forked from bartvdbraak/blender
7b943f2a6d
- Ben Omari sent an update version of his DirectX8.py, Jean-Michel Soler updated his disp_paint.py and Campbell Barton contributed a new one: sel_same.py (for now it's in the UV menu). Thanks all, great scripts; - small updates in some other scripts. BPython: - Finished wrapping radiosity functions for the Radio submodule; - doc updates.
719 lines
22 KiB
Python
719 lines
22 KiB
Python
#!BPY
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""" Registration info for Blender menus:
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Name: 'DirectX8 (.x)...'
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Blender: 234
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Group: 'Export'
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Submenu: 'Export to DX8 file format' export
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Submenu: 'How to use this exporter?' help
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Tip: 'Export to DirectX8 text file format format.'
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"""
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# $Id$
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#
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# DirectX8Exporter.py version 1.0
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# Copyright (C) 2003 Arben OMARI -- omariarben@everyday.com
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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# This script export meshes created with Blender in DirectX8 file format
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# it exports meshes,armatures,materials,normals,texturecoords and animations
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# Grab the latest version here :www.omariben.too.it
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import Blender
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from Blender import Types, Object, NMesh, Material,Armature
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from Blender.Mathutils import *
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global new_bon,mat_flip,index_list
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index_list = []
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new_bon = {}
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mat_flip = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1])
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def draw():
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# clearing screen
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Blender.BGL.glClearColor(0.5, 0.5, 0.5, 1)
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Blender.BGL.glColor3f(1.,1.,1.)
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Blender.BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT)
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# Buttons
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Blender.Draw.Button("Exit", 1, 10, 40, 100, 25)
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#Text
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Blender.BGL.glColor3f(1, 1, 1)
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Blender.BGL.glRasterPos2d(10, 310)
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Blender.Draw.Text("1.Only one mesh and one armature in the scene")
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Blender.BGL.glRasterPos2d(10, 290)
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Blender.Draw.Text("2.Before parenting set:")
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Blender.BGL.glRasterPos2d(10, 270)
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Blender.Draw.Text(" a)Armature and mesh must have the same origin location")
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Blender.BGL.glRasterPos2d(10, 255)
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Blender.Draw.Text(" (press N for both and set the same LocX,LocY and LocZ)")
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Blender.BGL.glRasterPos2d(10, 230)
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Blender.Draw.Text(" b)Armature and mesh must have the same to rotation")
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Blender.BGL.glRasterPos2d(10, 215)
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Blender.Draw.Text(" (select them and press Ctrl + A)")
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Blender.BGL.glRasterPos2d(10, 195)
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Blender.Draw.Text("3.Set the number of the animation frames to export ")
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Blender.BGL.glRasterPos2d(10, 175)
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Blender.Draw.Text("5.Read warnings in console(if any)")
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def event(evt, val):
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if evt == Blender.Draw.ESCKEY and not val: Blender.Draw.Exit()
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def bevent(evt):
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if evt == 1: Blender.Draw.Exit()
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#***********************************************
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#***********************************************
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# EXPORTER
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#***********************************************
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#***********************************************
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class xExport:
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def __init__(self, filename):
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self.file = open(filename, "w")
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#*********************************************************************************************************************************************
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#***********************************************
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#Export Animation
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#***********************************************
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def exportMesh(self,arm,arm_ob,tex):
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for name in Object.Get():
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obj = name.getData()
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if type(obj) == Types.NMeshType :
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self.writeMeshcoord(name, obj,arm_ob)
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self.writeMeshMaterialList(name, obj, tex)
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self.writeMeshNormals(name, obj)
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self.writeMeshTextureCoords(name, obj)
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self.writeSkinWeights(arm,obj)
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self.file.write(" }\n")
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self.file.write("}\n")
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self.writeAnimation(name, obj,arm)
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#***********************************************
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#Export Root Bone
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#***********************************************
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def writeRootBone(self):
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global new_bon,mat_flip
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space = 0
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tex = []
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print "exporting ..."
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self.writeHeader()
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for name in Object.Get():
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obj = name.getData()
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if type(obj) == Types.NMeshType :
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self.writeTextures(name, tex)
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arm = name.getData()
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if type(arm) == Types.ArmatureType :
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Blender.Set('curframe',1)
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am_ob = Object.Get(name.name)
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mat_ob = mat_flip * am_ob.getMatrix()
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self.writeArmFrames(mat_ob, "RootFrame", 0)
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root_bon = arm.getBones()
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mat_r = self.writeCombineMatrix(root_bon[0])
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name_r = root_bon[0].getName()
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new_bon[name_r] = len(root_bon[0].getChildren())
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self.writeArmFrames(mat_r, name_r, 1)
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self.writeListOfChildrens(root_bon[0],2,arm)
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self.file.write("}\n")
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self.exportMesh(arm,am_ob, tex)
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self.writeEnd()
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#***********************************************
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#Export Children Bones
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#***********************************************
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def writeListOfChildrens(self,bon,space,arm):
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global new_bon
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bon_c = bon.getChildren()
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Blender.Set('curframe',1)
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for n in range(len(bon_c)):
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name_h = bon_c[n].getName()
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chi_h = bon_c[n].getChildren()
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new_bon[name_h] = len(chi_h)
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if bon_c == [] :
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self.CloseBrackets(bon, new_bon, space, arm.getBones()[0])
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for nch in range(len(bon_c)):
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mat = self.writeCombineMatrix(bon_c[nch])
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name_ch = bon_c[nch].getName()
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self.writeArmFrames(mat, name_ch,space)
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self.findChildrens(bon_c[nch],space,arm)
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#***********************************************
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#Create Children structure
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#***********************************************
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def CloseBrackets(self, bon, new_bon, space, root_bon):
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tab = " "
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self.file.write("%s" % (tab * (space -1)))
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self.file.write("}\n")
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while bon.hasParent():
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if new_bon[bon.getName()] == 0:
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pare = bon.getParent()
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name_p = pare.getName()
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if new_bon[name_p] > 0:
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new_bon[name_p] = new_bon[name_p] - 1
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if new_bon[name_p] == 0 and pare != root_bon:
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self.file.write("%s" % (tab * (space-2)))
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self.file.write("}\n")
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space = space - 1
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bon = pare
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else:
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break
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#***********************************************
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#Create Children structure
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#***********************************************
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def findChildrens(self,bon_c,space,arm):
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bon_cc = bon_c
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space += 1
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self.writeListOfChildrens(bon_cc,space,arm)
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#***********************************************
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#Offset Matrix
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#***********************************************
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def writeMatrixOffset(self,bon):
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Blender.Set('curframe',1)
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mat_b = bon.getRestMatrix()
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mat_b.invert()
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return mat_b
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#***********************************************
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#Combine Matrix
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#***********************************************
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def writeCombineMatrix(self,bon):
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Blender.Set('curframe',1)
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mat_b = bon.getRestMatrix()
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if bon.hasParent():
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pare = bon.getParent()
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mat_p = pare.getRestMatrix()
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else :
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mat_p = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
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mat_p.invert()
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mat_rb = mat_b * mat_p
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return mat_rb
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#***********************************************
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#Combine Matrix
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#***********************************************
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def writeCombineAnimMatrix(self,bon):
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mat_b = bon.getRestMatrix()
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if bon.hasParent():
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pare = bon.getParent()
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mat_p = pare.getRestMatrix()
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else :
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mat_p = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
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mat_p.invert()
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mat_rb = mat_b * mat_p
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return mat_rb
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#*********************************************************************************************************************************************
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#***********************************************
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#Write SkinWeights
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#***********************************************
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def writeSkinWeights(self, arm, mesh):
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global index_list
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Blender.Set('curframe',1)
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self.file.write(" XSkinMeshHeader {\n")
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max_infl = 0
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for bo in arm.getBones() :
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name = bo.getName()
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try :
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vertx_list = mesh.getVertsFromGroup(name,1)
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for inde in vertx_list :
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vert_infl = mesh.getVertexInfluences(inde[0])
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ln_infl = len(vert_infl)
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if ln_infl > max_infl :
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max_infl = ln_infl
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except:
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pass
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self.file.write(" %s; \n" % (max_infl))
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self.file.write(" %s; \n" % (max_infl * 3))
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self.file.write(" %s; \n" % (len(arm.getBones())))
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self.file.write(" }\n")
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for bo in arm.getBones() :
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bo_list = []
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weight_list = []
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name = bo.getName()
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try :
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vert_list = mesh.getVertsFromGroup(name,1)
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le = 0
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for indx in vert_list:
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ver_infl = mesh.getVertexInfluences(indx[0])
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len_infl = float(len(ver_infl))
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infl = 1 / len_infl
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i = -1
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for el in index_list :
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i += 1
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if el == indx[0] :
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le +=1
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bo_list.append(i)
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weight_list.append(infl)
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self.file.write(" SkinWeights {\n")
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self.file.write(' "%s"; \n' % (name))
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self.file.write(' %s; \n' % (le))
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count = 0
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for ind in bo_list :
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count += 1
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if count == len(bo_list):
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self.file.write(" %s; \n" % (ind))
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else :
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self.file.write(" %s, \n" % (ind))
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cou = 0
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for wegh in weight_list :
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cou += 1
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if cou == len(weight_list):
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self.file.write(" %s; \n" % (round(wegh,6)))
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else :
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self.file.write(" %s, \n" % (round(wegh,6)))
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matx = self.writeMatrixOffset(bo)
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self.writeOffsFrames(matx, name, 1)
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except :
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pass
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self.file.write(" }\n")
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#***********************************************
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# Write Matrices
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#***********************************************
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def writeArmFrames(self, matx, name, space):
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tab = " "
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self.file.write("%s" % (tab * space))
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self.file.write("Frame ")
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self.file.write("%s {\n\n" % (name))
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self.file.write("%s" % (tab * space))
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self.file.write(" FrameTransformMatrix {\n")
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self.file.write("%s" % (tab * space))
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self.file.write(" %s,%s,%s,%s," %
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(round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],4)))
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self.file.write("%s,%s,%s,%s," %
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(round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],4)))
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self.file.write("%s,%s,%s,%s," %
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(round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],4)))
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self.file.write("%s,%s,%s,%s;;\n" %
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(round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],6)))
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self.file.write("%s" % (tab * space))
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self.file.write(" }\n")
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#***********************************************
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# Write Matrices
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#***********************************************
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def writeOffsFrames(self, matx, name, space):
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tab = " "
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self.file.write("%s" % (tab * space))
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self.file.write(" %s,%s,%s,%s," %
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(round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],4)))
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self.file.write("%s,%s,%s,%s," %
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(round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],4)))
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self.file.write("%s,%s,%s,%s," %
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(round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],4)))
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self.file.write("%s,%s,%s,%s;;\n" %
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(round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],6)))
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self.file.write("%s" % (tab * space))
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self.file.write(" }\n")
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#*********************************************************************************************************************************************
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#***********************************************
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#HEADER
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#***********************************************
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def writeHeader(self):
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self.file.write("xof 0303txt 0032\n\n\n")
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self.file.write("template VertexDuplicationIndices { \n\
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<b8d65549-d7c9-4995-89cf-53a9a8b031e3>\n\
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DWORD nIndices;\n\
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DWORD nOriginalVertices;\n\
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array DWORD indices[nIndices];\n\
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}\n\
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template XSkinMeshHeader {\n\
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<3cf169ce-ff7c-44ab-93c0-f78f62d172e2>\n\
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WORD nMaxSkinWeightsPerVertex;\n\
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WORD nMaxSkinWeightsPerFace;\n\
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WORD nBones;\n\
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}\n\
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template SkinWeights {\n\
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<6f0d123b-bad2-4167-a0d0-80224f25fabb>\n\
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STRING transformNodeName;\n\
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DWORD nWeights;\n\
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array DWORD vertexIndices[nWeights];\n\
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array float weights[nWeights];\n\
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Matrix4x4 matrixOffset;\n\
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}\n\n")
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#***********************************************
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#CLOSE FILE
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#***********************************************
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def writeEnd(self):
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self.file.close()
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print "... finished"
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#***********************************************
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#EXPORT TEXTURES
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#***********************************************
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def writeTextures(self,name, tex):
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mesh = name.data
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for face in mesh.faces:
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if face.image and face.image.name not in tex:
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tex.append(face.image.name)
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#***********************************************
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#EXPORT MESH DATA
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#***********************************************
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def writeMeshcoord(self, name, mesh,armat):
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global index_list
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#ROTATION
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mat_ob = name.getMatrix()
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mat_ar = armat.getInverseMatrix()
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mat_f = mat_ob * mat_ar
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self.writeArmFrames(mat_f, "body", 1)
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self.file.write("Mesh {\n")
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numfaces=len(mesh.faces)
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#VERTICES NUMBER
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numvert = 0
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for face in mesh.faces:
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numvert = numvert + len(face.v)
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self.file.write("%s;\n" % (numvert))
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#VERTICES COORDINATES
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counter = 0
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for face in mesh.faces:
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counter += 1
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for n in range(len(face.v)):
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index_list.append(face.v[n].index)
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self.file.write("%s; %s; %s;" % (face.v[n].co[0], face.v[n].co[1], face.v[n].co[2]))
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if counter == numfaces :
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if n == len(face.v)-1 :
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self.file.write(";\n")
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else :
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self.file.write(",\n")
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else :
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self.file.write(",\n")
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#FACES NUMBER
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self.file.write("%s;\n" % (numfaces))
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#FACES INDEX
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numface=len(mesh.faces)
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coun,counter = 0, 0
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for face in mesh.faces :
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coun += 1
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if coun == numface:
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if len(face.v) == 3:
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self.file.write("3; %s, %s, %s;;\n" % (counter, counter + 2, counter + 1))
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counter += 3
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else :
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self.file.write("4; %s, %s, %s, %s;;\n" % (counter, counter + 3, counter + 2, counter + 1))
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counter += 4
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else:
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if len(face.v) == 3:
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self.file.write("3; %s, %s, %s;,\n" % (counter, counter + 2, counter + 1))
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counter += 3
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else :
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self.file.write("4; %s, %s, %s, %s;,\n" % (counter, counter + 3, counter + 2, counter + 1))
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counter += 4
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#***********************************************
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#VERTEX DUPLICATION INDEX
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#***********************************************
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def writeVertDupInd(self, mesh):
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self.file.write(" VertexDuplicationIndices {\n")
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numvert = 0
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numfaces=len(mesh.faces)
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for face in mesh.faces:
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numvert = numvert + len(face.v)
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self.file.write(" %s;\n" % (numvert+len(mesh.verts)))
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self.file.write(" %s;\n" % (len(mesh.verts)))
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#VERTICES INDEX
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cou = 0
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for vert in mesh.verts:
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cou += 1
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self.file.write(" %s" % ((vert.index)))
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if cou == len(mesh.verts):
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self.file.write(";\n")
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else:
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self.file.write(",\n")
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counter = 0
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for face in mesh.faces:
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counter += 1
|
|
if counter == numfaces:
|
|
if len(face.v) == 4:
|
|
self.file.write(" %s,\n" % ((face.v[0].index)))
|
|
self.file.write(" %s,\n" % ((face.v[1].index)))
|
|
self.file.write(" %s,\n" % ((face.v[2].index)))
|
|
self.file.write(" %s;\n" % ((face.v[3].index)))
|
|
elif len(face.v) == 3 :
|
|
self.file.write(" %s,\n" % ((face.v[0].index)))
|
|
self.file.write(" %s,\n" % ((face.v[1].index)))
|
|
self.file.write(" %s;\n" % ((face.v[2].index)))
|
|
|
|
else :
|
|
if len(face.v) == 4:
|
|
self.file.write(" %s,\n" % ((face.v[0].index)))
|
|
self.file.write(" %s,\n" % ((face.v[1].index)))
|
|
self.file.write(" %s,\n" % ((face.v[2].index)))
|
|
self.file.write(" %s,\n" % ((face.v[3].index)))
|
|
elif len(face.v) == 3 :
|
|
self.file.write(" %s,\n" % ((face.v[0].index)))
|
|
self.file.write(" %s,\n" % ((face.v[1].index)))
|
|
self.file.write(" %s,\n" % ((face.v[2].index)))
|
|
|
|
self.file.write(" }\n")
|
|
|
|
|
|
|
|
#***********************************************
|
|
#MESH MATERIAL LIST
|
|
#***********************************************
|
|
def writeMeshMaterialList(self, name, obj, tex):
|
|
self.file.write(" MeshMaterialList {\n")
|
|
#HOW MANY MATERIALS ARE USED
|
|
count = 0
|
|
for mat in Material.Get():
|
|
count+=1
|
|
self.file.write(" %s;\n" % (len(tex) + count))
|
|
#HOW MANY FACES IT HAS
|
|
numfaces=len(obj.faces)
|
|
self.file.write(" %s;\n" % (numfaces))
|
|
##MATERIALS INDEX FOR EVERY FACE
|
|
counter = 0
|
|
for face in obj.faces :
|
|
counter += 1
|
|
mater = face.materialIndex
|
|
if counter == numfaces:
|
|
if face.image and face.image.name in tex :
|
|
self.file.write(" %s;;\n" % (tex.index(face.image.name) + count))
|
|
else :
|
|
self.file.write(" %s;;\n" % (mater))
|
|
else :
|
|
if face.image and face.image.name in tex :
|
|
self.file.write(" %s,\n" % (tex.index(face.image.name) + count))
|
|
else :
|
|
self.file.write(" %s,\n" % (mater))
|
|
|
|
##MATERIAL NAME
|
|
for mat in Material.Get():
|
|
self.file.write(" Material")
|
|
for a in range(0,len(mat.name)):
|
|
if mat.name[a] == ".":
|
|
print "WARNING:the material " + mat.name + " contains '.' within.Many viewers may refuse to read the exported file"
|
|
self.file.write(" %s "% (mat.name))
|
|
self.file.write("{\n")
|
|
self.file.write(" %s; %s; %s;" % (mat.R, mat.G, mat.B))
|
|
self.file.write("%s;;\n" % (mat.alpha))
|
|
self.file.write(" %s;\n" % (mat.spec))
|
|
self.file.write(" %s; %s; %s;;\n" % (mat.specR, mat.specG, mat.specB))
|
|
self.file.write(" 0.0; 0.0; 0.0;;\n")
|
|
self.file.write(" }\n")
|
|
|
|
for mat in tex:
|
|
self.file.write(" Material Mat")
|
|
self.file.write("%s "% (len(tex)))
|
|
self.file.write("{\n")
|
|
self.file.write(" 1.0; 1.0; 1.0; 1.0;;\n")
|
|
self.file.write(" 1.0;\n")
|
|
self.file.write(" 1.0; 1.0; 1.0;;\n")
|
|
self.file.write(" 0.0; 0.0; 0.0;;\n")
|
|
self.file.write(" TextureFilename {\n")
|
|
self.file.write(' "%s" ;'% (face.image.name))
|
|
self.file.write(" }\n")
|
|
self.file.write(" }\n")
|
|
self.file.write(" }\n")
|
|
|
|
#***********************************************
|
|
#MESH NORMALS
|
|
#***********************************************
|
|
def writeMeshNormals(self,name,mesh):
|
|
self.file.write(" MeshNormals {\n")
|
|
#VERTICES NUMBER
|
|
numvert = 0
|
|
for face in mesh.faces:
|
|
numvert = numvert + len(face.v)
|
|
self.file.write("%s;\n" % (numvert))
|
|
numfaces=len(mesh.faces)
|
|
|
|
#VERTICES NORMAL
|
|
counter = 0
|
|
for face in mesh.faces:
|
|
counter += 1
|
|
for n in range(len(face.v)):
|
|
self.file.write(" %s; %s; %s;" % ((round(face.v[n].no[0],6)),(round(face.v[n].no[1],6)),(round(face.v[n].no[2],6))))
|
|
if counter == numfaces :
|
|
if n == len(face.v)-1 :
|
|
self.file.write(";\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
|
|
|
|
|
|
#FACES NUMBER
|
|
self.file.write("%s;\n" % (numfaces))
|
|
coun,counter = 0, 0
|
|
for face in mesh.faces :
|
|
coun += 1
|
|
if coun == numfaces:
|
|
if len(face.v) == 3:
|
|
self.file.write("3; %s, %s, %s;;\n" % (counter, counter + 2, counter + 1))
|
|
counter += 3
|
|
else :
|
|
self.file.write("4; %s, %s, %s, %s;;\n" % (counter, counter + 3, counter + 2, counter + 1))
|
|
counter += 4
|
|
else:
|
|
|
|
if len(face.v) == 3:
|
|
self.file.write("3; %s, %s, %s;,\n" % (counter, counter + 2, counter + 1))
|
|
counter += 3
|
|
else :
|
|
self.file.write("4; %s, %s, %s, %s;,\n" % (counter, counter + 3, counter + 2, counter + 1))
|
|
counter += 4
|
|
self.file.write("}\n")
|
|
|
|
#***********************************************
|
|
#MESH TEXTURE COORDS
|
|
#***********************************************
|
|
def writeMeshTextureCoords(self, name, mesh):
|
|
if mesh.hasFaceUV():
|
|
self.file.write("MeshTextureCoords {\n")
|
|
#VERTICES NUMBER
|
|
numvert = 0
|
|
for face in mesh.faces:
|
|
numvert += len(face.v)
|
|
self.file.write("%s;\n" % (numvert))
|
|
#UV COORDS
|
|
numfaces = len(mesh.faces)
|
|
counter = -1
|
|
co = 0
|
|
for face in mesh.faces:
|
|
counter += 1
|
|
co += 1
|
|
for n in range(len(face.v)):
|
|
self.file.write("%s;%s;" % (mesh.faces[counter].uv[n][0], -mesh.faces[counter].uv[n][1]))
|
|
if co == numfaces :
|
|
if n == len(face.v) - 1 :
|
|
self.file.write(";\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
else :
|
|
self.file.write(",\n")
|
|
|
|
self.file.write("}\n")
|
|
#***********************************************#***********************************************#***********************************************
|
|
#***********************************************
|
|
#FRAMES
|
|
#***********************************************
|
|
def writeFrames(self, matx):
|
|
|
|
self.file.write("%s,%s,%s,%s," %
|
|
(round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],6)))
|
|
self.file.write("%s,%s,%s,%s," %
|
|
(round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],6)))
|
|
self.file.write("%s,%s,%s,%s," %
|
|
(round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],6)))
|
|
self.file.write("%s,%s,%s,%s;;" %
|
|
(round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],6)))
|
|
|
|
|
|
|
|
|
|
#***********************************************
|
|
#WRITE ANIMATION KEYS
|
|
#***********************************************
|
|
def writeAnimation(self, name, obj, arm):
|
|
self.file.write("AnimationSet {\n")
|
|
startFr = Blender.Get('staframe')
|
|
endFr = Blender.Get('endframe')
|
|
for bon in arm.getBones() :
|
|
|
|
self.file.write(" Animation { \n")
|
|
self.file.write(" {%s}\n" %(bon.getName()))
|
|
self.file.write(" AnimationKey { \n")
|
|
self.file.write(" 4;\n")
|
|
self.file.write(" %s; \n" % (endFr))
|
|
|
|
self.file.write(" %s;" % (1))
|
|
self.file.write("16;")
|
|
mat = self.writeCombineMatrix(bon)
|
|
self.writeFrames(mat)
|
|
self.file.write(",\n")
|
|
|
|
for fr in range(startFr+1,endFr + 1) :
|
|
self.file.write(" %s;" % (fr))
|
|
self.file.write("16;")
|
|
Blender.Set('curframe',fr)
|
|
|
|
mat_new = self.writeCombineAnimMatrix(bon)
|
|
self.writeFrames(mat_new)
|
|
|
|
if fr == endFr:
|
|
self.file.write(";\n")
|
|
else:
|
|
self.file.write(",\n")
|
|
self.file.write(" }\n")
|
|
self.file.write(" }\n")
|
|
self.file.write("\n")
|
|
self.file.write("}\n")
|
|
|
|
#***********************************************#***********************************************#***********************************************
|
|
|
|
|
|
|
|
#***********************************************
|
|
# MAIN
|
|
#***********************************************
|
|
|
|
def my_callback(filename):
|
|
if filename.find('.x', -2) <= 0: filename += '.x'
|
|
xexport = xExport(filename)
|
|
xexport.writeRootBone()
|
|
|
|
|
|
arg = __script__['arg']
|
|
if arg == 'help':
|
|
Blender.Draw.Register(draw,event,bevent)
|
|
else:
|
|
fname = Blender.sys.makename(ext = ".x")
|
|
Blender.Window.FileSelector(my_callback, "Export DirectX8", fname)
|