forked from bartvdbraak/blender
688cc11302
Stops FBX Export and OBJ I/O from flickering a lot.
790 lines
27 KiB
Python
790 lines
27 KiB
Python
#!BPY
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"""
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Name: 'Wavefront (.obj)...'
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Blender: 248
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Group: 'Export'
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Tooltip: 'Save a Wavefront OBJ File'
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"""
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__author__ = "Campbell Barton, Jiri Hnidek"
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__url__ = ['http://wiki.blender.org/index.php/Scripts/Manual/Export/wavefront_obj', 'www.blender.org', 'blenderartists.org']
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__version__ = "1.2"
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__bpydoc__ = """\
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This script is an exporter to OBJ file format.
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Usage:
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Select the objects you wish to export and run this script from "File->Export" menu.
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Selecting the default options from the popup box will be good in most cases.
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All objects that can be represented as a mesh (mesh, curve, metaball, surface, text3d)
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will be exported as mesh data.
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"""
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# --------------------------------------------------------------------------
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# OBJ Export v1.1 by Campbell Barton (AKA Ideasman)
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (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 Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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import Blender
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from Blender import Mesh, Scene, Window, sys, Image, Draw
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import BPyMesh
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import BPyObject
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import BPySys
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import BPyMessages
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# Returns a tuple - path,extension.
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# 'hello.obj' > ('hello', '.obj')
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def splitExt(path):
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dotidx = path.rfind('.')
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if dotidx == -1:
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return path, ''
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else:
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return path[:dotidx], path[dotidx:]
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def fixName(name):
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if name == None:
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return 'None'
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else:
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return name.replace(' ', '_')
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# A Dict of Materials
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# (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
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MTL_DICT = {}
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def write_mtl(filename):
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world = Blender.World.GetCurrent()
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if world:
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worldAmb = world.getAmb()
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else:
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worldAmb = (0,0,0) # Default value
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file = open(filename, "w")
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file.write('# Blender3D MTL File: %s\n' % Blender.Get('filename').split('\\')[-1].split('/')[-1])
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file.write('# Material Count: %i\n' % len(MTL_DICT))
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# Write material/image combinations we have used.
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for key, (mtl_mat_name, mat, img) in MTL_DICT.iteritems():
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# Get the Blender data for the material and the image.
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# Having an image named None will make a bug, dont do it :)
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file.write('newmtl %s\n' % mtl_mat_name) # Define a new material: matname_imgname
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if mat:
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file.write('Ns %.6f\n' % ((mat.getHardness()-1) * 1.9607843137254901) ) # Hardness, convert blenders 1-511 to MTL's
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file.write('Ka %.6f %.6f %.6f\n' % tuple([c*mat.amb for c in worldAmb]) ) # Ambient, uses mirror colour,
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file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.ref for c in mat.rgbCol]) ) # Diffuse
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file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.spec for c in mat.specCol]) ) # Specular
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file.write('Ni %.6f\n' % mat.IOR) # Refraction index
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file.write('d %.6f\n' % mat.alpha) # Alpha (obj uses 'd' for dissolve)
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# 0 to disable lighting, 1 for ambient & diffuse only (specular color set to black), 2 for full lighting.
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if mat.getMode() & Blender.Material.Modes['SHADELESS']:
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file.write('illum 0\n') # ignore lighting
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elif mat.getSpec() == 0:
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file.write('illum 1\n') # no specular.
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else:
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file.write('illum 2\n') # light normaly
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else:
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#write a dummy material here?
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file.write('Ns 0\n')
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file.write('Ka %.6f %.6f %.6f\n' % tuple([c for c in worldAmb]) ) # Ambient, uses mirror colour,
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file.write('Kd 0.8 0.8 0.8\n')
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file.write('Ks 0.8 0.8 0.8\n')
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file.write('d 1\n') # No alpha
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file.write('illum 2\n') # light normaly
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# Write images!
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if img: # We have an image on the face!
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file.write('map_Kd %s\n' % img.filename.split('\\')[-1].split('/')[-1]) # Diffuse mapping image
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elif not mat: # No face image. if we havea material search for MTex image.
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for mtex in mat.getTextures():
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if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
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try:
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filename = mtex.tex.image.filename.split('\\')[-1].split('/')[-1]
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file.write('map_Kd %s\n' % filename) # Diffuse mapping image
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break
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except:
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# Texture has no image though its an image type, best ignore.
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pass
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file.write('\n\n')
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file.close()
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def copy_file(source, dest):
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file = open(source, 'rb')
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data = file.read()
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file.close()
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file = open(dest, 'wb')
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file.write(data)
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file.close()
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def copy_images(dest_dir):
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if dest_dir[-1] != sys.sep:
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dest_dir += sys.sep
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# Get unique image names
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uniqueImages = {}
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for matname, mat, image in MTL_DICT.itervalues(): # Only use image name
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# Get Texface images
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if image:
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uniqueImages[image] = image # Should use sets here. wait until Python 2.4 is default.
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# Get MTex images
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if mat:
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for mtex in mat.getTextures():
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if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
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image_tex = mtex.tex.image
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if image_tex:
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try:
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uniqueImages[image_tex] = image_tex
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except:
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pass
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# Now copy images
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copyCount = 0
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for bImage in uniqueImages.itervalues():
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image_path = sys.expandpath(bImage.filename)
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if sys.exists(image_path):
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# Make a name for the target path.
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dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
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if not sys.exists(dest_image_path): # Image isnt alredy there
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print '\tCopying "%s" > "%s"' % (image_path, dest_image_path)
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copy_file(image_path, dest_image_path)
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copyCount+=1
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print '\tCopied %d images' % copyCount
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def write(filename, objects,\
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EXPORT_TRI=False, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_NORMALS_HQ=False,\
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EXPORT_UV=True, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False,\
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EXPORT_APPLY_MODIFIERS=True, EXPORT_ROTX90=True, EXPORT_BLEN_OBS=True,\
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EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False, EXPORT_KEEP_VERT_ORDER=False):
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'''
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Basic write function. The context and options must be alredy set
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This can be accessed externaly
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eg.
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write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
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'''
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def veckey3d(v):
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return round(v.x, 6), round(v.y, 6), round(v.z, 6)
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def veckey2d(v):
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return round(v.x, 6), round(v.y, 6)
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print 'OBJ Export path: "%s"' % filename
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temp_mesh_name = '~tmp-mesh'
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time1 = sys.time()
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scn = Scene.GetCurrent()
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file = open(filename, "w")
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# Write Header
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file.write('# Blender3D v%s OBJ File: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] ))
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file.write('# www.blender3d.org\n')
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# Tell the obj file what material file to use.
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if EXPORT_MTL:
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mtlfilename = '%s.mtl' % '.'.join(filename.split('.')[:-1])
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file.write('mtllib %s\n' % ( mtlfilename.split('\\')[-1].split('/')[-1] ))
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# Get the container mesh. - used for applying modifiers and non mesh objects.
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containerMesh = meshName = tempMesh = None
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for meshName in Blender.NMesh.GetNames():
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if meshName.startswith(temp_mesh_name):
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tempMesh = Mesh.Get(meshName)
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if not tempMesh.users:
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containerMesh = tempMesh
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if not containerMesh:
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containerMesh = Mesh.New(temp_mesh_name)
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if EXPORT_ROTX90:
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mat_xrot90= Blender.Mathutils.RotationMatrix(-90, 4, 'x')
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del meshName
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del tempMesh
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# Initialize totals, these are updated each object
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totverts = totuvco = totno = 1
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face_vert_index = 1
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globalNormals = {}
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# Get all meshs
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for ob_main in objects:
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for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
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# Will work for non meshes now! :)
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# getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
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me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scn)
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if not me:
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continue
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if EXPORT_UV:
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faceuv= me.faceUV
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else:
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faceuv = False
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# We have a valid mesh
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if EXPORT_TRI and me.faces:
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# Add a dummy object to it.
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has_quads = False
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for f in me.faces:
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if len(f) == 4:
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has_quads = True
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break
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if has_quads:
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oldmode = Mesh.Mode()
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Mesh.Mode(Mesh.SelectModes['FACE'])
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me.sel = True
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tempob = scn.objects.new(me)
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me.quadToTriangle(0) # more=0 shortest length
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oldmode = Mesh.Mode(oldmode)
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scn.objects.unlink(tempob)
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Mesh.Mode(oldmode)
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# Make our own list so it can be sorted to reduce context switching
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faces = [ f for f in me.faces ]
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if EXPORT_EDGES:
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edges = me.edges
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else:
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edges = []
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if not (len(faces)+len(edges)+len(me.verts)): # Make sure there is somthing to write
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continue # dont bother with this mesh.
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if EXPORT_ROTX90:
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me.transform(ob_mat*mat_xrot90)
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else:
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me.transform(ob_mat)
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# High Quality Normals
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if EXPORT_NORMALS and faces:
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if EXPORT_NORMALS_HQ:
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BPyMesh.meshCalcNormals(me)
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else:
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# transforming normals is incorrect
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# when the matrix is scaled,
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# better to recalculate them
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me.calcNormals()
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# # Crash Blender
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#materials = me.getMaterials(1) # 1 == will return None in the list.
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materials = me.materials
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materialNames = []
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materialItems = materials[:]
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if materials:
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for mat in materials:
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if mat: # !=None
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materialNames.append(mat.name)
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else:
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materialNames.append(None)
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# Cant use LC because some materials are None.
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# materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken.
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# Possible there null materials, will mess up indicies
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# but at least it will export, wait until Blender gets fixed.
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materialNames.extend((16-len(materialNames)) * [None])
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materialItems.extend((16-len(materialItems)) * [None])
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# Sort by Material, then images
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# so we dont over context switch in the obj file.
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if EXPORT_KEEP_VERT_ORDER:
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pass
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elif faceuv:
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try: faces.sort(key = lambda a: (a.mat, a.image, a.smooth))
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except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth)))
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elif len(materials) > 1:
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try: faces.sort(key = lambda a: (a.mat, a.smooth))
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except: faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth)))
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else:
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# no materials
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try: faces.sort(key = lambda a: a.smooth)
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except: faces.sort(lambda a,b: cmp(a.smooth, b.smooth))
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# Set the default mat to no material and no image.
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contextMat = (0, 0) # Can never be this, so we will label a new material teh first chance we get.
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contextSmooth = None # Will either be true or false, set bad to force initialization switch.
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if EXPORT_BLEN_OBS or EXPORT_GROUP_BY_OB:
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name1 = ob.name
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name2 = ob.getData(1)
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if name1 == name2:
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obnamestring = fixName(name1)
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else:
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obnamestring = '%s_%s' % (fixName(name1), fixName(name2))
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if EXPORT_BLEN_OBS:
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file.write('o %s\n' % obnamestring) # Write Object name
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else: # if EXPORT_GROUP_BY_OB:
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file.write('g %s\n' % obnamestring)
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# Vert
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for v in me.verts:
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file.write('v %.6f %.6f %.6f\n' % tuple(v.co))
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# UV
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if faceuv:
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uv_face_mapping = [[0,0,0,0] for f in faces] # a bit of a waste for tri's :/
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uv_dict = {} # could use a set() here
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for f_index, f in enumerate(faces):
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for uv_index, uv in enumerate(f.uv):
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uvkey = veckey2d(uv)
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try:
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uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
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except:
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uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict)
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file.write('vt %.6f %.6f\n' % tuple(uv))
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uv_unique_count = len(uv_dict)
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del uv, uvkey, uv_dict, f_index, uv_index
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# Only need uv_unique_count and uv_face_mapping
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# NORMAL, Smooth/Non smoothed.
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if EXPORT_NORMALS:
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for f in faces:
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if f.smooth:
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for v in f:
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noKey = veckey3d(v.no)
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if not globalNormals.has_key( noKey ):
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globalNormals[noKey] = totno
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totno +=1
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file.write('vn %.6f %.6f %.6f\n' % noKey)
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else:
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# Hard, 1 normal from the face.
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noKey = veckey3d(f.no)
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if not globalNormals.has_key( noKey ):
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globalNormals[noKey] = totno
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totno +=1
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file.write('vn %.6f %.6f %.6f\n' % noKey)
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if not faceuv:
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f_image = None
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for f_index, f in enumerate(faces):
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f_v= f.v
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f_smooth= f.smooth
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f_mat = min(f.mat, len(materialNames)-1)
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if faceuv:
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f_image = f.image
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f_uv= f.uv
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# MAKE KEY
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if faceuv and f_image: # Object is always true.
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key = materialNames[f_mat], f_image.name
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else:
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key = materialNames[f_mat], None # No image, use None instead.
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# CHECK FOR CONTEXT SWITCH
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if key == contextMat:
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pass # Context alredy switched, dont do anythoing
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else:
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if key[0] == None and key[1] == None:
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# Write a null material, since we know the context has changed.
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if EXPORT_GROUP_BY_MAT:
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file.write('g %s_%s\n' % (fixName(ob.name), fixName(ob.getData(1))) ) # can be mat_image or (null)
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file.write('usemtl (null)\n') # mat, image
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else:
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mat_data= MTL_DICT.get(key)
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if not mat_data:
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# First add to global dict so we can export to mtl
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# Then write mtl
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# Make a new names from the mat and image name,
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# converting any spaces to underscores with fixName.
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# If none image dont bother adding it to the name
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if key[1] == None:
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mat_data = MTL_DICT[key] = ('%s'%fixName(key[0])), materialItems[f_mat], f_image
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else:
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mat_data = MTL_DICT[key] = ('%s_%s' % (fixName(key[0]), fixName(key[1]))), materialItems[f_mat], f_image
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if EXPORT_GROUP_BY_MAT:
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file.write('g %s_%s_%s\n' % (fixName(ob.name), fixName(ob.getData(1)), mat_data[0]) ) # can be mat_image or (null)
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file.write('usemtl %s\n' % mat_data[0]) # can be mat_image or (null)
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contextMat = key
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if f_smooth != contextSmooth:
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if f_smooth: # on now off
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file.write('s 1\n')
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contextSmooth = f_smooth
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else: # was off now on
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file.write('s off\n')
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contextSmooth = f_smooth
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file.write('f')
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if faceuv:
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if EXPORT_NORMALS:
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if f_smooth: # Smoothed, use vertex normals
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for vi, v in enumerate(f_v):
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file.write( ' %d/%d/%d' % (\
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v.index+totverts,\
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totuvco + uv_face_mapping[f_index][vi],\
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globalNormals[ veckey3d(v.no) ])) # vert, uv, normal
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else: # No smoothing, face normals
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no = globalNormals[ veckey3d(f.no) ]
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for vi, v in enumerate(f_v):
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file.write( ' %d/%d/%d' % (\
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v.index+totverts,\
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totuvco + uv_face_mapping[f_index][vi],\
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no)) # vert, uv, normal
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else: # No Normals
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for vi, v in enumerate(f_v):
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file.write( ' %d/%d' % (\
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v.index+totverts,\
|
|
totuvco + uv_face_mapping[f_index][vi])) # vert, uv
|
|
|
|
face_vert_index += len(f_v)
|
|
|
|
else: # No UV's
|
|
if EXPORT_NORMALS:
|
|
if f_smooth: # Smoothed, use vertex normals
|
|
for v in f_v:
|
|
file.write( ' %d//%d' % (\
|
|
v.index+totverts,\
|
|
globalNormals[ veckey3d(v.no) ]))
|
|
else: # No smoothing, face normals
|
|
no = globalNormals[ veckey3d(f.no) ]
|
|
for v in f_v:
|
|
file.write( ' %d//%d' % (\
|
|
v.index+totverts,\
|
|
no))
|
|
else: # No Normals
|
|
for v in f_v:
|
|
file.write( ' %d' % (\
|
|
v.index+totverts))
|
|
|
|
file.write('\n')
|
|
|
|
# Write edges.
|
|
if EXPORT_EDGES:
|
|
LOOSE= Mesh.EdgeFlags.LOOSE
|
|
for ed in edges:
|
|
if ed.flag & LOOSE:
|
|
file.write('f %d %d\n' % (ed.v1.index+totverts, ed.v2.index+totverts))
|
|
|
|
# Make the indicies global rather then per mesh
|
|
totverts += len(me.verts)
|
|
if faceuv:
|
|
totuvco += uv_unique_count
|
|
me.verts= None
|
|
file.close()
|
|
|
|
|
|
# Now we have all our materials, save them
|
|
if EXPORT_MTL:
|
|
write_mtl(mtlfilename)
|
|
if EXPORT_COPY_IMAGES:
|
|
dest_dir = filename
|
|
# Remove chars until we are just the path.
|
|
while dest_dir and dest_dir[-1] not in '\\/':
|
|
dest_dir = dest_dir[:-1]
|
|
if dest_dir:
|
|
copy_images(dest_dir)
|
|
else:
|
|
print '\tError: "%s" could not be used as a base for an image path.' % filename
|
|
|
|
print "OBJ Export time: %.2f" % (sys.time() - time1)
|
|
|
|
|
|
|
|
def write_ui(filename):
|
|
|
|
if not filename.lower().endswith('.obj'):
|
|
filename += '.obj'
|
|
|
|
if not BPyMessages.Warning_SaveOver(filename):
|
|
return
|
|
|
|
global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
|
|
EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
|
|
EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
|
|
EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
|
|
EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER
|
|
|
|
EXPORT_APPLY_MODIFIERS = Draw.Create(0)
|
|
EXPORT_ROTX90 = Draw.Create(1)
|
|
EXPORT_TRI = Draw.Create(0)
|
|
EXPORT_EDGES = Draw.Create(1)
|
|
EXPORT_NORMALS = Draw.Create(0)
|
|
EXPORT_NORMALS_HQ = Draw.Create(0)
|
|
EXPORT_UV = Draw.Create(1)
|
|
EXPORT_MTL = Draw.Create(1)
|
|
EXPORT_SEL_ONLY = Draw.Create(1)
|
|
EXPORT_ALL_SCENES = Draw.Create(0)
|
|
EXPORT_ANIMATION = Draw.Create(0)
|
|
EXPORT_COPY_IMAGES = Draw.Create(0)
|
|
EXPORT_BLEN_OBS = Draw.Create(0)
|
|
EXPORT_GROUP_BY_OB = Draw.Create(0)
|
|
EXPORT_GROUP_BY_MAT = Draw.Create(0)
|
|
EXPORT_KEEP_VERT_ORDER = Draw.Create(1)
|
|
|
|
# Old UI
|
|
'''
|
|
# removed too many options are bad!
|
|
|
|
# Get USER Options
|
|
pup_block = [\
|
|
('Context...'),\
|
|
('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection. Else export whole scene.'),\
|
|
('All Scenes', EXPORT_ALL_SCENES, 'Each scene as a separate OBJ file.'),\
|
|
('Animation', EXPORT_ANIMATION, 'Each frame as a numbered OBJ file.'),\
|
|
('Object Prefs...'),\
|
|
('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\
|
|
('Rotate X90', EXPORT_ROTX90 , 'Rotate on export so Blenders UP is translated into OBJs UP'),\
|
|
('Keep Vert Order', EXPORT_KEEP_VERT_ORDER, 'Keep vert and face order, disables some other options.'),\
|
|
('Extra Data...'),\
|
|
('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
|
|
('Normals', EXPORT_NORMALS, 'Export vertex normal data (Ignored on import).'),\
|
|
('High Quality Normals', EXPORT_NORMALS_HQ, 'Calculate high quality normals for rendering.'),\
|
|
('UVs', EXPORT_UV, 'Export texface UV coords.'),\
|
|
('Materials', EXPORT_MTL, 'Write a separate MTL file with the OBJ.'),\
|
|
('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\
|
|
('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\
|
|
('Grouping...'),\
|
|
('Objects', EXPORT_BLEN_OBS, 'Export blender objects as "OBJ objects".'),\
|
|
('Object Groups', EXPORT_GROUP_BY_OB, 'Export blender objects as "OBJ Groups".'),\
|
|
('Material Groups', EXPORT_GROUP_BY_MAT, 'Group by materials.'),\
|
|
]
|
|
|
|
if not Draw.PupBlock('Export...', pup_block):
|
|
return
|
|
'''
|
|
|
|
# BEGIN ALTERNATIVE UI *******************
|
|
if True:
|
|
|
|
EVENT_NONE = 0
|
|
EVENT_EXIT = 1
|
|
EVENT_REDRAW = 2
|
|
EVENT_EXPORT = 3
|
|
|
|
GLOBALS = {}
|
|
GLOBALS['EVENT'] = EVENT_REDRAW
|
|
#GLOBALS['MOUSE'] = Window.GetMouseCoords()
|
|
GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
|
|
|
|
def obj_ui_set_event(e,v):
|
|
GLOBALS['EVENT'] = e
|
|
|
|
def do_split(e,v):
|
|
global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER
|
|
if EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val:
|
|
EXPORT_KEEP_VERT_ORDER.val = 0
|
|
else:
|
|
EXPORT_KEEP_VERT_ORDER.val = 1
|
|
|
|
def do_vertorder(e,v):
|
|
global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER
|
|
if EXPORT_KEEP_VERT_ORDER.val:
|
|
EXPORT_BLEN_OBS.val = EXPORT_GROUP_BY_OB.val = EXPORT_GROUP_BY_MAT.val = EXPORT_APPLY_MODIFIERS.val = 0
|
|
else:
|
|
if not (EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val):
|
|
EXPORT_KEEP_VERT_ORDER.val = 1
|
|
|
|
def do_help(e,v):
|
|
url = __url__[0]
|
|
print 'Trying to open web browser with documentation at this address...'
|
|
print '\t' + url
|
|
|
|
try:
|
|
import webbrowser
|
|
webbrowser.open(url)
|
|
except:
|
|
print '...could not open a browser window.'
|
|
|
|
def obj_ui():
|
|
ui_x, ui_y = GLOBALS['MOUSE']
|
|
|
|
# Center based on overall pup size
|
|
ui_x -= 165
|
|
ui_y -= 110
|
|
|
|
global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
|
|
EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
|
|
EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
|
|
EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
|
|
EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER
|
|
|
|
Draw.Label('Context...', ui_x+9, ui_y+209, 220, 20)
|
|
Draw.BeginAlign()
|
|
EXPORT_SEL_ONLY = Draw.Toggle('Selection Only', EVENT_NONE, ui_x+9, ui_y+189, 110, 20, EXPORT_SEL_ONLY.val, 'Only export objects in visible selection. Else export whole scene.')
|
|
EXPORT_ALL_SCENES = Draw.Toggle('All Scenes', EVENT_NONE, ui_x+119, ui_y+189, 110, 20, EXPORT_ALL_SCENES.val, 'Each scene as a separate OBJ file.')
|
|
EXPORT_ANIMATION = Draw.Toggle('Animation', EVENT_NONE, ui_x+229, ui_y+189, 110, 20, EXPORT_ANIMATION.val, 'Each frame as a numbered OBJ file.')
|
|
Draw.EndAlign()
|
|
|
|
|
|
Draw.Label('Output Options...', ui_x+9, ui_y+159, 220, 20)
|
|
Draw.BeginAlign()
|
|
EXPORT_APPLY_MODIFIERS = Draw.Toggle('Apply Modifiers', EVENT_REDRAW, ui_x+9, ui_y+140, 110, 20, EXPORT_APPLY_MODIFIERS.val, 'Use transformed mesh data from each object. May break vert order for morph targets.', do_split)
|
|
EXPORT_ROTX90 = Draw.Toggle('Rotate X90', EVENT_NONE, ui_x+119, ui_y+140, 110, 20, EXPORT_ROTX90.val, 'Rotate on export so Blenders UP is translated into OBJs UP')
|
|
EXPORT_COPY_IMAGES = Draw.Toggle('Copy Images', EVENT_NONE, ui_x+229, ui_y+140, 110, 20, EXPORT_COPY_IMAGES.val, 'Copy image files to the export directory, never overwrite.')
|
|
Draw.EndAlign()
|
|
|
|
|
|
Draw.Label('Export...', ui_x+9, ui_y+109, 220, 20)
|
|
Draw.BeginAlign()
|
|
EXPORT_EDGES = Draw.Toggle('Edges', EVENT_NONE, ui_x+9, ui_y+90, 50, 20, EXPORT_EDGES.val, 'Edges not connected to faces.')
|
|
EXPORT_TRI = Draw.Toggle('Triangulate', EVENT_NONE, ui_x+59, ui_y+90, 70, 20, EXPORT_TRI.val, 'Triangulate quads.')
|
|
Draw.EndAlign()
|
|
Draw.BeginAlign()
|
|
EXPORT_MTL = Draw.Toggle('Materials', EVENT_NONE, ui_x+139, ui_y+90, 70, 20, EXPORT_MTL.val, 'Write a separate MTL file with the OBJ.')
|
|
EXPORT_UV = Draw.Toggle('UVs', EVENT_NONE, ui_x+209, ui_y+90, 31, 20, EXPORT_UV.val, 'Export texface UV coords.')
|
|
Draw.EndAlign()
|
|
Draw.BeginAlign()
|
|
EXPORT_NORMALS = Draw.Toggle('Normals', EVENT_NONE, ui_x+250, ui_y+90, 59, 20, EXPORT_NORMALS.val, 'Export vertex normal data (Ignored on import).')
|
|
EXPORT_NORMALS_HQ = Draw.Toggle('HQ', EVENT_NONE, ui_x+309, ui_y+90, 31, 20, EXPORT_NORMALS_HQ.val, 'Calculate high quality normals for rendering.')
|
|
Draw.EndAlign()
|
|
|
|
|
|
Draw.Label('Blender Objects as OBJ:', ui_x+9, ui_y+59, 220, 20)
|
|
Draw.BeginAlign()
|
|
EXPORT_BLEN_OBS = Draw.Toggle('Objects', EVENT_REDRAW, ui_x+9, ui_y+39, 60, 20, EXPORT_BLEN_OBS.val, 'Export blender objects as "OBJ objects".', do_split)
|
|
EXPORT_GROUP_BY_OB = Draw.Toggle('Groups', EVENT_REDRAW, ui_x+69, ui_y+39, 60, 20, EXPORT_GROUP_BY_OB.val, 'Export blender objects as "OBJ Groups".', do_split)
|
|
EXPORT_GROUP_BY_MAT = Draw.Toggle('Material Groups', EVENT_REDRAW, ui_x+129, ui_y+39, 100, 20, EXPORT_GROUP_BY_MAT.val, 'Group by materials.', do_split)
|
|
Draw.EndAlign()
|
|
|
|
EXPORT_KEEP_VERT_ORDER = Draw.Toggle('Keep Vert Order', EVENT_REDRAW, ui_x+239, ui_y+39, 100, 20, EXPORT_KEEP_VERT_ORDER.val, 'Keep vert and face order, disables some other options. Use for morph targets.', do_vertorder)
|
|
|
|
Draw.BeginAlign()
|
|
Draw.PushButton('Online Help', EVENT_REDRAW, ui_x+9, ui_y+9, 110, 20, 'Load the wiki page for this script', do_help)
|
|
Draw.PushButton('Cancel', EVENT_EXIT, ui_x+119, ui_y+9, 110, 20, '', obj_ui_set_event)
|
|
Draw.PushButton('Export', EVENT_EXPORT, ui_x+229, ui_y+9, 110, 20, 'Export with these settings', obj_ui_set_event)
|
|
Draw.EndAlign()
|
|
|
|
|
|
# hack so the toggle buttons redraw. this is not nice at all
|
|
while GLOBALS['EVENT'] not in (EVENT_EXIT, EVENT_EXPORT):
|
|
Draw.UIBlock(obj_ui, 0)
|
|
|
|
if GLOBALS['EVENT'] != EVENT_EXPORT:
|
|
return
|
|
|
|
# END ALTERNATIVE UI *********************
|
|
|
|
|
|
if EXPORT_KEEP_VERT_ORDER.val:
|
|
EXPORT_BLEN_OBS.val = False
|
|
EXPORT_GROUP_BY_OB.val = False
|
|
EXPORT_GROUP_BY_MAT.val = False
|
|
EXPORT_APPLY_MODIFIERS.val = False
|
|
|
|
Window.EditMode(0)
|
|
Window.WaitCursor(1)
|
|
|
|
EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
|
|
EXPORT_ROTX90 = EXPORT_ROTX90.val
|
|
EXPORT_TRI = EXPORT_TRI.val
|
|
EXPORT_EDGES = EXPORT_EDGES.val
|
|
EXPORT_NORMALS = EXPORT_NORMALS.val
|
|
EXPORT_NORMALS_HQ = EXPORT_NORMALS_HQ.val
|
|
EXPORT_UV = EXPORT_UV.val
|
|
EXPORT_MTL = EXPORT_MTL.val
|
|
EXPORT_SEL_ONLY = EXPORT_SEL_ONLY.val
|
|
EXPORT_ALL_SCENES = EXPORT_ALL_SCENES.val
|
|
EXPORT_ANIMATION = EXPORT_ANIMATION.val
|
|
EXPORT_COPY_IMAGES = EXPORT_COPY_IMAGES.val
|
|
EXPORT_BLEN_OBS = EXPORT_BLEN_OBS.val
|
|
EXPORT_GROUP_BY_OB = EXPORT_GROUP_BY_OB.val
|
|
EXPORT_GROUP_BY_MAT = EXPORT_GROUP_BY_MAT.val
|
|
EXPORT_KEEP_VERT_ORDER = EXPORT_KEEP_VERT_ORDER.val
|
|
|
|
|
|
|
|
base_name, ext = splitExt(filename)
|
|
context_name = [base_name, '', '', ext] # basename, scene_name, framenumber, extension
|
|
|
|
# Use the options to export the data using write()
|
|
# def write(filename, objects, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True):
|
|
orig_scene = Scene.GetCurrent()
|
|
if EXPORT_ALL_SCENES:
|
|
export_scenes = Scene.Get()
|
|
else:
|
|
export_scenes = [orig_scene]
|
|
|
|
# Export all scenes.
|
|
for scn in export_scenes:
|
|
scn.makeCurrent() # If alredy current, this is not slow.
|
|
context = scn.getRenderingContext()
|
|
orig_frame = Blender.Get('curframe')
|
|
|
|
if EXPORT_ALL_SCENES: # Add scene name into the context_name
|
|
context_name[1] = '_%s' % BPySys.cleanName(scn.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.
|
|
|
|
# Export an animation?
|
|
if EXPORT_ANIMATION:
|
|
scene_frames = xrange(context.startFrame(), context.endFrame()+1) # up to and including the end frame.
|
|
else:
|
|
scene_frames = [orig_frame] # Dont export an animation.
|
|
|
|
# Loop through all frames in the scene and export.
|
|
for frame in scene_frames:
|
|
if EXPORT_ANIMATION: # Add frame to the filename.
|
|
context_name[2] = '_%.6d' % frame
|
|
|
|
Blender.Set('curframe', frame)
|
|
if EXPORT_SEL_ONLY:
|
|
export_objects = scn.objects.context
|
|
else:
|
|
export_objects = scn.objects
|
|
|
|
full_path= ''.join(context_name)
|
|
|
|
# erm... bit of a problem here, this can overwrite files when exporting frames. not too bad.
|
|
# EXPORT THE FILE.
|
|
write(full_path, export_objects,\
|
|
EXPORT_TRI, EXPORT_EDGES, EXPORT_NORMALS,\
|
|
EXPORT_NORMALS_HQ, EXPORT_UV, EXPORT_MTL,\
|
|
EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS,\
|
|
EXPORT_ROTX90, EXPORT_BLEN_OBS,\
|
|
EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER)
|
|
|
|
Blender.Set('curframe', orig_frame)
|
|
|
|
# Restore old active scene.
|
|
orig_scene.makeCurrent()
|
|
Window.WaitCursor(0)
|
|
|
|
|
|
if __name__ == '__main__':
|
|
Window.FileSelector(write_ui, 'Export Wavefront OBJ', sys.makename(ext='.obj'))
|