blender/release/scripts/radiosity_export.py

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#!BPY
"""
Name: 'Radiosity (.radio)...'
Blender: 232
Group: 'Export'
Tooltip: 'Export selected mesh (with vertex colors) to Radiosity File Format (.radio)'
"""
__author__ = "Anthony D'Agostino (Scorpius)"
__url__ = ("blender", "elysiun",
"Author's homepage, http://www.redrival.com/scorpius")
__version__ = "Part of IOSuite 0.5"
__bpydoc__ = """\
This script exports meshes to Radiosity file format.
The Radiosity file format is my own personal format. I created it to
learn how meshes and vertex colors were stored. See IO-Examples.zip, the
example *.radio files on my web page.
Usage:<br>
Select meshes to be exported and run this script from "File->Export" menu.
Notes:<br>
Before exporting to .radio format, the mesh must have vertex colors.
Here's how to assign them:
1. Use radiosity!
2. Set up lights and materials, select a mesh, switch the drawing mode
to "textured," press the VKEY.
3. Press the VKEY and paint manually.
4. Use a custom script to calculate and apply simple diffuse shading and
specular highlights to the vertex colors.
5. The Videoscape format also allows vertex colors to be specified.
"""
# $Id$
#
# +---------------------------------------------------------+
# | Copyright (c) 2002 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
# | scorpius@netzero.com |
# | April 11, 2002 |
# | Read and write Radiosity File Format (*.radio) |
# +---------------------------------------------------------+
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
import Blender, meshtools
#import time
import BPyMesh
try:
import struct
NULL_COLOR= struct.pack('<BBBB', 255,255,255,255)
except:
struct= None
# ================================
# ====== Write Radio Format ======
# ================================
def write(filename):
if not filename.lower().endswith('.radio'):
filename += '.radio'
scn= Blender.Scene.GetCurrent()
object= scn.getActiveObject()
if not object:
Blender.Draw.PupMenu('Error%t|Select 1 active object')
return
objname= object.name
file = open(filename, 'wb')
mesh = BPyMesh.getMeshFromObject(object, None, True, False, scn)
if not mesh:
Blender.Draw.PupMenu('Error%t|Could not get mesh data from active object')
return
mesh.transform(object.matrixWorld)
start = Blender.sys.time()
file = open(filename, "wb")
if not mesh.faceUV:
mesh.faceUV= 1
#message = 'Please assign vertex colors before exporting "%s"|object was not saved' % object.name
#Blender.Draw.PupMenu("ERROR%t|"+message)
#return
# === Object Name ===
file.write(struct.pack("<h", len(objname)))
file.write(struct.pack("<"+`len(objname)`+"s", objname))
# === Vertex List ===
file.write(struct.pack("<l", len(mesh.verts)))
for v in mesh.verts:
#if not i%100 and meshtools.show_progress:
# Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
x, y, z = tuple(v.co)
file.write(struct.pack("<fff", x, y, z))
# === Face List ===
file.write(struct.pack('<l', len(mesh.faces)))
#for i in range(len(mesh.faces)):
for f in mesh.faces:
#if not i%100 and meshtools.show_progress:
# Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
file.write(struct.pack('<b', len(f) ))
#for j in range(len(mesh.faces[i].v)):
for v in f.v:
file.write(struct.pack('<h', v.index))
f_col= f.col
for c in f_col: # .col always has a length of 4
file.write(struct.pack('<BBBB', c.r, c.g, c.b, c.a))
# Write the last values out again. always have 4 cols even for tris
if len(f_col) == 3:
file.write(NULL_COLOR)
Blender.Window.DrawProgressBar(1.0, '') # clear progressbar
file.close()
end = Blender.sys.time()
message = 'Successfully exported "%s" in %.2f seconds' % (Blender.sys.basename(filename), end-start)
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
meshtools.print_boxed(message)
def main():
if not struct:
Blender.Draw.PupMenu('ERROR%t|Error: you need a full Python install to run this script')
return
Blender.Window.FileSelector(write, 'Export Radio', Blender.sys.makename(ext='.radio'))
if __name__ == '__main__':
main()