forked from bartvdbraak/blender
f101e59e09
minor improvements/cleanup to exporters.
1045 lines
34 KiB
Python
1045 lines
34 KiB
Python
# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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# Script copyright (C) Bob Holcomb
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# Contributors: Campbell Barton, Bob Holcomb, Richard Lärkäng, Damien McGinnes, Mark Stijnman
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"""
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Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen) and using information
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from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode.
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"""
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######################################################
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# Data Structures
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######################################################
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#Some of the chunks that we will export
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#----- Primary Chunk, at the beginning of each file
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PRIMARY= 0x4D4D
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#------ Main Chunks
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OBJECTINFO = 0x3D3D #This gives the version of the mesh and is found right before the material and object information
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VERSION = 0x0002 #This gives the version of the .3ds file
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KFDATA = 0xB000 #This is the header for all of the key frame info
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#------ sub defines of OBJECTINFO
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MATERIAL=45055 #0xAFFF // This stored the texture info
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OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
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#>------ sub defines of MATERIAL
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MATNAME = 0xA000 # This holds the material name
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MATAMBIENT = 0xA010 # Ambient color of the object/material
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MATDIFFUSE = 0xA020 # This holds the color of the object/material
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MATSPECULAR = 0xA030 # SPecular color of the object/material
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MATSHINESS = 0xA040 # ??
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MATMAP = 0xA200 # This is a header for a new material
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MATMAPFILE = 0xA300 # This holds the file name of the texture
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RGB1= 0x0011
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RGB2= 0x0012
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#>------ sub defines of OBJECT
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OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object
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OBJECT_LIGHT = 0x4600 # This lets un know we are reading a light object
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OBJECT_CAMERA= 0x4700 # This lets un know we are reading a camera object
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#>------ sub defines of CAMERA
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OBJECT_CAM_RANGES= 0x4720 # The camera range values
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#>------ sub defines of OBJECT_MESH
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OBJECT_VERTICES = 0x4110 # The objects vertices
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OBJECT_FACES = 0x4120 # The objects faces
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OBJECT_MATERIAL = 0x4130 # This is found if the object has a material, either texture map or color
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OBJECT_UV = 0x4140 # The UV texture coordinates
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OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix
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#>------ sub defines of KFDATA
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KFDATA_KFHDR = 0xB00A
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KFDATA_KFSEG = 0xB008
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KFDATA_KFCURTIME = 0xB009
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KFDATA_OBJECT_NODE_TAG = 0xB002
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#>------ sub defines of OBJECT_NODE_TAG
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OBJECT_NODE_ID = 0xB030
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OBJECT_NODE_HDR = 0xB010
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OBJECT_PIVOT = 0xB013
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OBJECT_INSTANCE_NAME = 0xB011
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POS_TRACK_TAG = 0xB020
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ROT_TRACK_TAG = 0xB021
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SCL_TRACK_TAG = 0xB022
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import struct
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# So 3ds max can open files, limit names to 12 in length
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# this is verry annoying for filenames!
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name_unique = []
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name_mapping = {}
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def sane_name(name):
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name_fixed = name_mapping.get(name)
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if name_fixed is not None:
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return name_fixed
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new_name = name[:12]
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i = 0
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while new_name in name_unique:
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new_name = new_name[:-4] + '.%.3d' % i
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i+=1
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name_unique.append(new_name)
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name_mapping[name] = new_name
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return new_name
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def uv_key(uv):
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return round(uv[0], 6), round(uv[1], 6)
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# size defines:
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SZ_SHORT = 2
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SZ_INT = 4
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SZ_FLOAT = 4
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class _3ds_short(object):
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'''Class representing a short (2-byte integer) for a 3ds file.
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*** This looks like an unsigned short H is unsigned from the struct docs - Cam***'''
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__slots__ = ('value', )
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def __init__(self, val=0):
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self.value = val
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def get_size(self):
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return SZ_SHORT
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def write(self,file):
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file.write(struct.pack("<H", self.value))
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def __str__(self):
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return str(self.value)
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class _3ds_int(object):
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'''Class representing an int (4-byte integer) for a 3ds file.'''
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__slots__ = ('value', )
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def __init__(self, val):
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self.value = val
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def get_size(self):
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return SZ_INT
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def write(self,file):
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file.write(struct.pack("<I", self.value))
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def __str__(self):
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return str(self.value)
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class _3ds_float(object):
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'''Class representing a 4-byte IEEE floating point number for a 3ds file.'''
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__slots__ = ('value', )
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def __init__(self, val):
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self.value=val
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def get_size(self):
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return SZ_FLOAT
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def write(self,file):
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file.write(struct.pack("<f", self.value))
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def __str__(self):
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return str(self.value)
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class _3ds_string(object):
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'''Class representing a zero-terminated string for a 3ds file.'''
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__slots__ = ('value', )
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def __init__(self, val):
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self.value=val
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def get_size(self):
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return (len(self.value)+1)
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def write(self,file):
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binary_format = "<%ds" % (len(self.value)+1)
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file.write(struct.pack(binary_format, self.value))
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def __str__(self):
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return self.value
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class _3ds_point_3d(object):
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'''Class representing a three-dimensional point for a 3ds file.'''
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__slots__ = 'x','y','z'
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def __init__(self, point):
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self.x, self.y, self.z = point
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def get_size(self):
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return 3*SZ_FLOAT
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def write(self,file):
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file.write(struct.pack('<3f', self.x, self.y, self.z))
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def __str__(self):
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return '(%f, %f, %f)' % (self.x, self.y, self.z)
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# Used for writing a track
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"""
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class _3ds_point_4d(object):
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'''Class representing a four-dimensional point for a 3ds file, for instance a quaternion.'''
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__slots__ = 'x','y','z','w'
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def __init__(self, point=(0.0,0.0,0.0,0.0)):
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self.x, self.y, self.z, self.w = point
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def get_size(self):
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return 4*SZ_FLOAT
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def write(self,file):
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data=struct.pack('<4f', self.x, self.y, self.z, self.w)
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file.write(data)
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def __str__(self):
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return '(%f, %f, %f, %f)' % (self.x, self.y, self.z, self.w)
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"""
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class _3ds_point_uv(object):
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'''Class representing a UV-coordinate for a 3ds file.'''
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__slots__ = ('uv', )
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def __init__(self, point):
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self.uv = point
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def __cmp__(self, other):
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return cmp(self.uv,other.uv)
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def get_size(self):
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return 2*SZ_FLOAT
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def write(self,file):
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data=struct.pack('<2f', self.uv[0], self.uv[1])
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file.write(data)
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def __str__(self):
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return '(%g, %g)' % self.uv
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class _3ds_rgb_color(object):
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'''Class representing a (24-bit) rgb color for a 3ds file.'''
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__slots__ = 'r','g','b'
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def __init__(self, col):
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self.r, self.g, self.b = col
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def get_size(self):
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return 3
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def write(self,file):
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file.write( struct.pack('<3B', int(255*self.r), int(255*self.g), int(255*self.b) ) )
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# file.write( struct.pack('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) )
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def __str__(self):
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return '{%f, %f, %f}' % (self.r, self.g, self.b)
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class _3ds_face(object):
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'''Class representing a face for a 3ds file.'''
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__slots__ = ('vindex', )
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def __init__(self, vindex):
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self.vindex = vindex
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def get_size(self):
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return 4*SZ_SHORT
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def write(self,file):
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# The last zero is only used by 3d studio
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file.write(struct.pack("<4H", self.vindex[0],self.vindex[1], self.vindex[2], 0))
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def __str__(self):
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return '[%d %d %d]' % (self.vindex[0],self.vindex[1], self.vindex[2])
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class _3ds_array(object):
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'''Class representing an array of variables for a 3ds file.
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Consists of a _3ds_short to indicate the number of items, followed by the items themselves.
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'''
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__slots__ = 'values', 'size'
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def __init__(self):
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self.values=[]
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self.size=SZ_SHORT
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# add an item:
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def add(self,item):
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self.values.append(item)
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self.size+=item.get_size()
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def get_size(self):
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return self.size
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def write(self,file):
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_3ds_short(len(self.values)).write(file)
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#_3ds_int(len(self.values)).write(file)
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for value in self.values:
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value.write(file)
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# To not overwhelm the output in a dump, a _3ds_array only
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# outputs the number of items, not all of the actual items.
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def __str__(self):
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return '(%d items)' % len(self.values)
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class _3ds_named_variable(object):
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'''Convenience class for named variables.'''
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__slots__ = 'value', 'name'
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def __init__(self, name, val=None):
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self.name=name
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self.value=val
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def get_size(self):
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if self.value is None:
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return 0
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else:
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return self.value.get_size()
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def write(self, file):
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if self.value is not None:
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self.value.write(file)
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def dump(self,indent):
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if self.value is not None:
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spaces=""
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for i in range(indent):
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spaces += " "
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if (self.name!=""):
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print(spaces, self.name, " = ", self.value)
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else:
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print(spaces, "[unnamed]", " = ", self.value)
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#the chunk class
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class _3ds_chunk(object):
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'''Class representing a chunk in a 3ds file.
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Chunks contain zero or more variables, followed by zero or more subchunks.
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'''
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__slots__ = 'ID', 'size', 'variables', 'subchunks'
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def __init__(self, id=0):
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self.ID=_3ds_short(id)
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self.size=_3ds_int(0)
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self.variables=[]
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self.subchunks=[]
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def set_ID(id):
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self.ID=_3ds_short(id)
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def add_variable(self, name, var):
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'''Add a named variable.
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The name is mostly for debugging purposes.'''
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self.variables.append(_3ds_named_variable(name,var))
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def add_subchunk(self, chunk):
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'''Add a subchunk.'''
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self.subchunks.append(chunk)
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def get_size(self):
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'''Calculate the size of the chunk and return it.
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The sizes of the variables and subchunks are used to determine this chunk\'s size.'''
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tmpsize=self.ID.get_size()+self.size.get_size()
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for variable in self.variables:
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tmpsize+=variable.get_size()
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for subchunk in self.subchunks:
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tmpsize+=subchunk.get_size()
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self.size.value=tmpsize
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return self.size.value
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def write(self, file):
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'''Write the chunk to a file.
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Uses the write function of the variables and the subchunks to do the actual work.'''
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#write header
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self.ID.write(file)
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self.size.write(file)
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for variable in self.variables:
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variable.write(file)
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for subchunk in self.subchunks:
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subchunk.write(file)
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def dump(self, indent=0):
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'''Write the chunk to a file.
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Dump is used for debugging purposes, to dump the contents of a chunk to the standard output.
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Uses the dump function of the named variables and the subchunks to do the actual work.'''
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spaces=""
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for i in range(indent):
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spaces += " "
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print(spaces, "ID=", hex(self.ID.value), "size=", self.get_size())
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for variable in self.variables:
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variable.dump(indent+1)
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for subchunk in self.subchunks:
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subchunk.dump(indent+1)
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######################################################
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# EXPORT
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######################################################
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def get_material_images(material):
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# blender utility func.
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if material:
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return [s.texture.image for s in material.texture_slots if s and s.texture.type == 'IMAGE' and s.texture.image]
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return []
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# images = []
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# if material:
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# for mtex in material.getTextures():
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# if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
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# image = mtex.tex.image
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# if image:
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# images.append(image) # maye want to include info like diffuse, spec here.
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# return images
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def make_material_subchunk(id, color):
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'''Make a material subchunk.
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Used for color subchunks, such as diffuse color or ambient color subchunks.'''
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mat_sub = _3ds_chunk(id)
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col1 = _3ds_chunk(RGB1)
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col1.add_variable("color1", _3ds_rgb_color(color))
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mat_sub.add_subchunk(col1)
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# optional:
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# col2 = _3ds_chunk(RGB1)
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# col2.add_variable("color2", _3ds_rgb_color(color))
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# mat_sub.add_subchunk(col2)
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return mat_sub
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def make_material_texture_chunk(id, images):
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"""Make Material Map texture chunk
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"""
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mat_sub = _3ds_chunk(id)
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def add_image(img):
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import os
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filename = os.path.basename(image.filepath)
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mat_sub_file = _3ds_chunk(MATMAPFILE)
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mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename)))
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mat_sub.add_subchunk(mat_sub_file)
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for image in images:
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add_image(image)
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return mat_sub
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def make_material_chunk(material, image):
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'''Make a material chunk out of a blender material.'''
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material_chunk = _3ds_chunk(MATERIAL)
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name = _3ds_chunk(MATNAME)
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if material: name_str = material.name
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else: name_str = 'None'
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if image: name_str += image.name
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name.add_variable("name", _3ds_string(sane_name(name_str)))
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material_chunk.add_subchunk(name)
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if not material:
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material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0,0,0) ))
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material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (.8, .8, .8) ))
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material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1,1,1) ))
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else:
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material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.ambient for a in material.diffuse_color] ))
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# material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.amb for a in material.rgbCol] ))
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material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color))
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# material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.rgbCol))
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material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color))
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# material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specCol))
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images = get_material_images(material) # can be None
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if image: images.append(image)
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if images:
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material_chunk.add_subchunk(make_material_texture_chunk(MATMAP, images))
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return material_chunk
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class tri_wrapper(object):
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'''Class representing a triangle.
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Used when converting faces to triangles'''
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__slots__ = 'vertex_index', 'mat', 'image', 'faceuvs', 'offset'
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def __init__(self, vindex=(0,0,0), mat=None, image=None, faceuvs=None):
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self.vertex_index= vindex
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self.mat= mat
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self.image= image
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self.faceuvs= faceuvs
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self.offset= [0, 0, 0] # offset indicies
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def extract_triangles(mesh):
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'''Extract triangles from a mesh.
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If the mesh contains quads, they will be split into triangles.'''
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tri_list = []
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do_uv = len(mesh.uv_textures)
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# do_uv = mesh.faceUV
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# if not do_uv:
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# face_uv = None
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img = None
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for i, face in enumerate(mesh.faces):
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f_v = face.vertices
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# f_v = face.v
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uf = mesh.uv_textures.active.data[i] if do_uv else None
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if do_uv:
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f_uv = uf.uv
|
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# f_uv = (uf.uv1, uf.uv2, uf.uv3, uf.uv4) if face.vertices[3] else (uf.uv1, uf.uv2, uf.uv3)
|
|
# f_uv = face.uv
|
|
img = uf.image if uf else None
|
|
# img = face.image
|
|
if img: img = img.name
|
|
|
|
# if f_v[3] == 0:
|
|
if len(f_v)==3:
|
|
new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img)
|
|
# new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
|
|
if (do_uv): new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
|
|
tri_list.append(new_tri)
|
|
|
|
else: #it's a quad
|
|
new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img)
|
|
# new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
|
|
new_tri_2 = tri_wrapper((f_v[0], f_v[2], f_v[3]), face.material_index, img)
|
|
# new_tri_2 = tri_wrapper((f_v[0].index, f_v[2].index, f_v[3].index), face.mat, img)
|
|
|
|
if (do_uv):
|
|
new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
|
|
new_tri_2.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[2]), uv_key(f_uv[3])
|
|
|
|
tri_list.append( new_tri )
|
|
tri_list.append( new_tri_2 )
|
|
|
|
return tri_list
|
|
|
|
|
|
def remove_face_uv(verts, tri_list):
|
|
'''Remove face UV coordinates from a list of triangles.
|
|
|
|
Since 3ds files only support one pair of uv coordinates for each vertex, face uv coordinates
|
|
need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when
|
|
there are multiple uv coordinates per vertex.'''
|
|
|
|
# initialize a list of UniqueLists, one per vertex:
|
|
#uv_list = [UniqueList() for i in xrange(len(verts))]
|
|
unique_uvs= [{} for i in range(len(verts))]
|
|
|
|
# for each face uv coordinate, add it to the UniqueList of the vertex
|
|
for tri in tri_list:
|
|
for i in range(3):
|
|
# store the index into the UniqueList for future reference:
|
|
# offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i])))
|
|
|
|
context_uv_vert= unique_uvs[tri.vertex_index[i]]
|
|
uvkey= tri.faceuvs[i]
|
|
|
|
offset_index__uv_3ds = context_uv_vert.get(uvkey)
|
|
|
|
if not offset_index__uv_3ds:
|
|
offset_index__uv_3ds = context_uv_vert[uvkey] = len(context_uv_vert), _3ds_point_uv(uvkey)
|
|
|
|
tri.offset[i] = offset_index__uv_3ds[0]
|
|
|
|
|
|
|
|
# At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it
|
|
# only once.
|
|
|
|
# Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the
|
|
# faces refer to the new face indices:
|
|
vert_index = 0
|
|
vert_array = _3ds_array()
|
|
uv_array = _3ds_array()
|
|
index_list = []
|
|
for i,vert in enumerate(verts):
|
|
index_list.append(vert_index)
|
|
|
|
pt = _3ds_point_3d(vert.co) # reuse, should be ok
|
|
uvmap = [None] * len(unique_uvs[i])
|
|
for ii, uv_3ds in unique_uvs[i].values():
|
|
# add a vertex duplicate to the vertex_array for every uv associated with this vertex:
|
|
vert_array.add(pt)
|
|
# add the uv coordinate to the uv array:
|
|
# This for loop does not give uv's ordered by ii, so we create a new map
|
|
# and add the uv's later
|
|
# uv_array.add(uv_3ds)
|
|
uvmap[ii] = uv_3ds
|
|
|
|
# Add the uv's in the correct order
|
|
for uv_3ds in uvmap:
|
|
# add the uv coordinate to the uv array:
|
|
uv_array.add(uv_3ds)
|
|
|
|
vert_index += len(unique_uvs[i])
|
|
|
|
# Make sure the triangle vertex indices now refer to the new vertex list:
|
|
for tri in tri_list:
|
|
for i in range(3):
|
|
tri.offset[i]+=index_list[tri.vertex_index[i]]
|
|
tri.vertex_index= tri.offset
|
|
|
|
return vert_array, uv_array, tri_list
|
|
|
|
def make_faces_chunk(tri_list, mesh, materialDict):
|
|
'''Make a chunk for the faces.
|
|
|
|
Also adds subchunks assigning materials to all faces.'''
|
|
|
|
materials = mesh.materials
|
|
if not materials:
|
|
mat = None
|
|
|
|
face_chunk = _3ds_chunk(OBJECT_FACES)
|
|
face_list = _3ds_array()
|
|
|
|
|
|
if len(mesh.uv_textures):
|
|
# if mesh.faceUV:
|
|
# Gather materials used in this mesh - mat/image pairs
|
|
unique_mats = {}
|
|
for i,tri in enumerate(tri_list):
|
|
|
|
face_list.add(_3ds_face(tri.vertex_index))
|
|
|
|
if materials:
|
|
mat = materials[tri.mat]
|
|
if mat: mat = mat.name
|
|
|
|
img = tri.image
|
|
|
|
try:
|
|
context_mat_face_array = unique_mats[mat, img][1]
|
|
except:
|
|
|
|
if mat: name_str = mat
|
|
else: name_str = 'None'
|
|
if img: name_str += img
|
|
|
|
context_mat_face_array = _3ds_array()
|
|
unique_mats[mat, img] = _3ds_string(sane_name(name_str)), context_mat_face_array
|
|
|
|
|
|
context_mat_face_array.add(_3ds_short(i))
|
|
# obj_material_faces[tri.mat].add(_3ds_short(i))
|
|
|
|
face_chunk.add_variable("faces", face_list)
|
|
for mat_name, mat_faces in unique_mats.values():
|
|
obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL)
|
|
obj_material_chunk.add_variable("name", mat_name)
|
|
obj_material_chunk.add_variable("face_list", mat_faces)
|
|
face_chunk.add_subchunk(obj_material_chunk)
|
|
|
|
else:
|
|
|
|
obj_material_faces=[]
|
|
obj_material_names=[]
|
|
for m in materials:
|
|
if m:
|
|
obj_material_names.append(_3ds_string(sane_name(m.name)))
|
|
obj_material_faces.append(_3ds_array())
|
|
n_materials = len(obj_material_names)
|
|
|
|
for i,tri in enumerate(tri_list):
|
|
face_list.add(_3ds_face(tri.vertex_index))
|
|
if (tri.mat < n_materials):
|
|
obj_material_faces[tri.mat].add(_3ds_short(i))
|
|
|
|
face_chunk.add_variable("faces", face_list)
|
|
for i in range(n_materials):
|
|
obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL)
|
|
obj_material_chunk.add_variable("name", obj_material_names[i])
|
|
obj_material_chunk.add_variable("face_list", obj_material_faces[i])
|
|
face_chunk.add_subchunk(obj_material_chunk)
|
|
|
|
return face_chunk
|
|
|
|
def make_vert_chunk(vert_array):
|
|
'''Make a vertex chunk out of an array of vertices.'''
|
|
vert_chunk = _3ds_chunk(OBJECT_VERTICES)
|
|
vert_chunk.add_variable("vertices",vert_array)
|
|
return vert_chunk
|
|
|
|
def make_uv_chunk(uv_array):
|
|
'''Make a UV chunk out of an array of UVs.'''
|
|
uv_chunk = _3ds_chunk(OBJECT_UV)
|
|
uv_chunk.add_variable("uv coords", uv_array)
|
|
return uv_chunk
|
|
|
|
def make_mesh_chunk(mesh, materialDict):
|
|
'''Make a chunk out of a Blender mesh.'''
|
|
|
|
# Extract the triangles from the mesh:
|
|
tri_list = extract_triangles(mesh)
|
|
|
|
if len(mesh.uv_textures):
|
|
# if mesh.faceUV:
|
|
# Remove the face UVs and convert it to vertex UV:
|
|
vert_array, uv_array, tri_list = remove_face_uv(mesh.vertices, tri_list)
|
|
else:
|
|
# Add the vertices to the vertex array:
|
|
vert_array = _3ds_array()
|
|
for vert in mesh.vertices:
|
|
vert_array.add(_3ds_point_3d(vert.co))
|
|
# If the mesh has vertex UVs, create an array of UVs:
|
|
if len(mesh.sticky):
|
|
# if mesh.vertexUV:
|
|
uv_array = _3ds_array()
|
|
for uv in mesh.sticky:
|
|
# for vert in mesh.vertices:
|
|
uv_array.add(_3ds_point_uv(uv.co))
|
|
# uv_array.add(_3ds_point_uv(vert.uvco))
|
|
else:
|
|
# no UV at all:
|
|
uv_array = None
|
|
|
|
# create the chunk:
|
|
mesh_chunk = _3ds_chunk(OBJECT_MESH)
|
|
|
|
# add vertex chunk:
|
|
mesh_chunk.add_subchunk(make_vert_chunk(vert_array))
|
|
# add faces chunk:
|
|
|
|
mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh, materialDict))
|
|
|
|
# if available, add uv chunk:
|
|
if uv_array:
|
|
mesh_chunk.add_subchunk(make_uv_chunk(uv_array))
|
|
|
|
return mesh_chunk
|
|
|
|
""" # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
|
|
def make_kfdata(start=0, stop=0, curtime=0):
|
|
'''Make the basic keyframe data chunk'''
|
|
kfdata = _3ds_chunk(KFDATA)
|
|
|
|
kfhdr = _3ds_chunk(KFDATA_KFHDR)
|
|
kfhdr.add_variable("revision", _3ds_short(0))
|
|
# Not really sure what filename is used for, but it seems it is usually used
|
|
# to identify the program that generated the .3ds:
|
|
kfhdr.add_variable("filename", _3ds_string("Blender"))
|
|
kfhdr.add_variable("animlen", _3ds_int(stop-start))
|
|
|
|
kfseg = _3ds_chunk(KFDATA_KFSEG)
|
|
kfseg.add_variable("start", _3ds_int(start))
|
|
kfseg.add_variable("stop", _3ds_int(stop))
|
|
|
|
kfcurtime = _3ds_chunk(KFDATA_KFCURTIME)
|
|
kfcurtime.add_variable("curtime", _3ds_int(curtime))
|
|
|
|
kfdata.add_subchunk(kfhdr)
|
|
kfdata.add_subchunk(kfseg)
|
|
kfdata.add_subchunk(kfcurtime)
|
|
return kfdata
|
|
"""
|
|
|
|
"""
|
|
def make_track_chunk(ID, obj):
|
|
'''Make a chunk for track data.
|
|
|
|
Depending on the ID, this will construct a position, rotation or scale track.'''
|
|
track_chunk = _3ds_chunk(ID)
|
|
track_chunk.add_variable("track_flags", _3ds_short())
|
|
track_chunk.add_variable("unknown", _3ds_int())
|
|
track_chunk.add_variable("unknown", _3ds_int())
|
|
track_chunk.add_variable("nkeys", _3ds_int(1))
|
|
# Next section should be repeated for every keyframe, but for now, animation is not actually supported.
|
|
track_chunk.add_variable("tcb_frame", _3ds_int(0))
|
|
track_chunk.add_variable("tcb_flags", _3ds_short())
|
|
if obj.type=='Empty':
|
|
if ID==POS_TRACK_TAG:
|
|
# position vector:
|
|
track_chunk.add_variable("position", _3ds_point_3d(obj.getLocation()))
|
|
elif ID==ROT_TRACK_TAG:
|
|
# rotation (quaternion, angle first, followed by axis):
|
|
q = obj.getEuler().to_quat()
|
|
track_chunk.add_variable("rotation", _3ds_point_4d((q.angle, q.axis[0], q.axis[1], q.axis[2])))
|
|
elif ID==SCL_TRACK_TAG:
|
|
# scale vector:
|
|
track_chunk.add_variable("scale", _3ds_point_3d(obj.getSize()))
|
|
else:
|
|
# meshes have their transformations applied before
|
|
# exporting, so write identity transforms here:
|
|
if ID==POS_TRACK_TAG:
|
|
# position vector:
|
|
track_chunk.add_variable("position", _3ds_point_3d((0.0,0.0,0.0)))
|
|
elif ID==ROT_TRACK_TAG:
|
|
# rotation (quaternion, angle first, followed by axis):
|
|
track_chunk.add_variable("rotation", _3ds_point_4d((0.0, 1.0, 0.0, 0.0)))
|
|
elif ID==SCL_TRACK_TAG:
|
|
# scale vector:
|
|
track_chunk.add_variable("scale", _3ds_point_3d((1.0, 1.0, 1.0)))
|
|
|
|
return track_chunk
|
|
"""
|
|
|
|
"""
|
|
def make_kf_obj_node(obj, name_to_id):
|
|
'''Make a node chunk for a Blender object.
|
|
|
|
Takes the Blender object as a parameter. Object id's are taken from the dictionary name_to_id.
|
|
Blender Empty objects are converted to dummy nodes.'''
|
|
|
|
name = obj.name
|
|
# main object node chunk:
|
|
kf_obj_node = _3ds_chunk(KFDATA_OBJECT_NODE_TAG)
|
|
# chunk for the object id:
|
|
obj_id_chunk = _3ds_chunk(OBJECT_NODE_ID)
|
|
# object id is from the name_to_id dictionary:
|
|
obj_id_chunk.add_variable("node_id", _3ds_short(name_to_id[name]))
|
|
|
|
# object node header:
|
|
obj_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR)
|
|
# object name:
|
|
if obj.type == 'Empty':
|
|
# Empties are called "$$$DUMMY" and use the OBJECT_INSTANCE_NAME chunk
|
|
# for their name (see below):
|
|
obj_node_header_chunk.add_variable("name", _3ds_string("$$$DUMMY"))
|
|
else:
|
|
# Add the name:
|
|
obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
|
|
# Add Flag variables (not sure what they do):
|
|
obj_node_header_chunk.add_variable("flags1", _3ds_short(0))
|
|
obj_node_header_chunk.add_variable("flags2", _3ds_short(0))
|
|
|
|
# Check parent-child relationships:
|
|
parent = obj.parent
|
|
if (parent is None) or (parent.name not in name_to_id):
|
|
# If no parent, or the parents name is not in the name_to_id dictionary,
|
|
# parent id becomes -1:
|
|
obj_node_header_chunk.add_variable("parent", _3ds_short(-1))
|
|
else:
|
|
# Get the parent's id from the name_to_id dictionary:
|
|
obj_node_header_chunk.add_variable("parent", _3ds_short(name_to_id[parent.name]))
|
|
|
|
# Add pivot chunk:
|
|
obj_pivot_chunk = _3ds_chunk(OBJECT_PIVOT)
|
|
obj_pivot_chunk.add_variable("pivot", _3ds_point_3d(obj.getLocation()))
|
|
kf_obj_node.add_subchunk(obj_pivot_chunk)
|
|
|
|
# add subchunks for object id and node header:
|
|
kf_obj_node.add_subchunk(obj_id_chunk)
|
|
kf_obj_node.add_subchunk(obj_node_header_chunk)
|
|
|
|
# Empty objects need to have an extra chunk for the instance name:
|
|
if obj.type == 'Empty':
|
|
obj_instance_name_chunk = _3ds_chunk(OBJECT_INSTANCE_NAME)
|
|
obj_instance_name_chunk.add_variable("name", _3ds_string(sane_name(name)))
|
|
kf_obj_node.add_subchunk(obj_instance_name_chunk)
|
|
|
|
# Add track chunks for position, rotation and scale:
|
|
kf_obj_node.add_subchunk(make_track_chunk(POS_TRACK_TAG, obj))
|
|
kf_obj_node.add_subchunk(make_track_chunk(ROT_TRACK_TAG, obj))
|
|
kf_obj_node.add_subchunk(make_track_chunk(SCL_TRACK_TAG, obj))
|
|
|
|
return kf_obj_node
|
|
"""
|
|
|
|
|
|
def save(operator, context, filepath=""):
|
|
import bpy
|
|
import time
|
|
from io_utils import create_derived_objects, free_derived_objects
|
|
|
|
'''Save the Blender scene to a 3ds file.'''
|
|
|
|
# Time the export
|
|
time1 = time.clock()
|
|
# Blender.Window.WaitCursor(1)
|
|
|
|
sce = context.scene
|
|
|
|
if bpy.ops.object.mode_set.poll():
|
|
bpy.ops.object.mode_set(mode='OBJECT')
|
|
|
|
# Initialize the main chunk (primary):
|
|
primary = _3ds_chunk(PRIMARY)
|
|
# Add version chunk:
|
|
version_chunk = _3ds_chunk(VERSION)
|
|
version_chunk.add_variable("version", _3ds_int(3))
|
|
primary.add_subchunk(version_chunk)
|
|
|
|
# init main object info chunk:
|
|
object_info = _3ds_chunk(OBJECTINFO)
|
|
|
|
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
|
|
# init main key frame data chunk:
|
|
kfdata = make_kfdata()
|
|
'''
|
|
|
|
# Get all the supported objects selected in this scene:
|
|
# ob_sel= list(sce.objects.context)
|
|
# mesh_objects = [ (ob, me) for ob in ob_sel for me in (BPyMesh.getMeshFromObject(ob, None, True, False, sce),) if me ]
|
|
# empty_objects = [ ob for ob in ob_sel if ob.type == 'Empty' ]
|
|
|
|
# Make a list of all materials used in the selected meshes (use a dictionary,
|
|
# each material is added once):
|
|
materialDict = {}
|
|
mesh_objects = []
|
|
scene = context.scene
|
|
for ob in [ob for ob in scene.objects if ob.is_visible(scene)]:
|
|
# for ob in sce.objects.context:
|
|
|
|
# get derived objects
|
|
free, derived = create_derived_objects(scene, ob)
|
|
|
|
if derived is None:
|
|
continue
|
|
|
|
for ob_derived, mat in derived:
|
|
# for ob_derived, mat in getDerivedObjects(ob, False):
|
|
|
|
if ob.type not in ('MESH', 'CURVE', 'SURFACE', 'FONT', 'META'):
|
|
continue
|
|
|
|
data = ob_derived.create_mesh(scene, True, 'PREVIEW')
|
|
# data = getMeshFromObject(ob_derived, None, True, False, sce)
|
|
if data:
|
|
data.transform(mat)
|
|
# data.transform(mat, recalc_normals=False)
|
|
mesh_objects.append((ob_derived, data))
|
|
mat_ls = data.materials
|
|
mat_ls_len = len(mat_ls)
|
|
|
|
# get material/image tuples.
|
|
if len(data.uv_textures):
|
|
# if data.faceUV:
|
|
if not mat_ls:
|
|
mat = mat_name = None
|
|
|
|
for f, uf in zip(data.faces, data.uv_textures.active.data):
|
|
if mat_ls:
|
|
mat_index = f.material_index
|
|
# mat_index = f.mat
|
|
if mat_index >= mat_ls_len:
|
|
mat_index = f.mat = 0
|
|
mat = mat_ls[mat_index]
|
|
if mat: mat_name = mat.name
|
|
else: mat_name = None
|
|
# else there already set to none
|
|
|
|
img = uf.image
|
|
# img = f.image
|
|
if img: img_name = img.name
|
|
else: img_name = None
|
|
|
|
materialDict.setdefault((mat_name, img_name), (mat, img) )
|
|
|
|
|
|
else:
|
|
for mat in mat_ls:
|
|
if mat: # material may be None so check its not.
|
|
materialDict.setdefault((mat.name, None), (mat, None) )
|
|
|
|
# Why 0 Why!
|
|
for f in data.faces:
|
|
if f.material_index >= mat_ls_len:
|
|
# if f.mat >= mat_ls_len:
|
|
f.material_index = 0
|
|
# f.mat = 0
|
|
|
|
if free:
|
|
free_derived_objects(ob)
|
|
|
|
|
|
# Make material chunks for all materials used in the meshes:
|
|
for mat_and_image in materialDict.values():
|
|
object_info.add_subchunk(make_material_chunk(mat_and_image[0], mat_and_image[1]))
|
|
|
|
# Give all objects a unique ID and build a dictionary from object name to object id:
|
|
"""
|
|
name_to_id = {}
|
|
for ob, data in mesh_objects:
|
|
name_to_id[ob.name]= len(name_to_id)
|
|
#for ob in empty_objects:
|
|
# name_to_id[ob.name]= len(name_to_id)
|
|
"""
|
|
|
|
# Create object chunks for all meshes:
|
|
i = 0
|
|
for ob, blender_mesh in mesh_objects:
|
|
# create a new object chunk
|
|
object_chunk = _3ds_chunk(OBJECT)
|
|
|
|
# set the object name
|
|
object_chunk.add_variable("name", _3ds_string(sane_name(ob.name)))
|
|
|
|
# make a mesh chunk out of the mesh:
|
|
object_chunk.add_subchunk(make_mesh_chunk(blender_mesh, materialDict))
|
|
object_info.add_subchunk(object_chunk)
|
|
|
|
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
|
|
# make a kf object node for the object:
|
|
kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
|
|
'''
|
|
if not blender_mesh.users:
|
|
bpy.data.meshes.remove(blender_mesh)
|
|
# blender_mesh.vertices = None
|
|
|
|
i+=i
|
|
|
|
# Create chunks for all empties:
|
|
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
|
|
for ob in empty_objects:
|
|
# Empties only require a kf object node:
|
|
kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
|
|
pass
|
|
'''
|
|
|
|
# Add main object info chunk to primary chunk:
|
|
primary.add_subchunk(object_info)
|
|
|
|
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
|
|
# Add main keyframe data chunk to primary chunk:
|
|
primary.add_subchunk(kfdata)
|
|
'''
|
|
|
|
# At this point, the chunk hierarchy is completely built.
|
|
|
|
# Check the size:
|
|
primary.get_size()
|
|
# Open the file for writing:
|
|
file = open(filepath, 'wb')
|
|
|
|
# Recursively write the chunks to file:
|
|
primary.write(file)
|
|
|
|
# Close the file:
|
|
file.close()
|
|
|
|
# Clear name mapping vars, could make locals too
|
|
name_unique[:] = []
|
|
name_mapping.clear()
|
|
|
|
# Debugging only: report the exporting time:
|
|
# Blender.Window.WaitCursor(0)
|
|
print("3ds export time: %.2f" % (time.clock() - time1))
|
|
|
|
# Debugging only: dump the chunk hierarchy:
|
|
#primary.dump()
|
|
|
|
return {'FINISHED'}
|