forked from bartvdbraak/blender
bdf75bfbef
- Updated ac3d exporter to use first material found in the mesh for loose edges (lines) color. Inspired by bug report from Stewart Andreason. Also made a few updates to very old parts of the code, got rid of two "try/except". - Updated ac3d importer to be even more forgiving to bad data. Also added option to turn transparency on in the 3D View for models using materials with alpha < 1.0. Added optional support for ac3d's subdiv tag, works by adding a subsurf modifier to the imported model(s) that have this tag, so they appear as intended.
819 lines
24 KiB
Python
819 lines
24 KiB
Python
#!BPY
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""" Registration info for Blender menus:
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Name: 'AC3D (.ac)...'
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Blender: 243
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Group: 'Export'
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Tip: 'Export selected meshes to AC3D (.ac) format'
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"""
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__author__ = "Willian P. Germano"
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__url__ = ("blender", "elysiun", "AC3D's homepage, http://www.ac3d.org",
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"PLib 3d gaming lib, http://plib.sf.net")
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__version__ = "2.43.1 2007-02-22"
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__bpydoc__ = """\
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This script exports selected Blender meshes to AC3D's .ac file format.
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AC3D is a simple commercial 3d modeller also built with OpenGL.
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The .ac file format is an easy to parse text format well supported,
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for example, by the PLib 3d gaming library (AC3D 3.x).
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Supported:<br>
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UV-textured meshes with hierarchy (grouping) information.
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Missing:<br>
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The 'url' tag, specific to AC3D. It is easy to add by hand to the exported
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file, if needed.
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Known issues:<br>
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The ambient and emit data we can retrieve from Blender are single values,
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that this script copies to R, G, B, giving shades of gray.<br>
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Loose edges (lines) receive the first material found in the mesh, if any, or a default white material.<br>
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In AC3D 4 "compatibility mode":<br>
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- shininess of materials is taken from the shader specularity value in Blender, mapped from [0.0, 2.0] to [0, 128];<br>
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- crease angle is exported, but in Blender it is limited to [1, 80], since there are other more powerful ways to control surface smoothing. In AC3D 4.0 crease's range is [0.0, 180.0];
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Config Options:<br>
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toggle:<br>
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- AC3D 4 mode: unset it to export without the 'crease' tag that was
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introduced with AC3D 4.0 and with the old material handling;<br>
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- global coords: transform all vertices of all meshes to global coordinates;<br>
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- skip data: set it if you don't want mesh names (ME:, not OB: field)
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to be exported as strings for AC's "data" tags (19 chars max);<br>
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- rgb mirror color can be exported as ambient and/or emissive if needed,
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since Blender handles these differently;<br>
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- default mat: a default (white) material is added if some mesh was
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left without mats -- it's better to always add your own materials;<br>
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- no split: don't split meshes (see above);<br>
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- set texture dir: override the actual textures path with a given default
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path (or simply export the texture names, without dir info, if the path is
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empty);<br>
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- per face 1 or 2 sided: override the "Double Sided" button that defines this behavior per whole mesh in favor of the UV Face Select mode "twosided" per face atribute;<br>
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- only selected: only consider selected objects when looking for meshes
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to export (read notes below about tokens, too);<br>
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strings:<br>
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- export dir: default dir to export to;<br>
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- texture dir: override textures path with this path if 'set texture dir'
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toggle is "on".
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Notes:<br>
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This version updates:<br>
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- modified meshes are correctly exported, no need to apply the modifiers in Blender;<br>
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- correctly export each used material, be it assigned to the object or to its mesh data;<br>
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- exporting lines (edges) is again supported; color comes from first material found in the mesh, if any, or a default white one.<br>
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- there's a new option to choose between exporting meshes with transformed (global) coordinates or local ones;<br>
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Multiple textures per mesh are supported (mesh gets split);<br>
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Parents are exported as a group containing both the parent and its children;<br>
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Start mesh object names (OB: field) with "!" or "#" if you don't want them to be exported;<br>
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Start mesh object names (OB: field) with "=" or "$" to prevent them from being split (meshes with multiple textures or both textured and non textured faces are split unless this trick is used or the "no split" option is set.
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"""
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# $Id$
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#
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# --------------------------------------------------------------------------
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# AC3DExport version 2.43.1
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# Program versions: Blender 2.42+ and AC3Db files (means version 0xb)
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# new: updated for new Blender version and Mesh module; supports lines (edges) again;
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# option to export vertices transformed to global coordinates or not; now the modified
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# (by existing mesh modifiers) mesh is exported; materials are properly exported, no
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# matter if each of them is linked to the mesh or to the object. New (2.43.1): loose
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# edges use color of first material found in the mesh, if any.
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# --------------------------------------------------------------------------
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# Thanks: Steve Baker for discussions and inspiration; for testing, bug
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# reports, suggestions, patches: David Megginson, Filippo di Natale,
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# Franz Melchior, Campbell Barton, Josh Babcock, Ralf Gerlich, Stewart Andreason.
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2004-2007: Willian P. Germano, wgermano _at_ ig.com.br
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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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# --------------------------------------------------------------------------
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import Blender
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from Blender import Object, Mesh, Material, Image, Mathutils, Registry
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from Blender import sys as bsys
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# Globals
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ERROR_MSG = '' # popup error msg
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REPORT_DATA = {
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'main': [],
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'errors': [],
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'warns': [],
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'nosplit': [],
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'noexport': []
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}
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TOKENS_DONT_EXPORT = ['!', '#']
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TOKENS_DONT_SPLIT = ['=', '$']
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MATIDX_ERROR = 0
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# flags:
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LOOSE = Mesh.EdgeFlags['LOOSE']
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FACE_TWOSIDED = Mesh.FaceModes['TWOSIDE']
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MESH_TWOSIDED = Mesh.Modes['TWOSIDED']
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REG_KEY = 'ac3d_export'
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# config options:
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GLOBAL_COORDS = True
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SKIP_DATA = False
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MIRCOL_AS_AMB = False
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MIRCOL_AS_EMIS = False
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ADD_DEFAULT_MAT = True
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SET_TEX_DIR = True
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TEX_DIR = ''
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AC3D_4 = True # export crease value, compatible with AC3D 4 loaders
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NO_SPLIT = False
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ONLY_SELECTED = True
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EXPORT_DIR = ''
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PER_FACE_1_OR_2_SIDED = True
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tooltips = {
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'GLOBAL_COORDS': "transform all vertices of all meshes to global coordinates",
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'SKIP_DATA': "don't export mesh names as data fields",
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'MIRCOL_AS_AMB': "export mirror color as ambient color",
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'MIRCOL_AS_EMIS': "export mirror color as emissive color",
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'ADD_DEFAULT_MAT': "always add a default white material",
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'SET_TEX_DIR': "don't export default texture paths (edit also \"tex dir\")",
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'EXPORT_DIR': "default / last folder used to export .ac files to",
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'TEX_DIR': "(see \"set tex dir\") dir to prepend to all exported texture names (leave empty for no dir)",
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'AC3D_4': "compatibility mode, adds 'crease' tag and slightly better material support",
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'NO_SPLIT': "don't split meshes with multiple textures (or both textured and non textured polygons)",
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'ONLY_SELECTED': "export only selected objects",
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'PER_FACE_1_OR_2_SIDED': "override \"Double Sided\" button in favor of per face \"twosided\" attribute (UV Face Select mode)"
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}
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def update_RegistryInfo():
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d = {}
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d['SKIP_DATA'] = SKIP_DATA
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d['MIRCOL_AS_AMB'] = MIRCOL_AS_AMB
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d['MIRCOL_AS_EMIS'] = MIRCOL_AS_EMIS
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d['ADD_DEFAULT_MAT'] = ADD_DEFAULT_MAT
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d['SET_TEX_DIR'] = SET_TEX_DIR
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d['TEX_DIR'] = TEX_DIR
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d['AC3D_4'] = AC3D_4
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d['NO_SPLIT'] = NO_SPLIT
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d['EXPORT_DIR'] = EXPORT_DIR
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d['ONLY_SELECTED'] = ONLY_SELECTED
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d['PER_FACE_1_OR_2_SIDED'] = PER_FACE_1_OR_2_SIDED
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d['tooltips'] = tooltips
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d['GLOBAL_COORDS'] = GLOBAL_COORDS
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Registry.SetKey(REG_KEY, d, True)
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# Looking for a saved key in Blender.Registry dict:
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rd = Registry.GetKey(REG_KEY, True)
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if rd:
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try:
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AC3D_4 = rd['AC3D_4']
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SKIP_DATA = rd['SKIP_DATA']
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MIRCOL_AS_AMB = rd['MIRCOL_AS_AMB']
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MIRCOL_AS_EMIS = rd['MIRCOL_AS_EMIS']
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ADD_DEFAULT_MAT = rd['ADD_DEFAULT_MAT']
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SET_TEX_DIR = rd['SET_TEX_DIR']
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TEX_DIR = rd['TEX_DIR']
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EXPORT_DIR = rd['EXPORT_DIR']
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ONLY_SELECTED = rd['ONLY_SELECTED']
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NO_SPLIT = rd['NO_SPLIT']
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PER_FACE_1_OR_2_SIDED = rd['PER_FACE_1_OR_2_SIDED']
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GLOBAL_COORDS = rd['GLOBAL_COORDS']
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except KeyError: update_RegistryInfo()
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else:
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update_RegistryInfo()
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VERBOSE = True
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CONFIRM_OVERWRITE = True
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# check General scripts config key for default behaviors
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rd = Registry.GetKey('General', True)
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if rd:
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try:
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VERBOSE = rd['verbose']
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CONFIRM_OVERWRITE = rd['confirm_overwrite']
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except: pass
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# The default material to be used when necessary (see ADD_DEFAULT_MAT)
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DEFAULT_MAT = \
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'MATERIAL "DefaultWhite" rgb 1 1 1 amb 1 1 1 emis 0 0 0 \
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spec 0.5 0.5 0.5 shi 64 trans 0'
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# This transformation aligns Blender and AC3D coordinate systems:
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BLEND_TO_AC3D_MATRIX = Mathutils.Matrix([1,0,0,0], [0,0,-1,0], [0,1,0,0], [0,0,0,1])
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def Round_s(f):
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"Round to default precision and turn value to a string"
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r = round(f,6) # precision set to 10e-06
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if r == int(r):
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return str(int(r))
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else:
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return str(r)
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def transform_verts(verts, m):
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vecs = []
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for v in verts:
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x, y, z = v.co
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vec = Mathutils.Vector([x, y, z, 1])
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vecs.append(vec*m)
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return vecs
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def get_loose_edges(mesh):
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loose = LOOSE
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return [e for e in mesh.edges if e.flag & loose]
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# ---
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# meshes with more than one texture assigned
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# are split and saved as these foomeshes
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class FooMesh:
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class FooVert:
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def __init__(self, v):
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self.v = v
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self.index = 0
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class FooFace:
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def __init__(self, foomesh, f):
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self.f = f
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foov = foomesh.FooVert
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self.v = [foov(f.v[0]), foov(f.v[1])]
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len_fv = len(f.v)
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if len_fv > 2 and f.v[2]:
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self.v.append(foov(f.v[2]))
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if len_fv > 3 and f.v[3]: self.v.append(foov(f.v[3]))
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def __getattr__(self, attr):
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if attr == 'v': return self.v
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return getattr(self.f, attr)
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def __len__(self):
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return len(self.f)
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def __init__(self, tex, faces, mesh):
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self.name = mesh.name
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self.mesh = mesh
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self.looseEdges = []
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self.faceUV = mesh.faceUV
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self.degr = mesh.degr
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vidxs = [0]*len(mesh.verts)
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foofaces = []
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for f in faces:
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foofaces.append(self.FooFace(self, f))
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for v in f.v:
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if v: vidxs[v.index] = 1
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i = 0
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fooverts = []
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for v in mesh.verts:
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if vidxs[v.index]:
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fooverts.append(v)
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vidxs[v.index] = i
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i += 1
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for f in foofaces:
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for v in f.v:
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if v: v.index = vidxs[v.v.index]
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self.faces = foofaces
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self.verts = fooverts
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class AC3DExport: # the ac3d exporter part
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def __init__(self, scene_objects, filename):
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global ARG, SKIP_DATA, ADD_DEFAULT_MAT, DEFAULT_MAT
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global ERROR_MSG
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header = 'AC3Db'
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self.buf = ''
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self.mbuf = ''
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self.mlist = []
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world_kids = 0
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parents_list = self.parents_list = []
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kids_dict = self.kids_dict = {}
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objs = []
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exp_objs = self.exp_objs = []
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tree = {}
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try:
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file = self.file = open(filename, 'w')
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except IOError, (errno, strerror):
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error = "IOError #%s: %s" % (errno, strerror)
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REPORT_DATA['errors'].append("Saving failed - %s." % error)
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ERROR_MSG = "Couldn't save file!%%t|%s" % error
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return None
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file.write(header+'\n')
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objs = \
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[o for o in scene_objects if o.type in ['Mesh', 'Empty']]
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# create a tree from parents to children objects
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for obj in objs[:]:
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parent = obj.parent
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lineage = [obj]
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while parent:
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parents_list.append(parent.name)
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obj = parent
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parent = parent.getParent()
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lineage.insert(0, obj)
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d = tree
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for i in xrange(len(lineage)):
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lname = lineage[i].getType()[:2] + lineage[i].name
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if lname not in d.keys():
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d[lname] = {}
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d = d[lname]
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# traverse the tree to get an ordered list of names of objects to export
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self.traverse_dict(tree)
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world_kids = len(tree.keys())
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# get list of objects to export, start writing the .ac file
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objlist = [Object.Get(name) for name in exp_objs]
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meshlist = [o for o in objlist if o.type == 'Mesh']
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# create a temporary mesh to hold actual (modified) mesh data
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TMP_mesh = Mesh.New('tmp_for_ac_export')
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# write materials
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self.MATERIALS(meshlist, TMP_mesh)
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if not self.mbuf or ADD_DEFAULT_MAT:
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self.mbuf = "%s\n%s" % (DEFAULT_MAT, self.mbuf)
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file.write(self.mbuf)
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file.write('OBJECT world\nkids %s\n' % world_kids)
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# write the objects
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for obj in objlist:
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self.obj = obj
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objtype = obj.type
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objname = obj.name
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kidsnum = kids_dict[objname]
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# A parent plus its children are exported as a group.
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# If the parent is a mesh, its rot and loc are exported as the
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# group rot and loc and the mesh (w/o rot and loc) is added to the group.
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if kidsnum:
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self.OBJECT('group')
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self.name(objname)
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if objtype == 'Mesh':
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kidsnum += 1
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if not GLOBAL_COORDS:
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localmatrix = obj.getMatrix('localspace')
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if not obj.getParent():
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localmatrix *= BLEND_TO_AC3D_MATRIX
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self.rot(localmatrix.rotationPart())
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self.loc(localmatrix.translationPart())
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self.kids(kidsnum)
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if objtype == 'Mesh':
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mesh = TMP_mesh # temporary mesh to hold actual (modified) mesh data
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mesh.getFromObject(objname)
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self.mesh = mesh
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if mesh.faceUV:
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meshes = self.split_mesh(mesh)
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else:
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meshes = [mesh]
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if len(meshes) > 1:
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if NO_SPLIT or self.dont_split(objname):
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self.export_mesh(mesh, ob)
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REPORT_DATA['nosplit'].append(objname)
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else:
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self.OBJECT('group')
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self.name(objname)
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self.kids(len(meshes))
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counter = 0
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for me in meshes:
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self.export_mesh(me, obj,
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name = '%s_%s' % (obj.name, counter), foomesh = True)
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self.kids()
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counter += 1
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else:
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self.export_mesh(mesh, obj)
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self.kids()
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file.close()
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REPORT_DATA['main'].append("Done. Saved to: %s" % filename)
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def traverse_dict(self, d):
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kids_dict = self.kids_dict
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exp_objs = self.exp_objs
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keys = d.keys()
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for k in keys:
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objname = k[2:]
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klen = len(d[k])
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kids_dict[objname] = klen
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if self.dont_export(objname):
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d.pop(k)
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parent = Object.Get(objname).getParent()
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if parent: kids_dict[parent.name] -= 1
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REPORT_DATA['noexport'].append(objname)
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continue
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if klen:
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self.traverse_dict(d[k])
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exp_objs.insert(0, objname)
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else:
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if k.find('Em', 0) == 0: # Empty w/o children
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d.pop(k)
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parent = Object.Get(objname).getParent()
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if parent: kids_dict[parent.name] -= 1
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else:
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exp_objs.insert(0, objname)
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def dont_export(self, name): # if name starts with '!' or '#'
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length = len(name)
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if length >= 1:
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if name[0] in TOKENS_DONT_EXPORT: # '!' or '#' doubled (escaped): export
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if length > 1 and name[1] == name[0]:
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return 0
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return 1
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def dont_split(self, name): # if name starts with '=' or '$'
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length = len(name)
|
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if length >= 1:
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if name[0] in TOKENS_DONT_SPLIT: # '=' or '$' doubled (escaped): split
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if length > 1 and name[1] == name[0]:
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return 0
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return 1
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|
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def split_mesh(self, mesh):
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tex_dict = {0:[]}
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for f in mesh.faces:
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if f.image:
|
|
if not f.image.name in tex_dict: tex_dict[f.image.name] = []
|
|
tex_dict[f.image.name].append(f)
|
|
else: tex_dict[0].append(f)
|
|
keys = tex_dict.keys()
|
|
len_keys = len(keys)
|
|
if not tex_dict[0]:
|
|
len_keys -= 1
|
|
tex_dict.pop(0)
|
|
keys.remove(0)
|
|
elif len_keys > 1:
|
|
lines = []
|
|
anyimgkey = [k for k in keys if k != 0][0]
|
|
for f in tex_dict[0]:
|
|
if len(f.v) < 3:
|
|
lines.append(f)
|
|
if len(tex_dict[0]) == len(lines):
|
|
for l in lines:
|
|
tex_dict[anyimgkey].append(l)
|
|
len_keys -= 1
|
|
tex_dict.pop(0)
|
|
if len_keys > 1:
|
|
foo_meshes = []
|
|
for k in keys:
|
|
faces = tex_dict[k]
|
|
foo_meshes.append(FooMesh(k, faces, mesh))
|
|
foo_meshes[0].edges = get_loose_edges(mesh)
|
|
return foo_meshes
|
|
return [mesh]
|
|
|
|
def export_mesh(self, mesh, obj, name = None, foomesh = False):
|
|
file = self.file
|
|
self.OBJECT('poly')
|
|
if not name: name = obj.name
|
|
self.name(name)
|
|
if not SKIP_DATA:
|
|
meshname = obj.getData(name_only = True)
|
|
self.data(len(meshname), meshname)
|
|
if mesh.faceUV:
|
|
texline = self.texture(mesh.faces)
|
|
if texline: file.write(texline)
|
|
if AC3D_4:
|
|
self.crease(mesh.degr)
|
|
|
|
# If exporting using local coordinates, children object coordinates should not be
|
|
# transformed to ac3d's coordinate system, since that will be accounted for in
|
|
# their topmost parents (the parents w/o parents) transformations.
|
|
if not GLOBAL_COORDS:
|
|
# We hold parents in a list, so they also don't get transformed,
|
|
# because for each parent we create an ac3d group to hold both the
|
|
# parent and its children.
|
|
if obj.name not in self.parents_list:
|
|
localmatrix = obj.getMatrix('localspace')
|
|
if not obj.getParent():
|
|
localmatrix *= BLEND_TO_AC3D_MATRIX
|
|
self.rot(localmatrix.rotationPart())
|
|
self.loc(localmatrix.translationPart())
|
|
matrix = None
|
|
else:
|
|
matrix = obj.getMatrix() * BLEND_TO_AC3D_MATRIX
|
|
|
|
self.numvert(mesh.verts, matrix)
|
|
self.numsurf(mesh, foomesh)
|
|
|
|
def MATERIALS(self, meshlist, me):
|
|
for meobj in meshlist:
|
|
me.getFromObject(meobj)
|
|
mat = me.materials
|
|
mbuf = []
|
|
mlist = self.mlist
|
|
for m in xrange(len(mat)):
|
|
name = mat[m].name
|
|
if name not in mlist:
|
|
mlist.append(name)
|
|
M = Material.Get(name)
|
|
material = 'MATERIAL "%s"' % name
|
|
mirCol = "%s %s %s" % (Round_s(M.mirCol[0]), Round_s(M.mirCol[1]),
|
|
Round_s(M.mirCol[2]))
|
|
rgb = "rgb %s %s %s" % (Round_s(M.R), Round_s(M.G), Round_s(M.B))
|
|
ambval = Round_s(M.amb)
|
|
amb = "amb %s %s %s" % (ambval, ambval, ambval)
|
|
spec = "spec %s %s %s" % (Round_s(M.specCol[0]),
|
|
Round_s(M.specCol[1]), Round_s(M.specCol[2]))
|
|
if AC3D_4:
|
|
emit = Round_s(M.emit)
|
|
emis = "emis %s %s %s" % (emit, emit, emit)
|
|
shival = int(M.spec * 64)
|
|
else:
|
|
emis = "emis 0 0 0"
|
|
shival = 72
|
|
shi = "shi %s" % shival
|
|
trans = "trans %s" % (Round_s(1 - M.alpha))
|
|
if MIRCOL_AS_AMB:
|
|
amb = "amb %s" % mirCol
|
|
if MIRCOL_AS_EMIS:
|
|
emis = "emis %s" % mirCol
|
|
mbuf.append("%s %s %s %s %s %s %s\n" \
|
|
% (material, rgb, amb, emis, spec, shi, trans))
|
|
self.mlist = mlist
|
|
self.mbuf += "".join(mbuf)
|
|
|
|
def OBJECT(self, type):
|
|
self.file.write('OBJECT %s\n' % type)
|
|
|
|
def name(self, name):
|
|
if name[0] in TOKENS_DONT_EXPORT or name[0] in TOKENS_DONT_SPLIT:
|
|
if len(name) > 1: name = name[1:]
|
|
self.file.write('name "%s"\n' % name)
|
|
|
|
def kids(self, num = 0):
|
|
self.file.write('kids %s\n' % num)
|
|
|
|
def data(self, num, str):
|
|
self.file.write('data %s\n%s\n' % (num, str))
|
|
|
|
def texture(self, faces):
|
|
tex = ""
|
|
for f in faces:
|
|
if f.image:
|
|
tex = f.image.name
|
|
break
|
|
if tex:
|
|
image = Image.Get(tex)
|
|
texfname = image.filename
|
|
if SET_TEX_DIR:
|
|
texfname = bsys.basename(texfname)
|
|
if TEX_DIR:
|
|
texfname = bsys.join(TEX_DIR, texfname)
|
|
buf = 'texture "%s"\n' % texfname
|
|
xrep = image.xrep
|
|
yrep = image.yrep
|
|
buf += 'texrep %s %s\n' % (xrep, yrep)
|
|
self.file.write(buf)
|
|
|
|
def rot(self, matrix):
|
|
rot = ''
|
|
not_I = 0 # not identity
|
|
matstr = []
|
|
for i in [0, 1, 2]:
|
|
r = map(Round_s, matrix[i])
|
|
not_I += (r[0] != '0')+(r[1] != '0')+(r[2] != '0')
|
|
not_I -= (r[i] == '1')
|
|
for j in [0, 1, 2]:
|
|
matstr.append(' %s' % r[j])
|
|
if not_I: # no need to write identity
|
|
self.file.write('rot%s\n' % "".join(matstr))
|
|
|
|
def loc(self, loc):
|
|
loc = map(Round_s, loc)
|
|
if loc != ['0', '0', '0']: # no need to write default
|
|
self.file.write('loc %s %s %s\n' % (loc[0], loc[1], loc[2]))
|
|
|
|
def crease(self, crease):
|
|
self.file.write('crease %f\n' % crease)
|
|
|
|
def numvert(self, verts, matrix):
|
|
file = self.file
|
|
nvstr = []
|
|
nvstr.append("numvert %s\n" % len(verts))
|
|
|
|
if matrix:
|
|
verts = transform_verts(verts, matrix)
|
|
for v in verts:
|
|
v = map (Round_s, v)
|
|
nvstr.append("%s %s %s\n" % (v[0], v[1], v[2]))
|
|
else:
|
|
for v in verts:
|
|
v = map(Round_s, v.co)
|
|
nvstr.append("%s %s %s\n" % (v[0], v[1], v[2]))
|
|
|
|
file.write("".join(nvstr))
|
|
|
|
def numsurf(self, mesh, foomesh = False):
|
|
|
|
global MATIDX_ERROR
|
|
|
|
# local vars are faster and so better in tight loops
|
|
lc_ADD_DEFAULT_MAT = ADD_DEFAULT_MAT
|
|
lc_MATIDX_ERROR = MATIDX_ERROR
|
|
lc_PER_FACE_1_OR_2_SIDED = PER_FACE_1_OR_2_SIDED
|
|
lc_FACE_TWOSIDED = FACE_TWOSIDED
|
|
lc_MESH_TWOSIDED = MESH_TWOSIDED
|
|
|
|
faces = mesh.faces
|
|
hasFaceUV = mesh.faceUV
|
|
if foomesh:
|
|
looseEdges = mesh.looseEdges
|
|
else:
|
|
looseEdges = get_loose_edges(mesh)
|
|
|
|
file = self.file
|
|
|
|
file.write("numsurf %s\n" % (len(faces) + len(looseEdges)))
|
|
|
|
if not foomesh: verts = list(self.mesh.verts)
|
|
|
|
materials = self.mesh.materials
|
|
mlist = self.mlist
|
|
omlist = {}
|
|
matidx_error_told = 0
|
|
objmats = [omat.name for omat in materials]
|
|
for f in faces:
|
|
if objmats[f.mat] in mlist:
|
|
m_idx = mlist.index(objmats[f.mat])
|
|
else:
|
|
if not lc_MATIDX_ERROR:
|
|
rdat = REPORT_DATA['warns']
|
|
rdat.append("Object %s" % self.obj.name)
|
|
rdat.append("has at least one material *index* assigned but not")
|
|
rdat.append("defined (not linked to an existing material).")
|
|
rdat.append("Result: some faces may be exported with a wrong color.")
|
|
rdat.append("You can assign materials in the Edit Buttons window (F9).")
|
|
elif not matidx_error_told:
|
|
midxmsg = "- Same for object %s." % self.obj.name
|
|
REPORT_DATA['warns'].append(midxmsg)
|
|
lc_MATIDX_ERROR += 1
|
|
matidx_error_told = 1
|
|
m_idx = 0
|
|
refs = len(f)
|
|
flaglow = 0 # polygon
|
|
if lc_PER_FACE_1_OR_2_SIDED and hasFaceUV: # per face attribute
|
|
two_side = f.mode & lc_FACE_TWOSIDED
|
|
else: # global, for the whole mesh
|
|
two_side = self.mesh.mode & lc_MESH_TWOSIDED
|
|
two_side = (two_side > 0) << 1
|
|
flaghigh = f.smooth | two_side
|
|
surfstr = "SURF 0x%d%d\n" % (flaghigh, flaglow)
|
|
if lc_ADD_DEFAULT_MAT and objmats: m_idx += 1
|
|
matstr = "mat %s\n" % m_idx
|
|
refstr = "refs %s\n" % refs
|
|
u, v, vi = 0, 0, 0
|
|
fvstr = []
|
|
if foomesh:
|
|
for vert in f.v:
|
|
fvstr.append(str(vert.index))
|
|
if hasFaceUV:
|
|
u = f.uv[vi][0]
|
|
v = f.uv[vi][1]
|
|
vi += 1
|
|
fvstr.append(" %s %s\n" % (u, v))
|
|
else:
|
|
for vert in f.v:
|
|
fvstr.append(str(verts.index(vert)))
|
|
if hasFaceUV:
|
|
u = f.uv[vi][0]
|
|
v = f.uv[vi][1]
|
|
vi += 1
|
|
fvstr.append(" %s %s\n" % (u, v))
|
|
|
|
fvstr = "".join(fvstr)
|
|
|
|
file.write("%s%s%s%s" % (surfstr, matstr, refstr, fvstr))
|
|
|
|
# material for loose edges
|
|
edges_mat = 0 # default to first material
|
|
for omat in objmats: # but look for a material from this mesh
|
|
if omat in mlist:
|
|
edges_mat = mlist.index(omat)
|
|
if lc_ADD_DEFAULT_MAT: edges_mat += 1
|
|
break
|
|
|
|
for e in looseEdges:
|
|
fvstr = []
|
|
#flaglow = 2 # 1 = closed line, 2 = line
|
|
#flaghigh = 0
|
|
#surfstr = "SURF 0x%d%d\n" % (flaghigh, flaglow)
|
|
surfstr = "SURF 0x02\n"
|
|
|
|
fvstr.append("%d 0 0\n" % verts.index(e.v1))
|
|
fvstr.append("%d 0 0\n" % verts.index(e.v2))
|
|
fvstr = "".join(fvstr)
|
|
|
|
matstr = "mat %d\n" % edges_mat # for now, use first material
|
|
refstr = "refs 2\n" # 2 verts
|
|
|
|
file.write("%s%s%s%s" % (surfstr, matstr, refstr, fvstr))
|
|
|
|
MATIDX_ERROR = lc_MATIDX_ERROR
|
|
|
|
# End of Class AC3DExport
|
|
|
|
from Blender.Window import FileSelector
|
|
|
|
def report_data():
|
|
global VERBOSE
|
|
|
|
if not VERBOSE: return
|
|
|
|
d = REPORT_DATA
|
|
msgs = {
|
|
'0main': '%s\nExporting meshes to AC3D format' % str(19*'-'),
|
|
'1warns': 'Warnings',
|
|
'2errors': 'Errors',
|
|
'3nosplit': 'Not split (because name starts with "=" or "$")',
|
|
'4noexport': 'Not exported (because name starts with "!" or "#")'
|
|
}
|
|
if NO_SPLIT:
|
|
l = msgs['3nosplit']
|
|
l = "%s (because OPTION NO_SPLIT is set)" % l.split('(')[0]
|
|
msgs['3nosplit'] = l
|
|
keys = msgs.keys()
|
|
keys.sort()
|
|
for k in keys:
|
|
msgk = msgs[k]
|
|
msg = '\n'.join(d[k[1:]])
|
|
if msg:
|
|
print '\n-%s:' % msgk
|
|
print msg
|
|
|
|
# File Selector callback:
|
|
def fs_callback(filename):
|
|
global ERROR_MSG, EXPORT_DIR, OBJS, CONFIRM_OVERWRITE, VERBOSE
|
|
|
|
if not filename.endswith('.ac'): filename = '%s.ac' % filename
|
|
|
|
if bsys.exists(filename) and CONFIRM_OVERWRITE:
|
|
if Blender.Draw.PupMenu('OVERWRITE?%t|File exists') != 1:
|
|
return
|
|
|
|
Blender.Window.WaitCursor(1)
|
|
starttime = bsys.time()
|
|
|
|
export_dir = bsys.dirname(filename)
|
|
if export_dir != EXPORT_DIR:
|
|
EXPORT_DIR = export_dir
|
|
update_RegistryInfo()
|
|
|
|
test = AC3DExport(OBJS, filename)
|
|
if ERROR_MSG:
|
|
Blender.Draw.PupMenu(ERROR_MSG)
|
|
ERROR_MSG = ''
|
|
else:
|
|
endtime = bsys.time() - starttime
|
|
REPORT_DATA['main'].append("Data exported in %.3f seconds." % endtime)
|
|
|
|
if VERBOSE: report_data()
|
|
Blender.Window.WaitCursor(0)
|
|
return
|
|
|
|
|
|
# -- End of definitions
|
|
|
|
scn = Blender.Scene.GetCurrent()
|
|
|
|
if ONLY_SELECTED:
|
|
OBJS = list(scn.objects.context)
|
|
else:
|
|
OBJS = list(scn.objects)
|
|
|
|
if not OBJS:
|
|
Blender.Draw.PupMenu('ERROR: no objects selected')
|
|
else:
|
|
fname = bsys.makename(ext=".ac")
|
|
if EXPORT_DIR:
|
|
fname = bsys.join(EXPORT_DIR, bsys.basename(fname))
|
|
FileSelector(fs_callback, "Export AC3D", fname)
|