blender/release/scripts/lightwave_export.py

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#!BPY
"""
Name: 'LightWave (.lwo)...'
Blender: 232
Group: 'Export'
Tooltip: 'Export selected meshes to LightWave File Format (.lwo)'
"""
# $Id$
#
# +---------------------------------------------------------+
# | Copyright (c) 2002 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
# | scorpius@netzero.com |
# | April 21, 2002 |
# | Released under the Blender Artistic Licence (BAL) |
# | Import Export Suite v0.5 |
# +---------------------------------------------------------+
# | Read and write LightWave Object File Format (*.lwo) |
# +---------------------------------------------------------+
import Blender, mod_meshtools
import struct, chunk, os, cStringIO, time, operator
# ==============================
# === Write LightWave Format ===
# ==============================
def write(filename):
start = time.clock()
file = open(filename, "wb")
objects = Blender.Object.GetSelected()
objects.sort(lambda a,b: cmp(a.name, b.name))
if not objects:
mod_meshtools.print_boxed("No mesh objects are selected.")
return
if len(objects) > 20 and mod_meshtools.show_progress:
mod_meshtools.show_progress = 0
text = generate_text()
desc = generate_desc()
icon = "" #generate_icon()
material_names = get_used_material_names(objects)
tags = generate_tags(material_names)
surfs = generate_surfs(material_names)
chunks = [text, desc, icon, tags]
meshdata = cStringIO.StringIO()
layer_index = 0
for object in objects:
objname = object.name
meshname = object.data.name
mesh = Blender.NMesh.GetRaw(meshname)
#mesh = Blender.NMesh.GetRawFromObject(meshname) # for SubSurf
obj = Blender.Object.Get(objname)
if not mesh: continue
layr = generate_layr(objname, layer_index)
pnts = generate_pnts(mesh, obj.matrix)
bbox = generate_bbox(mesh)
pols = generate_pols(mesh)
ptag = generate_ptag(mesh, material_names)
if mesh.hasFaceUV():
vmad_uv = generate_vmad_uv(mesh) # per face
if mod_meshtools.has_vertex_colors(mesh):
if mod_meshtools.average_vcols:
vmap_vc = generate_vmap_vc(mesh) # per vert
else:
vmad_vc = generate_vmad_vc(mesh) # per face
write_chunk(meshdata, "LAYR", layr); chunks.append(layr)
write_chunk(meshdata, "PNTS", pnts); chunks.append(pnts)
write_chunk(meshdata, "BBOX", bbox); chunks.append(bbox)
write_chunk(meshdata, "POLS", pols); chunks.append(pols)
write_chunk(meshdata, "PTAG", ptag); chunks.append(ptag)
if mesh.hasFaceUV():
write_chunk(meshdata, "VMAD", vmad_uv)
chunks.append(vmad_uv)
if mod_meshtools.has_vertex_colors(mesh):
if mod_meshtools.average_vcols:
write_chunk(meshdata, "VMAP", vmap_vc)
chunks.append(vmap_vc)
else:
write_chunk(meshdata, "VMAD", vmad_vc)
chunks.append(vmad_vc)
layer_index += 1
for surf in surfs:
chunks.append(surf)
write_header(file, chunks)
write_chunk(file, "ICON", icon)
write_chunk(file, "TEXT", text)
write_chunk(file, "DESC", desc)
write_chunk(file, "TAGS", tags)
file.write(meshdata.getvalue()); meshdata.close()
for surf in surfs:
write_chunk(file, "SURF", surf)
Blender.Window.DrawProgressBar(1.0, "") # clear progressbar
file.close()
print '\a\r',
end = time.clock()
seconds = " in %.2f %s" % (end-start, "seconds")
message = "Successfully exported " + os.path.basename(filename) + seconds
mod_meshtools.print_boxed(message)
# =======================================
# === Generate Null-Terminated String ===
# =======================================
def generate_nstring(string):
if len(string)%2 == 0: # even
string += "\0\0"
else: # odd
string += "\0"
return string
# ===============================
# === Get Used Material Names ===
# ===============================
def get_used_material_names(objects):
matnames = {}
for object in objects:
objname = object.name
meshname = object.data.name
mesh = Blender.NMesh.GetRaw(meshname)
if not mesh: continue
if (not mesh.materials) and (mod_meshtools.has_vertex_colors(mesh)):
# vcols only
if mod_meshtools.average_vcols:
matnames["\251 Per-Vert Vertex Colors"] = None
else:
matnames["\251 Per-Face Vertex Colors"] = None
elif (mesh.materials) and (not mod_meshtools.has_vertex_colors(mesh)):
# materials only
for material in mesh.materials:
matnames[material.name] = None
elif (not mesh.materials) and (not mod_meshtools.has_vertex_colors(mesh)):
# neither
matnames["\251 Blender Default"] = None
else:
# both
for material in mesh.materials:
matnames[material.name] = None
return matnames
# =========================================
# === Generate Tag Strings (TAGS Chunk) ===
# =========================================
def generate_tags(material_names):
material_names = map(generate_nstring, material_names.keys())
tags_data = reduce(operator.add, material_names)
return tags_data
# ========================
# === Generate Surface ===
# ========================
def generate_surface(name, mesh):
if name.find("\251 Per-") == 0:
return generate_vcol_surf(mesh)
elif name == "\251 Blender Default":
return generate_default_surf()
else:
return generate_surf(name)
# ======================
# === Generate Surfs ===
# ======================
def generate_surfs(material_names):
keys = material_names.keys()
values = material_names.values()
surfaces = map(generate_surface, keys, values)
return surfaces
# ===================================
# === Generate Layer (LAYR Chunk) ===
# ===================================
def generate_layr(name, idx):
data = cStringIO.StringIO()
data.write(struct.pack(">h", idx)) # layer number
data.write(struct.pack(">h", 0)) # flags
data.write(struct.pack(">fff", 0, 0, 0)) # pivot
data.write(generate_nstring(name)) # name
return data.getvalue()
# ===================================
# === Generate Verts (PNTS Chunk) ===
# ===================================
def generate_pnts(mesh, matrix):
data = cStringIO.StringIO()
for i in range(len(mesh.verts)):
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
x, y, z = mod_meshtools.apply_transform(mesh.verts[i].co, matrix)
data.write(struct.pack(">fff", x, z, y))
return data.getvalue()
# ==========================================
# === Generate Bounding Box (BBOX Chunk) ===
# ==========================================
def generate_bbox(mesh):
data = cStringIO.StringIO()
# need to transform verts here
nv = map(getattr, mesh.verts, ["co"]*len(mesh.verts))
xx = map(operator.getitem, nv, [0]*len(nv))
yy = map(operator.getitem, nv, [1]*len(nv))
zz = map(operator.getitem, nv, [2]*len(nv))
data.write(struct.pack(">6f", min(xx), min(zz), min(yy), max(xx), max(zz), max(yy)))
return data.getvalue()
# ========================================
# === Average All Vertex Colors (Fast) ===
# ========================================
def average_vertexcolors(mesh):
vertexcolors = {}
vcolor_add = lambda u, v: [u[0]+v[0], u[1]+v[1], u[2]+v[2], u[3]+v[3]]
vcolor_div = lambda u, s: [u[0]/s, u[1]/s, u[2]/s, u[3]/s]
for i in range(len(mesh.faces)): # get all vcolors that share this vertex
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Finding Shared VColors")
for j in range(len(mesh.faces[i].v)):
index = mesh.faces[i].v[j].index
color = mesh.faces[i].col[j]
r,g,b,a = color.r, color.g, color.b, color.a
vertexcolors.setdefault(index, []).append([r,g,b,a])
for i in range(len(vertexcolors)): # average them
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
vcolor = [0,0,0,0] # rgba
for j in range(len(vertexcolors[i])):
vcolor = vcolor_add(vcolor, vertexcolors[i][j])
shared = len(vertexcolors[i])
vertexcolors[i] = vcolor_div(vcolor, shared)
return vertexcolors
# ====================================================
# === Generate Per-Vert Vertex Colors (VMAP Chunk) ===
# ====================================================
def generate_vmap_vc(mesh):
data = cStringIO.StringIO()
data.write("RGB ") # type
data.write(struct.pack(">H", 3)) # dimension
data.write(generate_nstring("Blender's Vertex Colors")) # name
vertexcolors = average_vertexcolors(mesh)
for i in range(len(vertexcolors)):
r, g, b, a = vertexcolors[i]
data.write(struct.pack(">H", i)) # vertex index
data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
return data.getvalue()
# ====================================================
# === Generate Per-Face Vertex Colors (VMAD Chunk) ===
# ====================================================
def generate_vmad_vc(mesh):
data = cStringIO.StringIO()
data.write("RGB ") # type
data.write(struct.pack(">H", 3)) # dimension
data.write(generate_nstring("Blender's Vertex Colors")) # name
for i in range(len(mesh.faces)):
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Vertex Colors")
numfaceverts = len(mesh.faces[i].v)
for j in range(numfaceverts-1, -1, -1): # Reverse order
r = mesh.faces[i].col[j].r
g = mesh.faces[i].col[j].g
b = mesh.faces[i].col[j].b
v = mesh.faces[i].v[j].index
data.write(struct.pack(">H", v)) # vertex index
data.write(struct.pack(">H", i)) # face index
data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
return data.getvalue()
# ================================================
# === Generate Per-Face UV Coords (VMAD Chunk) ===
# ================================================
def generate_vmad_uv(mesh):
data = cStringIO.StringIO()
data.write("TXUV") # type
data.write(struct.pack(">H", 2)) # dimension
data.write(generate_nstring("Blender's UV Coordinates")) # name
for i in range(len(mesh.faces)):
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coordinates")
numfaceverts = len(mesh.faces[i].v)
for j in range(numfaceverts-1, -1, -1): # Reverse order
U,V = mesh.faces[i].uv[j]
v = mesh.faces[i].v[j].index
data.write(struct.pack(">H", v)) # vertex index
data.write(struct.pack(">H", i)) # face index
data.write(struct.pack(">ff", U, V))
return data.getvalue()
# ======================================
# === Generate Variable-Length Index ===
# ======================================
def generate_vx(index):
if index < 0xFF00:
value = struct.pack(">H", index) # 2-byte index
else:
value = struct.pack(">L", index | 0xFF000000) # 4-byte index
return value
# ===================================
# === Generate Faces (POLS Chunk) ===
# ===================================
def generate_pols(mesh):
data = cStringIO.StringIO()
data.write("FACE") # polygon type
for i in range(len(mesh.faces)):
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
data.write(struct.pack(">H", len(mesh.faces[i].v))) # numfaceverts
numfaceverts = len(mesh.faces[i].v)
for j in range(numfaceverts-1, -1, -1): # Reverse order
index = mesh.faces[i].v[j].index
data.write(generate_vx(index))
return data.getvalue()
# =================================================
# === Generate Polygon Tag Mapping (PTAG Chunk) ===
# =================================================
def generate_ptag(mesh, material_names):
data = cStringIO.StringIO()
data.write("SURF") # polygon tag type
for i in range(len(mesh.faces)): # numfaces
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Surface Indices")
data.write(generate_vx(i))
if (not mesh.materials) and (mod_meshtools.has_vertex_colors(mesh)): # vcols only
if mod_meshtools.average_vcols:
name = "\251 Per-Vert Vertex Colors"
else:
name = "\251 Per-Face Vertex Colors"
elif (mesh.materials) and (not mod_meshtools.has_vertex_colors(mesh)): # materials only
idx = mesh.faces[i].mat #erialIndex
name = mesh.materials[idx].name
elif (not mesh.materials) and (not mod_meshtools.has_vertex_colors(mesh)): # neither
name = "\251 Blender Default"
else: # both
idx = mesh.faces[i].mat
name = mesh.materials[idx].name
names = material_names.keys()
surfidx = names.index(name)
data.write(struct.pack(">H", surfidx)) # surface index
return data.getvalue()
# ===================================================
# === Generate VC Surface Definition (SURF Chunk) ===
# ===================================================
def generate_vcol_surf(mesh):
data = cStringIO.StringIO()
if mod_meshtools.average_vcols and mod_meshtools.has_vertex_colors(mesh):
surface_name = generate_nstring("\251 Per-Vert Vertex Colors")
else:
surface_name = generate_nstring("\251 Per-Face Vertex Colors")
data.write(surface_name)
data.write("\0\0")
data.write("COLR")
data.write(struct.pack(">H", 14))
data.write(struct.pack(">fffH", 1, 1, 1, 0))
data.write("DIFF")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", 0.0, 0))
data.write("LUMI")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", 1.0, 0))
data.write("VCOL")
data.write(struct.pack(">H", 34))
data.write(struct.pack(">fH4s", 1.0, 0, "RGB ")) # intensity, envelope, type
data.write(generate_nstring("Blender's Vertex Colors")) # name
data.write("CMNT") # material comment
comment = "Vertex Colors: Exported from Blender\256 " + mod_meshtools.blender_version_str
comment = generate_nstring(comment)
data.write(struct.pack(">H", len(comment)))
data.write(comment)
return data.getvalue()
# ================================================
# === Generate Surface Definition (SURF Chunk) ===
# ================================================
def generate_surf(material_name):
data = cStringIO.StringIO()
data.write(generate_nstring(material_name))
data.write("\0\0")
material = Blender.Material.Get(material_name)
R,G,B = material.R, material.G, material.B
data.write("COLR")
data.write(struct.pack(">H", 14))
data.write(struct.pack(">fffH", R, G, B, 0))
data.write("DIFF")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", material.ref, 0))
data.write("LUMI")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", material.emit, 0))
data.write("SPEC")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", material.spec, 0))
data.write("GLOS")
data.write(struct.pack(">H", 6))
gloss = material.hard / (255/2.0)
gloss = round(gloss, 1)
data.write(struct.pack(">fH", gloss, 0))
data.write("CMNT") # material comment
comment = material_name + ": Exported from Blender\256 " + mod_meshtools.blender_version_str
comment = generate_nstring(comment)
data.write(struct.pack(">H", len(comment)))
data.write(comment)
return data.getvalue()
# =============================================
# === Generate Default Surface (SURF Chunk) ===
# =============================================
def generate_default_surf():
data = cStringIO.StringIO()
material_name = "\251 Blender Default"
data.write(generate_nstring(material_name))
data.write("\0\0")
data.write("COLR")
data.write(struct.pack(">H", 14))
data.write(struct.pack(">fffH", 1, 1, 1, 0))
data.write("DIFF")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", 0.8, 0))
data.write("LUMI")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", 0, 0))
data.write("SPEC")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", 0.5, 0))
data.write("GLOS")
data.write(struct.pack(">H", 6))
gloss = 50 / (255/2.0)
gloss = round(gloss, 1)
data.write(struct.pack(">fH", gloss, 0))
data.write("CMNT") # material comment
comment = material_name + ": Exported from Blender\256 " + mod_meshtools.blender_version_str
# vals = map(chr, range(164,255,1))
# keys = range(164,255,1)
# keys = map(lambda x: `x`, keys)
# comment = map(None, keys, vals)
# comment = reduce(operator.add, comment)
# comment = reduce(operator.add, comment)
comment = generate_nstring(comment)
data.write(struct.pack(">H", len(comment)))
data.write(comment)
return data.getvalue()
# ============================================
# === Generate Object Comment (TEXT Chunk) ===
# ============================================
def generate_text():
comment = "Lightwave Export Script for Blender "
comment += mod_meshtools.blender_version_str + "\n"
comment += "by Anthony D'Agostino\n"
comment += "scorpius@netzero.com\n"
comment += "http://ourworld.compuserve.com/homepages/scorpius\n"
return generate_nstring(comment)
# ==============================================
# === Generate Description Line (DESC Chunk) ===
# ==============================================
def generate_desc():
comment = "Copyright 2002 Scorpius Entertainment"
return generate_nstring(comment)
# ==================================================
# === Generate Thumbnail Icon Image (ICON Chunk) ===
# ==================================================
def generate_icon():
data = cStringIO.StringIO()
file = open("f:/obj/radiosity/lwo2_icon.tga", "rb") # 60x60 uncompressed TGA
file.read(18)
icon_data = file.read(3600) # ?
file.close()
data.write(struct.pack(">HH", 0, 60))
data.write(icon_data)
#print len(icon_data)
return data.getvalue()
# ===================
# === Write Chunk ===
# ===================
def write_chunk(file, name, data):
file.write(name)
file.write(struct.pack(">L", len(data)))
file.write(data)
# =============================
# === Write LWO File Header ===
# =============================
def write_header(file, chunks):
chunk_sizes = map(len, chunks)
chunk_sizes = reduce(operator.add, chunk_sizes)
form_size = chunk_sizes + len(chunks)*8 + len("FORM")
file.write("FORM")
file.write(struct.pack(">L", form_size))
file.write("LWO2")
def fs_callback(filename):
if filename.find('.lwo', -4) <= 0: filename += '.lwo'
write(filename)
Blender.Window.FileSelector(fs_callback, "Export LWO")