tested export scripts with a large scene and resolved errors that came up as well as some speedups- mostly problems with lightwave_export

This commit is contained in:
Campbell Barton 2007-01-11 09:39:16 +00:00
parent 235ad674c8
commit 3c578fbe12
6 changed files with 133 additions and 147 deletions

@ -887,16 +887,18 @@ def save_3ds(filename):
if data:
data.transform(mat)
mesh_objects.append((ob_derived, data))
mat_ls = data.materials
mat_ls_len = len(mat_ls)
# get material/image tuples.
if data.faceUV:
mat_ls = data.materials
if not mat_ls:
mat = mat_name = None
for f in data.faces:
if mat_ls:
mat_index = f.mat
if mat_index >= mat_ls_len:
mat_index = f.mat = 0
mat = mat_ls[f.mat]
if mat: mat_name = mat.name
else: mat_name = None
@ -914,12 +916,17 @@ def save_3ds(filename):
materialDict[mat_name, img_name]= mat, img
else:
for mat in data.materials:
for mat in mat_ls:
if mat: # material may be None so check its not.
try:
materialDict[mat.name, None]
except:
materialDict[mat.name, None]= mat, None
# Why 0 Why!
for f in data.faces:
if f.mat >= mat_ls_len:
f.mat = 0
# Make material chunks for all materials used in the meshes:
for mat_and_image in materialDict.itervalues():

@ -300,7 +300,6 @@ def mesh2linkedFaces(me):
return [fg for fg in face_groups if fg]
def getFaceLoopEdges(faces, seams=[]):
'''
Takes me.faces or a list of faces and returns the edge loops
@ -321,8 +320,7 @@ def getFaceLoopEdges(faces, seams=[]):
if len(f) == 4:
edge_keys = f.edge_keys
for i, edkey in enumerate(f.edge_keys):
try: edges[edkey].append(edge_keys[OTHER_INDEX[i]])
except: edges[edkey] = [ edge_keys[OTHER_INDEX[i]] ]
edges.setdefault(edkey, []).append(edge_keys[OTHER_INDEX[i]])
for edkey in seams:
edges[edkey] = []
@ -1058,8 +1056,7 @@ def meshCalcNormals(me, vertNormals=None):
for f in me.faces:
f_v = f.v
for edkey in f.edge_keys:
try: edges[edkey].append(f.no)
except: edges[edkey]= [f.no]
edges.setdefault(edkey, []).append(f.no)
# Weight the edge normals by total angle difference
for fnos in edges.itervalues():

@ -98,15 +98,14 @@ def write(filename):
meshdata = cStringIO.StringIO()
layer_index = 0
for object in objects:
if object.type != 'Mesh': continue
objname = object.name
meshname = object.data.name
mesh = Blender.NMesh.GetRaw(meshname)
#mesh = Blender.NMesh.GetRawFromObject(meshname) # for SubSurf
mesh = object.data
obj = Blender.Object.Get(objname)
if not mesh: continue
mesh.transform(obj.matrixWorld)
layr = generate_layr(objname, layer_index)
pnts = generate_pnts(mesh, obj.matrix)
pnts = generate_pnts(mesh)
bbox = generate_bbox(mesh)
pols = generate_pols(mesh)
ptag = generate_ptag(mesh, material_names)
@ -180,44 +179,42 @@ def generate_nstring(string):
def get_used_material_names(objects):
matnames = {}
for object in objects:
objname = object.name
meshname = object.data.name
mesh = Blender.NMesh.GetRaw(meshname)
if not mesh: continue
if (not mesh.materials) and (meshtools.has_vertex_colors(mesh)):
# vcols only
if meshtools.average_vcols:
matnames["\251 Per-Vert Vertex Colors"] = None
if object.type == 'Mesh':
mesh = object.getData(mesh=1)
if (not mesh.materials) and (meshtools.has_vertex_colors(mesh)):
# vcols only
if meshtools.average_vcols:
matnames["\251 Per-Vert Vertex Colors"] = None
else:
matnames["\251 Per-Face Vertex Colors"] = None
elif (mesh.materials) and (not meshtools.has_vertex_colors(mesh)):
# materials only
for material in mesh.materials:
matnames[material.name] = None
elif (not mesh.materials) and (not meshtools.has_vertex_colors(mesh)):
# neither
matnames["\251 Blender Default"] = None
else:
matnames["\251 Per-Face Vertex Colors"] = None
elif (mesh.materials) and (not meshtools.has_vertex_colors(mesh)):
# materials only
for material in mesh.materials:
matnames[material.name] = None
elif (not mesh.materials) and (not meshtools.has_vertex_colors(mesh)):
# neither
matnames["\251 Blender Default"] = None
else:
# both
for material in mesh.materials:
matnames[material.name] = None
return matnames
# both
for material in mesh.materials:
matnames[material.name] = None
return matnames.keys()
# =========================================
# === Generate Tag Strings (TAGS Chunk) ===
# =========================================
def generate_tags(material_names):
material_names = map(generate_nstring, material_names.keys())
material_names = map(generate_nstring, material_names)
tags_data = reduce(operator.add, material_names)
return tags_data
# ========================
# === Generate Surface ===
# ========================
def generate_surface(name, mesh):
if name.find("\251 Per-") == 0:
return generate_vcol_surf(mesh)
elif name == "\251 Blender Default":
def generate_surface(name):
#if name.find("\251 Per-") == 0:
# return generate_vcol_surf(mesh)
if name == "\251 Blender Default":
return generate_default_surf()
else:
return generate_surf(name)
@ -226,10 +223,7 @@ def generate_surface(name, mesh):
# === Generate Surfs ===
# ======================
def generate_surfs(material_names):
keys = material_names.keys()
values = material_names.values()
surfaces = map(generate_surface, keys, values)
return surfaces
return map(generate_surface, material_names)
# ===================================
# === Generate Layer (LAYR Chunk) ===
@ -245,12 +239,12 @@ def generate_layr(name, idx):
# ===================================
# === Generate Verts (PNTS Chunk) ===
# ===================================
def generate_pnts(mesh, matrix):
def generate_pnts(mesh):
data = cStringIO.StringIO()
for i in range(len(mesh.verts)):
for i, v in enumerate(mesh.verts):
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
x, y, z = meshtools.apply_transform(mesh.verts[i].co, matrix)
x, y, z = v.co
data.write(struct.pack(">fff", x, z, y))
return data.getvalue()
@ -260,10 +254,14 @@ def generate_pnts(mesh, matrix):
def generate_bbox(mesh):
data = cStringIO.StringIO()
# need to transform verts here
nv = map(getattr, mesh.verts, ["co"]*len(mesh.verts))
xx = map(operator.getitem, nv, [0]*len(nv))
yy = map(operator.getitem, nv, [1]*len(nv))
zz = map(operator.getitem, nv, [2]*len(nv))
if mesh.verts:
nv = [v.co for v in mesh.verts]
xx = map(operator.getitem, nv, [0]*len(nv))
yy = map(operator.getitem, nv, [1]*len(nv))
zz = map(operator.getitem, nv, [2]*len(nv))
else:
xx = yy = zz = [0.0,]
data.write(struct.pack(">6f", min(xx), min(zz), min(yy), max(xx), max(zz), max(yy)))
return data.getvalue()
@ -274,22 +272,25 @@ def average_vertexcolors(mesh):
vertexcolors = {}
vcolor_add = lambda u, v: [u[0]+v[0], u[1]+v[1], u[2]+v[2], u[3]+v[3]]
vcolor_div = lambda u, s: [u[0]/s, u[1]/s, u[2]/s, u[3]/s]
for i in range(len(mesh.faces)): # get all vcolors that share this vertex
for i, f in enumerate(mesh.faces): # get all vcolors that share this vertex
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Finding Shared VColors")
for j in range(len(mesh.faces[i].v)):
index = mesh.faces[i].v[j].index
color = mesh.faces[i].col[j]
r,g,b,a = color.r, color.g, color.b, color.a
vertexcolors.setdefault(index, []).append([r,g,b,a])
for i in range(len(vertexcolors)): # average them
col = f.col
for j in xrange(len(f)):
index = f[j].index
color = col[j]
r,g,b = color.r, color.g, color.b
vertexcolors.setdefault(index, []).append([r,g,b,255])
i = 0
for index, value in vertexcolors.iteritems(): # average them
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
vcolor = [0,0,0,0] # rgba
for j in range(len(vertexcolors[i])):
vcolor = vcolor_add(vcolor, vertexcolors[i][j])
shared = len(vertexcolors[i])
vertexcolors[i] = vcolor_div(vcolor, shared)
for v in value:
vcolor = vcolor_add(vcolor, v)
shared = len(value)
value[:] = vcolor_div(vcolor, shared)
i+=1
return vertexcolors
# ====================================================
@ -301,8 +302,9 @@ def generate_vmap_vc(mesh):
data.write(struct.pack(">H", 3)) # dimension
data.write(generate_nstring("Blender's Vertex Colors")) # name
vertexcolors = average_vertexcolors(mesh)
for i in range(len(vertexcolors)):
r, g, b, a = vertexcolors[i]
for i in xrange(len(vertexcolors)):
try: r, g, b, a = vertexcolors[i] # has a face user
except: r, g, b, a = 255,255,255,255
data.write(struct.pack(">H", i)) # vertex index
data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
return data.getvalue()
@ -315,15 +317,15 @@ def generate_vmad_vc(mesh):
data.write("RGB ") # type
data.write(struct.pack(">H", 3)) # dimension
data.write(generate_nstring("Blender's Vertex Colors")) # name
for i in range(len(mesh.faces)):
for i, f in enumerate(mesh.faces):
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Vertex Colors")
numfaceverts = len(mesh.faces[i].v)
for j in range(numfaceverts-1, -1, -1): # Reverse order
r = mesh.faces[i].col[j].r
g = mesh.faces[i].col[j].g
b = mesh.faces[i].col[j].b
v = mesh.faces[i].v[j].index
col = f.col
for j in xrange(len(f)-1, -1, -1): # Reverse order
r = col.r
g = col.g
b = col.b
v = f[j].index
data.write(struct.pack(">H", v)) # vertex index
data.write(struct.pack(">H", i)) # face index
data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
@ -337,13 +339,15 @@ def generate_vmad_uv(mesh):
data.write("TXUV") # type
data.write(struct.pack(">H", 2)) # dimension
data.write(generate_nstring("Blender's UV Coordinates")) # name
for i in range(len(mesh.faces)):
for i, f in enumerate(mesh.faces):
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coordinates")
numfaceverts = len(mesh.faces[i].v)
for j in range(numfaceverts-1, -1, -1): # Reverse order
U,V = mesh.faces[i].uv[j]
v = mesh.faces[i].v[j].index
uv = f.uv
for j in xrange(len(f)-1, -1, -1): # Reverse order
U,V = uv[j]
v = f[j].index
data.write(struct.pack(">H", v)) # vertex index
data.write(struct.pack(">H", i)) # face index
data.write(struct.pack(">ff", U, V))
@ -365,14 +369,13 @@ def generate_vx(index):
def generate_pols(mesh):
data = cStringIO.StringIO()
data.write("FACE") # polygon type
for i in range(len(mesh.faces)):
for i,f in enumerate(mesh.faces):
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
data.write(struct.pack(">H", len(mesh.faces[i].v))) # numfaceverts
numfaceverts = len(mesh.faces[i].v)
for j in range(numfaceverts-1, -1, -1): # Reverse order
index = mesh.faces[i].v[j].index
data.write(generate_vx(index))
data.write(struct.pack(">H", len(f))) # numfaceverts
numfaceverts = len(f)
for j in xrange(numfaceverts-1, -1, -1): # Reverse order
data.write(generate_vx(f[j].index))
return data.getvalue()
# =================================================
@ -381,25 +384,27 @@ def generate_pols(mesh):
def generate_ptag(mesh, material_names):
data = cStringIO.StringIO()
data.write("SURF") # polygon tag type
for i in range(len(mesh.faces)): # numfaces
mesh_materials = mesh.materials
for i, f in enumerate(mesh.faces): # numfaces
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Surface Indices")
data.write(generate_vx(i))
if (not mesh.materials) and (meshtools.has_vertex_colors(mesh)): # vcols only
if (not mesh_materials) and (meshtools.has_vertex_colors(mesh)): # vcols only
if meshtools.average_vcols:
name = "\251 Per-Vert Vertex Colors"
else:
name = "\251 Per-Face Vertex Colors"
elif (mesh.materials) and (not meshtools.has_vertex_colors(mesh)): # materials only
idx = mesh.faces[i].mat #erialIndex
name = mesh.materials[idx].name
elif (not mesh.materials) and (not meshtools.has_vertex_colors(mesh)): # neither
elif (mesh_materials) and (not meshtools.has_vertex_colors(mesh)): # materials only
idx = f.mat #erialIndex
name = mesh_materials[idx].name
elif (not mesh_materials) and (not meshtools.has_vertex_colors(mesh)): # neither
name = "\251 Blender Default"
else: # both
idx = mesh.faces[i].mat
name = mesh.materials[idx].name
names = material_names.keys()
surfidx = names.index(name)
idx = f.mat
if idx >= len(mesh_materials): idx = 0
name = mesh_materials[idx].name
surfidx = material_names.index(name)
data.write(struct.pack(">H", surfidx)) # surface index
return data.getvalue()
@ -552,8 +557,8 @@ def generate_default_surf():
data.write("CMNT") # material comment
comment = material_name + ": Exported from Blender\256 " + meshtools.blender_version_str
# vals = map(chr, range(164,255,1))
# keys = range(164,255,1)
# vals = map(chr, xrange(164,255,1))
# keys = xrange(164,255,1)
# keys = map(lambda x: `x`, keys)
# comment = map(None, keys, vals)
# comment = reduce(operator.add, comment)
@ -602,7 +607,7 @@ def generate_icon():
def generate_clip(mesh, material_names):
data = cStringIO.StringIO()
clipid = 1
for i in range(len(mesh.materials)): # Run through list of materials used by mesh
for i in xrange(len(mesh.materials)): # Run through list of materials used by mesh
material = Blender.Material.Get(mesh.materials[i].name)
mtextures = material.getTextures() # Get a list of textures linked to the material
for mtex in mtextures:
@ -637,7 +642,7 @@ def write_header(file, chunks):
file.write("LWO2")
def fs_callback(filename):
if filename.find('.lwo', -4) <= 0: filename += '.lwo'
if not filename.lower().endswith('.lwo'): filename += '.lwo'
write(filename)
Blender.Window.FileSelector(fs_callback, "Export LWO")
Blender.Window.FileSelector(fs_callback, "Export LWO", Blender.sys.makename(ext='.lwo'))

@ -87,6 +87,11 @@ def write(filename):
objname = objects[0].name
meshname = objects[0].getData(name_only=1)
mesh = Blender.NMesh.GetRaw(meshname)
if not mesh:
Blender.Draw.PupMenu("Nendo Export Error%t|no active mesh")
return
obj = objects[0]
numedges = len(mesh.verts)+len(mesh.faces)-2

@ -188,8 +188,7 @@ def mesh_edge_dict(me):
for f in me.faces:
if not f.hide:
for edkey in f.edge_keys:
try: ed_dict[edkey].append(f)
except: ed_dict[edkey]= [f]
ed_dict.setdefault(edkey, []).append(f)
return ed_dict
@ -328,11 +327,8 @@ def terrain_cut_2d(t, c, PREF_Z_LOC):
faces= []
for f in faces:
try:
faces_intersecting[f.index].append(ed_isect)
except:
faces_intersecting[f.index]= [ed_isect]
faces_intersecting.setdefault(f.index, []).append(ed_isect)
# this list is used to store edges that are totaly inside a face ( no intersections with terrain)
# we can remove these as we
face_containing_edges= [[] for i in xrange(len(me_t.faces))]
@ -542,9 +538,6 @@ def terrain_cut_2d(t, c, PREF_Z_LOC):
uv= f_uv[ii]
uv.x= new_uv.x
uv.y= new_uv.y
for col in f.col:
col.r= col.g= col.b= 255
me_t.faces.delete(1, faces_intersecting.keys())
me_t.sel= 1

@ -109,7 +109,7 @@ FD = [] # file handle
NORMALS = [] # normal list
mats = []
EXPORT_DIR = ''
WORLD = Blender.World.Get()
WORLD = Blender.World.GetCurrent()
# ---------------------------------------------------------------------------
# get_path returns the path portion o/wf the supplied filename.
@ -167,27 +167,12 @@ def get_materials(obj):
# now drop down to the mesh level
#mesh = Blender.NMesh.GetRaw(obj.data.name)
mesh = obj.data
if mesh.materials:
for mat in mesh.materials:
mats.append(mat)
mats.extend(obj.getData(mesh=1).materials)
# return the materials list
return mats
# ---------------------------------------------------------------------------
# apply_transform converts a vertex to co-ords
# ---------------------------------------------------------------------------
def apply_transform(vert, matrix):
vc = Mathutils.CopyVec(vert)
vc.resize4D()
return Mathutils.VecMultMat(vc, matrix)
# ---------------------------------------------------------------------------
# do_header writes out the header data
# ---------------------------------------------------------------------------
@ -230,7 +215,8 @@ def do_header():
FD.write("}\n\n")
# static ambience block
ambient = WORLD[0].getAmb()
if WORLD: ambient = WORLD.getAmb()
else: ambient = 0,0,0
FD.write("SI_Ambience {\n")
FD.write(" %f,\n" % ambient[0])
@ -413,11 +399,11 @@ def do_texture(mtex):
# mapping type ? uv map wrapped is 4, how to detect?
# start with a simple xy mapping ie 0
FD.write(" 4,\n")
print img.getSize ()
if img.has_data: ix, iy = img.getSize()
else: ix, iy = 512,512
# image width, and height
ix, iy = img.getSize()
FD.write(" %d,\n" % ix)
FD.write(" %d,\n" % iy)
# u crop min/max, v crop min/max
@ -432,9 +418,12 @@ def do_texture(mtex):
uvs = 1
FD.write(" %d,\n" % uvs )
# u/v repeat
iru = img.getXRep()
if img.has_data: iru = img.getXRep()
else: iru = 1
FD.write(" %d,\n" % iru )
irv = img.getYRep()
if img.has_data: irv = img.getYRep()
else: irv = 1
FD.write(" %d,\n" % irv )
# u/v alt - 0, 0
FD.write(" 0,\n" )
@ -564,15 +553,6 @@ def do_model_material(obj):
FD.write(" }\n\n" )
def meshHasUV ( mesh ):
if mesh.hasFaceUV():
return TRUE
# materials = mesh.materials
# if len(materials) > 0:
return FALSE
# ---------------------------------------------------------------------------
# do_collect_uv, makes an easy to use list out of the uv data
# todo, remove duplicates and compress the list size, xsi supports this.
@ -598,9 +578,9 @@ def do_collect_uv(mesh):
# run through all the faces
j = 0
for f in mesh.faces:
for i in range(len(f)):
for uv in f.uv:
UVI.append(j)
UVC.append(f.uv[i])
UVC.append(uv)
j+=1
UVI.append(-1)
@ -625,9 +605,9 @@ def do_collect_colour(mesh):
# run through all the faces
j = 0
for f in mesh.faces:
for i in range(len(f)):
for c in f.col:
VCI.append(j)
VCC.append(f.col[i])
VCC.append(c)
j+=1
VCI.append(-1)
@ -1168,9 +1148,8 @@ def do_camera(obj):
# ---------------------------------------------------------------------------
def do_light_ambient():
ambient = WORLD[0].getAmb()
if ambient == [0.0,0.0,0.0]:
ambient = [0.5,0.5,0.5]
if WORLD: ambient = WORLD.getAmb()
else: ambient = 0,0,0
FD.write(" SI_Light ambient_sw3d {\n")