.append(len(face.verts))
|
||
if len(face.verts) > 3 :
|
||
triangleStrips.indices += [indices[1], indices[2], indices[0], indices[3]] # quad
|
||
else :
|
||
triangleStrips.indices += [indices[0], indices[1], indices[2]] # tri
|
||
|
||
return triangleStrips
|
||
|
||
|
||
def translateObjectIpo(self,obj,aM3GObject):
|
||
if obj.getIpo() == None : return #No Ipo available
|
||
print "translate Ipo ..."
|
||
|
||
lIpo = obj.getIpo()
|
||
self.translateIpo(lIpo,aM3GObject)
|
||
|
||
|
||
def translateIpo(self,aIpo,aM3GObject,aM3GAnimContr=None,aEndFrame=0):
|
||
#Print info about curves
|
||
#for iCurve in lIpo.getCurves():
|
||
# print "Extrapolation",iCurve.getExtrapolation() #Constant, Extrapolation, Cyclic or Cyclic_extrapolation
|
||
# print "Interpolation",iCurve.getInterpolation() #Constant, Bezier, or Linear
|
||
# print "Name",iCurve.getName()
|
||
# for iPoint in iCurve.getPoints():
|
||
# print "Knode points",iPoint.getPoints()
|
||
types = ['Loc','Rot','Size','Quat']
|
||
|
||
for type in types:
|
||
if aIpo.getCurve(type+'X'):
|
||
self.translateIpoCurve(aIpo,aM3GObject,type,aM3GAnimContr,aEndFrame)
|
||
|
||
|
||
def translateIpoCurve(self,aIpo,aM3GObject,aCurveType,aM3GAnimContr,aEndFrame=0):
|
||
|
||
lContext = self.scene.getRenderingContext()
|
||
if aEndFrame==0:
|
||
lEndFrame = lContext.endFrame()
|
||
else:
|
||
lEndFrame = aEndFrame
|
||
|
||
lTimePerFrame = 1.0 / lContext.framesPerSec() * 1000
|
||
|
||
lCurveX = aIpo.getCurve(aCurveType+'X')
|
||
lCurveY = aIpo.getCurve(aCurveType+'Y')
|
||
lCurveZ = aIpo.getCurve(aCurveType+'Z')
|
||
if aCurveType=='Quat': lCurveW = aIpo.getCurve(aCurveType+'W')
|
||
|
||
lInterpolation = None
|
||
if aCurveType == 'Rot' or aCurveType == 'Quat':
|
||
lTrackType = M3GAnimationTrack.ORIENTATION
|
||
lNumComponents=4
|
||
lCurveFactor= 10 #45 Degrees = 4,5
|
||
if aCurveType == 'Quat':
|
||
lTrackType = M3GAnimationTrack.ORIENTATION
|
||
lNumComponents=4
|
||
lCurveFactor= 1
|
||
lInterpolation = M3GKeyframeSequence.SLERP
|
||
#lInterpolation = M3GKeyframeSequence.SQUAD
|
||
elif aCurveType == 'Size':
|
||
lTrackType = M3GAnimationTrack.SCALE
|
||
lNumComponents=3
|
||
lCurveFactor=1
|
||
else:
|
||
lTrackType = M3GAnimationTrack.TRANSLATION
|
||
lNumComponents=3
|
||
lCurveFactor=1
|
||
|
||
mSequence = M3GKeyframeSequence(len(lCurveX.getPoints()),
|
||
lNumComponents,
|
||
lCurveX.getInterpolation(),
|
||
lInterpolation)
|
||
|
||
#print 'ComponentCount',mSequence.componentCount
|
||
|
||
mSequence.duration = lEndFrame * lTimePerFrame
|
||
mSequence.setRepeatMode(lCurveX.getExtrapolation())
|
||
|
||
lIndex = 0
|
||
for iPoint in lCurveX.getPoints():
|
||
lPoint = iPoint.getPoints()
|
||
|
||
lPointList = [(lPoint[1]*lCurveFactor),
|
||
(lCurveY.evaluate(lPoint[0])*lCurveFactor),
|
||
(lCurveZ.evaluate(lPoint[0])*lCurveFactor)]
|
||
|
||
#print "aCurveType ", aCurveType
|
||
|
||
if aCurveType == 'Loc':
|
||
#print "PointList ", lPointList
|
||
#lorgTransVector = aM3GObject.blenderTransformMatrix.translationPart()
|
||
#ltrans = TranslationMatrix(Vector(lPointList))
|
||
#ltrans2 = self.calculateChildMatrix(ltrans,aM3GObject.blenderTransformMatrix)
|
||
#lVector = ltrans2.translationPart() + lorgTransVector
|
||
#lPointList = [lVector.x, lVector.y,lVector.z]
|
||
#print "PointList ", lPointList
|
||
pass
|
||
|
||
if aCurveType == 'Quat':
|
||
lPointList.append(lCurveW.evaluate(lPoint[0])*lCurveFactor)
|
||
#lQuat = Quaternion([lPointList[3],lPointList[0],lPointList[1],lPointList[2]])
|
||
#print "Quat ", lQuat
|
||
#print "Quat.angel ", lQuat.angle
|
||
#print "Quat.axis ", lQuat.axis
|
||
#print "PointList ", lPointList
|
||
|
||
#print "PointList",lPointList
|
||
|
||
if aCurveType =='Rot':
|
||
lQuat = Euler(lPointList).toQuat()
|
||
#lPointList = [lQuat.w,lQuat.x,lQuat.y,lQuat.z]
|
||
lPointList = [lQuat.x,lQuat.y,lQuat.z,lQuat.w]
|
||
#print " Quat=", lPointList
|
||
|
||
mSequence.setKeyframe(lIndex,
|
||
lPoint[0]*lTimePerFrame,
|
||
lPointList)
|
||
lIndex += 1
|
||
mSequence.validRangeFirst = 0
|
||
mSequence.validRangeLast = lIndex - 1
|
||
|
||
mTrack = M3GAnimationTrack(mSequence,lTrackType)
|
||
aM3GObject.animationTracks.append(mTrack)
|
||
if aM3GAnimContr==None: aM3GAnimContr = M3GAnimationController()
|
||
mTrack.animationController = aM3GAnimContr
|
||
|
||
|
||
def translateLamp(self,obj):
|
||
print "translate lamp ..."
|
||
lamp = obj.getData()
|
||
|
||
#Type
|
||
lampType=lamp.getType()
|
||
if not lampType in [Lamp.Types.Lamp,Lamp.Types.Spot,Lamp.Types.Sun]:
|
||
print "INFO: Type of light is not supported. See documentation"
|
||
return #create not light; type not supported
|
||
mLight = M3GLight()
|
||
if lampType == Lamp.Types.Lamp:
|
||
mLight.mode = mLight.modes['OMNI']
|
||
elif lampType == Lamp.Types.Spot:
|
||
mLight.mode = mLight.modes['SPOT']
|
||
elif lampType == Lamp.Types.Sun:
|
||
mLight.mode = mLight.modes['DIRECTIONAL']
|
||
#Attenuation (OMNI,SPOT):
|
||
if lampType in [Lamp.Types.Lamp,Lamp.Types.Spot]:
|
||
mLight.attenuationConstant = 0.0
|
||
mLight.attenuationLinear = 2.0/lamp.dist
|
||
mLight.attenuationQuadratic = 0.0
|
||
#Color
|
||
mLight.color = self.translateRGB(lamp.col)
|
||
#Energy
|
||
mLight.intensity = lamp.energy
|
||
#SpotAngle, SpotExponent (SPOT)
|
||
if lampType == Lamp.Types.Spot:
|
||
mLight.spotAngle = lamp.spotSize/2
|
||
mLight.spotExponent = lamp.spotBlend
|
||
self.translateToNode(obj,mLight)
|
||
|
||
|
||
def translateCore(self,obj,node):
|
||
#Name
|
||
node.name = obj.name
|
||
node.userID = self.translateUserID(obj.name)
|
||
#Location
|
||
#node.translation=self.translateLoc(obj.LocX,obj.LocY,obj.LocZ
|
||
#node.hasComponentTransform=True
|
||
#Transform
|
||
#node.transform = self.translateMatrix(obj.getMatrix('localspace'))
|
||
if type(obj) is Types.BoneType:
|
||
#print "BoneMatrix ",obj.matrix['BONESPACE']
|
||
node.transform = self.translateMatrix(obj.matrix['ARMATURESPACE'])
|
||
#'ARMATURESPACE' - this matrix of the bone in relation to the armature
|
||
#'BONESPACE' - the matrix of the bone in relation to itself
|
||
else:
|
||
node.transform = self.translateMatrix(obj.matrixWorld)
|
||
node.hasGeneralTransform=True
|
||
|
||
|
||
def translateToNode(self,obj,node):
|
||
self.translateCore(obj,node)
|
||
#Nodes
|
||
self.nodes.append(node)
|
||
#Link to Blender Object
|
||
node.blenderObj = obj
|
||
node.blenderMatrixWorld = obj.matrixWorld
|
||
lparent = None
|
||
if obj.getParent()!=None:
|
||
if obj.getParent().getType()!='Armature':
|
||
lparent = obj.getParent()
|
||
else:
|
||
if obj.getParent().getParent()!=None and obj.getParent().getParent().getType()!='Armature':
|
||
lparent = obj.getParent().getParent()
|
||
node.parentBlenderObj = lparent
|
||
|
||
|
||
def translateUserID(self, name):
|
||
id = 0
|
||
start = name.find('#')
|
||
|
||
# Use digits that follow the # sign for id.
|
||
if start != -1:
|
||
start += 1
|
||
end = start
|
||
for char in name[start:]:
|
||
if char.isdigit():
|
||
end += 1
|
||
else:
|
||
break
|
||
|
||
if end > start:
|
||
id = int(name[start:end])
|
||
|
||
return id
|
||
|
||
def translateLoc(self,aLocX,aLocY,aLocZ):
|
||
return M3GVector3D(aLocX,aLocY,aLocZ)
|
||
|
||
def translateRGB(self,color):
|
||
return M3GColorRGB(int(color[0]*255),
|
||
int(color[1]*255),
|
||
int(color[2]*255))
|
||
|
||
def translateRGBA(self,color,alpha):
|
||
return M3GColorRGBA(int(color[0]*255),
|
||
int(color[1]*255),
|
||
int(color[2]*255),
|
||
int(alpha*255))
|
||
|
||
def translateMatrix(self,aPyMatrix):
|
||
"""
|
||
0 1 2 3
|
||
4 5 6 7
|
||
8 9 10 11
|
||
12 13 14 15 """
|
||
#print "Matrix:", aPyMatrix
|
||
lMatrix = M3GMatrix()
|
||
lMatrix.elements[0] = aPyMatrix[0][0]
|
||
lMatrix.elements[1] = aPyMatrix[1][0]
|
||
lMatrix.elements[2] = aPyMatrix[2][0]
|
||
lMatrix.elements[3] = aPyMatrix[3][0]
|
||
lMatrix.elements[4] = aPyMatrix[0][1]
|
||
lMatrix.elements[5] = aPyMatrix[1][1]
|
||
lMatrix.elements[6] = aPyMatrix[2][1]
|
||
lMatrix.elements[7] = aPyMatrix[3][1]
|
||
lMatrix.elements[8] = aPyMatrix[0][2]
|
||
lMatrix.elements[9] = aPyMatrix[1][2]
|
||
lMatrix.elements[10] = aPyMatrix[2][2]
|
||
lMatrix.elements[11] = aPyMatrix[3][2]
|
||
lMatrix.elements[12] = aPyMatrix[0][3]
|
||
lMatrix.elements[13] = aPyMatrix[1][3]
|
||
lMatrix.elements[14] = aPyMatrix[2][3]
|
||
lMatrix.elements[15] = aPyMatrix[3][3]
|
||
return lMatrix
|
||
|
||
|
||
# ---- Exporter ---------------------------------------------------------------- #
|
||
|
||
class M3GExporter:
|
||
"Exports Blender-Scene to M3D"
|
||
def __init__(self, aWriter):
|
||
self.writer = aWriter
|
||
|
||
|
||
def start(self):
|
||
print "Info: starting export ..."
|
||
#rpdb2.start_embedded_debugger("t",True)
|
||
Translator = M3GTranslator()
|
||
world = Translator.start()
|
||
|
||
#sys.settrace(tracer)
|
||
exportList = self.createDeepSearchList(world)
|
||
externalReferences = [element for element in exportList if element.__class__ is M3GExternalReference]
|
||
exportList = [element for element in exportList if element.__class__ is not M3GExternalReference]
|
||
#sys.settrace(None)
|
||
|
||
# 1 is reservated for HeaderObject.
|
||
i=1
|
||
|
||
# Next are the external references.
|
||
for element in externalReferences:
|
||
i += 1
|
||
element.id = i
|
||
print "object ",element.id, element
|
||
|
||
# And the standard scene objects.
|
||
for element in exportList:
|
||
i += 1
|
||
element.id = i
|
||
print "object ",element.id, element
|
||
|
||
self.writer.writeFile(world, exportList, externalReferences)
|
||
|
||
print("Ready!")
|
||
|
||
|
||
def createDeepSearchList(self,aWorld):
|
||
"creates the right order for saving m3g : leafs first"
|
||
return aWorld.searchDeep([])
|
||
|
||
|
||
|
||
# ---- Writer ---------------------------------------------------------------- #
|
||
class JavaWriter:
|
||
"writes a java class which creates m3g-Scene in a j2me programm"
|
||
def __init__(self,aFilename):
|
||
self.filename = aFilename
|
||
self.classname = Blender.sys.basename(aFilename)
|
||
self.classname = self.classname[:-5] #without extention ".java"
|
||
self.outFile = file(aFilename,"w")
|
||
|
||
def write(self, tab, zeile=""):
|
||
"writes to file"
|
||
#print "\t" * tab + zeile
|
||
print >>self.outFile, "\t" * tab + zeile
|
||
|
||
def writeFile(self,aWorld,aExportList,externalReferences):
|
||
self.world = aWorld
|
||
self.writeHeader()
|
||
for element in aExportList:
|
||
element.writeJava(self,True)
|
||
self.writeFooter()
|
||
self.outFile.close()
|
||
|
||
def writeHeader(self):
|
||
"writes class header"
|
||
self.write(0,"import javax.microedition.lcdui.Image;")
|
||
self.write(0,"import javax.microedition.m3g.*;")
|
||
self.write(0,"public final class "+self.classname+" {")
|
||
self.write(1,"public static World getRoot(Canvas3D aCanvas) {")
|
||
|
||
def writeFooter(self):
|
||
self.write(1)
|
||
self.write(1,"return BL"+str(self.world.id)+";")
|
||
self.write(0,"}}")
|
||
|
||
def writeList(self,alist,numberOfElementsPerLine=12,aType=""):
|
||
'''Writes numberOfElementsPerLine'''
|
||
line=""
|
||
lastLine=""
|
||
counter=0
|
||
for element in alist:
|
||
if counter!=0:
|
||
line = line + "," + str(element) + aType
|
||
else:
|
||
line = str(element) + aType
|
||
counter = counter + 1
|
||
if counter == numberOfElementsPerLine:
|
||
if len(lastLine)>0:
|
||
self.write(3,lastLine+",")
|
||
lastLine=line
|
||
line=""
|
||
counter = 0
|
||
if len(lastLine)>0:
|
||
if len(line)>0:
|
||
self.write(3,lastLine+",")
|
||
else:
|
||
self.write(3,lastLine)
|
||
if len(line) > 0: self.write(3,line)
|
||
|
||
def writeClass(self,aName,aM3GObject):
|
||
self.write(2)
|
||
self.write(2,"//"+aName+":"+aM3GObject.name)
|
||
|
||
|
||
class M3GSectionObject:
|
||
def __init__(self,aObject):
|
||
"""Object Structure
|
||
Each object in the file represents one object in the
|
||
scene graph tree, and is stored in a chunk. The
|
||
structure of an object chunk is as follows:
|
||
Byte ObjectType
|
||
UInt32 Length
|
||
Byte[] Data"""
|
||
#ObjectType
|
||
#This field describes what type of object has been serialized.
|
||
#The values 0 and 0xFF are special: 0 represents the header object,
|
||
#and 0xFF represents an external reference.
|
||
#Example: Byte ObjectType = 14
|
||
self.ObjectType = aObject.ObjectType
|
||
self.data = aObject.getData()
|
||
self.length = aObject.getDataLength()
|
||
|
||
def getData(self):
|
||
data = struct.pack('<BI',self.ObjectType,self.length)
|
||
data += self.data
|
||
return data
|
||
|
||
def getDataLength(self):
|
||
return struct.calcsize('<BI') + self.length
|
||
|
||
class M3GSection:
|
||
'''Part of a M3G binary file'
|
||
Section Structur
|
||
Byte CompressionScheme
|
||
UInt32 TotalSectionLength
|
||
UInt32 UncompressedLength
|
||
Byte[] Objects
|
||
UInt32 Checksum '''
|
||
def __init__(self,aObjectList,compressed=False):
|
||
self.CompressionScheme=0
|
||
self.TotalSectionLength=0 #including the CompressionScheme,
|
||
#TotalSectionLength, UncompressedLength,
|
||
#Objects and Checksum fields,
|
||
self.UncompressedLength=0 #Length of Objects uncompresses
|
||
self.Objects = ''
|
||
for element in aObjectList:
|
||
lObject = M3GSectionObject(element)
|
||
#print "Obj:", lObject, lObject.getDataLength(), len(lObject.getData())
|
||
self.Objects += lObject.getData()
|
||
self.UncompressedLength += lObject.getDataLength()
|
||
self.TotalSectionLength=struct.calcsize('<BIII')+self.UncompressedLength
|
||
|
||
def getData(self):
|
||
data = struct.pack('<BII',self.CompressionScheme,
|
||
self.TotalSectionLength,
|
||
self.UncompressedLength)
|
||
data += self.Objects
|
||
#self.Checksum = zlib.adler32(data)
|
||
self.Checksum = self.ownAdler32(data)
|
||
print "Checksum",self.Checksum
|
||
#print "Own Checksum",self.ownAdler32(data)
|
||
return data + struct.pack('<I',self.Checksum)
|
||
|
||
def ownAdler32(self,data):
|
||
s1 = int(1) #uint32_t
|
||
s2 = int(0) #uint32_t
|
||
for n in data:
|
||
s1 = (s1 + int(struct.unpack("B",n)[0])) % 65521
|
||
s2 = (s2 + s1) % 65521
|
||
return (s2 << 16) + s1
|
||
|
||
def getLength(self):
|
||
return self.TotalSectionLength
|
||
|
||
def write(self,aFile):
|
||
print "Write Section.."
|
||
print "TotalSectionLength:", str(self.TotalSectionLength)
|
||
aFile.write(self.getData())
|
||
|
||
#CompressionScheme
|
||
#Example Byte CompressionScheme = 1;
|
||
#0 Uncompressed, Adler32 Checksum
|
||
#1 ZLib compression, 32 k buffer size, Adler32 Checksum
|
||
#2...255 Reserved
|
||
#TotalSectionLength: total length of the section in bytes
|
||
#Example: UInt32 TotalSectionLength = 2056
|
||
#UncompressedLength
|
||
#contains the length of the Objects field after decompression.
|
||
#If no compression is specified for this section,
|
||
#this equals the actual number of bytes serialized in the Objects array.
|
||
#CompressionScheme
|
||
#Currently, only the Adler32 checksum is mandatory.
|
||
#The checksum is calculated using all preceding bytes in
|
||
#the section, i.e. the CompressionScheme,TotalSectionLength,
|
||
#UncompressedLength, and the actual serialized data in the
|
||
#Objects field (i.e. in its compressed form if compression is speci-
|
||
#fied).
|
||
#Example: UInt32 Checksum = 0xffe806a3
|
||
|
||
|
||
|
||
|
||
class M3GFileIdentifier:
|
||
def __init__(self):
|
||
'''Byte[12] FileIdentifier = { 0xAB, 0x4A, 0x53, 0x52, 0x31, 0x38, 0x34,
|
||
0xBB, 0x0D, 0x0A, 0x1A, 0x0A }
|
||
This can also be expressed using C-style character definitions as:
|
||
Byte[12] FileIdentifier = { '«', 'J', 'S', 'R', '1', '8', '4', '»', '\r',
|
||
'\n', '\x1A', '\n' }'''
|
||
self.data = [ 0xAB, 0x4A, 0x53, 0x52, 0x31, 0x38, 0x34,
|
||
0xBB, 0x0D, 0x0A, 0x1A, 0x0A ]
|
||
|
||
def write(self,aFile):
|
||
for element in self.data:
|
||
aFile.write(struct.pack('B',element))
|
||
|
||
def getLength(self):
|
||
return len(self.data)
|
||
|
||
|
||
class M3GWriter:
|
||
"""writes a m3g binary file
|
||
File Structur
|
||
File Identifier
|
||
Section 0 File Header Object
|
||
Section 1 External Reference Objects
|
||
Section 2 Scene Objects
|
||
Section 3 Scene Objects
|
||
... ...
|
||
Section n Scene Objects"""
|
||
|
||
def __init__(self,aFilename):
|
||
self.FileName = aFilename
|
||
|
||
|
||
def writeFile(self,aWorld,aExportList,externalReferences):
|
||
'''Called after translation
|
||
first atempt: all objects in one section'''
|
||
print "M3G file writing .."
|
||
|
||
fileIdentifier = M3GFileIdentifier()
|
||
|
||
fileHeaderObject = M3GHeaderObject()
|
||
section0 = M3GSection([fileHeaderObject])
|
||
sectionN = M3GSection(aExportList)
|
||
|
||
length = fileIdentifier.getLength()
|
||
length += section0.getLength()
|
||
length += sectionN.getLength()
|
||
|
||
if len(externalReferences) != 0:
|
||
section1 = M3GSection(externalReferences)
|
||
length += section1.getLength()
|
||
fileHeaderObject.hasExternalReferences = True
|
||
|
||
fileHeaderObject.TotalFileSize=length
|
||
fileHeaderObject.ApproximateContentSize=length
|
||
section0 = M3GSection([fileHeaderObject])
|
||
|
||
output = open(self.FileName, mode='wb')
|
||
|
||
fileIdentifier.write(output)
|
||
section0.write(output)
|
||
if len(externalReferences) != 0:
|
||
section1.write(output)
|
||
sectionN.write(output)
|
||
|
||
output.close()
|
||
|
||
print "M3G file written."
|
||
|
||
|
||
class OptionMgr:
|
||
"""Reads and saves options """
|
||
|
||
def __init__(self):
|
||
self.setDefault()
|
||
rdict = Registry.GetKey('M3GExport', True) # True to check on disk as well
|
||
if rdict: # if found, get the values saved there
|
||
try:
|
||
self.textureEnabled = rdict['textureEnabled']
|
||
self.textureExternal = rdict['textureExternal']
|
||
self.lightingEnabled = rdict['lightingEnabled']
|
||
self.createAmbientLight = rdict['createAmbientLight']
|
||
self.exportAllActions = rdict['exportAllActions']
|
||
self.autoscaling = rdict['autoscaling']
|
||
self.perspectiveCorrection = rdict['perspectiveCorrection']
|
||
self.smoothShading = rdict['smoothShading']
|
||
self.exportAsJava = rdict['exportAsJava']
|
||
self.exportVersion2 = rdict['exportVersion2']
|
||
self.exportGamePhysics = rdict['exportGamePhysics']
|
||
|
||
except: self.save() # if data isn't valid, rewrite it
|
||
|
||
def setDefault(self):
|
||
self.textureEnabled = True
|
||
self.textureExternal = False
|
||
self.lightingEnabled = True
|
||
self.createAmbientLight = False
|
||
self.exportAllActions = False
|
||
self.autoscaling = True
|
||
self.perspectiveCorrection = False
|
||
self.smoothShading = True
|
||
self.exportAsJava = False
|
||
self.exportVersion2 = False
|
||
self.exportGamePhysics = False
|
||
|
||
def save(self):
|
||
d = {}
|
||
d['textureEnabled'] = self.textureEnabled
|
||
d['textureExternal'] = self.textureExternal
|
||
d['lightingEnabled'] = self.lightingEnabled
|
||
d['createAmbientLight'] = self.createAmbientLight
|
||
d['exportAllActions'] = self.exportAllActions
|
||
d['autoscaling'] = self.autoscaling
|
||
d['perspectiveCorrection'] = self.perspectiveCorrection
|
||
d['smoothShading'] = self.smoothShading
|
||
d['exportAsJava'] = self.exportAsJava
|
||
d['exportVersion2'] = self.exportVersion2
|
||
d['exportGamePhysics'] = self.exportGamePhysics
|
||
|
||
Blender.Registry.SetKey('M3GExport', d, True)
|
||
|
||
|
||
# ---- User Interface -------------------------------------------------------- #
|
||
mOptions = OptionMgr()
|
||
|
||
def gui():
|
||
"""Draws the options menu."""
|
||
# Flush events.
|
||
for s in Window.GetScreenInfo():
|
||
Window.QHandle(s['id'])
|
||
|
||
# Display options.
|
||
textureEnabled = Draw.Create(mOptions.textureEnabled)
|
||
textureExternal = Draw.Create(mOptions.textureExternal)
|
||
lightingEnabled = Draw.Create(mOptions.lightingEnabled)
|
||
createAmbientLight = Draw.Create(mOptions.createAmbientLight)
|
||
exportAllActions = Draw.Create(mOptions.exportAllActions)
|
||
autoscaling = Draw.Create(mOptions.autoscaling)
|
||
perspectiveCorrection = Draw.Create(mOptions.perspectiveCorrection)
|
||
smoothShading = Draw.Create(mOptions.smoothShading)
|
||
exportAsJava = Draw.Create(mOptions.exportAsJava)
|
||
exportVersion2 = Draw.Create(mOptions.exportVersion2)
|
||
exportGamePhysics = Draw.Create(mOptions.exportGamePhysics)
|
||
|
||
pupBlock = [\
|
||
('Texturing'),\
|
||
('Enabled', textureEnabled, 'Enables texture export'),\
|
||
('External', textureExternal, 'References external files for textures'),\
|
||
('Lighting'),\
|
||
('Enabled', lightingEnabled, 'Enables light export'),\
|
||
('Ambient Light', createAmbientLight, 'Inserts an extra light object for ambient light'),\
|
||
('Mesh Options'),\
|
||
('Autoscaling', autoscaling, 'Uses maximum precision for vertex positions'),\
|
||
('Persp. Correction', perspectiveCorrection, 'Sets perspective correction flag'),\
|
||
('Smooth Shading', smoothShading, 'Sets smooth shading flag'),\
|
||
('Posing'),\
|
||
('All Armature Actions', exportAllActions, 'Exports all actions for armatures'),\
|
||
('Export'),\
|
||
('As Java Source', exportAsJava, 'Exports scene as Java source code'),\
|
||
('M3G Version 2.0', exportVersion2, 'Exports M3G Version 2.0 File'),\
|
||
('Game Physics', exportGamePhysics, 'Includes Game Physics infos for NOPE in export')
|
||
]
|
||
|
||
# Only execute if use didn't quit (ESC).
|
||
if Draw.PupBlock('M3G Export', pupBlock):
|
||
mOptions.textureEnabled = textureEnabled.val
|
||
mOptions.textureExternal = textureExternal.val
|
||
mOptions.lightingEnabled = lightingEnabled.val
|
||
mOptions.createAmbientLight = createAmbientLight.val
|
||
mOptions.exportAllActions = exportAllActions.val
|
||
mOptions.autoscaling = autoscaling.val
|
||
mOptions.perspectiveCorrection = perspectiveCorrection.val
|
||
mOptions.smoothShading = smoothShading.val
|
||
mOptions.exportAsJava = exportAsJava.val
|
||
mOptions.exportVersion2 = exportVersion2.val
|
||
mOptions.exportGamePhysics = exportGamePhysics.val
|
||
mOptions.save()
|
||
|
||
if mOptions.exportAsJava:
|
||
Window.FileSelector(file_callback_java, 'Export M3G as Java', Blender.sys.makename(ext='.java'))
|
||
else:
|
||
Window.FileSelector(file_callback_m3g, 'Export M3G Binary', Blender.sys.makename(ext='.m3g'))
|
||
|
||
def file_callback_java(filename):
|
||
Window.WaitCursor(1) # Blender will automatically remove wait cursor in case of an exception
|
||
exporter=M3GExporter(JavaWriter(filename))
|
||
exporter.start()
|
||
Window.WaitCursor(0)
|
||
Window.RedrawAll()
|
||
|
||
def file_callback_m3g(filename):
|
||
Window.WaitCursor(1)
|
||
exporter=M3GExporter(M3GWriter(filename))
|
||
exporter.start()
|
||
Window.WaitCursor(0)
|
||
Window.RedrawAll()
|
||
|
||
if __name__ == '__main__':
|
||
gui()
|
||
|