forked from bartvdbraak/blender
c16e5dad1c
- Small doc update in a script; - Fixed bug #1742: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1742&group_id=9 It was an internal error in bpython. I was using G.main->script.last to find the currently running (if any) script, but this isn't reliable, we must check each open script to find out if one of them has the SCRIPT_RUNNING bitflag set. Thanks intrr for reporting and blendix for pointing how to reproduce the bug. From my tests it should be working fine now.
473 lines
16 KiB
Python
473 lines
16 KiB
Python
#!BPY
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""" Registration info for Blender menus:
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Name: 'AC3D (.ac)...'
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Blender: 233
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Group: 'Export'
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Submenu: 'All meshes...' all
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Submenu: 'Only selected...' sel
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Submenu: 'Configure +' config
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Tip: 'Export to AC3D (.ac) format.'
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"""
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__author__ = "Willian P. Germano"
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__url__ = ("blender", "elysiun", "AC3D's homepage, http://www.ac3d.org",
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"PLib 3d gaming lib, http://plib.sf.net")
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__version__ = "2.34 09/20/04"
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__bpydoc__ = """\
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This script exports Blender meshes to AC3D's .ac file format.
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AC3D is a simple commercial 3d modeller also built with OpenGL.
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The .ac file format is an easy to parse text format well supported,
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for example, by the PLib 3d gaming library (AC3D v3.x).
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Supported:<br>
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UV-textured meshes with hierarchy (grouping) information.
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Missing:<br>
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Support for AC3D 4's crease tag (simple, will be added as option for
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the next version of this exporter).
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Known issues:<br>
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Models textured with more than one image do not work -- for the
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moment you can separate them in Blender such that each mesh only has one
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image assigned (also see notes below);<br>
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The exporter is slow for large meshes -- faster code was written for the
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TuxKart (http://tuxkart.sf.net, wiki at http://netpanzer.berlios.de/tuxkart)
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game exporter and will be integrated on a future version of this exporter.
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Notes:<br>
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There is a version of this script, by Ingo Ruhnke, that accepts meshes with
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more than one texture image assigned, check TuxKart's wiki.
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"""
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# $Id$
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#
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# --------------------------------------------------------------------------
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# AC3DExport version 2.34
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# Program versions: Blender 2.34 and AC3Db files (means version 0xb)
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# new: minor cosmetic tweaks, exporter itself didn't change
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2004: Willian P. Germano, wgermano _at_ ig.com.br
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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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# --------------------------------------------------------------------------
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import Blender
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ARG = __script__['arg'] # user selected argument
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HELPME = 0 # help window
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SKIP_DATA = 1
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MIRCOL_AS_AMB = 0
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MIRCOL_AS_EMIS = 0
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ADD_DEFAULT_MAT = 1
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# Looking for a saved key in Blender.Registry dict:
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rd = Blender.Registry.GetKey('AC3DExport')
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if rd:
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SKIP_DATA = rd['SKIP_DATA']
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MIRCOL_AS_AMB = rd['MIRCOL_AS_AMB']
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MIRCOL_AS_EMIS = rd['MIRCOL_AS_EMIS']
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ADD_DEFAULT_MAT = rd['ADD_DEFAULT_MAT']
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def update_RegistryInfo():
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d = {}
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d['SKIP_DATA'] = SKIP_DATA
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d['MIRCOL_AS_AMB'] = MIRCOL_AS_AMB
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d['MIRCOL_AS_EMIS'] = MIRCOL_AS_EMIS
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d['ADD_DEFAULT_MAT'] = ADD_DEFAULT_MAT
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Blender.Registry.SetKey('AC3DExport', d)
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# The default material to be used when necessary (see ADD_DEFAULT_MAT)
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DEFAULT_MAT = \
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'MATERIAL "DefaultWhite" rgb 1 1 1 amb 1 1 1 emis 0 0 0 spec 0.5 0.5 0.5 shi 64 trans 0'
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# This transformation aligns Blender and AC3D coordinate systems:
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acmatrix = [[1,0,0,0],[0,0,-1,0],[0,1,0,0],[0,0,0,1]]
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def Round(f):
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r = round(f,6) # precision set to 10e-06
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if r == int(r):
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return str(int(r))
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else:
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return str(r)
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def transform_verts(verts, m):
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r = []
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for v in verts:
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t = [0,0,0]
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t[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0]
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t[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1]
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t[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2]
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r.append(t)
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return r
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def matrix_mul(m, n = acmatrix):
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indices = [0,1,2,3]
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t = [[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]]
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for i in indices:
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for j in indices:
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for k in indices:
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t[i][j] += m[i][k]*n[k][j]
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return t
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# ---
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class AC3DExport:
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def __init__(self, scene, filename):
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global ARG, SKIP_DATA, ADD_DEFAULT_MAT, DEFAULT_MAT
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print 'Trying AC3DExport...'
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header = 'AC3Db'
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self.buf = ''
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self.mbuf = ''
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world_kids = 0
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self.mlist = []
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kids_dict = {}
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objlist = []
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bl_objlist2 = []
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if ARG == 'all': bl_objlist = scene.getChildren()
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elif ARG == 'sel': bl_objlist = Blender.Object.GetSelected()
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for obj in bl_objlist:
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if obj.getType() != 'Mesh' and obj.getType() != 'Empty':
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continue
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else: kids_dict[obj.name] = 0
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if obj.getParent() == None:
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objlist.append(obj.name)
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else:
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bl_objlist2.append(obj)
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bl_objlist = bl_objlist2[:]
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world_kids = len(objlist)
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while bl_objlist2:
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for obj in bl_objlist:
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obj2 = obj
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dad = obj.getParent()
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kids_dict[dad.name] += 1
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while dad.name not in objlist:
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obj2 = dad
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dad = dad.getParent()
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kids_dict[dad.name] += 1
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objlist.insert(objlist.index(dad.name)+1, obj2.name)
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bl_objlist2.remove(obj2)
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for object in objlist:
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obj = Blender.Object.Get(object)
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self.obj = obj
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if obj.getType() == 'Empty':
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self.OBJECT("group")
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self.name(obj.name)
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#self.rot(obj.rot)
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#self.loc(obj.loc)
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else:
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mesh = self.mesh = obj.getData()
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self.MATERIAL(mesh.materials)
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self.OBJECT("poly")
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self.name(obj.name)
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if not SKIP_DATA: self.data(mesh.name)
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self.texture(mesh.faces)
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self.numvert(mesh.verts, obj.getMatrix())
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self.numsurf(mesh.faces, mesh.hasFaceUV())
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self.kids(kids_dict[object])
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if not self.mbuf or ADD_DEFAULT_MAT:
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self.mbuf = DEFAULT_MAT + '\n' + self.mbuf
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print "\nNo materials: a default (white) has been assigned.\n"
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self.mbuf = self.mbuf + "%s\n%s %s\n" \
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% ('OBJECT world', 'kids', world_kids)
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buf = "%s\n%s%s" % (header, self.mbuf, self.buf)
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if filename.find('.ac', -3) <= 0: filename += '.ac'
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try:
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file = open(filename, 'w')
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except IOError, (errno, strerror):
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errmsg = "IOError #%s" % errno
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errmsg = errmsg + "%t|" + strerror
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Blender.Draw.PupMenu(errmsg)
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return None
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file.write(buf)
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file.close()
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print "Done. Saved to %s\n" % filename
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def MATERIAL(self, mat):
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if mat == [None]:
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print "Notice -- object %s has no material linked to it:" % self.name
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print "\tThe first entry in the .ac file will be used."
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return
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mbuf = ''
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mlist = self.mlist
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for m in xrange(len(mat)):
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name = mat[m].name
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try:
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mlist.index(name)
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except ValueError:
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mlist.append(name)
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M = Blender.Material.Get(name)
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material = 'MATERIAL "%s"' % name
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mirCol = "%s %s %s" % (Round(M.mirCol[0]),
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Round(M.mirCol[1]), Round(M.mirCol[2]))
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rgb = "rgb %s %s %s" % (Round(M.R), Round(M.G), Round(M.B))
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amb = "amb %s %s %s" % (Round(M.amb), Round(M.amb), Round(M.amb))
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if MIRCOL_AS_AMB:
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amb = "amb %s" % mirCol
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emis = "emis 0 0 0"
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if MIRCOL_AS_EMIS:
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emis = "emis %s" % mirCol
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spec = "spec %s %s %s" % (Round(M.specCol[0]),
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Round(M.specCol[1]), Round(M.specCol[2]))
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shi = "shi 72"
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trans = "trans %s" % (Round(1 - M.alpha))
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mbuf = mbuf + "%s %s %s %s %s %s %s\n" \
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% (material, rgb, amb, emis, spec, shi, trans)
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self.mlist = mlist
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self.mbuf = self.mbuf + mbuf
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def OBJECT(self, type):
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self.buf = self.buf + "OBJECT %s\n" % type
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def name(self, name):
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self.buf = self.buf + 'name "%s"\n' % name
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def data(self, name):
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self.buf = self.buf + 'data %s\n%s\n' % (len(name), name)
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def texture(self, faces):
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tex = []
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for f in faces:
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if f.image and f.image.name not in tex:
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tex.append(f.image.name)
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if tex:
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if len(tex) > 1:
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print "\nAC3Db format supports only one texture per object."
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print "Object %s -- using only the first one: %s\n" % (self.obj.name, tex[0])
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image = Blender.Image.Get(tex[0])
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buf = 'texture "%s"\n' % image.filename
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xrep = image.xrep
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yrep = image.yrep
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buf += 'texrep %s %s\n' % (xrep, yrep)
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self.buf = self.buf + buf
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def rot(self, matrix):
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rot = ''
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not_I = 0
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for i in [0, 1, 2]:
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r = map(Round, matrix[i])
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not_I += (r[0] != '0.0')+(r[1] != '0.0')+(r[2] != '0.0')
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not_I -= (r[i] == '1.0')
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for j in [0, 1, 2]:
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rot = "%s %s" % (rot, r[j])
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if not_I:
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rot = rot.strip()
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buf = 'rot %s\n' % rot
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self.buf = self.buf + buf
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def loc(self, loc):
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loc = map(Round, loc)
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if loc[0] or loc[1] or loc[2]:
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buf = 'loc %s %s %s\n' % (loc[0], loc[1], loc[2])
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self.buf = self.buf + buf
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def numvert(self, verts, matrix):
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buf = "numvert %s\n" % len(verts)
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m = matrix_mul(matrix)
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verts = transform_verts(verts, m)
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for v in verts:
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v = map(Round, v)
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buf = buf + "%s %s %s\n" % (v[0], v[1], v[2])
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self.buf = self.buf + buf
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def numsurf(self, faces, hasFaceUV):
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global ADD_DEFAULT_MAT
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buf = "numsurf %s\n" % len(faces)
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mlist = self.mlist
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indexerror = 0
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omlist = {}
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objmats = self.mesh.materials
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for i in range(len(objmats)):
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objmats[i] = objmats[i].name
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for f in faces:
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m_idx = f.materialIndex
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try:
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m_idx = mlist.index(objmats[m_idx])
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except IndexError:
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if not indexerror:
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print "\nNotice: object " + self.obj.name + \
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" has at least one material *index* assigned"
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print "\tbut not defined (not linked to an existing material)."
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print "\tThis can cause some of its faces to be exported with a wrong color."
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print "\tYou can fix the problem in the Blender Edit Buttons Window (F9).\n"
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indexerror = 1
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m_idx = 0
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refs = len(f)
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flaglow = (refs == 2) << 1
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two_side = f.mode & Blender.NMesh.FaceModes['TWOSIDE']
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two_side = (two_side > 0) << 1
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flaghigh = f.smooth | two_side
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buf = buf + "SURF 0x%d%d\n" % (flaghigh, flaglow)
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if ADD_DEFAULT_MAT and objmats: m_idx += 1
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buf = buf + "mat %s\n" % m_idx
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buf = buf + "refs %s\n" % refs
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u, v, vi = 0, 0, 0
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for vert in f.v:
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vindex = self.mesh.verts.index(vert)
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if hasFaceUV:
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u = f.uv[vi][0]
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v = f.uv[vi][1]
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vi += 1
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buf = buf + "%s %s %s\n" % (vindex, u, v)
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self.buf = self.buf + buf
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def kids(self, kids = 0):
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self.buf = self.buf + "kids %s\n" % kids
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# End of Class AC3DExport
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from Blender import Draw, BGL
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def gui():
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global SKIP_DATA, MIRCOL_AS_AMB, MIRCOL_AS_EMIS, ADD_DEFAULT_MAT, HELPME
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global HELPME
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if HELPME:
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BGL.glClearColor(0.6,0.6,0.9,1)
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BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
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BGL.glColor3f(1,1,1)
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BGL.glRasterPos2i(18, 150)
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Draw.Text("AC3D is a simple, affordable commercial 3d modeller that can "
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"be found at www.ac3d.org .")
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BGL.glRasterPos2i(18, 130)
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Draw.Text("It uses a nice text file format (extension .ac) which supports "
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"uv-textured meshes")
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BGL.glRasterPos2i(18, 110)
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Draw.Text("with parenting (grouping) information.")
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BGL.glRasterPos2i(18, 90)
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Draw.Text("Notes: AC3D has a 'data' token that assigns a string to each "
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"mesh, useful for games,")
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BGL.glRasterPos2i(55, 70)
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Draw.Text("for example. You can use Blender's mesh 'ME:' field for that.")
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BGL.glRasterPos2i(55, 50)
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Draw.Text("The .ac format is well supported by the PLib 3d gaming library.")
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Draw.Button("Ok", 21, 285, 10, 45, 20,
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"Click to return to previous screen.")
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else:
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BGL.glClearColor(0,0,1,1)
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BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
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BGL.glColor3f(1,1,1)
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BGL.glRasterPos2i(20, 150)
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Draw.Text("AC3D Exporter")
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Draw.Toggle("Default mat", 1, 15, 100, 90, 20, ADD_DEFAULT_MAT,
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"Objects without materials assigned get a default (white) one"
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" automatically.")
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Draw.Toggle("Skip data", 2, 15, 80, 90, 20, SKIP_DATA,
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"Don't export mesh names as 'data' info.")
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Draw.Toggle("Mir2Amb", 3, 15, 50, 90, 20, MIRCOL_AS_AMB,
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"Get AC3D's ambient RGB color for each object from its mirror color "
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"in Blender.")
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Draw.Toggle("Mir2Emis", 4, 15, 30, 90, 20, MIRCOL_AS_EMIS,
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"Get AC3D's emissive RGB color for each object from its mirror color "
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"in Blender.")
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Draw.Button("Export All...", 10, 140, 80, 110, 30,
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"Export all meshes to an AC3D file.")
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Draw.Button("Export Selected...", 11, 140, 40, 110, 30,
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"Export selected meshes to an AC3D file.")
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Draw.Button("HELP", 20, 285, 80, 100, 40, "Click for additional info.")
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Draw.Button("EXIT", 22, 285, 30, 100, 40, "Click to leave.")
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def event(evt, val):
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global HELPME
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if not val: return
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if HELPME:
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if evt == Draw.ESCKEY:
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HELPME = 0
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Draw.Register(gui, event, b_event)
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return
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else: return
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if evt == Draw.ESCKEY:
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update_RegistryInfo()
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Draw.Exit()
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return
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else: return
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Draw.Register(gui, event, b_event)
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def b_event(evt):
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global ARG, SKIP_DATA, MIRCOL_AS_AMB, MIRCOL_AS_EMIS, ADD_DEFAULT_MAT
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global HELPME
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if evt == 1:
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ADD_DEFAULT_MAT = 1 - ADD_DEFAULT_MAT
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Draw.Redraw(1)
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elif evt == 2:
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SKIP_DATA = 1 - SKIP_DATA
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Draw.Redraw(1)
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elif evt == 3:
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MIRCOL_AS_AMB = 1 - MIRCOL_AS_AMB
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Draw.Redraw(1)
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elif evt == 4:
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MIRCOL_AS_EMIS = 1 - MIRCOL_AS_EMIS
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Draw.Redraw(1)
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elif evt == 10:
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ARG = 'all'
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fname = Blender.sys.makename(ext=".ac")
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Blender.Window.FileSelector(fs_callback, "Export AC3D", fname)
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elif evt == 11:
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ARG = 'sel'
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fname = Blender.sys.makename(ext=".ac")
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Blender.Window.FileSelector(fs_callback, "Export AC3D", fname)
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elif evt == 20:
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HELPME = 1 - HELPME
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Draw.Redraw(1)
|
|
elif evt == 21: # leave Help screen
|
|
HELPME = 0
|
|
Draw.Register(gui, event, b_event)
|
|
elif evt == 22:
|
|
update_RegistryInfo()
|
|
Draw.Exit()
|
|
else:
|
|
Draw.Register(gui, event, b_event)
|
|
|
|
def fs_callback(filename):
|
|
scene = Blender.Scene.GetCurrent()
|
|
test = AC3DExport(scene, filename)
|
|
|
|
if __script__['arg'] == 'config':
|
|
Draw.Register(gui, event, b_event)
|
|
else:
|
|
fname = Blender.sys.makename(ext=".ac")
|
|
Blender.Window.FileSelector(fs_callback, "Export AC3D", fname)
|