blender/release/scripts/lightwave_export.py
Campbell Barton bc6fc72209 * nmesh to mesh
* fixed errors with Null materials
* faster material exporting
* export with modifiers applied
* faces with invalid material indicies work now (maybe should be delt with in the Py API)
* removed per vert col code since all colors are pre face now.
2007-01-26 10:37:18 +00:00

689 lines
22 KiB
Python

#!BPY
"""
Name: 'LightWave (.lwo)...'
Blender: 243
Group: 'Export'
Tooltip: 'Export selected meshes to LightWave File Format (.lwo)'
"""
__author__ = "Anthony D'Agostino (Scorpius)"
__url__ = ("blender", "elysiun",
"Author's homepage, http://www.redrival.com/scorpius")
__version__ = "Part of IOSuite 0.5"
__bpydoc__ = """\
This script exports meshes to LightWave file format.
LightWave is a full-featured commercial modeling and rendering
application. The lwo file format is composed of 'chunks,' is well
defined, and easy to read and write. It is similar in structure to the
trueSpace cob format.
Usage:<br>
Select meshes to be exported and run this script from "File->Export" menu.
Supported:<br>
UV Coordinates, Meshes, Materials, Material Indices, Specular
Highlights, and Vertex Colors. For added functionality, each object is
placed on its own layer. Someone added the CLIP chunk and imagename support.
Missing:<br>
Not too much, I hope! :).
Known issues:<br>
Empty objects crash has been fixed.
Notes:<br>
For compatibility reasons, it also reads lwo files in the old LW
v5.5 format.
"""
# $Id$
#
# +---------------------------------------------------------+
# | Copyright (c) 2002 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
# | scorpius@netzero.com |
# | April 21, 2002 |
# | Read and write LightWave Object File Format (*.lwo) |
# +---------------------------------------------------------+
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
import Blender
import struct, cStringIO, operator
import BPyMesh
VCOL_NAME = "\251 Per-Face Vertex Colors"
DEFAULT_NAME = "\251 Blender Default"
# ==============================
# === Write LightWave Format ===
# ==============================
def write(filename):
start = Blender.sys.time()
file = open(filename, "wb")
scn = Blender.Scene.GetCurrent()
objects = list(scn.objects.context)
if not objects:
Blender.Draw.PupMenu('Error%t|No Objects selected')
return
try: objects.sort( key = lambda a: a.name )
except: objects.sort(lambda a,b: cmp(a.name, b.name))
text = generate_text()
desc = generate_desc()
icon = "" #generate_icon()
meshes = []
for obj in objects:
mesh = BPyMesh.getMeshFromObject(obj, None, True, False, scn)
if mesh:
mesh.transform(obj.matrixWorld)
meshes.append(mesh)
material_names = get_used_material_names(meshes)
tags = generate_tags(material_names)
surfs = generate_surfs(material_names)
chunks = [text, desc, icon, tags]
meshdata = cStringIO.StringIO()
layer_index = 0
for mesh in meshes:
layr = generate_layr(obj.name, layer_index)
pnts = generate_pnts(mesh)
bbox = generate_bbox(mesh)
pols = generate_pols(mesh)
ptag = generate_ptag(mesh, material_names)
clip = generate_clip(mesh, material_names)
if mesh.faceUV:
vmad_uv = generate_vmad_uv(mesh) # per face
if mesh.vertexColors:
#if 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.vertexColors:
#if meshtools.average_vcols:
# write_chunk(meshdata, "VMAP", vmap_vc)
# chunks.append(vmap_vc)
#else:
write_chunk(meshdata, "VMAD", vmad_vc)
chunks.append(vmad_vc)
if mesh.faceUV:
write_chunk(meshdata, "VMAD", vmad_uv)
chunks.append(vmad_uv)
write_chunk(meshdata, "CLIP", clip)
chunks.append(clip)
layer_index += 1
mesh.verts = None # save some ram
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)
write_chunk(file, "DATE", "August 19, 2005")
Blender.Window.DrawProgressBar(1.0, "") # clear progressbar
file.close()
print '\a\r',
print "Successfully exported %s in %.3f seconds" % (filename.split('\\')[-1].split('/')[-1], Blender.sys.time() - start)
# =======================================
# === 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(meshes):
matnames = {}
for mesh in meshes:
if (not mesh.materials) and mesh.vertexColors:
# vcols only
matnames[VCOL_NAME] = None
elif mesh.materials and (not mesh.vertexColors):
# materials only
for material in mesh.materials:
if material:
matnames[material.name] = None
elif (not mesh.materials) and (not mesh.vertexColors):
# neither
matnames[DEFAULT_NAME] = None
else:
# both
for material in mesh.materials:
if material:
matnames[material.name] = None
return matnames.keys()
# =========================================
# === Generate Tag Strings (TAGS Chunk) ===
# =========================================
def generate_tags(material_names):
if material_names:
material_names = map(generate_nstring, material_names)
tags_data = reduce(operator.add, material_names)
else:
tags_data = generate_nstring('');
return tags_data
# ========================
# === Generate Surface ===
# ========================
def generate_surface(name):
#if name.find("\251 Per-") == 0:
# return generate_vcol_surf(mesh)
if name == DEFAULT_NAME:
return generate_default_surf()
else:
return generate_surf(name)
# ======================
# === Generate Surfs ===
# ======================
def generate_surfs(material_names):
return map(generate_surface, material_names)
# ===================================
# === 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):
data = cStringIO.StringIO()
for i, v in enumerate(mesh.verts):
if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
x, y, z = v.co
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
if mesh.verts:
nv = [v.co for v in mesh.verts]
xx = [ co[0] for co in nv ]
yy = [ co[1] for co in nv ]
zz = [ co[2] for co in nv ]
else:
xx = yy = zz = [0.0,]
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, f in enumerate(mesh.faces): # get all vcolors that share this vertex
if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Finding Shared VColors")
col = f.col
for j in xrange(len(f)):
index = f[j].index
color = col[j]
r,g,b = color.r, color.g, color.b
vertexcolors.setdefault(index, []).append([r,g,b,255])
i = 0
for index, value in vertexcolors.iteritems(): # average them
if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
vcolor = [0,0,0,0] # rgba
for v in value:
vcolor = vcolor_add(vcolor, v)
shared = len(value)
value[:] = vcolor_div(vcolor, shared)
i+=1
return vertexcolors
'''
# ====================================================
# === Generate Per-Vert Vertex Colors (VMAP Chunk) ===
# ====================================================
# Blender now has all vcols per face
"""
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 xrange(len(vertexcolors)):
try: r, g, b, a = vertexcolors[i] # has a face user
except: r, g, b, a = 255,255,255,255
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, f in enumerate(mesh.faces):
if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Vertex Colors")
col = f.col
f_v = f.v
for j in xrange(len(f)-1, -1, -1): # Reverse order
r,g,b, dummy = tuple(col[j])
data.write(struct.pack(">H", f_v[j].index)) # 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, f in enumerate(mesh.faces):
if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coordinates")
uv = f.uv
f_v = f.v
for j in xrange(len(f)-1, -1, -1): # Reverse order
U,V = uv[j]
v = f_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,f in enumerate(mesh.faces):
if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
data.write(struct.pack(">H", len(f))) # numfaceverts
numfaceverts = len(f)
f_v = f.v
for j in xrange(numfaceverts-1, -1, -1): # Reverse order
data.write(generate_vx(f_v[j].index))
return data.getvalue()
# =================================================
# === Generate Polygon Tag Mapping (PTAG Chunk) ===
# =================================================
def generate_ptag(mesh, material_names):
def surf_indicies(mat):
try:
if mat:
return material_names.index(mat.name)
except:
pass
return 0
data = cStringIO.StringIO()
data.write("SURF") # polygon tag type
mesh_materials = mesh.materials
mesh_surfindicies = [surf_indicies(mat) for mat in mesh_materials]
try: VCOL_NAME_SURF_INDEX = material_names.index(VCOL_NAME)
except: VCOL_NAME_SURF_INDEX = 0
try: DEFAULT_NAME_SURF_INDEX = material_names.index(DEFAULT_NAME)
except: DEFAULT_NAME_SURF_INDEX = 0
len_mat = len(mesh_materials)
for i, f in enumerate(mesh.faces): # numfaces
f_mat = f.mat
if f_mat >= len_mat: f_mat = 0 # Rare annoying eror
if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Surface Indices")
data.write(generate_vx(i))
if (not mesh_materials) and mesh.vertexColors: # vcols only
surfidx = VCOL_NAME_SURF_INDEX
elif mesh_materials and not mesh.vertexColors: # materials only
surfidx = mesh_surfindicies[f_mat]
elif (not mesh_materials) and (not mesh.vertexColors): # neither
surfidx = DEFAULT_NAME_SURF_INDEX
else: # both
surfidx = mesh_surfindicies[f_mat]
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 mesh.vertexColors:
surface_name = generate_nstring(VCOL_NAME)
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\256 243"
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")
try:
material = Blender.Material.Get(material_name)
R,G,B = material.R, material.G, material.B
ref = material.ref
emit = material.emit
spec = material.spec
hard = material.hard
except:
material = None
R=G=B = 1.0
ref = 1.0
emit = 0.0
spec = 0.2
hard = 0.0
data.write("COLR")
data.write(struct.pack(">H", 14))
data.write(struct.pack(">fffH", R, G, B, 0))
data.write("DIFF")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", ref, 0))
data.write("LUMI")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", emit, 0))
data.write("SPEC")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", spec, 0))
data.write("GLOS")
data.write(struct.pack(">H", 6))
gloss = hard / (255/2.0)
gloss = round(gloss, 1)
data.write(struct.pack(">fH", gloss, 0))
data.write("CMNT") # material comment
comment = material_name + ": Exported from Blender\256 243"
comment = generate_nstring(comment)
data.write(struct.pack(">H", len(comment)))
data.write(comment)
# Check if the material contains any image maps
if material:
mtextures = material.getTextures() # Get a list of textures linked to the material
for mtex in mtextures:
if (mtex) and (mtex.tex.type == Blender.Texture.Types.IMAGE): # Check if the texture is of type "IMAGE"
data.write("BLOK") # Surface BLOK header
data.write(struct.pack(">H", 104)) # Hardcoded and ugly! Will only handle 1 image per material
# IMAP subchunk (image map sub header)
data.write("IMAP")
data_tmp = cStringIO.StringIO()
data_tmp.write(struct.pack(">H", 0)) # Hardcoded - not sure what it represents
data_tmp.write("CHAN")
data_tmp.write(struct.pack(">H", 4))
data_tmp.write("COLR")
data_tmp.write("OPAC") # Hardcoded texture layer opacity
data_tmp.write(struct.pack(">H", 8))
data_tmp.write(struct.pack(">H", 0))
data_tmp.write(struct.pack(">f", 1.0))
data_tmp.write(struct.pack(">H", 0))
data_tmp.write("ENAB")
data_tmp.write(struct.pack(">HH", 2, 1)) # 1 = texture layer enabled
data_tmp.write("NEGA")
data_tmp.write(struct.pack(">HH", 2, 0)) # Disable negative image (1 = invert RGB values)
data_tmp.write("AXIS")
data_tmp.write(struct.pack(">HH", 2, 1))
data.write(struct.pack(">H", len(data_tmp.getvalue())))
data.write(data_tmp.getvalue())
# IMAG subchunk
data.write("IMAG")
data.write(struct.pack(">HH", 2, 1))
data.write("PROJ")
data.write(struct.pack(">HH", 2, 5)) # UV projection
data.write("VMAP")
uvname = generate_nstring("Blender's UV Coordinates")
data.write(struct.pack(">H", len(uvname)))
data.write(uvname)
return data.getvalue()
# =============================================
# === Generate Default Surface (SURF Chunk) ===
# =============================================
def generate_default_surf():
data = cStringIO.StringIO()
material_name = DEFAULT_NAME
data.write(generate_nstring(material_name))
data.write("\0\0")
data.write("COLR")
data.write(struct.pack(">H", 14))
data.write(struct.pack(">fffH", 1, 1, 1, 0))
data.write("DIFF")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", 0.8, 0))
data.write("LUMI")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", 0, 0))
data.write("SPEC")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", 0.5, 0))
data.write("GLOS")
data.write(struct.pack(">H", 6))
gloss = 50 / (255/2.0)
gloss = round(gloss, 1)
data.write(struct.pack(">fH", gloss, 0))
data.write("CMNT") # material comment
comment = material_name + ": Exported from Blender\256 243"
# vals = map(chr, xrange(164,255,1))
# keys = xrange(164,255,1)
# keys = map(lambda x: `x`, keys)
# comment = map(None, keys, vals)
# comment = reduce(operator.add, comment)
# comment = reduce(operator.add, comment)
comment = generate_nstring(comment)
data.write(struct.pack(">H", len(comment)))
data.write(comment)
return data.getvalue()
# ============================================
# === Generate Object Comment (TEXT Chunk) ===
# ============================================
def generate_text():
comment = "Lightwave Export Script for Blender by Anthony D'Agostino"
return generate_nstring(comment)
# ==============================================
# === Generate Description Line (DESC Chunk) ===
# ==============================================
def generate_desc():
comment = "Copyright 2002 Scorpius Entertainment"
return generate_nstring(comment)
# ==================================================
# === Generate Thumbnail Icon Image (ICON Chunk) ===
# ==================================================
def generate_icon():
data = cStringIO.StringIO()
file = open("f:/obj/radiosity/lwo2_icon.tga", "rb") # 60x60 uncompressed TGA
file.read(18)
icon_data = file.read(3600) # ?
file.close()
data.write(struct.pack(">HH", 0, 60))
data.write(icon_data)
#print len(icon_data)
return data.getvalue()
# ===============================================
# === Generate CLIP chunk with STIL subchunks ===
# ===============================================
def generate_clip(mesh, material_names):
data = cStringIO.StringIO()
clipid = 1
for i, material in enumerate(mesh.materials): # Run through list of materials used by mesh
if material:
mtextures = material.getTextures() # Get a list of textures linked to the material
for mtex in mtextures:
if (mtex) and (mtex.tex.type == Blender.Texture.Types.IMAGE): # Check if the texture is of type "IMAGE"
pathname = mtex.tex.image.filename # If full path is needed use filename in place of name
pathname = pathname[0:2] + pathname.replace("\\", "/")[3:] # Convert to Modo standard path
imagename = generate_nstring(pathname)
data.write(struct.pack(">L", clipid)) # CLIP sequence/id
data.write("STIL") # STIL image
data.write(struct.pack(">H", len(imagename))) # Size of image name
data.write(imagename)
clipid += 1
return data.getvalue()
# ===================
# === Write Chunk ===
# ===================
def write_chunk(file, name, data):
file.write(name)
file.write(struct.pack(">L", len(data)))
file.write(data)
# =============================
# === Write LWO File Header ===
# =============================
def write_header(file, chunks):
chunk_sizes = map(len, chunks)
chunk_sizes = reduce(operator.add, chunk_sizes)
form_size = chunk_sizes + len(chunks)*8 + len("FORM")
file.write("FORM")
file.write(struct.pack(">L", form_size))
file.write("LWO2")
def fs_callback(filename):
if not filename.lower().endswith('.lwo'): filename += '.lwo'
write(filename)
Blender.Window.FileSelector(fs_callback, "Export LWO", Blender.sys.makename(ext='.lwo'))