forked from bartvdbraak/blender
Lots of scripts are using Object.Get() where Scene.GetCurrent().getChildren() is what is needed.
When through and replaced the obvious ones but there are still a a few Id rather not touch without more about whats going on. Did quite a few changes to export-iv also.
This commit is contained in:
parent
acef774a61
commit
a33feaf49b
@ -296,7 +296,7 @@ class xExport:
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#***********************************************
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#***********************************************
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def analyzeScene(self):
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def analyzeScene(self):
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parent_list = []
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parent_list = []
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for obj in Object.Get():
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for obj in Blender.Scene.GetCurrent().getChildren(): #Object.Get():
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mesh = obj.getData()
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mesh = obj.getData()
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if type(mesh) == Types.ArmatureType or type(mesh) == Types.NMeshType or obj.getType() == "Empty":
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if type(mesh) == Types.ArmatureType or type(mesh) == Types.NMeshType or obj.getType() == "Empty":
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pare = obj.getParent()
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pare = obj.getParent()
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@ -307,14 +307,14 @@ class xExport:
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def getChildren(self,obj):
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def getChildren(self,obj):
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children_list = []
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children_list = []
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for object in Object.Get():
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for object in Blender.Scene.GetCurrent().getChildren(): #Object.Get():
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pare = object.parent
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pare = object.parent
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if pare == obj :
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if pare == obj :
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children_list.append(object)
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children_list.append(object)
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return children_list
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return children_list
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def getArmChildren(self,obj):
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def getArmChildren(self,obj):
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for object in Object.Get():
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for object in Blender.Scene.GetCurrent().getChildren(): #Object.Get():
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pare = object.parent
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pare = object.parent
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if pare == obj :
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if pare == obj :
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return object
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return object
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@ -404,7 +404,7 @@ class xExport:
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self.file.write("} // End of the Root Frame\n")
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self.file.write("} // End of the Root Frame\n")
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if anim :
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if anim :
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self.file.write("AnimationSet {\n")
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self.file.write("AnimationSet {\n")
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for obj in Object.Get():
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for obj in Blender.Scene.GetCurrent().getChildren(): #Object.Get():
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mesh = obj.getData()
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mesh = obj.getData()
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if type(mesh) == Types.NMeshType or obj.getType() == "Empty":
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if type(mesh) == Types.NMeshType or obj.getType() == "Empty":
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@ -439,7 +439,7 @@ def createCURVES(courbes):
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elif scale_==3:
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elif scale_==3:
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SCALE=r[3]-r[1]
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SCALE=r[3]-r[1]
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[o.select(0) for o in Object.Get()]
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[o.select(0) for o in Scene.GetCurrent().getChildren()] #[o.select(0) for o in Object.Get()] - will not work
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for I in courbes.ITEM:
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for I in courbes.ITEM:
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c = Curve.New()
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c = Curve.New()
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# ----------
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# ----------
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@ -280,7 +280,7 @@ def NEWMEcreation(obj):
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for ozero in OBJ:
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for ozero in OBJ:
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if ozero.getType()=='Mesh':
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if ozero.getType()=='Mesh':
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namelist.append(ozero.getData().name)
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namelist.append(ozero.getData(name_only=1))
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ozero=obj
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ozero=obj
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nomdelobjet=ozero.getName()
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nomdelobjet=ozero.getName()
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@ -103,13 +103,13 @@ def flipFace(v):
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# return object with given object name (with variable parts) and mesh name
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# return object with given object name (with variable parts) and mesh name
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def getObjectByName(obj_name, mesh_name):
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def getObjectByName(obj_name, mesh_name):
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objs = Blender.Object.Get()
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objs = Blender.Scene.GetCurrent().getChildren() #Blender.Object.Get()
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for obj in objs:
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for obj in objs:
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if obj.getType() == "Mesh":
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if obj.getType() == "Mesh":
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# if obj.getName()[0:len(obj_name)] == obj_name and obj.getData().name == mesh_name:
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# if obj.getName()[0:len(obj_name)] == obj_name and obj.getData().name == mesh_name:
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# use only mesh_name so bone name and weight (in the envelope name)
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# use only mesh_name so bone name and weight (in the envelope name)
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# can be changed by the user and mirrored by the script.
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# can be changed by the user and mirrored by the script.
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if obj.getData().name == mesh_name:
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if obj.getData(name_only=1) == mesh_name:
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return obj
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return obj
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return False
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return False
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@ -118,7 +118,7 @@ SUFFIX_LEN = len(REF_SUFFIX);
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Blender.Window.EditMode(0)
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Blender.Window.EditMode(0)
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count = 0
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count = 0
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objs = Blender.Object.Get()
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objs = Blender.Scene.GetCurrent().getChildren() #objs = Blender.Object.Get()
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for obj in objs:
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for obj in objs:
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if obj.getType() != 'Mesh':
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if obj.getType() != 'Mesh':
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continue
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continue
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@ -40,261 +40,262 @@ Note:
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#
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#
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import Blender
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import Blender
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import os
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math_pi= 3.1415926535897931
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import math
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def WriteHeader(file):
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def WriteHeader(file):
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file.write("#Inventor V2.1 ascii\n\n")
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file.write("#Inventor V2.1 ascii\n\n")
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file.write("Separator\n")
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file.write("Separator\n")
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file.write("{\n")
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file.write("{\n")
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file.write(" ShapeHints\n")
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file.write(" ShapeHints\n")
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file.write(" {\n")
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file.write(" {\n")
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file.write(" vertexOrdering COUNTERCLOCKWISE\n")
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file.write(" vertexOrdering COUNTERCLOCKWISE\n")
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file.write(" }\n")
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file.write(" }\n")
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def WriteFooter(file):
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def WriteFooter(file):
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file.write("}\n")
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file.write("}\n")
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def WriteMesh(file, object):
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def WriteMesh(file, object):
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file.write(" Separator\n")
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file.write(" Separator\n")
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file.write(" {\n")
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file.write(" {\n")
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file.write(" # %s\n" % object.getName())
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file.write(" # %s\n" % object.getName())
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WriteMatrix(file, object)
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WriteMatrix(file, object)
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mesh = object.getData()
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mesh = object.getData()
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WriteMaterials(file, mesh)
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WriteMaterials(file, mesh)
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WriteTexture(file, mesh)
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WriteTexture(file, mesh)
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WriteNormals(file, mesh)
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WriteNormals(file, mesh)
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WriteVertices(file, mesh)
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WriteVertices(file, mesh)
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WriteFaces(file, mesh)
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WriteFaces(file, mesh)
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file.write(" }\n")
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file.write(" }\n")
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def WriteMatrix(file, object):
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def WriteMatrix(file, object):
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matrix = object.getMatrix()
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matrix = object.getMatrix()
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file.write(" MatrixTransform\n")
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file.write(" MatrixTransform\n")
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file.write(" {\n")
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file.write(" {\n")
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file.write(" matrix\n")
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file.write(" matrix\n")
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for line in matrix:
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for line in matrix:
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file.write(" %s %s %s %s\n" % (line[0], line[1], line[2], line[3]))
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file.write(" %.6f %.6f %.6f %.6f\n" % (line[0], line[1], line[2], line[3]))
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file.write(" }\n")
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file.write(" }\n")
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def WriteColors(file, mesh):
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def WriteColors(file, mesh):
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file.write(" vertexProperty VertexProperty\n")
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file.write(" vertexProperty VertexProperty\n")
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file.write(" {\n")
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file.write(" {\n")
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file.write(" orderedRGBA\n")
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file.write(" orderedRGBA\n")
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file.write(" [\n")
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file.write(" [\n")
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for face in mesh.faces:
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for face in mesh.faces:
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for I in range(len(face.v)):
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for I in xrange(len(face)):
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file.write(" 0x%02x%02x%02x%02x,\n" % (face.col[I].r,
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file.write(" 0x%02x%02x%02x%02x,\n" % (face.col[I].r,
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face.col[I].g, face.col[I].b, face.col[I].a))
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face.col[I].g, face.col[I].b, face.col[I].a))
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file.write(" ]\n")
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file.write(" ]\n")
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file.write(" materialBinding PER_VERTEX\n")
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file.write(" materialBinding PER_VERTEX\n")
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file.write(" }\n")
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file.write(" }\n")
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def WriteMaterials(file, mesh):
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def WriteMaterials(file, mesh):
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if mesh.materials:
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if mesh.materials:
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file.write(" Material\n")
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file.write(" Material\n")
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file.write(" {\n")
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file.write(" {\n")
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file.write(" ambientColor\n")
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file.write(" ambientColor\n")
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file.write(" [\n")
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file.write(" [\n")
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for mat in mesh.materials:
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for mat in mesh.materials:
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file.write(" %s %s %s,\n" % (mat.mirCol[0], mat.mirCol[1],
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file.write(" %.6f %.6f %.6f,\n" % (mat.mirCol[0], mat.mirCol[1],
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mat.mirCol[2]))
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mat.mirCol[2]))
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file.write(" ]\n")
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file.write(" ]\n")
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file.write(" diffuseColor\n")
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file.write(" diffuseColor\n")
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file.write(" [\n")
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file.write(" [\n")
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for mat in mesh.materials:
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for mat in mesh.materials:
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file.write(" %s %s %s,\n" % (mat.rgbCol[0], mat.rgbCol[1],
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file.write(" %.6f %.6f %.6f,\n" % (mat.rgbCol[0], mat.rgbCol[1],
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mat.rgbCol[2]))
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mat.rgbCol[2]))
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file.write(" ]\n")
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file.write(" ]\n")
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file.write(" specularColor\n")
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file.write(" specularColor\n")
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file.write(" [\n")
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file.write(" [\n")
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for mat in mesh.materials:
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for mat in mesh.materials:
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file.write(" %s %s %s,\n" % (mat.specCol[0] * mat.spec / 2.0,
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file.write(" %.6f %.6f %.6f,\n" % (mat.specCol[0] * mat.spec / 2.0,
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mat.specCol[1] * mat.spec / 2.0, mat.specCol[2] * mat.spec / 2.0))
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mat.specCol[1] * mat.spec / 2.0, mat.specCol[2] * mat.spec / 2.0))
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file.write(" ]\n")
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file.write(" ]\n")
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file.write(" emissiveColor\n")
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file.write(" emissiveColor\n")
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file.write(" [\n")
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file.write(" [\n")
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for mat in mesh.materials:
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for mat in mesh.materials:
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file.write(" %s %s %s,\n" % (mat.rgbCol[0] * mat.emit,
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file.write(" %.6f %.6f %.6f,\n" % (mat.rgbCol[0] * mat.emit,
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mat.rgbCol[1] * mat.emit, mat.rgbCol[0] * mat.emit))
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mat.rgbCol[1] * mat.emit, mat.rgbCol[0] * mat.emit))
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file.write(" ]\n")
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file.write(" ]\n")
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file.write(" shininess\n")
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file.write(" shininess\n")
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file.write(" [\n")
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file.write(" [\n")
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for mat in mesh.materials:
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for mat in mesh.materials:
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file.write(" %s,\n" % (mat.hard / 255.0))
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file.write(" %.6f,\n" % (mat.hard / 255.0))
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file.write(" ]\n")
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file.write(" ]\n")
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file.write(" transparency\n")
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file.write(" transparency\n")
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file.write(" [\n")
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file.write(" [\n")
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for mat in mesh.materials:
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for mat in mesh.materials:
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file.write(" %s,\n" % (1.0 - mat.alpha))
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file.write(" %.6f,\n" % (1.0 - mat.alpha))
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file.write(" ]\n")
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file.write(" ]\n")
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file.write(" }\n")
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file.write(" }\n")
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file.write(" MaterialBinding\n")
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file.write(" MaterialBinding\n")
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file.write(" {\n")
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file.write(" {\n")
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file.write(" value PER_FACE_INDEXED\n")
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file.write(" value PER_FACE_INDEXED\n")
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file.write(" }\n")
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file.write(" }\n")
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def WriteTexture(file, mesh):
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def WriteTexture(file, mesh):
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texture = mesh.faces[0].image
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texture = mesh.faces[0].image # BAD Ju Ju
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if texture:
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if texture:
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file.write(" Texture2\n")
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file.write(" Texture2\n")
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file.write(" {\n")
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file.write(" {\n")
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file.write(' filename "%s"\n' % texture.getName())
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file.write(' filename "%s"\n' % texture.getName())
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file.write(" }\n")
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file.write(" }\n")
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file.write(" TextureCoordinate2\n")
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file.write(" TextureCoordinate2\n")
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file.write(" {\n")
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file.write(" {\n")
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file.write(" point\n")
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file.write(" point\n")
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file.write(" [\n")
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file.write(" [\n")
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if mesh.hasVertexUV():
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if mesh.hasVertexUV():
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for vert in mesh.verts:
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for vert in mesh.verts:
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file.write(" %s %s,\n" % (vert.uvco[0], vert.uvco[1]))
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file.write(" %s %s,\n" % (vert.uvco[0], vert.uvco[1]))
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file.write(" ]\n")
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file.write(" ]\n")
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file.write(" }\n")
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file.write(" }\n")
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file.write(" TextureCoordinateBinding\n")
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file.write(" TextureCoordinateBinding\n")
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file.write(" {\n")
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file.write(" {\n")
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file.write(" value PER_VERTEX_INDEXED\n")
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file.write(" value PER_VERTEX_INDEXED\n")
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file.write(" }\n")
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file.write(" }\n")
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elif mesh.hasFaceUV():
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elif mesh.hasFaceUV():
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for face in mesh.faces:
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for face in mesh.faces:
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for uv in face.uv:
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for uv in face.uv:
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file.write(" %s %s,\n" % (uv[0], uv[1]))
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file.write(" %.6f %.6f,\n" % (uv[0], uv[1]))
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file.write(" ]\n")
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file.write(" ]\n")
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file.write(" }\n")
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file.write(" }\n")
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file.write(" TextureCoordinateBinding\n")
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file.write(" TextureCoordinateBinding\n")
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file.write(" {\n")
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file.write(" {\n")
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file.write(" value PER_VERTEX\n")
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file.write(" value PER_VERTEX\n")
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file.write(" }\n")
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file.write(" }\n")
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def WriteVertices(file, mesh):
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def WriteVertices(file, mesh):
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file.write(" Coordinate3\n")
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file.write(" Coordinate3\n")
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file.write(" {\n")
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file.write(" {\n")
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file.write(" point\n")
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file.write(" point\n")
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file.write(" [\n")
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file.write(" [\n")
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for vert in mesh.verts:
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for vert in mesh.verts:
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file.write(" %s %s %s,\n" % (vert[0], vert[1], vert[2]))
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file.write(" %.6f %.6f %.6f,\n" % (vert[0], vert[1], vert[2]))
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file.write(" ]\n")
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file.write(" ]\n")
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file.write(" }\n")
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file.write(" }\n")
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def WriteNormals(file, mesh):
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def WriteNormals(file, mesh):
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file.write(" Normal\n")
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file.write(" Normal\n")
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file.write(" {\n")
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file.write(" {\n")
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file.write(" vector\n")
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file.write(" vector\n")
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file.write(" [\n")
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file.write(" [\n")
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# make copy of vertex normals
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# make copy of vertex normals
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normals = []
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normals = []
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for face in mesh.faces:
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for face in mesh.faces:
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if len(face.v) in [3, 4]:
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if len(face.v) in [3, 4]:
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if face.smooth:
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if face.smooth:
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for v in face.v:
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for v in face.v:
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normals.append(v.no)
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normals.append(v.no)
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else:
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else:
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for v in face.v:
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for v in face.v:
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normals.append(face.no)
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normals.append(face.no)
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# write normals
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# write normals
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for no in normals:
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for no in normals:
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file.write(" %s %s %s,\n" % (no[0], no[1], no[2]))
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file.write(" %.6f %.6f %.6f,\n" % (no[0], no[1], no[2]))
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file.write(" ]\n")
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file.write(" ]\n")
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file.write(" }\n")
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file.write(" }\n")
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# write way how normals are binded
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# write way how normals are binded
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file.write(" NormalBinding\n")
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file.write(" NormalBinding\n")
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file.write(" {\n")
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file.write(" {\n")
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file.write(" value PER_VERTEX\n")
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file.write(" value PER_VERTEX\n")
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file.write(" }\n")
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file.write(" }\n")
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def WriteFaces(file, mesh):
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def WriteFaces(file, mesh):
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file.write(" IndexedFaceSet\n")
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file.write(" IndexedFaceSet\n")
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file.write(" {\n")
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file.write(" {\n")
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# write vertex paint
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# write vertex paint
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if mesh.hasVertexColours():
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if mesh.hasVertexColours():
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WriteColors(file, mesh)
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WriteColors(file, mesh)
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# write material indexes
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# write material indexes
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file.write(" materialIndex\n")
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file.write(" materialIndex\n")
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file.write(" [\n")
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file.write(" [\n")
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for face in mesh.faces:
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for face in mesh.faces:
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file.write(" %s,\n" % (face.mat));
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file.write(" %i,\n" % face.mat);
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file.write(" ]\n")
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file.write(" ]\n")
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# write faces with coordinate indexes
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# write faces with coordinate indexes
|
||||||
file.write(" coordIndex\n")
|
file.write(" coordIndex\n")
|
||||||
file.write(" [\n")
|
file.write(" [\n")
|
||||||
for face in mesh.faces:
|
for face in mesh.faces:
|
||||||
if len(face.v) == 3:
|
face_v= face.v
|
||||||
file.write(" %s, %s, %s, -1,\n" % (face.v[0].index,
|
if len(face_v) == 3:
|
||||||
face.v[1].index, face.v[2].index))
|
file.write(" %i, %i, %i, -1,\n" % (face_v[0].index,
|
||||||
elif len(face.v) == 4:
|
face_v[1].index, face_v[2].index))
|
||||||
file.write(" %s, %s, %s, %s, -1,\n"% (face.v[0].index,
|
elif len(face_v) == 4:
|
||||||
face.v[1].index, face.v[2].index, face.v[3].index))
|
file.write(" %i, %i, %i, %i, -1,\n" % (face_v[0].index,
|
||||||
file.write(" ]\n")
|
face_v[1].index, face_v[2].index, face_v[3].index))
|
||||||
file.write(" }\n")
|
file.write(" ]\n")
|
||||||
|
file.write(" }\n")
|
||||||
|
|
||||||
|
|
||||||
def WriteCamera(file, object):
|
def WriteCamera(file, object):
|
||||||
camera = object.getData();
|
camera = object.getData();
|
||||||
# perspective camera
|
# perspective camera
|
||||||
if camera.type == 0:
|
if camera.type == 0:
|
||||||
file.write(" PerspectiveCamera\n")
|
file.write(" PerspectiveCamera\n")
|
||||||
file.write(" {\n")
|
file.write(" {\n")
|
||||||
file.write(" nearDistance %s\n" % (camera.clipStart))
|
file.write(" nearDistance %s\n" % (camera.clipStart))
|
||||||
file.write(" farDistance %s\n" % (camera.clipEnd))
|
file.write(" farDistance %s\n" % (camera.clipEnd))
|
||||||
file.write(" }\n")
|
file.write(" }\n")
|
||||||
# ortho camera
|
# ortho camera
|
||||||
else:
|
else:
|
||||||
print camera.type
|
print camera.type
|
||||||
|
|
||||||
def WriteLamp(file, object):
|
def WriteLamp(file, object):
|
||||||
lamp = object.getData();
|
lamp = object.getData();
|
||||||
# spot lamp
|
# spot lamp
|
||||||
if lamp.type == 2:
|
if lamp.type == 2:
|
||||||
file.write(" SpotLight\n")
|
file.write(" SpotLight\n")
|
||||||
file.write(" {\n")
|
file.write(" {\n")
|
||||||
file.write(" intensity %s\n" % (lamp.energy / 10.0))
|
file.write(" intensity %s\n" % (lamp.energy / 10.0))
|
||||||
file.write(" color %s %s %s\n" % (lamp.col[0], lamp.col[1],
|
file.write(" color %s %s %s\n" % (lamp.col[0], lamp.col[1],
|
||||||
lamp.col[2]))
|
lamp.col[2]))
|
||||||
#file.write(" location %s\n" % ())
|
#file.write(" location %s\n" % ())
|
||||||
#file.write(" direction %s\n" % ())
|
#file.write(" direction %s\n" % ())
|
||||||
file.write(" dropOffRate %s\n" % (lamp.spotBlend))
|
file.write(" dropOffRate %s\n" % (lamp.spotBlend))
|
||||||
file.write(" cutOffAngle %s\n" % (lamp.spotSize * math.pi / 180.0))
|
file.write(" cutOffAngle %s\n" % (lamp.spotSize * math_pi / 180.0))
|
||||||
file.write(" }\n")
|
file.write(" }\n")
|
||||||
|
|
||||||
# script main function
|
# script main function
|
||||||
def ExportToIv(file_name):
|
def ExportToIv(file_name):
|
||||||
scene = Blender.Scene.GetCurrent()
|
scene = Blender.Scene.GetCurrent()
|
||||||
file = open(file_name, "w")
|
file = open(file_name, "w")
|
||||||
|
|
||||||
# make lists of individual object types
|
# make lists of individual object types
|
||||||
meshes = []
|
meshes = []
|
||||||
lamps = []
|
lamps = []
|
||||||
cameras = []
|
cameras = []
|
||||||
for object in Blender.Object.Get():
|
for object in scene.getChildren():
|
||||||
if object.getType() == "Mesh":
|
obtype= object.getType()
|
||||||
meshes.append(object);
|
if obtype == "Mesh":
|
||||||
elif object.getType() == "Lamp":
|
meshes.append(object);
|
||||||
lamps.append(object);
|
#elif obtype == "Lamp":
|
||||||
elif object.getType() == "Camera":
|
# lamps.append(object);
|
||||||
cameras.append(object);
|
#elif obtype == "Camera":
|
||||||
else:
|
# cameras.append(object);
|
||||||
print "Exporting %s objects isn't supported!" % object.getType()
|
#else:
|
||||||
|
# print "Exporting %s objects isn't supported!" % object.getType()
|
||||||
|
|
||||||
# write header, footer and groups of object types
|
# write header, footer and groups of object types
|
||||||
WriteHeader(file);
|
WriteHeader(file);
|
||||||
#for camera in cameras:
|
#for camera in cameras:
|
||||||
# WriteCamera(file, camera);
|
# WriteCamera(file, camera);
|
||||||
#for lamp in lamps:
|
#for lamp in lamps:
|
||||||
# WriteLamp(file, lamp)
|
# WriteLamp(file, lamp)
|
||||||
for mesh in meshes:
|
for mesh in meshes:
|
||||||
WriteMesh(file, mesh)
|
WriteMesh(file, mesh)
|
||||||
WriteFooter(file)
|
WriteFooter(file)
|
||||||
|
|
||||||
file.close()
|
file.close()
|
||||||
|
|
||||||
def FileSelectorCB(file_name):
|
def FileSelectorCB(file_name):
|
||||||
if(file_name.find('.iv', -3) <= 0):
|
if not file_name.lower().endswith('.iv'):
|
||||||
file_name += '.iv'
|
file_name += '.iv'
|
||||||
ExportToIv(file_name)
|
ExportToIv(file_name)
|
||||||
|
|
||||||
Blender.Window.FileSelector(FileSelectorCB, "Export IV")
|
Blender.Window.FileSelector(FileSelectorCB, "Export IV", Blender.sys.makename(ext='.iv'))
|
||||||
|
@ -1210,7 +1210,7 @@ def export_xsi(filename):
|
|||||||
#OBJ = Blender.Object.GetSelected()
|
#OBJ = Blender.Object.GetSelected()
|
||||||
#if not OBJ:
|
#if not OBJ:
|
||||||
|
|
||||||
OBJ = Blender.Object.Get()
|
OBJ = Blender.Scene.GetCurrent().getChildren() #Blender.Object.Get()
|
||||||
|
|
||||||
# we need some objects, if none specified stop
|
# we need some objects, if none specified stop
|
||||||
if not OBJ:
|
if not OBJ:
|
||||||
|
Loading…
Reference in New Issue
Block a user