forked from bartvdbraak/blender
fixed an obscure bug in obj import (possibly in Mesh.c) that made adding edges as faces mess up.
export obj now dosnt remove double UV's, its too slow. updated version numbers to 243 and other minor changes.
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@ -2,7 +2,7 @@
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"""
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Name: '3D Studio (.3ds)...'
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Blender: 241
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Blender: 243
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Group: 'Export'
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Tooltip: 'Export to 3DS file format (.3ds).'
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"""
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@ -2,14 +2,14 @@
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"""
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Name: 'Wavefront (.obj)...'
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Blender: 232
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Blender: 243
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Group: 'Export'
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Tooltip: 'Save a Wavefront OBJ File'
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"""
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__author__ = "Campbell Barton, Jiri Hnidek"
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__url__ = ["blender", "elysiun"]
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__version__ = "1.0"
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__url__ = ['www.blender.org', 'blenderartists.org']
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__version__ = "1.1"
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__bpydoc__ = """\
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This script is an exporter to OBJ file format.
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@ -50,7 +50,6 @@ import Blender
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from Blender import Mesh, Scene, Window, sys, Image, Draw
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import BPyMesh
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import BPyObject
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reload(BPyObject)
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import BPyMessages
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@ -112,11 +111,11 @@ def write_mtl(filename):
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else:
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mat = Blender.Material.Get(key[0])
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file.write('Ns %.6f\n' % ((mat.getHardness()-1) * 1.9607843137254901) ) # Hardness, convert blenders 1-511 to MTL's
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file.write('Ka %.6f %.6f %.6f\n' % tuple([c*mat.getAmb() for c in worldAmb]) ) # Ambient, uses mirror colour,
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file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.getRef() for c in mat.getRGBCol()]) ) # Diffuse
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file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.getSpec() for c in mat.getSpecCol()]) ) # Specular
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file.write('Ni %.6f\n' % mat.getIOR()) # Refraction index
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file.write('d %.6f\n' % mat.getAlpha()) # Alpha (obj uses 'd' for dissolve)
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file.write('Ka %.6f %.6f %.6f\n' % tuple([c*mat.amb for c in worldAmb]) ) # Ambient, uses mirror colour,
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file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.ref for c in mat.rgbCol]) ) # Diffuse
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file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.spec for c in mat.specCol]) ) # Specular
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file.write('Ni %.6f\n' % mat.IOR) # Refraction index
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file.write('d %.6f\n' % mat.alpha) # Alpha (obj uses 'd' for dissolve)
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# 0 to disable lighting, 1 for ambient & diffuse only (specular color set to black), 2 for full lighting.
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if mat.getMode() & Blender.Material.Modes['SHADELESS']:
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@ -246,7 +245,8 @@ EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False):
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# Initialize totals, these are updated each object
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totverts = totuvco = totno = 1
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globalUVCoords = {}
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face_vert_index = 1 # used for uvs now
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globalNormals = {}
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# Get all meshs
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@ -262,8 +262,6 @@ EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False):
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# We have a valid mesh
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if EXPORT_TRI and me.faces:
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# Add a dummy object to it.
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oldmode = Mesh.Mode()
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Mesh.Mode(Mesh.SelectModes['FACE'])
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has_quads = False
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for f in me.faces:
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if len(f) == 4:
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@ -271,12 +269,16 @@ EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False):
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break
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if has_quads:
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oldmode = Mesh.Mode()
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Mesh.Mode(Mesh.SelectModes['FACE'])
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me.sel = True
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tempob = scn.objects.new(me)
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me.quadToTriangle(0) # more=0 shortest length
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oldmode = Mesh.Mode(oldmode)
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scn.objects.unlink(tempob)
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Mesh.Mode(oldmode)
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Mesh.Mode(oldmode)
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# Make our own list so it can be sorted to reduce context switching
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faces = [ f for f in me.faces ]
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@ -349,12 +351,8 @@ EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False):
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# UV
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if faceuv and EXPORT_UV:
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for f in faces:
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for uvKey in f.uv:
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uvKey = veckey2d(uvKey)
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if not globalUVCoords.has_key(uvKey):
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globalUVCoords[uvKey] = totuvco
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totuvco +=1
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file.write('vt %.6f %.6f 0.0\n' % uvKey)
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for uv in f.uv:
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file.write('vt %.6f %.6f 0.0\n' % tuple(uv))
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# NORMAL, Smooth/Non smoothed.
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if EXPORT_NORMALS:
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@ -374,7 +372,6 @@ EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False):
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totno +=1
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file.write('vn %.6f %.6f %.6f\n' % noKey)
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uvIdx = 0
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for f in faces:
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f_v= f.v
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if faceuv:
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@ -425,10 +422,10 @@ EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False):
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if f.smooth != contextSmooth:
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if contextSmooth: # on now off
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file.write('s off\n')
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contextSmooth = True
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else: # was off now on
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file.write('s 1\n')
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contextSmooth = f.smooth
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contextSmooth = False
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file.write('f')
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if faceuv and EXPORT_UV:
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@ -437,22 +434,24 @@ EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False):
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for vi, v in enumerate(f_v):
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file.write( ' %d/%d/%d' % (\
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v.index+totverts,\
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globalUVCoords[ veckey2d(f_uv[vi]) ],\
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face_vert_index + vi,\
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globalNormals[ veckey3d(v.no) ])) # vert, uv, normal
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else: # No smoothing, face normals
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no = globalNormals[ veckey3d(f.no) ]
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for vi, v in enumerate(f_v):
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file.write( ' %d/%d/%d' % (\
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v.index+totverts,\
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globalUVCoords[ veckey2d(f_uv[vi]) ],\
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face_vert_index + vi,\
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no)) # vert, uv, normal
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else: # No Normals
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for vi, v in enumerate(f_v):
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file.write( ' %d/%d' % (\
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v.index+totverts,\
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globalUVCoords[ veckey2d(f_uv[vi])])) # vert, uv
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face_vert_index + vi)) # vert, uv
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face_vert_index += len(f_v)
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else: # No UV's
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if EXPORT_NORMALS:
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@ -616,7 +615,7 @@ def write_ui(filename):
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export_objects = scn.objects
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full_path= ''.join(context_name)
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print "ass", full_path
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if BPyMessages.Warning_SaveOver(full_path):
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# EXPORT THE FILE.
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write(full_path, export_objects,\
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@ -248,7 +248,7 @@ def split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OBJECTS, SPLI
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face_split_dict= {}
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oldkey= -1 # initialize to a value what will never match the key
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oldkey= -1 # initialize to a value that will never match the key
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for face in faces:
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@ -326,17 +326,17 @@ def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, v
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if len_face_vert_loc_indicies==1:
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faces.pop(f_idx)# cant add single vert faces
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elif not face_vert_tex_indicies: # images that are -1 are lines, a bit obscure but works.
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elif not face_vert_tex_indicies or len_face_vert_loc_indicies == 2: # faces that have no texture coords are lines
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if CREATE_EDGES:
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# generators are better in python 2.4+ but can't be used in 2.3
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# edges.extend( (face_vert_loc_indicies[i], face_vert_loc_indicies[i+1]) for i in xrange(len_face_vert_loc_indicies-1) )
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edges.extend( [(face_vert_loc_indicies[i], face_vert_loc_indicies[i+1]) for i in xrange(len_face_vert_loc_indicies-1)] )
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faces.pop(f_idx)
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faces.pop(f_idx)
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else:
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# Smooth Group
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if unique_smooth_groups and context_smooth_group and len_face_vert_loc_indicies > 3:
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if unique_smooth_groups and context_smooth_group:
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# Is a part of of a smooth group and is a face
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if context_smooth_group_old is not context_smooth_group:
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edge_dict= smooth_group_users[context_smooth_group]
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@ -423,13 +423,15 @@ def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, v
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ALPHA= Mesh.FaceTranspModes.ALPHA
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for i, face in enumerate(faces):
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if len(face[0]) < 2:
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raise "Fooo"
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if len(face[0])==2:
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if CREATE_EDGES:
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edges.append(face[0])
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else:
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face_index_map= face_mapping[i]
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if face_index_map!=None: # None means the face wasnt added
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blender_face= me.faces[face_index_map]
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blender_face= me_faces[face_index_map]
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face_vert_loc_indicies,\
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face_vert_tex_indicies,\
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@ -437,6 +439,8 @@ def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, v
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context_smooth_group,\
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context_object= face
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if context_smooth_group:
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blender_face.smooth= True
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@ -488,18 +492,17 @@ def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, v
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if ed!=None:
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me_edges[ed].flag |= SHARP
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del SHARP
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del me_edges
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if CREATE_EDGES:
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me.edges.extend( edges )
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me_edges.extend( edges )
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del me_edges
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me.calcNormals()
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scn= Scene.GetCurrent()
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ob= scn.objects.new(me)
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new_objects.append(ob)
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ob.sel= 1
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def get_float_func(filepath):
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'''
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@ -593,7 +596,6 @@ def load_obj(filepath, CLAMP_SIZE= 0.0, CREATE_FGONS= True, CREATE_SMOOTH_GROUPS
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context_smooth_group,\
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context_object\
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))
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if line_split[-1][-1]== '\\':
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multi_line_face= True
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@ -681,7 +683,7 @@ def load_obj(filepath, CLAMP_SIZE= 0.0, CREATE_FGONS= True, CREATE_SMOOTH_GROUPS
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Scene.GetCurrent().objects.selected = []
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new_objects= [] # put new objects here
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print '\tbuilding geometry;\n\tverts:%i faces:%i materials: %i smoothgroups:%i ...' % ( len(verts_loc), len(faces), len(unique_materials), len(unique_smooth_groups) ),
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print '\tbuilding geometry...\n\tverts:%i faces:%i materials: %i smoothgroups:%i ...' % ( len(verts_loc), len(faces), len(unique_materials), len(unique_smooth_groups) ),
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# Split the mesh by objects/materials, may
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for verts_loc_split, faces_split, unique_materials_split, dataname in split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OBJECTS, SPLIT_MATERIALS):
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# Create meshes from the data
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