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.
1534 lines
51 KiB
Python
1534 lines
51 KiB
Python
#!BPY
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"""
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Name: 'Cal3D Exporter V0.7'
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Blender: 234
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Group: 'Export'
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Tip: 'Export armature/bone data to the Cal3D library.'
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"""
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# $Id$
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#
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# Copyright (C) 2003 Jean-Baptiste LAMY -- jiba@tuxfamily.org
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# Copyright (C) 2004 Chris Montijin
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# Copyright (C) 2004 Damien McGinnes
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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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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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# This script is a Blender 2.34 => Cal3D 0.7/0.8/0.9 converter.
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# (See http://blender.org and http://cal3d.sourceforge.net)
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#
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# This script was written by Jiba, modified by Chris and later modified by Damien
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# Changes:
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#
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# 0.7 Damien McGinnes <mcginnes at netspeed com au>
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# Added NLA functionality for IPOs - this simplifies
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# the animation export and speeds it up significantly
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# it also removes the constraints on channel names -
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# they no longer have to match the bone or action and
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# .L .R etc are supported
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# bones starting with _ are not exported
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# textures no longer flipped vertically
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# fixed a filename bug for .csf and .cfg
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# actions that are prefixed with '@' go into the cfg file
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# as actions rather than cycles
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# works with baked IK actions, unbaked ones wont work well
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# because you wont have the constraints evaluated
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# added an FPS slider into the gui
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# added registry saving for gui state.
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#
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# 0.6 Chris Montjin
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# Updated for Blender 2.32, 2.33
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# added basic GUI
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# generally improved flexibility
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#
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# 0.5 Jiba <jiba@tuxfamily.org>
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# Initial Release for Blender 2.28
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# HOW TO USE :
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# 1 - load the script in Blender's text editor
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# 2 - type M-P (meta/alt + P) and wait until script execution is finished
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# or install it in .scripts and access from the export menu
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# ADVICE
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# - Objects/bones/actions whose names start by "_" are not exported
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# so call IK and null bones _LegIK for example
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# - All your armature's exported bones must be connected to another bone (except
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# for the rootbone). Contrary to Blender, Cal3D doesn't support "floating" bones.
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# - Actions that start with '@' will be exported as actions, others will be
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# exported as cycles
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# BUGS / TODO :
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# - Material color is not supported yet
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# - Cal3D springs (for clothes and hair) are not supported yet
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# - Cal3d has a bug in that a cycle that doesnt have as rootbone channel
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# will segfault cal3d. until cal3d supports this, add a keyframe for the rootbone
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# REMARKS
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# 1. When you finished an animation and run the script
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# you can get an error (something with KeyError). Just save your work,
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# and reload the model. This is usualy caused by deleted items hanging around
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# 2. If a vertex is assigned to one or more bones, but is has a for each
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# bone a weight of zero, there was a subdivision by zero somewhere
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# Made a workaround (if sum is 0.0 then sum becomes 1.0).
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# I have not checked what the outcome of that is, so you better nail 'm,
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# and give it some weight...
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# Parameters :
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# The directory where the data are saved.
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SAVE_TO_DIR = "/tmp/tutorial/"
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# Delete all existing Cal3D files in directory?
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DELETE_ALL_FILES = 0
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# What do you wanna export? If all are true then a .cfg file is created,
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# otherwise no .cfg file is made. You have to make one by hand.
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EXPORT_SKELETON = 1
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EXPORT_ANIMATION = 0
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EXPORT_MESH = 1
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EXPORT_MATERIAL = 0
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# Prefix for all created files
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FILE_PREFIX = "Test"
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# Remove path from imagelocation
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REMOVE_PATH_FROM_IMAGE = 0
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# prefix or subdir for imagepathname (if you place your textures in a
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# subdir or just need a prefix or something). Only used when
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# REMOVE_PATH_FROM_IMAGE = 1. Set to "" if none.
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IMAGE_PREFIX = "textures/"
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# Export to new (>= 900) Cal3D XML-format
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EXPORT_TO_XML = 0
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# Set scalefactor for model
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SCALE = 0.5
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# frames per second - used to convert blender frames to times
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FPS = 25
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# Use this dictionary to rename animations, as their name is lost at the
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# exportation.
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RENAME_ANIMATIONS = {
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# "OldName" : "NewName",
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}
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# True (=1) to export for the Soya 3D engine
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# (http://oomadness.tuxfamily.org/en/soya).
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# (=> rotate meshes and skeletons so as X is right, Y is top and -Z is front)
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EXPORT_FOR_SOYA = 0
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# See also BASE_MATRIX below, if you want to rotate/scale/translate the model at
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# the exportation.
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# Enables LODs computation. LODs computation is quite slow, and the algo is
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# surely not optimal :-(
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LODS = 0
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#remove the word '.BAKED' from exported baked animations
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REMOVE_BAKED = 1
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################################################################################
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# Code starts here.
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# The script should be quite re-useable for writing another Blender animation
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# exporter. Most of the hell of it is to deal with Blender's head-tail-roll
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# bone's definition.
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import sys, os, os.path, struct, math, string
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import Blender
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from Blender.BGL import *
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from Blender.Draw import *
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from Blender.Armature import *
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from Blender.Registry import *
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# HACK -- it seems that some Blender versions don't define sys.argv,
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# which may crash Python if a warning occurs.
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if not hasattr(sys, "argv"): sys.argv = ["???"]
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# Math stuff
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def quaternion2matrix(q):
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xx = q[0] * q[0]
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yy = q[1] * q[1]
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zz = q[2] * q[2]
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xy = q[0] * q[1]
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xz = q[0] * q[2]
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yz = q[1] * q[2]
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wx = q[3] * q[0]
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wy = q[3] * q[1]
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wz = q[3] * q[2]
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return [
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[1.0 - 2.0 * (yy + zz), 2.0 * (xy + wz), 2.0 * (xz - wy), 0.0],
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[2.0 * (xy - wz), 1.0 - 2.0 * (xx + zz), 2.0 * (yz + wx), 0.0],
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[2.0 * (xz + wy), 2.0 * (yz - wx), 1.0 - 2.0 * (xx + yy), 0.0],
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[0.0, 0.0, 0.0, 1.0]
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]
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def matrix2quaternion(m):
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s = math.sqrt(abs(m[0][0] + m[1][1] + m[2][2] + m[3][3]))
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if s == 0.0:
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x = abs(m[2][1] - m[1][2])
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y = abs(m[0][2] - m[2][0])
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z = abs(m[1][0] - m[0][1])
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if (x >= y) and (x >= z): return 1.0, 0.0, 0.0, 0.0
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elif (y >= x) and (y >= z): return 0.0, 1.0, 0.0, 0.0
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else: return 0.0, 0.0, 1.0, 0.0
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return quaternion_normalize([
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-(m[2][1] - m[1][2]) / (2.0 * s),
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-(m[0][2] - m[2][0]) / (2.0 * s),
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-(m[1][0] - m[0][1]) / (2.0 * s),
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0.5 * s,
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])
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def quaternion_normalize(q):
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l = math.sqrt(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3])
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return q[0] / l, q[1] / l, q[2] / l, q[3] / l
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def quaternion_multiply(q1, q2):
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r = [
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q2[3] * q1[0] + q2[0] * q1[3] + q2[1] * q1[2] - q2[2] * q1[1],
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q2[3] * q1[1] + q2[1] * q1[3] + q2[2] * q1[0] - q2[0] * q1[2],
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q2[3] * q1[2] + q2[2] * q1[3] + q2[0] * q1[1] - q2[1] * q1[0],
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q2[3] * q1[3] - q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2],
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]
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d = math.sqrt(r[0] * r[0] + r[1] * r[1] + r[2] * r[2] + r[3] * r[3])
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if d == 0:
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r[0] = d
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r[1] = d
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r[2] = d
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r[3] = d
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else:
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r[0] /= d
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r[1] /= d
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r[2] /= d
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r[3] /= d
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return r
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def matrix_translate(m, v):
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m[3][0] += v[0]
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m[3][1] += v[1]
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m[3][2] += v[2]
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return m
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def matrix_multiply(b, a):
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return [ [
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a[0][0] * b[0][0] + a[0][1] * b[1][0] + a[0][2] * b[2][0],
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a[0][0] * b[0][1] + a[0][1] * b[1][1] + a[0][2] * b[2][1],
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a[0][0] * b[0][2] + a[0][1] * b[1][2] + a[0][2] * b[2][2],
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0.0,
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], [
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a[1][0] * b[0][0] + a[1][1] * b[1][0] + a[1][2] * b[2][0],
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a[1][0] * b[0][1] + a[1][1] * b[1][1] + a[1][2] * b[2][1],
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a[1][0] * b[0][2] + a[1][1] * b[1][2] + a[1][2] * b[2][2],
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0.0,
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], [
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a[2][0] * b[0][0] + a[2][1] * b[1][0] + a[2][2] * b[2][0],
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a[2][0] * b[0][1] + a[2][1] * b[1][1] + a[2][2] * b[2][1],
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a[2][0] * b[0][2] + a[2][1] * b[1][2] + a[2][2] * b[2][2],
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0.0,
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], [
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a[3][0] * b[0][0] + a[3][1] * b[1][0] + a[3][2] * b[2][0] + b[3][0],
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a[3][0] * b[0][1] + a[3][1] * b[1][1] + a[3][2] * b[2][1] + b[3][1],
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a[3][0] * b[0][2] + a[3][1] * b[1][2] + a[3][2] * b[2][2] + b[3][2],
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1.0,
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] ]
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def matrix_invert(m):
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det = (m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])
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- m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2])
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+ m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]))
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if det == 0.0: return None
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det = 1.0 / det
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r = [ [
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det * (m[1][1] * m[2][2] - m[2][1] * m[1][2]),
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- det * (m[0][1] * m[2][2] - m[2][1] * m[0][2]),
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det * (m[0][1] * m[1][2] - m[1][1] * m[0][2]),
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0.0,
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], [
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- det * (m[1][0] * m[2][2] - m[2][0] * m[1][2]),
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det * (m[0][0] * m[2][2] - m[2][0] * m[0][2]),
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- det * (m[0][0] * m[1][2] - m[1][0] * m[0][2]),
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0.0
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], [
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det * (m[1][0] * m[2][1] - m[2][0] * m[1][1]),
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- det * (m[0][0] * m[2][1] - m[2][0] * m[0][1]),
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det * (m[0][0] * m[1][1] - m[1][0] * m[0][1]),
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0.0,
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] ]
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r.append([
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-(m[3][0] * r[0][0] + m[3][1] * r[1][0] + m[3][2] * r[2][0]),
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-(m[3][0] * r[0][1] + m[3][1] * r[1][1] + m[3][2] * r[2][1]),
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-(m[3][0] * r[0][2] + m[3][1] * r[1][2] + m[3][2] * r[2][2]),
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1.0,
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])
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return r
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def matrix_rotate_x(angle):
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cos = math.cos(angle)
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sin = math.sin(angle)
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return [
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[1.0, 0.0, 0.0, 0.0],
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[0.0, cos, sin, 0.0],
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[0.0, -sin, cos, 0.0],
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[0.0, 0.0, 0.0, 1.0],
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]
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def matrix_rotate_y(angle):
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cos = math.cos(angle)
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sin = math.sin(angle)
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return [
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[cos, 0.0, -sin, 0.0],
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[0.0, 1.0, 0.0, 0.0],
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[sin, 0.0, cos, 0.0],
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[0.0, 0.0, 0.0, 1.0],
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]
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def matrix_rotate_z(angle):
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cos = math.cos(angle)
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sin = math.sin(angle)
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return [
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[ cos, sin, 0.0, 0.0],
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[-sin, cos, 0.0, 0.0],
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[ 0.0, 0.0, 1.0, 0.0],
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[ 0.0, 0.0, 0.0, 1.0],
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]
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def matrix_rotate(axis, angle):
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vx = axis[0]
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vy = axis[1]
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vz = axis[2]
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vx2 = vx * vx
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vy2 = vy * vy
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vz2 = vz * vz
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cos = math.cos(angle)
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sin = math.sin(angle)
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co1 = 1.0 - cos
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return [
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[vx2 * co1 + cos, vx * vy * co1 + vz * sin, vz * vx * co1 - vy * sin, 0.0],
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[vx * vy * co1 - vz * sin, vy2 * co1 + cos, vy * vz * co1 + vx * sin, 0.0],
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[vz * vx * co1 + vy * sin, vy * vz * co1 - vx * sin, vz2 * co1 + cos, 0.0],
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[0.0, 0.0, 0.0, 1.0],
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]
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def matrix_scale(fx, fy, fz):
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return [
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[ fx, 0.0, 0.0, 0.0],
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[0.0, fy, 0.0, 0.0],
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[0.0, 0.0, fz, 0.0],
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[0.0, 0.0, 0.0, 1.0],
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]
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def point_by_matrix(p, m):
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return [p[0] * m[0][0] + p[1] * m[1][0] + p[2] * m[2][0] + m[3][0],
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p[0] * m[0][1] + p[1] * m[1][1] + p[2] * m[2][1] + m[3][1],
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p[0] * m[0][2] + p[1] * m[1][2] + p[2] * m[2][2] + m[3][2]]
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def point_distance(p1, p2):
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return math.sqrt((p2[0] - p1[0]) ** 2 + \
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(p2[1] - p1[1]) ** 2 + (p2[2] - p1[2]) ** 2)
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def vector_by_matrix(p, m):
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return [p[0] * m[0][0] + p[1] * m[1][0] + p[2] * m[2][0],
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p[0] * m[0][1] + p[1] * m[1][1] + p[2] * m[2][1],
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p[0] * m[0][2] + p[1] * m[1][2] + p[2] * m[2][2]]
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def vector_length(v):
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return math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])
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def vector_normalize(v):
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l = math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])
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return v[0] / l, v[1] / l, v[2] / l
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def vector_dotproduct(v1, v2):
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return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]
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def vector_crossproduct(v1, v2):
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return [
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v1[1] * v2[2] - v1[2] * v2[1],
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v1[2] * v2[0] - v1[0] * v2[2],
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v1[0] * v2[1] - v1[1] * v2[0],
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]
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def vector_angle(v1, v2):
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s = vector_length(v1) * vector_length(v2)
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f = vector_dotproduct(v1, v2) / s
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if f >= 1.0: return 0.0
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if f <= -1.0: return math.pi / 2.0
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return math.atan(-f / math.sqrt(1.0 - f * f)) + math.pi / 2.0
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def blender_bone2matrix(head, tail, roll):
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# Convert bone rest state (defined by bone.head, bone.tail and bone.roll)
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# to a matrix (the more standard notation).
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# Taken from blenkernel/intern/armature.c in Blender source.
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# See also DNA_armature_types.h:47.
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target = [0.0, 1.0, 0.0]
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delta = [tail[0] - head[0], tail[1] - head[1], tail[2] - head[2]]
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nor = vector_normalize(delta)
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axis = vector_crossproduct(target, nor)
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if vector_dotproduct(axis, axis) > 0.0000000000001:
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axis = vector_normalize(axis)
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theta = math.acos(vector_dotproduct(target, nor))
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bMatrix = matrix_rotate(axis, theta)
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else:
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if vector_crossproduct(target, nor) > 0.0: updown = 1.0
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else: updown = -1.0
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# Quoted from Blender source : "I think this should work ..."
|
|
bMatrix = [
|
|
[updown, 0.0, 0.0, 0.0],
|
|
[0.0, updown, 0.0, 0.0],
|
|
[0.0, 0.0, 1.0, 0.0],
|
|
[0.0, 0.0, 0.0, 1.0],
|
|
]
|
|
|
|
rMatrix = matrix_rotate(nor, roll)
|
|
return matrix_multiply(rMatrix, bMatrix)
|
|
|
|
|
|
# Cal3D data structures
|
|
|
|
CAL3D_VERSION = 700
|
|
CAL3D_XML_VERSION = 900
|
|
|
|
NEXT_MATERIAL_ID = 0
|
|
class Material:
|
|
def __init__(self, map_filename = None):
|
|
self.ambient_r = 255
|
|
self.ambient_g = 255
|
|
self.ambient_b = 255
|
|
self.ambient_a = 255
|
|
self.diffuse_r = 255
|
|
self.diffuse_g = 255
|
|
self.diffuse_b = 255
|
|
self.diffuse_a = 255
|
|
self.specular_r = 255
|
|
self.specular_g = 255
|
|
self.specular_b = 255
|
|
self.specular_a = 255
|
|
self.shininess = 1.0
|
|
if map_filename:
|
|
self.maps_filenames = [map_filename]
|
|
else:
|
|
self.maps_filenames = []
|
|
|
|
MATERIALS[map_filename] = self
|
|
|
|
global NEXT_MATERIAL_ID
|
|
self.id = NEXT_MATERIAL_ID
|
|
NEXT_MATERIAL_ID += 1
|
|
|
|
def to_cal3d(self):
|
|
s = "CRF\0" + struct.pack("iBBBBBBBBBBBBfi", CAL3D_VERSION,
|
|
self.ambient_r, self.ambient_g, self.ambient_b, self.ambient_a,
|
|
self.diffuse_r, self.diffuse_g, self.diffuse_b, self.diffuse_a,
|
|
self.specular_r, self.specular_g, self.specular_b, self.specular_a,
|
|
self.shininess, len(self.maps_filenames))
|
|
for map_filename in self.maps_filenames:
|
|
s += struct.pack("i", len(map_filename) + 1)
|
|
s += map_filename + "\0"
|
|
return s
|
|
|
|
def to_cal3d_xml(self):
|
|
s = "<HEADER MAGIC=\"XRF\" VERSION=\"%i\"/>\n" % CAL3D_XML_VERSION
|
|
s += " <MATERIAL NUMMAPS=\"%i\">\n" % len(self.maps_filenames)
|
|
s += " <AMBIENT>%f %f %f %f</AMBIENT>\n" % \
|
|
(self.ambient_r, self.ambient_g, self.ambient_b, self.ambient_a)
|
|
s += " <DIFFUSE>%f %f %f %f</DIFFUSE>\n" % \
|
|
(self.diffuse_r, self.diffuse_g, self.diffuse_b, self.diffuse_a)
|
|
s += " <SPECULAR>%f %f %f %f</SPECULAR>\n" % \
|
|
(self.specular_r, self.specular_g, self.specular_b, self.specular_a)
|
|
s += " <SHININESS>%f</SHININESS>\n" % self.shininess
|
|
for map_filename in self.maps_filenames:
|
|
s += " <MAP>%s</MAP>\n" % map_filename
|
|
s += "</MATERIAL>\n"
|
|
return s
|
|
|
|
MATERIALS = {}
|
|
|
|
class Mesh:
|
|
def __init__(self, name):
|
|
self.name = name
|
|
self.submeshes = []
|
|
|
|
self.next_submesh_id = 0
|
|
|
|
def to_cal3d(self):
|
|
s = "CMF\0" + struct.pack("ii", CAL3D_VERSION, len(self.submeshes))
|
|
s += "".join(map(SubMesh.to_cal3d, self.submeshes))
|
|
return s
|
|
|
|
def to_cal3d_xml(self):
|
|
s = "<HEADER MAGIC=\"XMF\" VERSION=\"%i\"/>\n" % CAL3D_XML_VERSION
|
|
s += "<MESH NUMSUBMESH=\"%i\">\n" % len(self.submeshes)
|
|
s += "".join(map(SubMesh.to_cal3d_xml, self.submeshes))
|
|
s += "</MESH>\n"
|
|
return s
|
|
|
|
class SubMesh:
|
|
def __init__(self, mesh, material):
|
|
self.material = material
|
|
self.vertices = []
|
|
self.faces = []
|
|
self.nb_lodsteps = 0
|
|
self.springs = []
|
|
|
|
self.next_vertex_id = 0
|
|
|
|
self.mesh = mesh
|
|
self.id = mesh.next_submesh_id
|
|
mesh.next_submesh_id += 1
|
|
mesh.submeshes.append(self)
|
|
|
|
def compute_lods(self):
|
|
"""Computes LODs info for Cal3D (there's no Blender related stuff here)."""
|
|
|
|
print "Start LODs computation..."
|
|
vertex2faces = {}
|
|
for face in self.faces:
|
|
for vertex in (face.vertex1, face.vertex2, face.vertex3):
|
|
l = vertex2faces.get(vertex)
|
|
if not l:
|
|
vertex2faces[vertex] = [face]
|
|
else:
|
|
l.append(face)
|
|
|
|
couple_treated = {}
|
|
couple_collapse_factor = []
|
|
for face in self.faces:
|
|
for a, b in ((face.vertex1, face.vertex2), (face.vertex1, face.vertex3),
|
|
(face.vertex2, face.vertex3)):
|
|
a = a.cloned_from or a
|
|
b = b.cloned_from or b
|
|
if a.id > b.id:
|
|
a, b = b, a
|
|
if not couple_treated.has_key((a, b)):
|
|
# The collapse factor is simply the distance between the 2 points :-(
|
|
# This should be improved !!
|
|
if vector_dotproduct(a.normal, b.normal) < 0.9:
|
|
continue
|
|
couple_collapse_factor.append((point_distance(a.loc, b.loc), a, b))
|
|
couple_treated[a, b] = 1
|
|
|
|
couple_collapse_factor.sort()
|
|
|
|
collapsed = {}
|
|
new_vertices = []
|
|
new_faces = []
|
|
for factor, v1, v2 in couple_collapse_factor:
|
|
# Determines if v1 collapses to v2 or v2 to v1.
|
|
# We choose to keep the vertex which is on the
|
|
# smaller number of faces, since
|
|
# this one has more chance of being in an extrimity of the body.
|
|
# Though heuristic, this rule yields very good results in practice.
|
|
if len(vertex2faces[v1]) < len(vertex2faces[v2]):
|
|
v2, v1 = v1, v2
|
|
elif len(vertex2faces[v1]) == len(vertex2faces[v2]):
|
|
if collapsed.get(v1, 0): v2, v1 = v1, v2 # v1 already collapsed, try v2
|
|
|
|
if (not collapsed.get(v1, 0)) and (not collapsed.get(v2, 0)):
|
|
collapsed[v1] = 1
|
|
collapsed[v2] = 1
|
|
|
|
# Check if v2 is already collapsed
|
|
while v2.collapse_to:
|
|
v2 = v2.collapse_to
|
|
|
|
common_faces = filter(vertex2faces[v1].__contains__, vertex2faces[v2])
|
|
|
|
v1.collapse_to = v2
|
|
v1.face_collapse_count = len(common_faces)
|
|
|
|
for clone in v1.clones:
|
|
# Find the clone of v2 that correspond to this clone of v1
|
|
possibles = []
|
|
for face in vertex2faces[clone]:
|
|
possibles.append(face.vertex1)
|
|
possibles.append(face.vertex2)
|
|
possibles.append(face.vertex3)
|
|
clone.collapse_to = v2
|
|
for vertex in v2.clones:
|
|
if vertex in possibles:
|
|
clone.collapse_to = vertex
|
|
break
|
|
|
|
clone.face_collapse_count = 0
|
|
new_vertices.append(clone)
|
|
|
|
# HACK -- all faces get collapsed with v1
|
|
# (and no faces are collapsed with v1's
|
|
# clones). This is why we add v1 in new_vertices after v1's clones.
|
|
# This hack has no other incidence that consuming
|
|
# a little few memory for the
|
|
# extra faces if some v1's clone are collapsed but v1 is not.
|
|
new_vertices.append(v1)
|
|
|
|
self.nb_lodsteps += 1 + len(v1.clones)
|
|
|
|
new_faces.extend(common_faces)
|
|
for face in common_faces:
|
|
face.can_collapse = 1
|
|
|
|
# Updates vertex2faces
|
|
vertex2faces[face.vertex1].remove(face)
|
|
vertex2faces[face.vertex2].remove(face)
|
|
vertex2faces[face.vertex3].remove(face)
|
|
vertex2faces[v2].extend(vertex2faces[v1])
|
|
|
|
new_vertices.extend(filter(lambda vertex: not vertex.collapse_to,
|
|
self.vertices))
|
|
new_vertices.reverse() # Cal3D want LODed vertices at the end
|
|
for i in range(len(new_vertices)): new_vertices[i].id = i
|
|
self.vertices = new_vertices
|
|
|
|
new_faces.extend(filter(lambda face: not face.can_collapse, self.faces))
|
|
new_faces.reverse() # Cal3D want LODed faces at the end
|
|
self.faces = new_faces
|
|
|
|
print "LODs computed : %s vertices can be removed (from a total of %s)." % \
|
|
(self.nb_lodsteps, len(self.vertices))
|
|
|
|
def rename_vertices(self, new_vertices):
|
|
"""Rename (change ID) of all vertices, such as self.vertices ==
|
|
new_vertices.
|
|
"""
|
|
for i in range(len(new_vertices)):
|
|
new_vertices[i].id = i
|
|
self.vertices = new_vertices
|
|
|
|
def to_cal3d(self):
|
|
s = struct.pack("iiiiii", self.material.id, len(self.vertices),
|
|
len(self.faces), self.nb_lodsteps, len(self.springs),
|
|
len(self.material.maps_filenames))
|
|
s += "".join(map(Vertex.to_cal3d, self.vertices))
|
|
s += "".join(map(Spring.to_cal3d, self.springs))
|
|
s += "".join(map(Face.to_cal3d, self.faces))
|
|
return s
|
|
|
|
def to_cal3d_xml(self):
|
|
s = " <SUBMESH NUMVERTICES=\"%i\" NUMFACES=\"%i\" MATERIAL=\"%i\" " % \
|
|
(len(self.vertices), len(self.faces), self.material.id)
|
|
s += "NUMLODSTEPS=\"%i\" NUMSPRINGS=\"%i\" NUMTEXCOORDS=\"%i\">\n" % \
|
|
(self.nb_lodsteps, len(self.springs),
|
|
len(self.material.maps_filenames))
|
|
s += "".join(map(Vertex.to_cal3d_xml, self.vertices))
|
|
s += "".join(map(Spring.to_cal3d_xml, self.springs))
|
|
s += "".join(map(Face.to_cal3d_xml, self.faces))
|
|
s += " </SUBMESH>\n"
|
|
return s
|
|
|
|
class Vertex:
|
|
def __init__(self, submesh, loc, normal):
|
|
self.loc = loc
|
|
self.normal = normal
|
|
self.collapse_to = None
|
|
self.face_collapse_count = 0
|
|
self.maps = []
|
|
self.influences = []
|
|
self.weight = None
|
|
|
|
self.cloned_from = None
|
|
self.clones = []
|
|
|
|
self.submesh = submesh
|
|
self.id = submesh.next_vertex_id
|
|
submesh.next_vertex_id += 1
|
|
submesh.vertices.append(self)
|
|
|
|
def to_cal3d(self):
|
|
if self.collapse_to:
|
|
collapse_id = self.collapse_to.id
|
|
else:
|
|
collapse_id = -1
|
|
s = struct.pack("ffffffii", self.loc[0], self.loc[1], self.loc[2],
|
|
self.normal[0], self.normal[1], self.normal[2], collapse_id,
|
|
self.face_collapse_count)
|
|
s += "".join(map(Map.to_cal3d, self.maps))
|
|
s += struct.pack("i", len(self.influences))
|
|
s += "".join(map(Influence.to_cal3d, self.influences))
|
|
if not self.weight is None:
|
|
s += struct.pack("f", len(self.weight))
|
|
return s
|
|
|
|
def to_cal3d_xml(self):
|
|
if self.collapse_to:
|
|
collapse_id = self.collapse_to.id
|
|
else:
|
|
collapse_id = -1
|
|
s = " <VERTEX ID=\"%i\" NUMINFLUENCES=\"%i\">\n" % \
|
|
(self.id, len(self.influences))
|
|
s += " <POS>%f %f %f</POS>\n" % (self.loc[0], self.loc[1], self.loc[2])
|
|
s += " <NORM>%f %f %f</NORM>\n" % \
|
|
(self.normal[0], self.normal[1], self.normal[2])
|
|
if collapse_id != -1:
|
|
s += " <COLLAPSEID>%i</COLLAPSEID>\n" % collapse_id
|
|
s += " <COLLAPSECOUNT>%i</COLLAPSECOUNT>\n" % \
|
|
self.face_collapse_count
|
|
s += "".join(map(Map.to_cal3d_xml, self.maps))
|
|
s += "".join(map(Influence.to_cal3d_xml, self.influences))
|
|
if not self.weight is None:
|
|
s += " <PHYSIQUE>%f</PHYSIQUE>\n" % len(self.weight)
|
|
s += " </VERTEX>\n"
|
|
return s
|
|
|
|
class Map:
|
|
def __init__(self, u, v):
|
|
self.u = u
|
|
self.v = v
|
|
|
|
def to_cal3d(self):
|
|
return struct.pack("ff", self.u, self.v)
|
|
|
|
def to_cal3d_xml(self):
|
|
return " <TEXCOORD>%f %f</TEXCOORD>\n" % (self.u, self.v)
|
|
|
|
class Influence:
|
|
def __init__(self, bone, weight):
|
|
self.bone = bone
|
|
self.weight = weight
|
|
|
|
def to_cal3d(self):
|
|
return struct.pack("if", self.bone.id, self.weight)
|
|
|
|
def to_cal3d_xml(self):
|
|
return " <INFLUENCE ID=\"%i\">%f</INFLUENCE>\n" % \
|
|
(self.bone.id, self.weight)
|
|
|
|
class Spring:
|
|
def __init__(self, vertex1, vertex2):
|
|
self.vertex1 = vertex1
|
|
self.vertex2 = vertex2
|
|
self.spring_coefficient = 0.0
|
|
self.idlelength = 0.0
|
|
|
|
def to_cal3d(self):
|
|
return struct.pack("iiff", self.vertex1.id, self.vertex2.id,
|
|
self.spring_coefficient, self.idlelength)
|
|
|
|
def to_cal3d_xml(self):
|
|
return " <SPRING VERTEXID=\"%i %i\" COEF=\"%f\" LENGTH=\"%f\"/>\n" % \
|
|
(self.vertex1.id, self.vertex2.id, self.spring_coefficient,
|
|
self.idlelength)
|
|
|
|
class Face:
|
|
def __init__(self, submesh, vertex1, vertex2, vertex3):
|
|
self.vertex1 = vertex1
|
|
self.vertex2 = vertex2
|
|
self.vertex3 = vertex3
|
|
|
|
self.can_collapse = 0
|
|
|
|
self.submesh = submesh
|
|
submesh.faces.append(self)
|
|
|
|
def to_cal3d(self):
|
|
return struct.pack("iii", self.vertex1.id, self.vertex2.id, self.vertex3.id)
|
|
|
|
def to_cal3d_xml(self):
|
|
return " <FACE VERTEXID=\"%i %i %i\"/>\n" % \
|
|
(self.vertex1.id, self.vertex2.id, self.vertex3.id)
|
|
|
|
class Skeleton:
|
|
def __init__(self):
|
|
self.bones = []
|
|
|
|
self.next_bone_id = 0
|
|
|
|
def to_cal3d(self):
|
|
s = "CSF\0" + struct.pack("ii", CAL3D_VERSION, len(self.bones))
|
|
s += "".join(map(Bone.to_cal3d, self.bones))
|
|
return s
|
|
|
|
def to_cal3d_xml(self):
|
|
s = "<HEADER MAGIC=\"XSF\" VERSION=\"%i\"/>\n" % CAL3D_XML_VERSION
|
|
s += "<SKELETON NUMBONES=\"%i\">\n" % len(self.bones)
|
|
s += "".join(map(Bone.to_cal3d_xml, self.bones))
|
|
s += "</SKELETON>\n"
|
|
return s
|
|
|
|
BONES = {}
|
|
|
|
class Bone:
|
|
def __init__(self, skeleton, parent, name, loc, rot):
|
|
self.parent = parent
|
|
self.name = name
|
|
self.loc = loc
|
|
self.rot = rot
|
|
self.children = []
|
|
|
|
self.matrix = matrix_translate(quaternion2matrix(rot), loc)
|
|
if parent:
|
|
self.matrix = matrix_multiply(parent.matrix, self.matrix)
|
|
parent.children.append(self)
|
|
|
|
# lloc and lrot are the bone => model space transformation
|
|
# (translation and rotation). They are probably specific to Cal3D.
|
|
m = matrix_invert(self.matrix)
|
|
self.lloc = m[3][0], m[3][1], m[3][2]
|
|
self.lrot = matrix2quaternion(m)
|
|
|
|
self.skeleton = skeleton
|
|
self.id = skeleton.next_bone_id
|
|
skeleton.next_bone_id += 1
|
|
skeleton.bones.append(self)
|
|
|
|
BONES[name] = self
|
|
|
|
def to_cal3d(self):
|
|
s = struct.pack("i", len(self.name) + 1) + self.name + "\0"
|
|
|
|
# We need to negate quaternion W value, but why ?
|
|
s += struct.pack("ffffffffffffff", self.loc[0], self.loc[1], self.loc[2],
|
|
self.rot[0], self.rot[1], self.rot[2], -self.rot[3],
|
|
self.lloc[0], self.lloc[1], self.lloc[2],
|
|
self.lrot[0], self.lrot[1], self.lrot[2], -self.lrot[3])
|
|
if self.parent:
|
|
s += struct.pack("i", self.parent.id)
|
|
else:
|
|
s += struct.pack("i", -1)
|
|
s += struct.pack("i", len(self.children))
|
|
s += "".join(map(lambda bone: struct.pack("i", bone.id), self.children))
|
|
return s
|
|
|
|
def to_cal3d_xml(self):
|
|
s = " <BONE ID=\"%i\" NAME=\"%s\" NUMCHILDS=\"%i\">\n" % \
|
|
(self.id, self.name, len(self.children))
|
|
# We need to negate quaternion W value, but why ?
|
|
s += " <TRANSLATION>%f %f %f</TRANSLATION>\n" % \
|
|
(self.loc[0], self.loc[1], self.loc[2])
|
|
s += " <ROTATION>%f %f %f %f</ROTATION>\n" % \
|
|
(self.rot[0], self.rot[1], self.rot[2], -self.rot[3])
|
|
s += " <LOCALTRANSLATION>%f %f %f</LOCALTRANSLATION>\n" % \
|
|
(self.lloc[0], self.lloc[1], self.lloc[2])
|
|
s += " <LOCALROTATION>%f %f %f %f</LOCALROTATION>\n" % \
|
|
(self.lrot[0], self.lrot[1], self.lrot[2], -self.lrot[3])
|
|
if self.parent:
|
|
s += " <PARENTID>%i</PARENTID>\n" % self.parent.id
|
|
else:
|
|
s += " <PARENTID>%i</PARENTID>\n" % -1
|
|
s += "".join(map(lambda bone: " <CHILDID>%i</CHILDID>\n" % bone.id,
|
|
self.children))
|
|
s += " </BONE>\n"
|
|
return s
|
|
|
|
class Animation:
|
|
def __init__(self, name, action, duration = 0.0):
|
|
self.name = name
|
|
self.action = action
|
|
self.duration = duration
|
|
self.tracks = {} # Map bone names to tracks
|
|
|
|
def to_cal3d(self):
|
|
s = "CAF\0" + struct.pack("ifi",
|
|
CAL3D_VERSION, self.duration, len(self.tracks))
|
|
s += "".join(map(Track.to_cal3d, self.tracks.values()))
|
|
return s
|
|
|
|
def to_cal3d_xml(self):
|
|
s = "<HEADER MAGIC=\"XAF\" VERSION=\"%i\"/>\n" % CAL3D_XML_VERSION
|
|
s += "<ANIMATION DURATION=\"%f\" NUMTRACKS=\"%i\">\n" % \
|
|
(self.duration, len(self.tracks))
|
|
s += "".join(map(Track.to_cal3d_xml, self.tracks.values()))
|
|
s += "</ANIMATION>\n"
|
|
return s
|
|
|
|
class Track:
|
|
def __init__(self, animation, bone):
|
|
self.bone = bone
|
|
self.keyframes = []
|
|
|
|
self.animation = animation
|
|
animation.tracks[bone.name] = self
|
|
|
|
def to_cal3d(self):
|
|
s = struct.pack("ii", self.bone.id, len(self.keyframes))
|
|
s += "".join(map(KeyFrame.to_cal3d, self.keyframes))
|
|
return s
|
|
|
|
def to_cal3d_xml(self):
|
|
s = " <TRACK BONEID=\"%i\" NUMKEYFRAMES=\"%i\">\n" % \
|
|
(self.bone.id, len(self.keyframes))
|
|
s += "".join(map(KeyFrame.to_cal3d_xml, self.keyframes))
|
|
s += " </TRACK>\n"
|
|
return s
|
|
|
|
class KeyFrame:
|
|
def __init__(self, track, time, loc, rot):
|
|
self.time = time
|
|
self.loc = loc
|
|
self.rot = rot
|
|
|
|
self.track = track
|
|
track.keyframes.append(self)
|
|
|
|
def to_cal3d(self):
|
|
# We need to negate quaternion W value, but why ?
|
|
return struct.pack("ffffffff", self.time, self.loc[0], self.loc[1],
|
|
self.loc[2], self.rot[0], self.rot[1], self.rot[2], -self.rot[3])
|
|
|
|
def to_cal3d_xml(self):
|
|
s = " <KEYFRAME TIME=\"%f\">\n" % self.time
|
|
s += " <TRANSLATION>%f %f %f</TRANSLATION>\n" % \
|
|
(self.loc[0], self.loc[1], self.loc[2])
|
|
# We need to negate quaternion W value, but why ?
|
|
s += " <ROTATION>%f %f %f %f</ROTATION>\n" % \
|
|
(self.rot[0], self.rot[1], self.rot[2], -self.rot[3])
|
|
s += " </KEYFRAME>\n"
|
|
return s
|
|
|
|
|
|
def export():
|
|
global STATUS
|
|
STATUS = "Start export..."
|
|
Draw()
|
|
|
|
# Hack for having the model rotated right.
|
|
# Put in BASE_MATRIX your own rotation if you need some.
|
|
|
|
if EXPORT_FOR_SOYA:
|
|
BASE_MATRIX = matrix_rotate_x(-math.pi / 2.0)
|
|
else:
|
|
BASE_MATRIX = None
|
|
|
|
# Get the scene
|
|
|
|
scene = Blender.Scene.getCurrent()
|
|
|
|
|
|
# Export skeleton (=armature)
|
|
|
|
STATUS = "Calculate skeleton"
|
|
Draw()
|
|
|
|
skeleton = Skeleton()
|
|
|
|
for obj in Blender.Object.Get():
|
|
data = obj.getData()
|
|
if type(data) is Blender.Types.ArmatureType:
|
|
matrix = obj.getMatrix()
|
|
if BASE_MATRIX: matrix = matrix_multiply(BASE_MATRIX, matrix)
|
|
|
|
def treat_bone(b, parent = None):
|
|
#skip bones that start with _
|
|
#also skips children of that bone so be careful
|
|
if b.getName()[0] == '_' : return
|
|
head = b.getHead()
|
|
tail = b.getTail()
|
|
|
|
# Turns the Blender's head-tail-roll notation into a quaternion
|
|
quat = matrix2quaternion(blender_bone2matrix(head, tail, b.getRoll()))
|
|
|
|
if parent:
|
|
# Compute the translation from the parent bone's head to the child
|
|
# bone's head, in the parent bone coordinate system.
|
|
# The translation is parent_tail - parent_head + child_head,
|
|
# but parent_tail and parent_head must be converted from the parent's
|
|
# parent system coordinate into the parent system coordinate.
|
|
|
|
parent_invert_transform = matrix_invert(quaternion2matrix(parent.rot))
|
|
parent_head = vector_by_matrix(parent.head, parent_invert_transform)
|
|
parent_tail = vector_by_matrix(parent.tail, parent_invert_transform)
|
|
|
|
bone = Bone(skeleton, parent, b.getName(),
|
|
[parent_tail[0] - parent_head[0] + head[0],
|
|
parent_tail[1] - parent_head[1] + head[1],
|
|
parent_tail[2] - parent_head[2] + head[2]], quat)
|
|
else:
|
|
# Apply the armature's matrix to the root bones
|
|
head = point_by_matrix(head, matrix)
|
|
tail = point_by_matrix(tail, matrix)
|
|
quat = matrix2quaternion(matrix_multiply(matrix,
|
|
quaternion2matrix(quat))) # Probably not optimal
|
|
|
|
# Here, the translation is simply the head vector
|
|
bone = Bone(skeleton, parent, b.getName(), head, quat)
|
|
|
|
bone.head = head
|
|
bone.tail = tail
|
|
|
|
for child in b.getChildren():
|
|
treat_bone(child, bone)
|
|
|
|
for b in data.getBones():
|
|
# treat this bone if not already treated as a child bone
|
|
if not BONES.has_key(b.getName()):
|
|
treat_bone(b)
|
|
|
|
# Only one armature / skeleton
|
|
break
|
|
|
|
|
|
# Export Mesh data
|
|
|
|
if EXPORT_MESH or EXPORT_MATERIAL:
|
|
|
|
STATUS = "Calculate mesh and materials"
|
|
Draw()
|
|
|
|
meshes = []
|
|
|
|
for obj in Blender.Object.Get():
|
|
data = obj.getData()
|
|
if (type(data) is Blender.Types.NMeshType) and data.faces and EXPORT_MESH:
|
|
mesh = Mesh(obj.name)
|
|
|
|
if mesh.name[0] == '_' :
|
|
print "skipping object ", mesh.name
|
|
continue
|
|
|
|
meshes.append(mesh)
|
|
|
|
matrix = obj.getMatrix()
|
|
if BASE_MATRIX:
|
|
matrix = matrix_multiply(BASE_MATRIX, matrix)
|
|
|
|
faces = data.faces
|
|
while faces:
|
|
image = faces[0].image
|
|
image_filename = image and image.filename
|
|
# for windows
|
|
image_filename_t = str(image_filename)
|
|
#print image_filename_t
|
|
# end for windows
|
|
if REMOVE_PATH_FROM_IMAGE:
|
|
if image_filename_t == "None":
|
|
print "Something wrong with material (is none), set name to none..."
|
|
image_file = "none.tga"
|
|
else:
|
|
# for windows
|
|
if image_filename_t[0] == "/":
|
|
tmplist = image_filename_t.split("/")
|
|
else:
|
|
tmplist = image_filename_t.split("\\")
|
|
#print "tmplist: " + repr(tmplist)
|
|
image_file = IMAGE_PREFIX + tmplist[-1]
|
|
# end for windows
|
|
# for linux
|
|
# image_file = IMAGE_PREFIX + os.path.basename(image_filename)
|
|
else:
|
|
image_file = image_filename
|
|
material = MATERIALS.get(image_file) or Material(image_file)
|
|
|
|
# TODO add material color support here
|
|
|
|
submesh = SubMesh(mesh, material)
|
|
vertices = {}
|
|
for face in faces[:]:
|
|
if (face.image and face.image.filename) == image_filename:
|
|
faces.remove(face)
|
|
|
|
if not face.smooth:
|
|
#if len(face.v) < 3 :
|
|
# print "mesh contains a dodgy face, skipping it"
|
|
# continue
|
|
p1 = face.v[0].co
|
|
p2 = face.v[1].co
|
|
p3 = face.v[2].co
|
|
normal = vector_normalize(vector_by_matrix(vector_crossproduct(
|
|
[p3[0] - p2[0], p3[1] - p2[1], p3[2] - p2[2]],
|
|
[p1[0] - p2[0], p1[1] - p2[1], p1[2] - p2[2]],
|
|
), matrix))
|
|
|
|
face_vertices = []
|
|
for i in range(len(face.v)):
|
|
vertex = vertices.get(face.v[i].index)
|
|
if not vertex:
|
|
coord = point_by_matrix (face.v[i].co, matrix)
|
|
if face.smooth:
|
|
normal = vector_normalize(vector_by_matrix(face.v[i].no,
|
|
matrix))
|
|
vertex = vertices[face.v[i].index] = Vertex(submesh, coord,
|
|
normal)
|
|
|
|
influences = data.getVertexInfluences(face.v[i].index)
|
|
if not influences:
|
|
print "Warning: vertex %i (%i) has no influence !" % \
|
|
(face.v[i].index, face.v[i].sel)
|
|
|
|
# sum of influences is not always 1.0 in Blender ?!?!
|
|
sum = 0.0
|
|
for bone_name, weight in influences:
|
|
sum += weight
|
|
|
|
# Select vertex with no weight at all (sum = 0.0).
|
|
# To find out which one it is, select part of vertices in mesh,
|
|
# exit editmode and see if value between brackets is 1. If so,
|
|
# the vertex is in selection. You can narrow the selection
|
|
# this way, to find the offending vertex...
|
|
if sum == 0.0:
|
|
print "Warning: vertex %i in mesh %s (selected: %i) has influence sum of 0.0!" % \
|
|
(face.v[i].index, mesh.name, face.v[i].sel)
|
|
print "Set the sum to 1.0, otherwise there will " + \
|
|
"be a division by zero. Better find the offending " + \
|
|
"vertex..."
|
|
# face.v[i].sel = 1 # does not work???
|
|
sum = 1.0
|
|
if face.v[i].sel:
|
|
print "Vertex %i is selected" % (face.v[i].index)
|
|
|
|
for bone_name, weight in influences:
|
|
#print "bone: %s, weight: %f, sum: %f" % (bone_name, weight, sum)
|
|
vertex.influences.append(Influence(BONES[bone_name],
|
|
weight / sum))
|
|
|
|
elif not face.smooth:
|
|
# We cannot share vertex for non-smooth faces,
|
|
# since Cal3D does not support vertex sharing
|
|
# for 2 vertices with different normals.
|
|
# => we must clone the vertex.
|
|
|
|
old_vertex = vertex
|
|
vertex = Vertex(submesh, vertex.loc, normal)
|
|
vertex.cloned_from = old_vertex
|
|
vertex.influences = old_vertex.influences
|
|
old_vertex.clones.append(vertex)
|
|
|
|
if data.hasFaceUV():
|
|
uv = [face.uv[i][0], face.uv[i][1]] #1.0 - face.uv[i][1]]
|
|
if not vertex.maps:
|
|
vertex.maps.append(Map(*uv))
|
|
elif (vertex.maps[0].u != uv[0]) or (vertex.maps[0].v != uv[1]):
|
|
# This vertex can be shared for Blender, but not for Cal3D !!!
|
|
# Cal3D does not support vertex sharing for 2 vertices with
|
|
# different UV texture coodinates.
|
|
# => we must clone the vertex.
|
|
|
|
for clone in vertex.clones:
|
|
if (clone.maps[0].u == uv[0]) and \
|
|
(clone.maps[0].v == uv[1]):
|
|
vertex = clone
|
|
break
|
|
else: # Not yet cloned...
|
|
old_vertex = vertex
|
|
vertex = Vertex(submesh, vertex.loc, vertex.normal)
|
|
vertex.cloned_from = old_vertex
|
|
vertex.influences = old_vertex.influences
|
|
vertex.maps.append(Map(*uv))
|
|
old_vertex.clones.append(vertex)
|
|
|
|
face_vertices.append(vertex)
|
|
|
|
# Split faces with more than 3 vertices
|
|
for i in range(1, len(face.v) - 1):
|
|
Face(submesh, face_vertices[0], face_vertices[i],
|
|
face_vertices[i + 1])
|
|
|
|
# Computes LODs info
|
|
if LODS:
|
|
submesh.compute_lods()
|
|
|
|
# Export animations
|
|
|
|
if EXPORT_ANIMATION:
|
|
|
|
ipoCurveType = ['LocX', 'LocY', 'LocZ', 'QuatX', 'QuatY', 'QuatZ', 'QuatW']
|
|
|
|
STATUS = "Calculate animations"
|
|
Draw()
|
|
|
|
ANIMATIONS = {}
|
|
|
|
actions = Blender.Armature.NLA.GetActions()
|
|
|
|
for a in actions:
|
|
|
|
#skip actions beginning with _
|
|
if a[0] == '_' : continue
|
|
|
|
#create the animation object
|
|
animation_name = a
|
|
|
|
#if the name starts with @ then it is a oneshot action otherwise its a cycle
|
|
if a[0] == '@':
|
|
animation_name = a.split("@")[1]
|
|
aact = 1
|
|
else:
|
|
aact = 0
|
|
|
|
print "Animationname: %s" % (animation_name)
|
|
|
|
if REMOVE_BAKED:
|
|
tmp = animation_name.split('.BAKED')
|
|
animation_name = "".join(tmp)
|
|
|
|
#check for duplicate animation names and work around
|
|
test = animation_name
|
|
suffix = 1
|
|
while ANIMATIONS.get(test):
|
|
print "Warning %s already exists!! renaming" % animation_name
|
|
test = "%s__%i" % (animation_name, suffix)
|
|
suffix += 1
|
|
animation_name = test
|
|
|
|
animation = ANIMATIONS[animation_name] = Animation(animation_name, aact)
|
|
|
|
ipos = actions[a].getAllChannelIpos()
|
|
for bone_name in ipos:
|
|
#skip bones that start with _
|
|
if bone_name[0] == '_' :
|
|
continue
|
|
|
|
ipo = ipos[bone_name]
|
|
try: nbez = ipo.getNBezPoints(0)
|
|
except TypeError:
|
|
print "No key frame for action %s, ipo %s, skipping..." % (a, bone_name)
|
|
nbez = 0
|
|
|
|
bone = BONES[bone_name]
|
|
track = animation.tracks.get(bone_name)
|
|
if not track:
|
|
track = animation.tracks[bone_name] = Track(animation, bone)
|
|
track.finished = 0
|
|
|
|
curve = []
|
|
for ctype in ipoCurveType:
|
|
curve.append(ipo.getCurve(ctype))
|
|
|
|
for bez in range(nbez):
|
|
time1 = ipo.getCurveBeztriple(0, bez)[3]
|
|
time = (time1 - 1.0) / FPS
|
|
|
|
if animation.duration < time:
|
|
animation.duration = time
|
|
|
|
loc = bone.loc
|
|
rot = bone.rot
|
|
|
|
if (curve[0]):
|
|
trans = vector_by_matrix((
|
|
curve[0].evaluate(time1),
|
|
curve[1].evaluate(time1),
|
|
curve[2].evaluate(time1)), bone.matrix)
|
|
|
|
loc = [
|
|
bone.loc[0] + trans[0],
|
|
bone.loc[1] + trans[1],
|
|
bone.loc[2] + trans[2]]
|
|
|
|
if (curve[3]):
|
|
|
|
ipo_rot = [
|
|
curve[3].evaluate(time1),
|
|
curve[4].evaluate(time1),
|
|
curve[5].evaluate(time1),
|
|
curve[6].evaluate(time1)]
|
|
|
|
# We need to blend the rotation from the bone rest state
|
|
# (=bone.rot) with ipo_rot.
|
|
|
|
rot = quaternion_multiply(ipo_rot, bone.rot)
|
|
|
|
KeyFrame(track, time, loc, rot)
|
|
|
|
|
|
# Save all data
|
|
|
|
STATUS = "Save files"
|
|
Draw()
|
|
|
|
EXPORT_ALL = EXPORT_SKELETON and EXPORT_ANIMATION and \
|
|
EXPORT_MESH and EXPORT_MATERIAL
|
|
cfg_buffer = ""
|
|
|
|
if FILE_PREFIX == "":
|
|
std_fname = "cal3d"
|
|
else:
|
|
std_fname = ""
|
|
|
|
if not os.path.exists(SAVE_TO_DIR):
|
|
os.makedirs(SAVE_TO_DIR)
|
|
else:
|
|
if DELETE_ALL_FILES:
|
|
for file in os.listdir(SAVE_TO_DIR):
|
|
if file.endswith(".cfg") or file.endswith(".caf") or \
|
|
file.endswith(".cmf") or file.endswith(".csf") or \
|
|
file.endswith(".crf") or file.endswith(".xsf") or \
|
|
file.endswith(".xaf") or file.endswith(".xmf") or \
|
|
file.endswith(".xrf"):
|
|
os.unlink(os.path.join(SAVE_TO_DIR, file))
|
|
|
|
cfg_buffer += "# Cal3D model exported from Blender with blender2cal3d.py\n\n"
|
|
if EXPORT_ALL:
|
|
cfg_buffer += "# --- Scale of model ---\n"
|
|
cfg_buffer += "scale=%f\n\n" % SCALE
|
|
else:
|
|
cfg_buffer += "# Append this file to the model configuration file\n\n"
|
|
|
|
if EXPORT_SKELETON:
|
|
cfg_buffer += "# --- Skeleton ---\n"
|
|
if EXPORT_TO_XML:
|
|
open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + std_fname + \
|
|
os.path.basename(SAVE_TO_DIR) +".xsf"),
|
|
"wb").write(skeleton.to_cal3d_xml())
|
|
cfg_buffer += "skeleton=%s.xsf\n" % (FILE_PREFIX + std_fname +\
|
|
os.path.basename(SAVE_TO_DIR))
|
|
else:
|
|
open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + std_fname + \
|
|
os.path.basename(SAVE_TO_DIR) + ".csf"),
|
|
"wb").write(skeleton.to_cal3d())
|
|
cfg_buffer += "skeleton=%s.csf\n" % (FILE_PREFIX + std_fname +\
|
|
os.path.basename(SAVE_TO_DIR))
|
|
cfg_buffer += "\n"
|
|
|
|
if EXPORT_ANIMATION:
|
|
cfg_buffer += "# --- Animations ---\n"
|
|
for animation in ANIMATIONS.values():
|
|
# Cal3D does not support animation with only one state
|
|
if animation.duration:
|
|
animation.name = RENAME_ANIMATIONS.get(animation.name) or animation.name
|
|
|
|
action_suffix=""
|
|
if animation.action:
|
|
action_suffix = "_action"
|
|
|
|
if EXPORT_TO_XML:
|
|
open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + \
|
|
animation.name + ".xaf"), "wb").write(animation.to_cal3d_xml())
|
|
cfg_buffer += "animation%s=%s.xaf\n" % (action_suffix, (FILE_PREFIX + animation.name))
|
|
else:
|
|
open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + \
|
|
animation.name + ".caf"), "wb").write(animation.to_cal3d())
|
|
cfg_buffer += "animation%s=%s.caf\n" % (action_suffix, (FILE_PREFIX + animation.name))
|
|
|
|
# Prints animation names and durations
|
|
print animation.name, "duration", animation.duration * FPS + 1.0
|
|
cfg_buffer += "\n"
|
|
|
|
if EXPORT_MESH:
|
|
cfg_buffer += "# --- Meshes ---\n"
|
|
for mesh in meshes:
|
|
if not mesh.name.startswith("_"):
|
|
if EXPORT_TO_XML:
|
|
open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + mesh.name + ".xmf"),
|
|
"wb").write(mesh.to_cal3d_xml())
|
|
cfg_buffer += "mesh=%s.xmf\n" % (FILE_PREFIX + mesh.name)
|
|
else:
|
|
open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + mesh.name + ".cmf"),
|
|
"wb").write(mesh.to_cal3d())
|
|
cfg_buffer += "mesh=%s.cmf\n" % (FILE_PREFIX + mesh.name)
|
|
cfg_buffer += "\n"
|
|
|
|
if EXPORT_MATERIAL:
|
|
cfg_buffer += "# --- Materials ---\n"
|
|
materials = MATERIALS.values()
|
|
materials.sort(lambda a, b: cmp(a.id, b.id))
|
|
for material in materials:
|
|
if material.maps_filenames:
|
|
fname = os.path.splitext(os.path.basename(material.maps_filenames[0]))[0]
|
|
else:
|
|
fname = "plain"
|
|
if EXPORT_TO_XML:
|
|
open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + fname + ".xrf"),
|
|
"wb").write(material.to_cal3d_xml())
|
|
cfg_buffer += "material=%s.xrf\n" % (FILE_PREFIX + fname)
|
|
else:
|
|
open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + fname + ".crf"),
|
|
"wb").write(material.to_cal3d())
|
|
cfg_buffer += "material=%s.crf\n" % (FILE_PREFIX + fname)
|
|
cfg_buffer += "\n"
|
|
|
|
if EXPORT_ALL:
|
|
cfg_prefix = ""
|
|
else:
|
|
cfg_prefix = "append_to_"
|
|
|
|
cfg = open(os.path.join(SAVE_TO_DIR, cfg_prefix + FILE_PREFIX + std_fname +\
|
|
os.path.basename(SAVE_TO_DIR) + ".cfg"), "wb")
|
|
print >> cfg, cfg_buffer
|
|
cfg.close()
|
|
|
|
print "Saved to", SAVE_TO_DIR
|
|
print "Done."
|
|
|
|
STATUS = "Export finished."
|
|
Draw()
|
|
|
|
|
|
# ::: GUI around the whole thing, not very clean, but it works for me...
|
|
|
|
_save_dir = Create(SAVE_TO_DIR)
|
|
_file_prefix = Create(FILE_PREFIX)
|
|
_image_prefix = Create(IMAGE_PREFIX)
|
|
_scale = Create(SCALE)
|
|
_framepsec = Create(FPS)
|
|
STATUS = "Done nothing yet"
|
|
|
|
def gui():
|
|
global EXPORT_TO_XML, EXPORT_SKELETON, EXPORT_ANIMATION, EXPORT_MESH, \
|
|
EXPORT_MATERIAL, SAVE_TO_DIR, _save_dir, _scale, SCALE, \
|
|
EXPORT_FOR_SOYA, REMOVE_PATH_FROM_IMAGE, LODS, _file_prefix, \
|
|
FILE_PREFIX, _image_prefix, IMAGE_PREFIX, DELETE_ALL_FILES, STATUS, \
|
|
_framepsec, FPS
|
|
|
|
glRasterPos2i(8, 14)
|
|
Text("Status: %s" % STATUS)
|
|
|
|
_export_button = Button("Export (E)", 1, 8, 36, 100, 20,
|
|
"Start export to Cal3D format")
|
|
_quit_button = Button("Quit (Q)", 5, 108, 36, 100, 20, "Exit from script")
|
|
|
|
_delete_toggle = Toggle("X", 15, 8, 64, 20, 20, DELETE_ALL_FILES,
|
|
"Delete all existing Cal3D files in export directory")
|
|
_SF_toggle = Toggle("_SF", 6, 28, 64, 45, 20, EXPORT_SKELETON,
|
|
"Export skeleton (CSF/XSF)")
|
|
_AF_toggle = Toggle("_AF", 7, 73, 64, 45, 20, EXPORT_ANIMATION,
|
|
"Export animations (CAF/XAF)")
|
|
_MF_toggle = Toggle("_MF", 8, 118, 64, 45, 20, EXPORT_MESH,
|
|
"Export mesh (CMF/XMF)")
|
|
_RF_toggle = Toggle("_RF", 9, 163, 64, 45, 20, EXPORT_MATERIAL,
|
|
"Export materials (CRF/XRF)")
|
|
|
|
_XML_toggle = Toggle("Export to XML", 2, 8, 84, 100, 20, EXPORT_TO_XML,
|
|
"Export to Cal3D XML or binary fileformat")
|
|
_soya_toggle = Toggle("Export for Soya", 10, 108, 84, 100, 20,
|
|
EXPORT_FOR_SOYA, "Export for Soya 3D Engine")
|
|
|
|
_imagepath_toggle = Toggle("X imagepath", 11, 8, 104, 100, 20,
|
|
REMOVE_PATH_FROM_IMAGE, "Remove path from imagename")
|
|
_lods_toggle = Toggle("Calculate LODS", 12, 108, 104, 100, 20,
|
|
LODS, "Calculate LODS, quit slow and not optimal")
|
|
|
|
_scale = Slider("S:", 4, 8, 132, 100, 20, SCALE, 0.00, 10.00, 0, \
|
|
"Sets the scale of the model (small number will scale up)")
|
|
|
|
_framepsec = Slider("F:", 16, 108, 132, 100, 20, FPS, 0.00, 100.0, 0, \
|
|
"Sets the export framerate (FPS)")
|
|
|
|
_image_prefix = String("Image prefix: ", 13, 8, 160, 200, 20, IMAGE_PREFIX, \
|
|
256, "Prefix used for imagename (if you have the " + \
|
|
"textures in a subdirectory called textures, " + \
|
|
"the prefix would be \"textures\\\\\")")
|
|
|
|
_file_prefix = String("File prefix: ", 14, 8, 180, 200, 20, FILE_PREFIX, \
|
|
256, "Prefix to all exported Cal3D files "+ \
|
|
"(f.e. \"model_\")")
|
|
|
|
_save_dir = String("Export to: ", 3, 8, 200, 200, 20, _save_dir.val, 256, \
|
|
"Directory to save files to")
|
|
|
|
|
|
|
|
def event(evt, val):
|
|
global STATUS
|
|
|
|
if (evt == QKEY or evt == ESCKEY):
|
|
Exit()
|
|
return
|
|
if evt == EKEY:
|
|
update_reg()
|
|
export()
|
|
|
|
def bevent(evt):
|
|
global EXPORT_TO_XML, EXPORT_SKELETON, EXPORT_ANIMATION, EXPORT_MESH, \
|
|
EXPORT_MATERIAL, _save_dir, SAVE_TO_DIR, _scale, SCALE, \
|
|
EXPORT_FOR_SOYA, REMOVE_PATH_FROM_IMAGE, LODS, _file_prefix, \
|
|
FILE_PREFIX, _image_prefix, IMAGE_PREFIX, DELETE_ALL_FILES, STATUS, \
|
|
_framepsec, FPS
|
|
|
|
if evt == 1:
|
|
update_reg()
|
|
export()
|
|
if evt == 2:
|
|
EXPORT_TO_XML = 1 - EXPORT_TO_XML
|
|
if evt == 3:
|
|
SAVE_TO_DIR = _save_dir.val
|
|
if evt == 4:
|
|
SCALE = _scale.val
|
|
if evt == 5:
|
|
Exit()
|
|
return
|
|
if evt == 6:
|
|
EXPORT_SKELETON = 1 - EXPORT_SKELETON
|
|
if evt == 7:
|
|
EXPORT_ANIMATION = 1 - EXPORT_ANIMATION
|
|
if evt == 8:
|
|
EXPORT_MESH = 1 - EXPORT_MESH
|
|
if evt == 9:
|
|
EXPORT_MATERIAL = 1 - EXPORT_MATERIAL
|
|
if evt == 10:
|
|
EXPORT_FOR_SOYA = 1 - EXPORT_FOR_SOYA
|
|
if evt == 11:
|
|
REMOVE_PATH_FROM_IMAGE = 1 - REMOVE_PATH_FROM_IMAGE
|
|
if evt == 12:
|
|
LODS = 1 - LODS
|
|
if evt == 13:
|
|
IMAGE_PREFIX = _image_prefix.val
|
|
if evt == 14:
|
|
FILE_PREFIX = _file_prefix.val
|
|
if evt == 15:
|
|
DELETE_ALL_FILES = 1 - DELETE_ALL_FILES
|
|
if evt == 16:
|
|
FPS = _framepsec.val
|
|
Draw()
|
|
|
|
def update_reg():
|
|
x = {}
|
|
x['sd'] = SAVE_TO_DIR
|
|
x['da'] = DELETE_ALL_FILES
|
|
x['es'] = EXPORT_SKELETON
|
|
x['ea'] = EXPORT_ANIMATION
|
|
x['em'] = EXPORT_MESH
|
|
x['emat'] = EXPORT_MATERIAL
|
|
x['fp'] = FILE_PREFIX
|
|
x['rp'] = REMOVE_PATH_FROM_IMAGE
|
|
x['ip'] = IMAGE_PREFIX
|
|
x['ex'] = EXPORT_TO_XML
|
|
x['sc'] = SCALE
|
|
x['fps'] = FPS
|
|
x['soya'] = EXPORT_FOR_SOYA
|
|
x['lod'] = LODS
|
|
Blender.Registry.SetKey('Cal3dExporter', x)
|
|
|
|
def get_from_reg():
|
|
global SAVE_TO_DIR, DELETE_ALL_FILES, EXPORT_SKELETON, \
|
|
EXPORT_ANIMATION, EXPORT_MESH, EXPORT_MATERIAL, FILE_PREFIX, \
|
|
REMOVE_PATH_FROM_IMAGE, IMAGE_PREFIX, EXPORT_TO_XML, SCALE, \
|
|
FPS, EXPORT_FOR_SOYA, LODS
|
|
|
|
tmp = Blender.Registry.GetKey("Cal3dExporter")
|
|
if tmp:
|
|
SAVE_TO_DIR = tmp['sd']
|
|
#DELETE_ALL_FILES = tmp['da']
|
|
EXPORT_SKELETON = tmp['es']
|
|
EXPORT_ANIMATION = tmp['ea']
|
|
EXPORT_MESH = tmp['em']
|
|
EXPORT_MATERIAL = tmp['emat']
|
|
FILE_PREFIX = tmp['fp']
|
|
REMOVE_PATH_FROM_IMAGE = tmp['rp']
|
|
IMAGE_PREFIX = tmp['ip']
|
|
EXPORT_TO_XML = tmp['ex']
|
|
SCALE = tmp['sc']
|
|
FPS = tmp['fps']
|
|
EXPORT_FOR_SOYA = tmp['soya']
|
|
LODS = tmp['lod']
|
|
|
|
get_from_reg()
|
|
Register(gui, event, bevent)
|