blender/release/scripts/obj_export.py
Willian Padovani Germano 452c8cf838 Done.
Scripts:
- Jean-Michel Soler probably lost some hours of sleep since Sunday,
  but he managed to send me the updated path import scripts a few
  hours ago.  My tests with Inkscape .svg and .ps and Gimp worked fine.
  He also tested a lot and sent me info about what is already
  supported.  I'll send Ton a doc about bundled scripts including this
  info.  Importers: .ai, .svg, .eps/.ps, Gimp 1-1.2.5 / 2.0.

- Jean-Michel also contributed his Texture Baker script.

- Campbell Barton contributed two new scripts: a mesh cleaner and a
  vloop skinning / lofting script.  He also sent updates to his obj
  import / export ones.

- A Vanpoucke (xand) contributed his Axis Orientation Copy script.

And that makes 8 last minute additions.  Thanks a lot to the authors
and special thanks to JMS and Campbell for their hard work : ).

BPython:

- tiny addition (I'm forced to call it a showstopper bug ;) so JMS's
path import scripts (that actually convert to obj and make Blender
load the .obj curves) can use Blender.Load() and not rename G.sce,
the default filename.  Blender.Load(filename, 1) doesn't update G.sce.
Nothing should break because of this, Load(filename) still works fine.

- Made Blender complain again if script is for a newer Blender version than the one running it.
2004-08-04 06:16:46 +00:00

213 lines
7.2 KiB
Python

#!BPY
"""
Name: 'Wavefront (.obj)...'
Blender: 232
Group: 'Export'
Tooltip: 'Save a Wavefront OBJ File'
"""
# --------------------------------------------------------------------------
# OBJ Export v0.9 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
#==================================================#
# New name based on old with a different extension #
#==================================================#
def newFName(ext):
return Get('filename')[: -len(Get('filename').split('.', -1)[-1]) ] + ext
#===============================================#
# Strips the slashes from the front of a string #
#===============================================#
def stripPath(path):
for CH in range(len(path), 0, -1):
if path[CH-1] == "/" or path[CH-1] == "\\":
path = path[CH:]
break
return path
#==================#
# Apply Transform #
#==================#
def apply_transform(vert, matrix):
vertCopy = Mathutils.CopyVec(vert)
vertCopy.resize4D()
return Mathutils.VecMultMat(vertCopy, matrix)
#====================================================#
# Return a 6 deciaml point floating point value #
# as a string that dosent have any python chars #
#====================================================#
def saneFloat(float):
#return '%(float)b' % vars() # 6 fp as house.hqx
return str('%f' % float) + ' '
from Blender import *
NULL_MAT = '(null)'
NULL_IMG = '(null)'
def save_mtl(filename):
file = open(filename, "w")
for mat in Material.Get():
file.write('newmtl ' + mat.getName() + '\n') # Define a new material
file.write('Ns ' + saneFloat((mat.getHardness()-1) * 1.9607843137254901 ) + '\n') # Hardness, convert blenders 1-511 to MTL's
col = mat.getRGBCol()
file.write('Kd ' + saneFloat(col[0]) + saneFloat(col[1]) + saneFloat(col[2]) +'\n') # Diffuse
col = mat.getMirCol()
file.write('Ka ' + saneFloat(col[0]) + saneFloat(col[1]) + saneFloat(col[2]) + '\n') # Ambient, uses mirror colour,
col = mat.getSpecCol()
file.write('Ks ' + saneFloat(col[0]) + saneFloat(col[1]) + saneFloat(col[2]) +'\n') # Specular
file.write('d ' + saneFloat(mat.getAlpha()) +'\n') # Alpha (dissolve)
# illum, 0 to disable lightng, 2 is normal.
file.write('illum ')
if mat.getMode() & Material.Modes['SHADELESS']:
file.write('0\n') # ignore lighting
else:
file.write('2\n') # light normaly
# End OF Mat
file.write('\n') # new line
file.close()
def save_obj(filename):
# First output all material
mtlfilename = filename[:-4] + '.mtl'
save_mtl(mtlfilename)
file = open(filename, "w")
# Write Header
file.write('# Blender OBJ File: ' + Get('filename') + ' \n')
file.write('# www.blender.org\n')
# Tell the obj file what file to use.
file.write('mtllib ' + stripPath(mtlfilename) + ' \n')
# Initialize totals, these are updated each object
totverts = totuvco = 0
# Get all meshs
for ob in Object.Get():
if ob.getType() == 'Mesh':
m = ob.getData()
if len(m.verts) > 0: # Make sure there is somthing to write.
# Set the default mat
currentMatName = NULL_MAT
currentImgName = NULL_IMG
file.write('o ' + ob.getName() + '_' + m.name + '\n') # Write Object name
# Works 100% Yay
matrix = ob.getMatrix('worldspace')
# Vert
for v in m.verts:
# Transform the vert
vTx = apply_transform(v.co, matrix)
file.write('v ')
file.write(saneFloat(vTx[0]))
file.write(saneFloat(vTx[1]))
file.write(saneFloat(vTx[2]) + '\n')
# UV
for f in m.faces:
if len(f.v) > 2:
for uvIdx in range(len(f.v)):
file.write('vt ')
if f.uv:
file.write(saneFloat(f.uv[uvIdx][0]))
file.write(saneFloat(f.uv[uvIdx][1]))
else:
file.write('0.0 ')
file.write('0.0 ')
file.write('0.0' + '\n')
# NORMAL
for f1 in m.faces:
if len(f1.v) > 2:
for v in f1.v:
# Transform the normal
noTx = apply_transform(v.no, matrix)
noTx.normalize()
file.write('vn ')
file.write(saneFloat(noTx[0]))
file.write(saneFloat(noTx[1]))
file.write(saneFloat(noTx[2]) + '\n')
uvIdx = 0
for f in m.faces:
if len(f.v) > 2:
# Check material and change if needed.
if len(m.materials) > f.mat:
if currentMatName != m.materials[f.mat].getName():
currentMatName = m.materials[f.mat].getName()
file.write('usemtl ' + currentMatName + '\n')
elif currentMatName != NULL_MAT:
currentMatName = NULL_MAT
file.write('usemtl ' + currentMatName + '\n')
# UV IMAGE
# If the face uses a different image from the one last set then add a usemap line.
if f.image:
if f.image.filename != currentImgName:
currentImgName = f.image.filename
file.write( 'usemat ' + stripPath(currentImgName) +'\n') # Set a new image for all following faces
elif currentImgName != NULL_IMG: # Not using an image so set to NULL_IMG
currentImgName = NULL_IMG
file.write( 'usemat ' + stripPath(currentImgName) +'\n') # Set a new image for all following faces
file.write('f ')
for v in f.v:
file.write( str(m.verts.index(v) + totverts +1) + '/') # Vert IDX
file.write( str(uvIdx + totuvco +1) + '/') # UV IDX
file.write( str(uvIdx + totuvco +1) + ' ') # NORMAL IDX
uvIdx+=1
file.write('\n')
# Make the indicies global rather then per mesh
totverts += len(m.verts)
totuvco += uvIdx
file.close()
Window.FileSelector(save_obj, 'Export Wavefront OBJ', newFName('obj'))