forked from bartvdbraak/blender
185c6bb49c
faster vert comparisons replaced spaces for tabs removed unneeded getData() calls general cleanup.
724 lines
23 KiB
Python
Executable File
724 lines
23 KiB
Python
Executable File
#!BPY
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# flt_export.py is an OpenFlight exporter for blender.
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# Copyright (C) 2005 Greg MacDonald
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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
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# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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""" Registration info for Blender menus:
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Name: 'OpenFlight (.flt)...'
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Blender: 237
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Group: 'Export'
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Tip: 'Export to OpenFlight v16.0 (.flt)'
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"""
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__author__ = "Greg MacDonald"
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__version__ = "1.2 10/20/05"
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__url__ = ("blender", "elysiun", "Author's homepage, http://sourceforge.net/projects/blight/")
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__bpydoc__ = """\
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This script exports v16.0 OpenFlight files. OpenFlight is a
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registered trademark of MultiGen-Paradigm, Inc.
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Run from "File->Export" menu.
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Options are available from Blender's "Scripts Config Editor," accessible through
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the "Scripts->System" menu from the scripts window.
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Features:<br>
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* Heirarchy retained.<br>
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* Normals retained.<br>
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* First texture exported.<br>
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* Diffuse material color is exported as the face color, material color, or both
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depending on the option settings.<br>
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* Double sided faces are exported as two faces.<br>
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* Object transforms exported.
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Things To Be Aware Of:<br>
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* Object names are exported, not mesh or data names.
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* Material indices that don't have a material associated with them will confuse the
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exporter. If a warning appears about this, correct it by deleting the offending
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material indices in Blender.
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What's Not Handled:<br>
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* Animations.<br>
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* Vetex colors.<br>
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"""
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import Blender
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from flt_filewalker import FltOut
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class ExporterOptions:
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def __init__(self):
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self.defaults = { 'Diffuse Color To OpenFlight Material': False,
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'Diffuse Color To OpenFlight Face': True}
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d = Blender.Registry.GetKey('flt_export', True)
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if d == None or d.keys() != self.defaults.keys():
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d = self.defaults
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Blender.Registry.SetKey('flt_export', d, True)
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self.verbose = 1
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self.tolerance = 0.001
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self.use_mat_color = d['Diffuse Color To OpenFlight Material']
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self.use_face_color = d['Diffuse Color To OpenFlight Face']
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options = ExporterOptions()
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FLOAT_TOLERANCE = options.tolerance
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identity_matrix = [[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0]]
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def is_identity(m):
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for i in xrange(4):
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for j in xrange(4):
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if abs(m[i][j] - identity_matrix[i][j]) > FLOAT_TOLERANCE:
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return False
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return True
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class MaterialDesc:
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def __init__(self):
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self.name = 'Blender'
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# Colors, List of 3 floats.
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self.diffuse = [1.0, 1.0, 1.0]
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self.specular = [1.0, 1.0, 1.0]
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# Scalars
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self.ambient = 0.1 # [0.0, 1.0]
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self.emissive = 0.0 # [0.0, 1.0]
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self.shininess = 32.0 # Range is [0.0, 128.0]
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self.alpha = 1.0 # Range is [0.0, 1.0]
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class VertexDesc:
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def __init__(self, co=None, no=None, uv=None):
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if co: self.x, self.y, self.z = tuple(co)
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else: self.x = self.y = self.z = 0.0
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if no: self.nx, self.ny, self.nz = tuple(no)
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else: self.nx = self.ny = self.nz = 0.0
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if uv: self.u, self.v = tuple(uv)
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else: self.u = self.v = 0.0
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class GlobalResourceRepository:
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def new_face_name(self):
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self.face_name += 1
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return 'f%i' % (self.face_name-1)
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def vertex_count(self):
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return len(self.vertex_lst)
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def request_vertex_desc(self, i):
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return self.vertex_lst[i]
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def request_vertex_index(self, desc):
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match = None
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for i, v in enumerate(self.vertex_lst):
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if\
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abs(v.x - desc.x) > FLOAT_TOLERANCE or\
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abs(v.y - desc.y) > FLOAT_TOLERANCE or\
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abs(v.z - desc.z) > FLOAT_TOLERANCE or\
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abs(v.nx - desc.nx) > FLOAT_TOLERANCE or\
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abs(v.ny - desc.ny) > FLOAT_TOLERANCE or\
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abs(v.nz - desc.nz) > FLOAT_TOLERANCE or\
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abs(v.u - desc.u) > FLOAT_TOLERANCE or\
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abs(v.v - desc.v) > FLOAT_TOLERANCE:
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pass
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else:
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match = i
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break
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if match != None:
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return match
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else:
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self.vertex_lst.append(desc)
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return len(self.vertex_lst) - 1
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def request_texture_index(self, filename):
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match = None
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for i in xrange(len(self.texture_lst)):
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if self.texture_lst[i] != filename:
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continue
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match = i
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break
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if match != None:
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return match
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else:
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self.texture_lst.append(filename)
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return len(self.texture_lst) - 1
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def request_texture_filename(self, index):
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return self.texture_lst[index]
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def texture_count(self):
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return len(self.texture_lst)
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def request_material_index(self, desc):
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match = None
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for i in xrange(len(self.material_lst)):
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if self.material_lst[i].diffuse != desc.diffuse:
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continue
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if self.material_lst[i].specular != desc.specular:
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continue
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if self.material_lst[i].ambient != desc.ambient:
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continue
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if self.material_lst[i].emissive != desc.emissive:
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continue
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if self.material_lst[i].shininess != desc.shininess:
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continue
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if self.material_lst[i].alpha != desc.alpha:
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continue
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match = i
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break
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if match != None:
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return i
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else:
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self.material_lst.append(desc)
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return len(self.material_lst) - 1
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def request_material_desc(self, index):
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return self.material_lst[index]
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def material_count(self):
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return len(self.material_lst)
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# Returns not actual index but one that includes intensity information.
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# color_index = 127*intensity + 128*actual_index
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def request_color_index(self, col):
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r,g,b = tuple(col)
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m = max(r, g, b)
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if m > 0.0:
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intensity = m / 1.0
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r = int(round(r/m * 255.0))
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g = int(round(g/m * 255.0))
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b = int(round(b/m * 255.0))
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brightest = [r, g, b]
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else:
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brightest = [255, 255, 255]
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intensity = 0.0
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match = None
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for i in xrange(len(self.color_lst)):
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if self.color_lst[i] != brightest:
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continue
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match = i
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break
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if match != None:
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index = match
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else:
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length = len(self.color_lst)
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if length <= 1024:
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self.color_lst.append(brightest)
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index = length
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else:
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if options.verbose >= 1:
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print 'Warning: Exceeded max color limit.'
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index = 0
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color_index = int(round(127.0*intensity)) + 128*index
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return color_index
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# Returns color from actual index.
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def request_max_color(self, index):
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return self.color_lst[index]
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def color_count(self):
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return len(self.color_lst)
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def __init__(self):
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self.vertex_lst = []
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self.texture_lst = []
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self.material_lst = []
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self.color_lst = [[255, 255, 255]]
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self.face_name = 0
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class Node:
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# Gathers info from blender needed for export.
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# The =[0] is a trick to emulate c-like static function variables
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# that are persistant between calls.
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def blender_export(self, level=[0]):
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if self.object:
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if options.verbose >= 2:
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print '\t' * level[0], self.name, self.object.getType()
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level[0] += 1
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for child in self.children:
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child.blender_export()
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level[0] -= 1
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# Exports this node's info to file.
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def write(self):
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pass
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def write_matrix(self):
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if self.matrix and not is_identity(self.matrix):
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self.header.fw.write_short(49) # Matrix opcode
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self.header.fw.write_ushort(68) # Length of record
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for i in xrange(4):
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for j in xrange(4):
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self.header.fw.write_float(self.matrix[i][j])
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def write_push(self):
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self.header.fw.write_short(10)
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self.header.fw.write_ushort(4)
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def write_pop(self):
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self.header.fw.write_short(11)
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self.header.fw.write_ushort(4)
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def write_longid(self, name):
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length = len(name)
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if length >= 8:
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self.header.fw.write_short(33) # Long ID opcode
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self.header.fw.write_ushort(length+5) # Length of record
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self.header.fw.write_string(name, length+1) # name + zero terminator
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# Initialization sets up basic tree structure.
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def __init__(self, parent, header, object, object_lst):
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self.header = header
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self.object = object
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if object:
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self.name = self.object.getName()
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self.matrix = self.object.getMatrix('localspace')
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else:
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self.name = 'no name'
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self.matrix = None
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self.children = []
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self.parent = parent
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if parent:
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parent.children.append(self)
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left_over = object_lst[:]
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self.child_objects = []
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# Add children to child list and remove from left_over list.
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# Pop is faster then remove
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i = len(object_lst)
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while i:
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i-=1
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if object_lst[i].parent == object:
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self.child_objects.append(left_over.pop(i))
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# Spawn children.
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self.has_object_child = False # For Database class.
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for child in self.child_objects:
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if child.getType() == 'Mesh':
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BlenderMesh(self, header, child, left_over)
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self.has_object_child = True
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else: # Treat all non meshes as emptys
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BlenderEmpty(self, header, child, left_over)
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class FaceDesc:
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def __init__(self):
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self.vertex_index_lst = []
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self.texture_index = -1
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self.material_index = -1
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self.color_index = 127
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class BlenderMesh(Node):
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def blender_export(self):
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Node.blender_export(self)
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mesh = self.object.getData()
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mesh_hasuv = mesh.hasFaceUV()
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# Gather materials and textures.
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tex_index_lst = []
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mat_index_lst = []
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color_index_lst = []
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materials = mesh.getMaterials()
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if not materials:
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materials = [Blender.Material.New()]
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for mat in materials:
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# Gather Color.
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if options.use_face_color:
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color_index_lst.append(self.header.GRR.request_color_index(mat.getRGBCol()))
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else:
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color_index_lst.append(127) # white
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# Gather Texture.
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mtex_lst = mat.getTextures()
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index = -1
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mtex = mtex_lst[0] # Not doing multi-texturing at the moment.
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if mtex != None:
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tex = mtex_lst[0].tex
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if tex != None:
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image = tex.getImage()
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if image != None:
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filename = image.getFilename()
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index = self.header.GRR.request_texture_index(filename)
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tex_index_lst.append(index)
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# Gather Material
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mat_desc = MaterialDesc()
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mat_desc.name = mat.getName()
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mat_desc.alpha = mat.getAlpha()
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mat_desc.shininess = mat.getSpec() * 64.0 # 2.0 => 128.0
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if options.use_mat_color:
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mat_desc.diffuse = mat.getRGBCol()
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else:
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mat_desc.diffuse = [1.0, 1.0, 1.0]
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mat_desc.specular = mat.getSpecCol()
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amb = mat.getAmb()
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mat_desc.ambient = [amb, amb, amb]
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emit = mat.getEmit()
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mat_desc.emissive = [emit, emit, emit]
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mat_index_lst.append(self.header.GRR.request_material_index(mat_desc))
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# Faces described as lists of indices into the GRR's vertex_lst.
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for face in mesh.faces:
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face_v = face.v # Faster access
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# Create vertex description list for each face.
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if mesh_hasuv:
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vertex_lst = [VertexDesc(v.co, v.no, face.uv[i]) for i, v in enumerate(face_v)]
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else:
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vertex_lst = [VertexDesc(v.co, v.no) for i, v in enumerate(face_v)]
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index_lst = []
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for vert_desc in vertex_lst:
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index_lst.append(self.header.GRR.request_vertex_index(vert_desc))
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face_desc = FaceDesc()
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face_desc.vertex_index_lst = index_lst
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if face.materialIndex < len(materials):
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face_desc.color_index = color_index_lst[face.materialIndex]
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face_desc.texture_index = tex_index_lst[face.materialIndex]
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face_desc.material_index = mat_index_lst[face.materialIndex]
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else:
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if options.verbose >=1:
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print 'Warning: Missing material for material index. Materials will not be imported correctly. Fix by deleting abandoned material indices in Blender.'
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self.face_lst.append(face_desc)
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# Export double sided face as 2 faces with opposite orientations.
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if mesh_hasuv and face.mode & Blender.NMesh.FaceModes['TWOSIDE']:
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# Create vertex description list for each face. they have a face mode, so we know they have a UV too.
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vertex_lst = [VertexDesc(v.co, -v.no, face.uv[i]) for i, v in enumerate(face_v)]
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vertex_lst.reverse() # Reversing flips the face.
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index_lst = []
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for vert_desc in vertex_lst:
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index_lst.append(self.header.GRR.request_vertex_index(vert_desc))
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face_desc = FaceDesc()
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face_desc.vertex_index_lst = index_lst
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if face.materialIndex < len(materials):
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face_desc.color_index = color_index_lst[face.materialIndex]
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face_desc.texture_index = tex_index_lst[face.materialIndex]
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face_desc.material_index = mat_index_lst[face.materialIndex]
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else:
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if options.verbose >=1:
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print 'Error: No material for material index. Delete abandoned material indices in Blender.'
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self.face_lst.append(face_desc)
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def write_faces(self):
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for face_desc in self.face_lst:
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face_name = self.header.GRR.new_face_name()
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self.header.fw.write_short(5) # Face opcode
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self.header.fw.write_ushort(80) # Length of record
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self.header.fw.write_string(face_name, 8) # ASCII ID
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self.header.fw.write_int(-1) # IR color code
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self.header.fw.write_short(0) # Relative priority
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self.header.fw.write_char(0) # Draw type
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self.header.fw.write_char(0) # Draw textured white.
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self.header.fw.write_ushort(0) # Color name index
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self.header.fw.write_ushort(0) # Alt color name index
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self.header.fw.write_char(0) # Reserved
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self.header.fw.write_char(1) # Template
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self.header.fw.write_short(-1) # Detail tex pat index
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self.header.fw.write_short(face_desc.texture_index) # Tex pattern index
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self.header.fw.write_short(face_desc.material_index) # material index
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self.header.fw.write_short(0) # SMC code
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self.header.fw.write_short(0) # Feature code
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self.header.fw.write_int(0) # IR material code
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self.header.fw.write_ushort(0) # transparency 0 = opaque
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self.header.fw.write_uchar(0) # LOD generation control
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self.header.fw.write_uchar(0) # line style index
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self.header.fw.write_int(0x00000000) # Flags
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self.header.fw.write_uchar(2) # Light mode
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self.header.fw.pad(7) # Reserved
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self.header.fw.write_uint(-1) # Packed color
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self.header.fw.write_uint(-1) # Packed alt color
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self.header.fw.write_short(-1) # Tex map index
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self.header.fw.write_short(0) # Reserved
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self.header.fw.write_uint(face_desc.color_index) # Color index
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self.header.fw.write_uint(127) # Alt color index
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self.header.fw.write_short(0) # Reserved
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self.header.fw.write_short(-1) # Shader index
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self.write_longid(face_name)
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self.write_push()
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# Vertex list record
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self.header.fw.write_short(72) # Vertex list opcode
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num_verts = len(face_desc.vertex_index_lst)
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self.header.fw.write_ushort(4*num_verts+4) # Length of record
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for vert_index in face_desc.vertex_index_lst:
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# Offset into vertex palette
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self.header.fw.write_int(vert_index*64+8)
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|
|
self.write_pop()
|
|
|
|
def write(self):
|
|
if self.open_flight_type == 'Object':
|
|
self.header.fw.write_short(4) # Object opcode
|
|
self.header.fw.write_ushort(28) # Length of record
|
|
self.header.fw.write_string(self.name, 8) # ASCII ID
|
|
self.header.fw.pad(16)
|
|
|
|
self.write_longid(self.name)
|
|
|
|
self.write_matrix()
|
|
|
|
if self.face_lst != []:
|
|
self.write_push()
|
|
|
|
self.write_faces()
|
|
|
|
self.write_pop()
|
|
else:
|
|
self.header.fw.write_short(2) # Group opcode
|
|
self.header.fw.write_ushort(44) # Length of record
|
|
self.header.fw.write_string(self.name, 8) # ASCII ID
|
|
self.header.fw.pad(32)
|
|
|
|
self.write_longid(self.name)
|
|
|
|
# Because a group can contain faces as well as children.
|
|
self.write_push()
|
|
|
|
self.write_faces()
|
|
|
|
for child in self.children:
|
|
child.write()
|
|
|
|
self.write_pop()
|
|
|
|
def __init__(self, parent, header, object, object_lst):
|
|
Node.__init__(self, parent, header, object, object_lst)
|
|
self.face_lst = []
|
|
|
|
if self.children:
|
|
self.open_flight_type= 'Group'
|
|
else: # Empty list.
|
|
self.open_flight_type = 'Object'
|
|
|
|
|
|
class BlenderEmpty(Node):
|
|
def write(self):
|
|
self.header.fw.write_short(2) # Group opcode
|
|
self.header.fw.write_ushort(44) # Length of record
|
|
self.header.fw.write_string(self.name, 8) # ASCII ID
|
|
self.header.fw.pad(32)
|
|
|
|
self.write_longid(self.name)
|
|
|
|
self.write_matrix()
|
|
|
|
if self.children: # != []
|
|
self.write_push()
|
|
|
|
for child in self.children:
|
|
child.write()
|
|
|
|
self.write_pop()
|
|
|
|
class Database(Node):
|
|
def write_header(self):
|
|
if options.verbose >= 2:
|
|
print 'Writing header.'
|
|
self.fw.write_short(1) # Header opcode
|
|
self.fw.write_ushort(324) # Length of record
|
|
self.fw.write_string('db', 8) # ASCII ID
|
|
self.fw.write_int(1600) # Revision Number
|
|
self.fw.pad(44)
|
|
self.fw.write_short(1) # Unit multiplier.
|
|
self.fw.write_char(0) # Units, 0 = meters
|
|
self.fw.write_char(0) # texwhite on new faces 0 = false
|
|
self.fw.write_uint(0x80000000) # misc flags set to saving vertex normals
|
|
self.fw.pad(24)
|
|
self.fw.write_int(0) # projection type, 0 = flat earth
|
|
self.fw.pad(30)
|
|
self.fw.write_short(1) # double precision
|
|
self.fw.pad(140)
|
|
self.fw.write_int(0) # ellipsoid model, 0 = WSG 1984
|
|
self.fw.pad(52)
|
|
|
|
def write_vert_pal(self):
|
|
if options.verbose >= 2:
|
|
print 'Writing vertex palette.'
|
|
# Write record for vertex palette
|
|
self.fw.write_short(67) # Vertex palette opcode.
|
|
self.fw.write_short(8) # Length of record
|
|
self.fw.write_int(self.GRR.vertex_count() * 64 + 8) # Length of everything.
|
|
|
|
# Write records for individual vertices.
|
|
for i in xrange(self.GRR.vertex_count()):
|
|
desc = self.GRR.request_vertex_desc(i)
|
|
self.fw.write_short(70) # Vertex with color normal and uv opcode.
|
|
self.fw.write_ushort(64) # Length of record
|
|
self.fw.write_ushort(0) # Color name index
|
|
self.fw.write_short(0x2000) # Flags set to no color
|
|
self.fw.write_double(desc.x)
|
|
self.fw.write_double(desc.y)
|
|
self.fw.write_double(desc.z)
|
|
self.fw.write_float(desc.nx)
|
|
self.fw.write_float(desc.ny)
|
|
self.fw.write_float(desc.nz)
|
|
self.fw.write_float(desc.u)
|
|
self.fw.write_float(desc.v)
|
|
self.fw.pad(12)
|
|
|
|
def write_tex_pal(self):
|
|
if options.verbose >= 2:
|
|
print 'Writing texture palette.'
|
|
# Write record for texture palette
|
|
for i in xrange(self.GRR.texture_count()):
|
|
self.fw.write_short(64) # Texture palette opcode.
|
|
self.fw.write_short(216) # Length of record
|
|
self.fw.write_string(self.GRR.request_texture_filename(i), 200) # Filename
|
|
self.fw.write_int(i) # Texture index
|
|
self.fw.write_int(0) # X
|
|
self.fw.write_int(0) # Y
|
|
|
|
def write_mat_pal(self):
|
|
if options.verbose >= 2:
|
|
print 'Writing material palette.'
|
|
for i in xrange(self.GRR.material_count()):
|
|
desc = self.GRR.request_material_desc(i)
|
|
self.fw.write_short(113) # Material palette opcode.
|
|
self.fw.write_short(84) # Length of record
|
|
self.fw.write_int(i) # Material index
|
|
self.fw.write_string(desc.name, 12) # Material name
|
|
self.fw.write_uint(0x80000000) # Flags
|
|
self.fw.write_float(desc.ambient[0]) # Ambient color.
|
|
self.fw.write_float(desc.ambient[1]) # Ambient color.
|
|
self.fw.write_float(desc.ambient[2]) # Ambient color.
|
|
self.fw.write_float(desc.diffuse[0]) # Diffuse color.
|
|
self.fw.write_float(desc.diffuse[1]) # Diffuse color.
|
|
self.fw.write_float(desc.diffuse[2]) # Diffuse color.
|
|
self.fw.write_float(desc.specular[0]) # Specular color.
|
|
self.fw.write_float(desc.specular[1]) # Specular color.
|
|
self.fw.write_float(desc.specular[2]) # Specular color.
|
|
self.fw.write_float(desc.emissive[0]) # Emissive color.
|
|
self.fw.write_float(desc.emissive[1]) # Emissive color.
|
|
self.fw.write_float(desc.emissive[2]) # Emissive color.
|
|
self.fw.write_float(desc.shininess)
|
|
self.fw.write_float(desc.alpha)
|
|
self.fw.write_int(0) # Reserved
|
|
|
|
def write_col_pal(self):
|
|
if options.verbose >= 2:
|
|
print 'Writing color palette.'
|
|
self.fw.write_short(32) # Color palette opcode.
|
|
self.fw.write_short(4228) # Length of record
|
|
self.fw.pad(128)
|
|
count = self.GRR.color_count()
|
|
for i in xrange(count):
|
|
col = self.GRR.request_max_color(i)
|
|
self.fw.write_uchar(255) # alpha
|
|
self.fw.write_uchar(col[2]) # b
|
|
self.fw.write_uchar(col[1]) # g
|
|
self.fw.write_uchar(col[0]) # r
|
|
self.fw.pad(max(4096-count*4, 0))
|
|
|
|
def write(self):
|
|
self.write_header()
|
|
self.write_vert_pal()
|
|
self.write_tex_pal()
|
|
self.write_mat_pal()
|
|
self.write_col_pal()
|
|
|
|
# Wrap everything in a group if it has an object child.
|
|
if self.has_object_child:
|
|
self.header.fw.write_short(2) # Group opcode
|
|
self.header.fw.write_ushort(44) # Length of record
|
|
self.header.fw.write_string('g1', 8) # ASCII ID
|
|
self.header.fw.pad(32)
|
|
|
|
self.write_push()
|
|
|
|
for child in self.children:
|
|
child.write()
|
|
|
|
self.write_pop()
|
|
|
|
def __init__(self, scene, fw):
|
|
self.fw = fw
|
|
self.scene = scene
|
|
self.all_objects = scene.getChildren()
|
|
self.GRR = GlobalResourceRepository()
|
|
|
|
Node.__init__(self, None, self, None, self.all_objects)
|
|
|
|
def fs_callback(filename):
|
|
Blender.Window.WaitCursor(True)
|
|
|
|
if Blender.sys.exists(filename):
|
|
r = Blender.Draw.PupMenu('Overwrite ' + filename + '?%t|Yes|No')
|
|
if r != 1:
|
|
if options.verbose >= 1:
|
|
print 'Export cancelled.'
|
|
return
|
|
|
|
time1 = Blender.sys.time() # Start timing
|
|
|
|
fw = FltOut(filename)
|
|
|
|
db = Database(Blender.Scene.GetCurrent(), fw)
|
|
|
|
if options.verbose >= 1:
|
|
print 'Pass 1: Exporting from Blender.\n'
|
|
|
|
db.blender_export()
|
|
|
|
if options.verbose >= 1:
|
|
print 'Pass 2: Writing %s\n' % filename
|
|
|
|
db.write()
|
|
|
|
fw.close_file()
|
|
if options.verbose >= 1:
|
|
print 'Done in %.4f sec.\n' % (Blender.sys.time() - time1)
|
|
|
|
Blender.Window.WaitCursor(False)
|
|
|
|
if options.verbose >= 1:
|
|
print '\nOpenFlight Exporter'
|
|
print 'Version:', __version__
|
|
print 'Author: Greg MacDonald'
|
|
print __url__[2]
|
|
print
|
|
|
|
fname = Blender.sys.makename(ext=".flt")
|
|
Blender.Window.FileSelector(fs_callback, "Export OpenFlight v16.0", fname)
|