blender/release/scripts/lightwave_export.py
Willian Padovani Germano 62147bba30 Scripts (making some changes to the scripts dir):
- moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it;
- created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files);
- updated scripts accordingly.

This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere.  Otherwise some scripts won't work.  You can use the updated "Help->System->System Information" script here to check all is fine.  An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts.

BPython:
- slikdigit's crash was because he had no <home or blender exe location>/.blender/:
  proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts.  All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux).
- slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too.
- moved bpy_gethome() to EXPP_interface.[ch]
- "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00

563 lines
19 KiB
Python

#!BPY
"""
Name: 'LightWave (.lwo)...'
Blender: 232
Group: 'Export'
Tooltip: 'Export selected meshes to LightWave File Format (.lwo)'
"""
__author__ = "Anthony D'Agostino (Scorpius)"
__url__ = ("blender", "elysiun",
"Author's homepage, http://www.redrival.com/scorpius")
__version__ = "Part of IOSuite 0.5"
__bpydoc__ = """\
This script exports meshes to LightWave file format.
LightWave is a full-featured commercial modeling and rendering
application. The lwo file format is composed of 'chunks,' is well
defined, and easy to read and write. It is similar in structure to the
trueSpace cob format.
Usage:<br>
Select meshes to be exported and run this script from "File->Export" menu.
Supported:<br>
UV Coordinates, Meshes, Materials, Material Indices, Specular
Highlights, and Vertex Colors. For added functionality, each object is
placed on its own layer.
Missing:<br>
Not too much, I hope! :).
Known issues:<br>
Empty objects crash has been fixed.
Notes:<br>
For compatibility reasons, it also reads lwo files in the old LW
v5.5 format.
"""
# $Id$
#
# +---------------------------------------------------------+
# | Copyright (c) 2002 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
# | scorpius@netzero.com |
# | April 21, 2002 |
# | Released under the Blender Artistic Licence (BAL) |
# | Import Export Suite v0.5 |
# +---------------------------------------------------------+
# | Read and write LightWave Object File Format (*.lwo) |
# +---------------------------------------------------------+
import Blender, meshtools
import struct, chunk, os, cStringIO, time, operator
# ==============================
# === Write LightWave Format ===
# ==============================
def write(filename):
start = time.clock()
file = open(filename, "wb")
objects = Blender.Object.GetSelected()
objects.sort(lambda a,b: cmp(a.name, b.name))
if not objects:
meshtools.print_boxed("No mesh objects are selected.")
return
if len(objects) > 20 and meshtools.show_progress:
meshtools.show_progress = 0
text = generate_text()
desc = generate_desc()
icon = "" #generate_icon()
material_names = get_used_material_names(objects)
tags = generate_tags(material_names)
surfs = generate_surfs(material_names)
chunks = [text, desc, icon, tags]
meshdata = cStringIO.StringIO()
layer_index = 0
for object in objects:
objname = object.name
meshname = object.data.name
mesh = Blender.NMesh.GetRaw(meshname)
#mesh = Blender.NMesh.GetRawFromObject(meshname) # for SubSurf
obj = Blender.Object.Get(objname)
if not mesh: continue
layr = generate_layr(objname, layer_index)
pnts = generate_pnts(mesh, obj.matrix)
bbox = generate_bbox(mesh)
pols = generate_pols(mesh)
ptag = generate_ptag(mesh, material_names)
if mesh.hasFaceUV():
vmad_uv = generate_vmad_uv(mesh) # per face
if meshtools.has_vertex_colors(mesh):
if meshtools.average_vcols:
vmap_vc = generate_vmap_vc(mesh) # per vert
else:
vmad_vc = generate_vmad_vc(mesh) # per face
write_chunk(meshdata, "LAYR", layr); chunks.append(layr)
write_chunk(meshdata, "PNTS", pnts); chunks.append(pnts)
write_chunk(meshdata, "BBOX", bbox); chunks.append(bbox)
write_chunk(meshdata, "POLS", pols); chunks.append(pols)
write_chunk(meshdata, "PTAG", ptag); chunks.append(ptag)
if mesh.hasFaceUV():
write_chunk(meshdata, "VMAD", vmad_uv)
chunks.append(vmad_uv)
if meshtools.has_vertex_colors(mesh):
if meshtools.average_vcols:
write_chunk(meshdata, "VMAP", vmap_vc)
chunks.append(vmap_vc)
else:
write_chunk(meshdata, "VMAD", vmad_vc)
chunks.append(vmad_vc)
layer_index += 1
for surf in surfs:
chunks.append(surf)
write_header(file, chunks)
write_chunk(file, "ICON", icon)
write_chunk(file, "TEXT", text)
write_chunk(file, "DESC", desc)
write_chunk(file, "TAGS", tags)
file.write(meshdata.getvalue()); meshdata.close()
for surf in surfs:
write_chunk(file, "SURF", surf)
Blender.Window.DrawProgressBar(1.0, "") # clear progressbar
file.close()
print '\a\r',
end = time.clock()
seconds = " in %.2f %s" % (end-start, "seconds")
message = "Successfully exported " + os.path.basename(filename) + seconds
meshtools.print_boxed(message)
# =======================================
# === Generate Null-Terminated String ===
# =======================================
def generate_nstring(string):
if len(string)%2 == 0: # even
string += "\0\0"
else: # odd
string += "\0"
return string
# ===============================
# === Get Used Material Names ===
# ===============================
def get_used_material_names(objects):
matnames = {}
for object in objects:
objname = object.name
meshname = object.data.name
mesh = Blender.NMesh.GetRaw(meshname)
if not mesh: continue
if (not mesh.materials) and (meshtools.has_vertex_colors(mesh)):
# vcols only
if meshtools.average_vcols:
matnames["\251 Per-Vert Vertex Colors"] = None
else:
matnames["\251 Per-Face Vertex Colors"] = None
elif (mesh.materials) and (not meshtools.has_vertex_colors(mesh)):
# materials only
for material in mesh.materials:
matnames[material.name] = None
elif (not mesh.materials) and (not meshtools.has_vertex_colors(mesh)):
# neither
matnames["\251 Blender Default"] = None
else:
# both
for material in mesh.materials:
matnames[material.name] = None
return matnames
# =========================================
# === Generate Tag Strings (TAGS Chunk) ===
# =========================================
def generate_tags(material_names):
material_names = map(generate_nstring, material_names.keys())
tags_data = reduce(operator.add, material_names)
return tags_data
# ========================
# === Generate Surface ===
# ========================
def generate_surface(name, mesh):
if name.find("\251 Per-") == 0:
return generate_vcol_surf(mesh)
elif name == "\251 Blender Default":
return generate_default_surf()
else:
return generate_surf(name)
# ======================
# === Generate Surfs ===
# ======================
def generate_surfs(material_names):
keys = material_names.keys()
values = material_names.values()
surfaces = map(generate_surface, keys, values)
return surfaces
# ===================================
# === Generate Layer (LAYR Chunk) ===
# ===================================
def generate_layr(name, idx):
data = cStringIO.StringIO()
data.write(struct.pack(">h", idx)) # layer number
data.write(struct.pack(">h", 0)) # flags
data.write(struct.pack(">fff", 0, 0, 0)) # pivot
data.write(generate_nstring(name)) # name
return data.getvalue()
# ===================================
# === Generate Verts (PNTS Chunk) ===
# ===================================
def generate_pnts(mesh, matrix):
data = cStringIO.StringIO()
for i in range(len(mesh.verts)):
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
x, y, z = meshtools.apply_transform(mesh.verts[i].co, matrix)
data.write(struct.pack(">fff", x, z, y))
return data.getvalue()
# ==========================================
# === Generate Bounding Box (BBOX Chunk) ===
# ==========================================
def generate_bbox(mesh):
data = cStringIO.StringIO()
# need to transform verts here
nv = map(getattr, mesh.verts, ["co"]*len(mesh.verts))
xx = map(operator.getitem, nv, [0]*len(nv))
yy = map(operator.getitem, nv, [1]*len(nv))
zz = map(operator.getitem, nv, [2]*len(nv))
data.write(struct.pack(">6f", min(xx), min(zz), min(yy), max(xx), max(zz), max(yy)))
return data.getvalue()
# ========================================
# === Average All Vertex Colors (Fast) ===
# ========================================
def average_vertexcolors(mesh):
vertexcolors = {}
vcolor_add = lambda u, v: [u[0]+v[0], u[1]+v[1], u[2]+v[2], u[3]+v[3]]
vcolor_div = lambda u, s: [u[0]/s, u[1]/s, u[2]/s, u[3]/s]
for i in range(len(mesh.faces)): # get all vcolors that share this vertex
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Finding Shared VColors")
for j in range(len(mesh.faces[i].v)):
index = mesh.faces[i].v[j].index
color = mesh.faces[i].col[j]
r,g,b,a = color.r, color.g, color.b, color.a
vertexcolors.setdefault(index, []).append([r,g,b,a])
for i in range(len(vertexcolors)): # average them
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
vcolor = [0,0,0,0] # rgba
for j in range(len(vertexcolors[i])):
vcolor = vcolor_add(vcolor, vertexcolors[i][j])
shared = len(vertexcolors[i])
vertexcolors[i] = vcolor_div(vcolor, shared)
return vertexcolors
# ====================================================
# === Generate Per-Vert Vertex Colors (VMAP Chunk) ===
# ====================================================
def generate_vmap_vc(mesh):
data = cStringIO.StringIO()
data.write("RGB ") # type
data.write(struct.pack(">H", 3)) # dimension
data.write(generate_nstring("Blender's Vertex Colors")) # name
vertexcolors = average_vertexcolors(mesh)
for i in range(len(vertexcolors)):
r, g, b, a = vertexcolors[i]
data.write(struct.pack(">H", i)) # vertex index
data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
return data.getvalue()
# ====================================================
# === Generate Per-Face Vertex Colors (VMAD Chunk) ===
# ====================================================
def generate_vmad_vc(mesh):
data = cStringIO.StringIO()
data.write("RGB ") # type
data.write(struct.pack(">H", 3)) # dimension
data.write(generate_nstring("Blender's Vertex Colors")) # name
for i in range(len(mesh.faces)):
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Vertex Colors")
numfaceverts = len(mesh.faces[i].v)
for j in range(numfaceverts-1, -1, -1): # Reverse order
r = mesh.faces[i].col[j].r
g = mesh.faces[i].col[j].g
b = mesh.faces[i].col[j].b
v = mesh.faces[i].v[j].index
data.write(struct.pack(">H", v)) # vertex index
data.write(struct.pack(">H", i)) # face index
data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
return data.getvalue()
# ================================================
# === Generate Per-Face UV Coords (VMAD Chunk) ===
# ================================================
def generate_vmad_uv(mesh):
data = cStringIO.StringIO()
data.write("TXUV") # type
data.write(struct.pack(">H", 2)) # dimension
data.write(generate_nstring("Blender's UV Coordinates")) # name
for i in range(len(mesh.faces)):
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coordinates")
numfaceverts = len(mesh.faces[i].v)
for j in range(numfaceverts-1, -1, -1): # Reverse order
U,V = mesh.faces[i].uv[j]
v = mesh.faces[i].v[j].index
data.write(struct.pack(">H", v)) # vertex index
data.write(struct.pack(">H", i)) # face index
data.write(struct.pack(">ff", U, V))
return data.getvalue()
# ======================================
# === Generate Variable-Length Index ===
# ======================================
def generate_vx(index):
if index < 0xFF00:
value = struct.pack(">H", index) # 2-byte index
else:
value = struct.pack(">L", index | 0xFF000000) # 4-byte index
return value
# ===================================
# === Generate Faces (POLS Chunk) ===
# ===================================
def generate_pols(mesh):
data = cStringIO.StringIO()
data.write("FACE") # polygon type
for i in range(len(mesh.faces)):
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
data.write(struct.pack(">H", len(mesh.faces[i].v))) # numfaceverts
numfaceverts = len(mesh.faces[i].v)
for j in range(numfaceverts-1, -1, -1): # Reverse order
index = mesh.faces[i].v[j].index
data.write(generate_vx(index))
return data.getvalue()
# =================================================
# === Generate Polygon Tag Mapping (PTAG Chunk) ===
# =================================================
def generate_ptag(mesh, material_names):
data = cStringIO.StringIO()
data.write("SURF") # polygon tag type
for i in range(len(mesh.faces)): # numfaces
if not i%100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Surface Indices")
data.write(generate_vx(i))
if (not mesh.materials) and (meshtools.has_vertex_colors(mesh)): # vcols only
if meshtools.average_vcols:
name = "\251 Per-Vert Vertex Colors"
else:
name = "\251 Per-Face Vertex Colors"
elif (mesh.materials) and (not meshtools.has_vertex_colors(mesh)): # materials only
idx = mesh.faces[i].mat #erialIndex
name = mesh.materials[idx].name
elif (not mesh.materials) and (not meshtools.has_vertex_colors(mesh)): # neither
name = "\251 Blender Default"
else: # both
idx = mesh.faces[i].mat
name = mesh.materials[idx].name
names = material_names.keys()
surfidx = names.index(name)
data.write(struct.pack(">H", surfidx)) # surface index
return data.getvalue()
# ===================================================
# === Generate VC Surface Definition (SURF Chunk) ===
# ===================================================
def generate_vcol_surf(mesh):
data = cStringIO.StringIO()
if meshtools.average_vcols and meshtools.has_vertex_colors(mesh):
surface_name = generate_nstring("\251 Per-Vert Vertex Colors")
else:
surface_name = generate_nstring("\251 Per-Face Vertex Colors")
data.write(surface_name)
data.write("\0\0")
data.write("COLR")
data.write(struct.pack(">H", 14))
data.write(struct.pack(">fffH", 1, 1, 1, 0))
data.write("DIFF")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", 0.0, 0))
data.write("LUMI")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", 1.0, 0))
data.write("VCOL")
data.write(struct.pack(">H", 34))
data.write(struct.pack(">fH4s", 1.0, 0, "RGB ")) # intensity, envelope, type
data.write(generate_nstring("Blender's Vertex Colors")) # name
data.write("CMNT") # material comment
comment = "Vertex Colors: Exported from Blender\256 " + meshtools.blender_version_str
comment = generate_nstring(comment)
data.write(struct.pack(">H", len(comment)))
data.write(comment)
return data.getvalue()
# ================================================
# === Generate Surface Definition (SURF Chunk) ===
# ================================================
def generate_surf(material_name):
data = cStringIO.StringIO()
data.write(generate_nstring(material_name))
data.write("\0\0")
material = Blender.Material.Get(material_name)
R,G,B = material.R, material.G, material.B
data.write("COLR")
data.write(struct.pack(">H", 14))
data.write(struct.pack(">fffH", R, G, B, 0))
data.write("DIFF")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", material.ref, 0))
data.write("LUMI")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", material.emit, 0))
data.write("SPEC")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", material.spec, 0))
data.write("GLOS")
data.write(struct.pack(">H", 6))
gloss = material.hard / (255/2.0)
gloss = round(gloss, 1)
data.write(struct.pack(">fH", gloss, 0))
data.write("CMNT") # material comment
comment = material_name + ": Exported from Blender\256 " + meshtools.blender_version_str
comment = generate_nstring(comment)
data.write(struct.pack(">H", len(comment)))
data.write(comment)
return data.getvalue()
# =============================================
# === Generate Default Surface (SURF Chunk) ===
# =============================================
def generate_default_surf():
data = cStringIO.StringIO()
material_name = "\251 Blender Default"
data.write(generate_nstring(material_name))
data.write("\0\0")
data.write("COLR")
data.write(struct.pack(">H", 14))
data.write(struct.pack(">fffH", 1, 1, 1, 0))
data.write("DIFF")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", 0.8, 0))
data.write("LUMI")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", 0, 0))
data.write("SPEC")
data.write(struct.pack(">H", 6))
data.write(struct.pack(">fH", 0.5, 0))
data.write("GLOS")
data.write(struct.pack(">H", 6))
gloss = 50 / (255/2.0)
gloss = round(gloss, 1)
data.write(struct.pack(">fH", gloss, 0))
data.write("CMNT") # material comment
comment = material_name + ": Exported from Blender\256 " + meshtools.blender_version_str
# vals = map(chr, range(164,255,1))
# keys = range(164,255,1)
# keys = map(lambda x: `x`, keys)
# comment = map(None, keys, vals)
# comment = reduce(operator.add, comment)
# comment = reduce(operator.add, comment)
comment = generate_nstring(comment)
data.write(struct.pack(">H", len(comment)))
data.write(comment)
return data.getvalue()
# ============================================
# === Generate Object Comment (TEXT Chunk) ===
# ============================================
def generate_text():
comment = "Lightwave Export Script for Blender "
comment += meshtools.blender_version_str + "\n"
comment += "by Anthony D'Agostino\n"
comment += "scorpius@netzero.com\n"
comment += "http://ourworld.compuserve.com/homepages/scorpius\n"
return generate_nstring(comment)
# ==============================================
# === Generate Description Line (DESC Chunk) ===
# ==============================================
def generate_desc():
comment = "Copyright 2002 Scorpius Entertainment"
return generate_nstring(comment)
# ==================================================
# === Generate Thumbnail Icon Image (ICON Chunk) ===
# ==================================================
def generate_icon():
data = cStringIO.StringIO()
file = open("f:/obj/radiosity/lwo2_icon.tga", "rb") # 60x60 uncompressed TGA
file.read(18)
icon_data = file.read(3600) # ?
file.close()
data.write(struct.pack(">HH", 0, 60))
data.write(icon_data)
#print len(icon_data)
return data.getvalue()
# ===================
# === Write Chunk ===
# ===================
def write_chunk(file, name, data):
file.write(name)
file.write(struct.pack(">L", len(data)))
file.write(data)
# =============================
# === Write LWO File Header ===
# =============================
def write_header(file, chunks):
chunk_sizes = map(len, chunks)
chunk_sizes = reduce(operator.add, chunk_sizes)
form_size = chunk_sizes + len(chunks)*8 + len("FORM")
file.write("FORM")
file.write(struct.pack(">L", form_size))
file.write("LWO2")
def fs_callback(filename):
if filename.find('.lwo', -4) <= 0: filename += '.lwo'
write(filename)
Blender.Window.FileSelector(fs_callback, "Export LWO")