forked from bartvdbraak/blender
bdc624452b
-- fixing a last minute bug: scripts w/o guis that called the file selector were not being checked for errors, which could cause crash dumps upon exiting. -- docs: updates for Draw (fixed example) and Material (added tex related methods docs) Scripts: -- added some more scripts, all I could get in shape in time (at least they export / import back). Only tested on linux.
233 lines
7.8 KiB
Python
233 lines
7.8 KiB
Python
#!BPY
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"""
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Name: 'Videoscape (with Vertex Colors)...'
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Blender: 232
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Group: 'Export'
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Tooltip: 'Export selected mesh to VideoScape File Format (*.obj)'
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"""
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# +---------------------------------------------------------+
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# | Copyright (c) 2001 Anthony D'Agostino |
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# | http://ourworld.compuserve.com/homepages/scorpius |
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# | scorpius@compuserve.com |
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# | June 5, 2001 |
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# | Released under the Blender Artistic Licence (BAL) |
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# | Import Export Suite v0.5 |
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# +---------------------------------------------------------+
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# | Write Videoscape File Format (*.obj NOT WAVEFRONT OBJ) |
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# | Includes a *fast* algorithm for averaging vertex colors |
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# | Blender's a|w doesn't export proper vertex colors |
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# +---------------------------------------------------------+
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import Blender, mod_meshtools
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#import time
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import mod_flags
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# =====================================
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# ====== Write VideoScape Format ======
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# =====================================
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def write(filename):
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#start = time.clock()
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file = open(filename, "wb")
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objects = Blender.Object.GetSelected()
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objname = objects[0].name
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meshname = objects[0].data.name
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mesh = Blender.NMesh.GetRaw(meshname)
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obj = Blender.Object.Get(objname)
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if not mesh.hasVertexColours():
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message = "Please assign vertex colors before exporting.\n"
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message += objname + " object was not saved."
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mod_meshtools.print_boxed(message)
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return
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vcols = average_vertexcolors(mesh)
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# === Write Videoscape Header ===
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file.write("GOUR\n")
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file.write("%d\n" % len(mesh.verts))
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# === Write Vertex List & Vertex Colors ===
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for i in range(len(mesh.verts)):
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if not i%100 and mod_flags.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
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file.write("% f % f % f 0x" % tuple(mesh.verts[i].co))
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for j in range(len(vcols[i])):
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file.write("%02X" % vcols[i][j])
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file.write("\n")
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# === Write Face List ===
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for i in range(len(mesh.faces)):
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if not i%100 and mod_flags.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
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file.write("%d " % len(mesh.faces[i].v)) # numfaceverts
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for j in range(len(mesh.faces[i].v)):
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file.write("%d " % mesh.faces[i].v[j].index)
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file.write("\n")
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Blender.Window.DrawProgressBar(1.0, '') # clear progressbar
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file.close()
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#end = time.clock()
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#seconds = " in %.2f %s" % (end-start, "seconds")
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message = "Successfully exported " + Blender.sys.basename(filename)# + seconds
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mod_meshtools.print_boxed(message)
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# ===========================================
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# === Vector Operations for Vertex Colors ===
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# ===========================================
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vcolor_add = lambda u, v: [u[0]+v[0], u[1]+v[1], u[2]+v[2], u[3]+v[3]]
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vcolor_div = lambda u, s: [u[0]/s, u[1]/s, u[2]/s, u[3]/s]
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# ========================================
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# === Average All Vertex Colors (Fast) ===
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# ========================================
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def average_vertexcolors(mesh, debug=0):
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vertexcolors = {}
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for i in range(len(mesh.faces)): # get all vcolors that share this vertex
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if not i%100 and mod_flags.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Finding Shared VColors")
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for j in range(len(mesh.faces[i].v)):
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index = mesh.faces[i].v[j].index
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color = mesh.faces[i].col[j]
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r,g,b,a = color.r, color.g, color.b, color.a
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vertexcolors.setdefault(index, []).append([r,g,b,a])
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if debug: print 'before'; vcprint(vertexcolors)
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for i in range(len(vertexcolors)): # average them
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if not i%100 and mod_flags.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
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vcolor = [0,0,0,0] # rgba
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for j in range(len(vertexcolors[i])):
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vcolor = vcolor_add(vcolor, vertexcolors[i][j])
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shared = len(vertexcolors[i])
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vertexcolors[i] = vcolor_div(vcolor, shared)
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if debug: print 'after'; vcprint(vertexcolors)
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return vertexcolors
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# ========================================
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# === Average all Vertex Colors Slow 1 ===
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# ========================================
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def average_vertexcolors_slow_1(mesh, debug=0):
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vertexcolors = []
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i = 0
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for vertex in mesh.verts:
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if not i%100 and mod_flags.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
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i += 1
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vcolor = [0,0,0,0] # rgba
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shared = 0
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for face in mesh.faces:
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if vertex in face.v:
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index = face.v.index(vertex)
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color = face.col[index]
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r,g,b,a = color.r, color.g, color.b, color.a
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vcolor = vcolor_add(vcolor, [r,g,b,a])
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shared += 1
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if not shared: print "Error, vertex %d is not shared." % i; shared += 1
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vertexcolors.append(vcolor_div(vcolor, shared))
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if debug: print 'after'; vcprint(vertexcolors)
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return vertexcolors
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# ========================================
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# === Average all Vertex Colors Slow 2 ===
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# ========================================
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def average_vertexcolors_slow_2(mesh, debug=0):
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vertexcolors = []
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for i in range(len(mesh.verts)):
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if not i%100 and mod_flags.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
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vcolor = [0,0,0,0] # rgba
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shared = 0
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for j in range(len(mesh.faces)):
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if mesh.verts[i] in mesh.faces[j].v:
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index = mesh.faces[j].v.index(mesh.verts[i])
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color = mesh.faces[j].col[index]
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r,g,b,a = color.r, color.g, color.b, color.a
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vcolor = vcolor_add(vcolor, [r,g,b,a])
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shared += 1
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vertexcolors.append(vcolor_div(vcolor, shared))
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if debug: print 'after'; vcprint(vertexcolors)
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return vertexcolors
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# ========================================
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# === Average all Vertex Colors Slow 3 ===
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# ========================================
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def average_vertexcolors_slow_3(mesh, debug=0):
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vertexcolors = []
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for i in range(len(mesh.verts)):
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if not i%100 and mod_flags.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
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vcolor = [0,0,0,0] # rgba
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shared = 0
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for j in range(len(mesh.faces)):
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if len(mesh.faces[j].v) == 4:
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v1,v2,v3,v4 = mesh.faces[j].v
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faceverts = v1.index, v2.index, v3.index, v4.index
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else:
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v1,v2,v3 = mesh.faces[j].v
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faceverts = v1.index, v2.index, v3.index
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if i in faceverts:
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index = mesh.faces[j].v.index(mesh.verts[i])
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color = mesh.faces[j].col[index]
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r,g,b,a = color.r, color.g, color.b, color.a
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vcolor = vcolor_add(vcolor, [r,g,b,a])
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shared += 1
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vertexcolors.append(vcolor_div(vcolor, shared))
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if debug: print 'after'; vcprint(vertexcolors)
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return vertexcolors
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def fs_callback(filename):
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if filename.find('.obj', -4) <= 0: filename += '.VIDEOSCAPE.obj'
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write(filename)
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Blender.Window.FileSelector(fs_callback, "Videoscape Export")
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# filename = "VIDEOSCAPE_" + objname + ".obj"
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# filename = 'nul'
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# file = open(filename, "wb")
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# debug = 0
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# time_functions = 1
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# time_loop = 0
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#
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# if time_functions:
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# funcs = [ average_vertexcolors,
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# average_vertexcolors_slow_1,
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# average_vertexcolors_slow_2,
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# average_vertexcolors_slow_3 ]
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#
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# print
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# for func in funcs:
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# start = time.clock()
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# vcols = func(mesh, debug)
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# end = time.clock()
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# seconds = "in %.2f %s" % (end-start, "seconds")
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# print func.__name__, "finished in", seconds
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#
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# elif time_loop:
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# total = 0
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# loops = 6
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# for i in range(loops):
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# start = time.clock()
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# vcols = average_vertexcolors(mesh, debug)
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# end = time.clock()
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# total += (end-start)
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# print "Total: %5.2f Avg: %.2f " % (total, total/loops)
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# else:
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# start = time.clock()
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# vcols = average_vertexcolors(mesh, debug)
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# # =====================================
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# # === Print Vertex Colors for Debug ===
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# # =====================================
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# def vcprint(data):
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# print type(data)
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# for i in range(len(data)):
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# print "%2d" % i,
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# for j in range(len(data[i])):
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# try:
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# print "[%3d %3d %3d %3d]" % tuple(data[i][j]), # before
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# except:
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# print "[%3d]" % data[i][j], # after
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# print
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# print
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#
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