forked from bartvdbraak/blender
ad579abf00
Final (?) updates for 2.40 :) : - Bob Holcomb sent a better version of his 3ds importer - Added doc info to bvh2arm: links to doc and mocap tute from author Jean-Baptiste Perin - Alessandro Pirovano improved the Lightwave importer. - Mikael Lagre updated the collada scripts (fixed a bug with camera lens value) - Adam Saltsman improved the wings importer (ongoing work with his pal Toastie). - Anthony D'Agostino GPL'd his scripts (used Blender's BAL license previously) Thanks to all script authors for their work, interest and kindness. Again, Tom (LetterRip) has played an important part in this, thanks and welcome :).
325 lines
11 KiB
Python
325 lines
11 KiB
Python
#!BPY
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"""
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Name: 'TrueSpace (.cob)...'
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Blender: 232
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Group: 'Export'
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Tooltip: 'Export selected meshes to TrueSpace File Format (.cob)'
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"""
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__author__ = "Anthony D'Agostino (Scorpius)"
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__url__ = ("blender", "elysiun",
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"Author's homepage, http://www.redrival.com/scorpius")
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__version__ = "Part of IOSuite 0.5"
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__bpydoc__ = """\
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This script exports meshes to TrueSpace file format.
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TrueSpace is a commercial modeling and rendering application. The .cob
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file format is composed of 'chunks,' is well defined, and easy to read and
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write. It's very similar to LightWave's lwo format.
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Usage:<br>
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Select meshes to be exported and run this script from "File->Export" menu.
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Supported:<br>
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Vertex colors will be exported, if they are present.
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Known issues:<br>
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Before exporting to .cob format, the mesh must have real-time UV
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coordinates. Press the FKEY to assign them.
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Notes:<br>
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There are a few differences between how Blender & TrueSpace represent
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their objects' transformation matrices. Blender simply uses a 4x4 matrix,
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and trueSpace splits it into the following two fields.
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For the 'Local Axes' values: The x, y, and z-axis represent a simple
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rotation matrix. This is equivalent to Blender's object matrix before
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it was combined with the object's scaling matrix. Dividing each value by
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the appropriate scaling factor (and transposing at the same time)
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produces the original rotation matrix.
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For the 'Current Position' values: This is equivalent to Blender's
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object matrix except that the last row is omitted and the xyz location
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is used in the last column. Binary format uses a 4x3 matrix, ascii
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format uses a 4x4 matrix.
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For Cameras: The matrix here gets a little confusing, and I'm not sure of
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how to handle it.
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"""
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# $Id$
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#
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# +---------------------------------------------------------+
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# | Copyright (c) 2001 Anthony D'Agostino |
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# | http://www.redrival.com/scorpius |
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# | scorpius@netzero.com |
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# | June 12, 2001 |
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# | Read and write Caligari trueSpace File Format (*.cob) |
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# +---------------------------------------------------------+
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# ***** BEGIN GPL LICENSE BLOCK *****
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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 Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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import Blender, meshtools
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import struct, os, cStringIO, time
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# ==============================
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# === Write trueSpace Format ===
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# ==============================
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def write(filename):
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start = time.clock()
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file = open(filename, "wb")
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objects = Blender.Object.GetSelected()
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write_header(file)
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G,P,V,U,M = 1000,2000,3000,4000,5000
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for object in objects:
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objname = object.name
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meshname = object.data.name
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mesh = Blender.NMesh.GetRaw(meshname)
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obj = Blender.Object.Get(objname)
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if not mesh: continue
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grou = generate_grou('Group ' + `objects.index(object)+1`)
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polh = generate_polh(objname, obj, mesh)
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if meshtools.has_vertex_colors(mesh): vcol = generate_vcol(mesh)
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unit = generate_unit()
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mat1 = generate_mat1(mesh)
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if objects.index(object) == 0: X = 0
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write_chunk(file, "Grou", 0, 1, G, X, grou)
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write_chunk(file, "PolH", 0, 4, P, G, polh)
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if meshtools.has_vertex_colors(mesh) and vcol:
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write_chunk(file, "VCol", 1, 0, V, P, vcol)
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write_chunk(file, "Unit", 0, 1, U, P, unit)
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write_chunk(file, "Mat1", 0, 5, M, P, mat1)
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X = G
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G,P,V,U,M = map(lambda x: x+1, [G,P,V,U,M])
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write_chunk(file, "END ", 1, 0, 0, 0, '') # End Of File Chunk
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Blender.Window.DrawProgressBar(1.0, '') # clear progressbar
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file.close()
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end = time.clock()
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seconds = " in %.2f %s" % (end-start, "seconds")
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message = "Successfully exported " + os.path.basename(filename) + seconds
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meshtools.print_boxed(message)
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# =============================
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# === Write COB File Header ===
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# =============================
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def write_header(file):
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file.write("Caligari V00.01BLH"+" "*13+"\n")
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# ===================
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# === Write Chunk ===
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# ===================
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def write_chunk(file, name, major, minor, chunk_id, parent_id, data):
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file.write(name)
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file.write(struct.pack("<2h", major, minor))
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file.write(struct.pack("<2l", chunk_id, parent_id))
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file.write(struct.pack("<1l", len(data)))
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file.write(data)
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# ============================================
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# === Generate PolH (Polygonal Data) Chunk ===
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# ============================================
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def generate_polh(objname, obj, mesh):
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data = cStringIO.StringIO()
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write_ObjectName(data, objname)
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write_LocalAxes(data, obj)
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write_CurrentPosition(data, obj)
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write_VertexList(data, mesh)
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uvcoords = write_UVCoordsList(data, mesh)
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write_FaceList(data, mesh, uvcoords)
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return data.getvalue()
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# === Write Object Name ===
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def write_ObjectName(data, objname):
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data.write(struct.pack("<h", 0)) # dupecount
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data.write(struct.pack("<h", len(objname)))
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data.write(objname)
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# === Write Local Axes ===
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def write_LocalAxes(data, obj):
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data.write(struct.pack("<fff", obj.mat[3][0], obj.mat[3][1], obj.mat[3][2]))
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data.write(struct.pack("<fff", obj.mat[0][0]/obj.SizeX, obj.mat[1][0]/obj.SizeX, obj.mat[2][0]/obj.SizeX))
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data.write(struct.pack("<fff", obj.mat[0][1]/obj.SizeY, obj.mat[1][1]/obj.SizeY, obj.mat[2][1]/obj.SizeY))
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data.write(struct.pack("<fff", obj.mat[0][2]/obj.SizeZ, obj.mat[1][2]/obj.SizeZ, obj.mat[2][2]/obj.SizeZ))
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# === Write Current Position ===
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def write_CurrentPosition(data, obj):
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data.write(struct.pack("<ffff", obj.mat[0][0], obj.mat[0][1], obj.mat[0][2], obj.mat[3][0]))
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data.write(struct.pack("<ffff", obj.mat[1][0], obj.mat[1][1], obj.mat[1][2], obj.mat[3][1]))
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data.write(struct.pack("<ffff", obj.mat[2][0], obj.mat[2][1], obj.mat[2][2], obj.mat[3][2]))
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# === Write Vertex List ===
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def write_VertexList(data, mesh):
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data.write(struct.pack("<l", len(mesh.verts)))
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for i in range(len(mesh.verts)):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
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x, y, z = mesh.verts[i].co
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data.write(struct.pack("<fff", -y, x, z))
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# === Write UV Vertex List ===
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def write_UVCoordsList(data, mesh):
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if not mesh.hasFaceUV():
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data.write(struct.pack("<l", 1))
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data.write(struct.pack("<2f", 0,0))
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return {(0,0): 0}
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# === Default UV Coords (one image per face) ===
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# data.write(struct.pack("<l", 4))
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# data.write(struct.pack("<8f", 0,0, 0,1, 1,1, 1,0))
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# return {(0,0): 0, (0,1): 1, (1,1): 2, (1,0): 3}
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# === Default UV Coords (one image per face) ===
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# === collect, remove duplicates, add indices, and write the uv list ===
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uvdata = cStringIO.StringIO()
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uvcoords = {}
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uvidx = 0
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for i in range(len(mesh.faces)):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coords")
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numfaceverts = len(mesh.faces[i].v)
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for j in range(numfaceverts-1, -1, -1): # Reverse order
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u,v = mesh.faces[i].uv[j]
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if not uvcoords.has_key((u,v)):
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uvcoords[(u,v)] = uvidx
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uvidx += 1
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uvdata.write(struct.pack("<ff", u,v))
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uvdata = uvdata.getvalue()
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numuvcoords = len(uvdata)/8
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data.write(struct.pack("<l", numuvcoords))
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data.write(uvdata)
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#print "Number of uvcoords:", numuvcoords, '=', len(uvcoords)
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return uvcoords
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# === Write Face List ===
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def write_FaceList(data, mesh, uvcoords):
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data.write(struct.pack("<l", len(mesh.faces)))
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for i in range(len(mesh.faces)):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
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numfaceverts = len(mesh.faces[i].v)
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data.write(struct.pack("<B", 0x10)) # Cull Back Faces Flag
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data.write(struct.pack("<h", numfaceverts))
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data.write(struct.pack("<h", 0)) # Material Index
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for j in range(numfaceverts-1, -1, -1): # Reverse order
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index = mesh.faces[i].v[j].index
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if mesh.hasFaceUV():
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uv = mesh.faces[i].uv[j]
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uvidx = uvcoords[uv]
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else:
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uvidx = 0
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data.write(struct.pack("<ll", index, uvidx))
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# ===========================================
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# === Generate VCol (Vertex Colors) Chunk ===
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# ===========================================
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def generate_vcol(mesh):
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data = cStringIO.StringIO()
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data.write(struct.pack("<l", len(mesh.faces)))
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uniquecolors = {}
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unique_alpha = {}
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for i in range(len(mesh.faces)):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Vertex Colors")
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numfaceverts = len(mesh.faces[i].v)
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data.write(struct.pack("<ll", i, numfaceverts))
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for j in range(numfaceverts-1, -1, -1): # Reverse order
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r = mesh.faces[i].col[j].r
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g = mesh.faces[i].col[j].g
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b = mesh.faces[i].col[j].b
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a = 100 # 100 is opaque in ts
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uniquecolors[(r,g,b)] = None
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unique_alpha[mesh.faces[i].col[j].a] = None
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data.write(struct.pack("<BBBB", r,g,b,a))
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#print "uniquecolors:", uniquecolors.keys()
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#print "unique_alpha:", unique_alpha.keys()
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if len(uniquecolors) == 1:
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return None
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else:
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return data.getvalue()
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# ==================================
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# === Generate Unit (Size) Chunk ===
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# ==================================
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def generate_unit():
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data = cStringIO.StringIO()
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data.write(struct.pack("<h", 2))
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return data.getvalue()
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# ======================================
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# === Generate Mat1 (Material) Chunk ===
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# ======================================
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def generate_mat1(mesh):
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data = cStringIO.StringIO()
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data.write(struct.pack("<h", 0))
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data.write(struct.pack("<ccB", "p", "a", 0))
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data.write(struct.pack("<fff", 1.0, 1.0, 1.0)) # rgb (0.0 - 1.0)
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data.write(struct.pack("<fffff", 1, 1, 0, 0, 1))
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if mesh.hasFaceUV():
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tex_mapname = r"c:\image\maps\one-dot.tga"
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data.write("t:")
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data.write(struct.pack("<B", 0x00))
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data.write(struct.pack("<h", len(tex_mapname)))
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data.write(tex_mapname)
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data.write(struct.pack("<4f", 0,0, 1,1))
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return data.getvalue()
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# ============================
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# === Generate Group Chunk ===
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# ============================
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def generate_grou(name):
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data = cStringIO.StringIO()
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write_ObjectName(data, name)
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data.write(struct.pack("<12f", 0,0,0, 1,0,0, 0,1,0, 0,0,1))
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data.write(struct.pack("<12f", 1,0,0,0, 0,1,0,0, 0,0,1,0))
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return data.getvalue()
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def fs_callback(filename):
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if filename.find('.cob', -4) <= 0: filename += '.cob'
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write(filename)
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Blender.Window.FileSelector(fs_callback, "Export COB")
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# === Matrix Differences between Blender & trueSpace ===
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#
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# For the 'Local Axes' values:
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# The x, y, and z-axis represent a simple rotation matrix.
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# This is equivalent to Blender's object matrix before it was
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# combined with the object's scaling matrix. Dividing each value
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# by the appropriate scaling factor (and transposing at the same
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# time) produces the original rotation matrix.
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#
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# For the 'Current Position' values:
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# This is equivalent to Blender's object matrix except that the
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# last row is omitted and the xyz location is used in the last
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# column. Binary format uses a 4x3 matrix, ascii format uses a 4x4
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# matrix.
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#
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# For Cameras: The matrix is a little confusing.
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