forked from bartvdbraak/blender
9282827720
- hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
441 lines
14 KiB
Python
441 lines
14 KiB
Python
#!BPY
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""" Registration info for Blender menus:
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Name: 'AC3D (.ac)...'
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Blender: 233
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Group: 'Export'
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Submenu: 'All meshes...' all
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Submenu: 'Only selected...' sel
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Submenu: 'Configure +' config
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Tip: 'Export to AC3D (.ac) format.'
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"""
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# $Id$
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#
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# --------------------------------------------------------------------------
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# AC3DExport version 2.34
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# Program versions: Blender 2.34 and AC3Db files (means version 0xb)
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# new: minor cosmetic tweaks, exporter itself didn't change
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2004: 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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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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import Blender
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ARG = __script__['arg'] # user selected argument
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HELPME = 0 # help window
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SKIP_DATA = 1
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MIRCOL_AS_AMB = 0
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MIRCOL_AS_EMIS = 0
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ADD_DEFAULT_MAT = 1
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# Looking for a saved key in Blender.Registry dict:
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rd = Blender.Registry.GetKey('AC3DExport')
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if rd:
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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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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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Blender.Registry.SetKey('AC3DExport', d)
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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 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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acmatrix = [[1,0,0,0],[0,0,-1,0],[0,1,0,0],[0,0,0,1]]
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def Round(f):
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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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r = []
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for v in verts:
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t = [0,0,0]
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t[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0]
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t[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1]
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t[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2]
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r.append(t)
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return r
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def matrix_mul(m, n = acmatrix):
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indices = [0,1,2,3]
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t = [[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]]
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for i in indices:
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for j in indices:
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for k in indices:
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t[i][j] += m[i][k]*n[k][j]
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return t
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# ---
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class AC3DExport:
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def __init__(self, scene, filename):
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global ARG, SKIP_DATA, ADD_DEFAULT_MAT, DEFAULT_MAT
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print 'Trying AC3DExport...'
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header = 'AC3Db'
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self.buf = ''
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self.mbuf = ''
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world_kids = 0
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self.mlist = []
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kids_dict = {}
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objlist = []
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bl_objlist2 = []
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if ARG == 'all': bl_objlist = scene.getChildren()
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elif ARG == 'sel': bl_objlist = Blender.Object.GetSelected()
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for obj in bl_objlist:
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if obj.getType() != 'Mesh' and obj.getType() != 'Empty':
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continue
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else: kids_dict[obj.name] = 0
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if obj.getParent() == None:
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objlist.append(obj.name)
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else:
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bl_objlist2.append(obj)
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bl_objlist = bl_objlist2[:]
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world_kids = len(objlist)
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while bl_objlist2:
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for obj in bl_objlist:
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obj2 = obj
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dad = obj.getParent()
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kids_dict[dad.name] += 1
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while dad.name not in objlist:
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obj2 = dad
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dad = dad.getParent()
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kids_dict[dad.name] += 1
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objlist.insert(objlist.index(dad.name)+1, obj2.name)
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bl_objlist2.remove(obj2)
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for object in objlist:
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obj = Blender.Object.Get(object)
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self.obj = obj
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if obj.getType() == 'Empty':
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self.OBJECT("group")
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self.name(obj.name)
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#self.rot(obj.rot)
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#self.loc(obj.loc)
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else:
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mesh = self.mesh = obj.getData()
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self.MATERIAL(mesh.materials)
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self.OBJECT("poly")
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self.name(obj.name)
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if not SKIP_DATA: self.data(mesh.name)
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self.texture(mesh.faces)
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self.numvert(mesh.verts, obj.getMatrix())
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self.numsurf(mesh.faces, mesh.hasFaceUV())
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self.kids(kids_dict[object])
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if not self.mbuf or ADD_DEFAULT_MAT:
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self.mbuf = DEFAULT_MAT + '\n' + self.mbuf
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print "\nNo materials: a default (white) has been assigned.\n"
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self.mbuf = self.mbuf + "%s\n%s %s\n" \
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% ('OBJECT world', 'kids', world_kids)
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buf = "%s\n%s%s" % (header, self.mbuf, self.buf)
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if filename.find('.ac', -3) <= 0: filename += '.ac'
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try:
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file = open(filename, 'w')
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except IOError, (errno, strerror):
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errmsg = "IOError #%s" % errno
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errmsg = errmsg + "%t|" + strerror
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Blender.Draw.PupMenu(errmsg)
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return None
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file.write(buf)
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file.close()
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print "Done. Saved to %s\n" % filename
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def MATERIAL(self, mat):
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if mat == [None]:
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print "Notice -- object %s has no material linked to it:" % self.name
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print "\tThe first entry in the .ac file will be used."
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return
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mbuf = ''
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mlist = self.mlist
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for m in xrange(len(mat)):
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name = mat[m].name
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try:
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mlist.index(name)
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except ValueError:
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mlist.append(name)
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M = Blender.Material.Get(name)
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material = 'MATERIAL "%s"' % name
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mirCol = "%s %s %s" % (Round(M.mirCol[0]),
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Round(M.mirCol[1]), Round(M.mirCol[2]))
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rgb = "rgb %s %s %s" % (Round(M.R), Round(M.G), Round(M.B))
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amb = "amb %s %s %s" % (Round(M.amb), Round(M.amb), Round(M.amb))
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if MIRCOL_AS_AMB:
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amb = "amb %s" % mirCol
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emis = "emis 0 0 0"
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if MIRCOL_AS_EMIS:
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emis = "emis %s" % mirCol
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spec = "spec %s %s %s" % (Round(M.specCol[0]),
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Round(M.specCol[1]), Round(M.specCol[2]))
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shi = "shi 72"
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trans = "trans %s" % (Round(1 - M.alpha))
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mbuf = mbuf + "%s %s %s %s %s %s %s\n" \
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% (material, rgb, amb, emis, spec, shi, trans)
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self.mlist = mlist
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self.mbuf = self.mbuf + mbuf
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def OBJECT(self, type):
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self.buf = self.buf + "OBJECT %s\n" % type
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def name(self, name):
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self.buf = self.buf + 'name "%s"\n' % name
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def data(self, name):
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self.buf = self.buf + 'data %s\n%s\n' % (len(name), name)
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def texture(self, faces):
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tex = []
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for f in faces:
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if f.image and f.image.name not in tex:
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tex.append(f.image.name)
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if tex:
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if len(tex) > 1:
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print "\nAC3Db format supports only one texture per object."
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print "Object %s -- using only the first one: %s\n" % (self.obj.name, tex[0])
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image = Blender.Image.Get(tex[0])
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buf = 'texture "%s"\n' % image.filename
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xrep = image.xrep
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yrep = image.yrep
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buf += 'texrep %s %s\n' % (xrep, yrep)
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self.buf = self.buf + buf
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def rot(self, matrix):
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rot = ''
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not_I = 0
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for i in [0, 1, 2]:
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r = map(Round, matrix[i])
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not_I += (r[0] != '0.0')+(r[1] != '0.0')+(r[2] != '0.0')
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not_I -= (r[i] == '1.0')
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for j in [0, 1, 2]:
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rot = "%s %s" % (rot, r[j])
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if not_I:
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rot = rot.strip()
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buf = 'rot %s\n' % rot
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self.buf = self.buf + buf
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def loc(self, loc):
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loc = map(Round, loc)
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if loc[0] or loc[1] or loc[2]:
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buf = 'loc %s %s %s\n' % (loc[0], loc[1], loc[2])
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self.buf = self.buf + buf
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def numvert(self, verts, matrix):
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buf = "numvert %s\n" % len(verts)
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m = matrix_mul(matrix)
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verts = transform_verts(verts, m)
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for v in verts:
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v = map(Round, v)
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buf = buf + "%s %s %s\n" % (v[0], v[1], v[2])
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self.buf = self.buf + buf
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def numsurf(self, faces, hasFaceUV):
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global ADD_DEFAULT_MAT
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buf = "numsurf %s\n" % len(faces)
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mlist = self.mlist
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indexerror = 0
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omlist = {}
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objmats = self.mesh.materials
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for i in range(len(objmats)):
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objmats[i] = objmats[i].name
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for f in faces:
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m_idx = f.materialIndex
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try:
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m_idx = mlist.index(objmats[m_idx])
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except IndexError:
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if not indexerror:
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print "\nNotice: object " + self.obj.name + \
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" has at least one material *index* assigned"
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print "\tbut not defined (not linked to an existing material)."
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print "\tThis can cause some of its faces to be exported with a wrong color."
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print "\tYou can fix the problem in the Blender Edit Buttons Window (F9).\n"
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indexerror = 1
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m_idx = 0
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refs = len(f)
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flaglow = (refs == 2) << 1
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two_side = f.mode & Blender.NMesh.FaceModes['TWOSIDE']
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two_side = (two_side > 0) << 1
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flaghigh = f.smooth | two_side
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buf = buf + "SURF 0x%d%d\n" % (flaghigh, flaglow)
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if ADD_DEFAULT_MAT and objmats: m_idx += 1
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buf = buf + "mat %s\n" % m_idx
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buf = buf + "refs %s\n" % refs
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u, v, vi = 0, 0, 0
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for vert in f.v:
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vindex = self.mesh.verts.index(vert)
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if hasFaceUV:
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u = f.uv[vi][0]
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v = f.uv[vi][1]
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vi += 1
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buf = buf + "%s %s %s\n" % (vindex, u, v)
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self.buf = self.buf + buf
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def kids(self, kids = 0):
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self.buf = self.buf + "kids %s\n" % kids
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# End of Class AC3DExport
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from Blender import Draw, BGL
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def gui():
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global SKIP_DATA, MIRCOL_AS_AMB, MIRCOL_AS_EMIS, ADD_DEFAULT_MAT, HELPME
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global HELPME
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if HELPME:
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BGL.glClearColor(0.6,0.6,0.9,1)
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BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
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BGL.glColor3f(1,1,1)
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BGL.glRasterPos2i(18, 150)
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Draw.Text("AC3D is a simple, affordable commercial 3d modeller that can "
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"be found at www.ac3d.org .")
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BGL.glRasterPos2i(18, 130)
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Draw.Text("It uses a nice text file format (extension .ac) which supports "
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"uv-textured meshes")
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BGL.glRasterPos2i(18, 110)
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Draw.Text("with parenting (grouping) information.")
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BGL.glRasterPos2i(18, 90)
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Draw.Text("Notes: AC3D has a 'data' token that assigns a string to each "
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"mesh, useful for games,")
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BGL.glRasterPos2i(55, 70)
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Draw.Text("for example. You can use Blender's mesh 'ME:' field for that.")
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BGL.glRasterPos2i(55, 50)
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Draw.Text("The .ac format is well supported by the PLib 3d gaming library.")
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Draw.Button("Ok", 21, 285, 10, 45, 20,
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"Click to return to previous screen.")
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else:
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BGL.glClearColor(0,0,1,1)
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BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
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BGL.glColor3f(1,1,1)
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BGL.glRasterPos2i(20, 150)
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Draw.Text("AC3D Exporter")
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Draw.Toggle("Default mat", 1, 15, 100, 90, 20, ADD_DEFAULT_MAT,
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"Objects without materials assigned get a default (white) one"
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" automatically.")
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Draw.Toggle("Skip data", 2, 15, 80, 90, 20, SKIP_DATA,
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"Don't export mesh names as 'data' info.")
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Draw.Toggle("Mir2Amb", 3, 15, 50, 90, 20, MIRCOL_AS_AMB,
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"Get AC3D's ambient RGB color for each object from its mirror color "
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"in Blender.")
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Draw.Toggle("Mir2Emis", 4, 15, 30, 90, 20, MIRCOL_AS_EMIS,
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"Get AC3D's emissive RGB color for each object from its mirror color "
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"in Blender.")
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Draw.Button("Export All...", 10, 140, 80, 110, 30,
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"Export all meshes to an AC3D file.")
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Draw.Button("Export Selected...", 11, 140, 40, 110, 30,
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"Export selected meshes to an AC3D file.")
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Draw.Button("HELP", 20, 285, 80, 100, 40, "Click for additional info.")
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Draw.Button("EXIT", 22, 285, 30, 100, 40, "Click to leave.")
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def event(evt, val):
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global HELPME
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if not val: return
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if HELPME:
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if evt == Draw.ESCKEY:
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HELPME = 0
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Draw.Register(gui, event, b_event)
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return
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else: return
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if evt == Draw.ESCKEY:
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update_RegistryInfo()
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Draw.Exit()
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return
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else: return
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Draw.Register(gui, event, b_event)
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def b_event(evt):
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global ARG, SKIP_DATA, MIRCOL_AS_AMB, MIRCOL_AS_EMIS, ADD_DEFAULT_MAT
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global HELPME
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if evt == 1:
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ADD_DEFAULT_MAT = 1 - ADD_DEFAULT_MAT
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Draw.Redraw(1)
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elif evt == 2:
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SKIP_DATA = 1 - SKIP_DATA
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Draw.Redraw(1)
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elif evt == 3:
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MIRCOL_AS_AMB = 1 - MIRCOL_AS_AMB
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Draw.Redraw(1)
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elif evt == 4:
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MIRCOL_AS_EMIS = 1 - MIRCOL_AS_EMIS
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Draw.Redraw(1)
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elif evt == 10:
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ARG = 'all'
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fname = Blender.sys.makename(ext=".ac")
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Blender.Window.FileSelector(fs_callback, "Export AC3D", fname)
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elif evt == 11:
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ARG = 'sel'
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fname = Blender.sys.makename(ext=".ac")
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Blender.Window.FileSelector(fs_callback, "Export AC3D", fname)
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elif evt == 20:
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HELPME = 1 - HELPME
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Draw.Redraw(1)
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elif evt == 21: # leave Help screen
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HELPME = 0
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Draw.Register(gui, event, b_event)
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elif evt == 22:
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update_RegistryInfo()
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Draw.Exit()
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else:
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Draw.Register(gui, event, b_event)
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def fs_callback(filename):
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scene = Blender.Scene.GetCurrent()
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test = AC3DExport(scene, filename)
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if __script__['arg'] == 'config':
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Draw.Register(gui, event, b_event)
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else:
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fname = Blender.sys.makename(ext=".ac")
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Blender.Window.FileSelector(fs_callback, "Export AC3D", fname)
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