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 :).
644 lines
22 KiB
Python
644 lines
22 KiB
Python
#!BPY
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"""
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Name: 'LightWave (.lwo)...'
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Blender: 232
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Group: 'Export'
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Tooltip: 'Export selected meshes to LightWave File Format (.lwo)'
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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 LightWave file format.
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LightWave is a full-featured commercial modeling and rendering
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application. The lwo file format is composed of 'chunks,' is well
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defined, and easy to read and write. It is similar in structure to the
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trueSpace cob 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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UV Coordinates, Meshes, Materials, Material Indices, Specular
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Highlights, and Vertex Colors. For added functionality, each object is
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placed on its own layer. Someone added the CLIP chunk and imagename support.
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Missing:<br>
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Not too much, I hope! :).
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Known issues:<br>
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Empty objects crash has been fixed.
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Notes:<br>
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For compatibility reasons, it also reads lwo files in the old LW
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v5.5 format.
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"""
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# $Id$
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#
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# +---------------------------------------------------------+
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# | Copyright (c) 2002 Anthony D'Agostino |
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# | http://www.redrival.com/scorpius |
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# | scorpius@netzero.com |
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# | April 21, 2002 |
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# | Read and write LightWave Object File Format (*.lwo) |
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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, chunk, os, cStringIO, time, operator
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# ==============================
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# === Write LightWave 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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objects.sort(lambda a,b: cmp(a.name, b.name))
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if not objects:
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meshtools.print_boxed("No mesh objects are selected.")
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return
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if len(objects) > 20 and meshtools.show_progress:
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meshtools.show_progress = 0
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text = generate_text()
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desc = generate_desc()
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icon = "" #generate_icon()
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material_names = get_used_material_names(objects)
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tags = generate_tags(material_names)
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surfs = generate_surfs(material_names)
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chunks = [text, desc, icon, tags]
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meshdata = cStringIO.StringIO()
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layer_index = 0
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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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#mesh = Blender.NMesh.GetRawFromObject(meshname) # for SubSurf
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obj = Blender.Object.Get(objname)
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if not mesh: continue
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layr = generate_layr(objname, layer_index)
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pnts = generate_pnts(mesh, obj.matrix)
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bbox = generate_bbox(mesh)
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pols = generate_pols(mesh)
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ptag = generate_ptag(mesh, material_names)
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clip = generate_clip(mesh, material_names)
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if mesh.hasFaceUV():
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vmad_uv = generate_vmad_uv(mesh) # per face
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if meshtools.has_vertex_colors(mesh):
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if meshtools.average_vcols:
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vmap_vc = generate_vmap_vc(mesh) # per vert
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else:
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vmad_vc = generate_vmad_vc(mesh) # per face
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write_chunk(meshdata, "LAYR", layr); chunks.append(layr)
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write_chunk(meshdata, "PNTS", pnts); chunks.append(pnts)
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write_chunk(meshdata, "BBOX", bbox); chunks.append(bbox)
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write_chunk(meshdata, "POLS", pols); chunks.append(pols)
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write_chunk(meshdata, "PTAG", ptag); chunks.append(ptag)
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if meshtools.has_vertex_colors(mesh):
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if meshtools.average_vcols:
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write_chunk(meshdata, "VMAP", vmap_vc)
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chunks.append(vmap_vc)
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else:
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write_chunk(meshdata, "VMAD", vmad_vc)
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chunks.append(vmad_vc)
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if mesh.hasFaceUV():
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write_chunk(meshdata, "VMAD", vmad_uv)
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chunks.append(vmad_uv)
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write_chunk(meshdata, "CLIP", clip)
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chunks.append(clip)
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layer_index += 1
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for surf in surfs:
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chunks.append(surf)
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write_header(file, chunks)
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write_chunk(file, "ICON", icon)
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write_chunk(file, "TEXT", text)
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write_chunk(file, "DESC", desc)
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write_chunk(file, "TAGS", tags)
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file.write(meshdata.getvalue()); meshdata.close()
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for surf in surfs:
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write_chunk(file, "SURF", surf)
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write_chunk(file, "DATE", "August 19, 2005")
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Blender.Window.DrawProgressBar(1.0, "") # clear progressbar
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file.close()
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print '\a\r',
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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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# === Generate Null-Terminated String ===
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# =======================================
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def generate_nstring(string):
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if len(string)%2 == 0: # even
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string += "\0\0"
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else: # odd
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string += "\0"
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return string
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# ===============================
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# === Get Used Material Names ===
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# ===============================
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def get_used_material_names(objects):
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matnames = {}
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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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if not mesh: continue
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if (not mesh.materials) and (meshtools.has_vertex_colors(mesh)):
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# vcols only
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if meshtools.average_vcols:
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matnames["\251 Per-Vert Vertex Colors"] = None
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else:
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matnames["\251 Per-Face Vertex Colors"] = None
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elif (mesh.materials) and (not meshtools.has_vertex_colors(mesh)):
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# materials only
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for material in mesh.materials:
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matnames[material.name] = None
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elif (not mesh.materials) and (not meshtools.has_vertex_colors(mesh)):
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# neither
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matnames["\251 Blender Default"] = None
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else:
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# both
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for material in mesh.materials:
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matnames[material.name] = None
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return matnames
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# =========================================
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# === Generate Tag Strings (TAGS Chunk) ===
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# =========================================
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def generate_tags(material_names):
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material_names = map(generate_nstring, material_names.keys())
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tags_data = reduce(operator.add, material_names)
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return tags_data
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# ========================
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# === Generate Surface ===
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# ========================
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def generate_surface(name, mesh):
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if name.find("\251 Per-") == 0:
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return generate_vcol_surf(mesh)
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elif name == "\251 Blender Default":
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return generate_default_surf()
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else:
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return generate_surf(name)
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# ======================
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# === Generate Surfs ===
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# ======================
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def generate_surfs(material_names):
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keys = material_names.keys()
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values = material_names.values()
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surfaces = map(generate_surface, keys, values)
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return surfaces
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# ===================================
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# === Generate Layer (LAYR Chunk) ===
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# ===================================
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def generate_layr(name, idx):
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data = cStringIO.StringIO()
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data.write(struct.pack(">h", idx)) # layer number
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data.write(struct.pack(">h", 0)) # flags
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data.write(struct.pack(">fff", 0, 0, 0)) # pivot
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data.write(generate_nstring(name)) # name
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return data.getvalue()
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# ===================================
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# === Generate Verts (PNTS Chunk) ===
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# ===================================
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def generate_pnts(mesh, matrix):
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data = cStringIO.StringIO()
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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 = meshtools.apply_transform(mesh.verts[i].co, matrix)
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data.write(struct.pack(">fff", x, z, y))
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return data.getvalue()
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# ==========================================
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# === Generate Bounding Box (BBOX Chunk) ===
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# ==========================================
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def generate_bbox(mesh):
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data = cStringIO.StringIO()
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# need to transform verts here
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nv = map(getattr, mesh.verts, ["co"]*len(mesh.verts))
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xx = map(operator.getitem, nv, [0]*len(nv))
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yy = map(operator.getitem, nv, [1]*len(nv))
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zz = map(operator.getitem, nv, [2]*len(nv))
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data.write(struct.pack(">6f", min(xx), min(zz), min(yy), max(xx), max(zz), max(yy)))
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return data.getvalue()
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# ========================================
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# === Average All Vertex Colors (Fast) ===
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# ========================================
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def average_vertexcolors(mesh):
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vertexcolors = {}
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vcolor_add = lambda u, v: [u[0]+v[0], u[1]+v[1], u[2]+v[2], u[3]+v[3]]
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vcolor_div = lambda u, s: [u[0]/s, u[1]/s, u[2]/s, u[3]/s]
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for i in range(len(mesh.faces)): # get all vcolors that share this vertex
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Finding Shared VColors")
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for j in range(len(mesh.faces[i].v)):
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index = mesh.faces[i].v[j].index
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color = mesh.faces[i].col[j]
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r,g,b,a = color.r, color.g, color.b, color.a
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vertexcolors.setdefault(index, []).append([r,g,b,a])
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for i in range(len(vertexcolors)): # average them
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
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vcolor = [0,0,0,0] # rgba
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for j in range(len(vertexcolors[i])):
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vcolor = vcolor_add(vcolor, vertexcolors[i][j])
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shared = len(vertexcolors[i])
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vertexcolors[i] = vcolor_div(vcolor, shared)
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return vertexcolors
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# ====================================================
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# === Generate Per-Vert Vertex Colors (VMAP Chunk) ===
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# ====================================================
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def generate_vmap_vc(mesh):
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data = cStringIO.StringIO()
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data.write("RGB ") # type
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data.write(struct.pack(">H", 3)) # dimension
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data.write(generate_nstring("Blender's Vertex Colors")) # name
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vertexcolors = average_vertexcolors(mesh)
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for i in range(len(vertexcolors)):
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r, g, b, a = vertexcolors[i]
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data.write(struct.pack(">H", i)) # vertex index
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data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
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return data.getvalue()
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# ====================================================
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# === Generate Per-Face Vertex Colors (VMAD Chunk) ===
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# ====================================================
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def generate_vmad_vc(mesh):
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data = cStringIO.StringIO()
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data.write("RGB ") # type
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data.write(struct.pack(">H", 3)) # dimension
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data.write(generate_nstring("Blender's Vertex Colors")) # name
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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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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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v = mesh.faces[i].v[j].index
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data.write(struct.pack(">H", v)) # vertex index
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data.write(struct.pack(">H", i)) # face index
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data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
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return data.getvalue()
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# ================================================
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# === Generate Per-Face UV Coords (VMAD Chunk) ===
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# ================================================
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def generate_vmad_uv(mesh):
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data = cStringIO.StringIO()
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data.write("TXUV") # type
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data.write(struct.pack(">H", 2)) # dimension
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data.write(generate_nstring("Blender's UV Coordinates")) # name
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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 Coordinates")
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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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v = mesh.faces[i].v[j].index
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data.write(struct.pack(">H", v)) # vertex index
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data.write(struct.pack(">H", i)) # face index
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data.write(struct.pack(">ff", U, V))
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return data.getvalue()
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# ======================================
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# === Generate Variable-Length Index ===
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# ======================================
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def generate_vx(index):
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if index < 0xFF00:
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value = struct.pack(">H", index) # 2-byte index
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else:
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value = struct.pack(">L", index | 0xFF000000) # 4-byte index
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return value
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# ===================================
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# === Generate Faces (POLS Chunk) ===
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# ===================================
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def generate_pols(mesh):
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data = cStringIO.StringIO()
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data.write("FACE") # polygon type
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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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data.write(struct.pack(">H", len(mesh.faces[i].v))) # numfaceverts
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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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index = mesh.faces[i].v[j].index
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data.write(generate_vx(index))
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return data.getvalue()
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# =================================================
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# === Generate Polygon Tag Mapping (PTAG Chunk) ===
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# =================================================
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def generate_ptag(mesh, material_names):
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data = cStringIO.StringIO()
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data.write("SURF") # polygon tag type
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for i in range(len(mesh.faces)): # numfaces
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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 Surface Indices")
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data.write(generate_vx(i))
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if (not mesh.materials) and (meshtools.has_vertex_colors(mesh)): # vcols only
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if meshtools.average_vcols:
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name = "\251 Per-Vert Vertex Colors"
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else:
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name = "\251 Per-Face Vertex Colors"
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elif (mesh.materials) and (not meshtools.has_vertex_colors(mesh)): # materials only
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idx = mesh.faces[i].mat #erialIndex
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name = mesh.materials[idx].name
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elif (not mesh.materials) and (not meshtools.has_vertex_colors(mesh)): # neither
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name = "\251 Blender Default"
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else: # both
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idx = mesh.faces[i].mat
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name = mesh.materials[idx].name
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names = material_names.keys()
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surfidx = names.index(name)
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data.write(struct.pack(">H", surfidx)) # surface index
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return data.getvalue()
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# ===================================================
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# === Generate VC Surface Definition (SURF Chunk) ===
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# ===================================================
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def generate_vcol_surf(mesh):
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data = cStringIO.StringIO()
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if meshtools.average_vcols and meshtools.has_vertex_colors(mesh):
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surface_name = generate_nstring("\251 Per-Vert Vertex Colors")
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else:
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surface_name = generate_nstring("\251 Per-Face Vertex Colors")
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data.write(surface_name)
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data.write("\0\0")
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data.write("COLR")
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data.write(struct.pack(">H", 14))
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data.write(struct.pack(">fffH", 1, 1, 1, 0))
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data.write("DIFF")
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data.write(struct.pack(">H", 6))
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data.write(struct.pack(">fH", 0.0, 0))
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data.write("LUMI")
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data.write(struct.pack(">H", 6))
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data.write(struct.pack(">fH", 1.0, 0))
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data.write("VCOL")
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data.write(struct.pack(">H", 34))
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data.write(struct.pack(">fH4s", 1.0, 0, "RGB ")) # intensity, envelope, type
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data.write(generate_nstring("Blender's Vertex Colors")) # name
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data.write("CMNT") # material comment
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comment = "Vertex Colors: Exported from Blender\256 " + meshtools.blender_version_str
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comment = generate_nstring(comment)
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data.write(struct.pack(">H", len(comment)))
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data.write(comment)
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return data.getvalue()
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# ================================================
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# === Generate Surface Definition (SURF Chunk) ===
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# ================================================
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def generate_surf(material_name):
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data = cStringIO.StringIO()
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data.write(generate_nstring(material_name))
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data.write("\0\0")
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material = Blender.Material.Get(material_name)
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R,G,B = material.R, material.G, material.B
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data.write("COLR")
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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)
|
|
|
|
# Check if the material contains any image maps
|
|
mtextures = material.getTextures() # Get a list of textures linked to the material
|
|
for mtex in mtextures:
|
|
if (mtex) and (mtex.tex.type == Blender.Texture.Types.IMAGE): # Check if the texture is of type "IMAGE"
|
|
data.write("BLOK") # Surface BLOK header
|
|
data.write(struct.pack(">H", 104)) # Hardcoded and ugly! Will only handle 1 image per material
|
|
|
|
# IMAP subchunk (image map sub header)
|
|
data.write("IMAP")
|
|
data_tmp = cStringIO.StringIO()
|
|
data_tmp.write(struct.pack(">H", 0)) # Hardcoded - not sure what it represents
|
|
data_tmp.write("CHAN")
|
|
data_tmp.write(struct.pack(">H", 4))
|
|
data_tmp.write("COLR")
|
|
data_tmp.write("OPAC") # Hardcoded texture layer opacity
|
|
data_tmp.write(struct.pack(">H", 8))
|
|
data_tmp.write(struct.pack(">H", 0))
|
|
data_tmp.write(struct.pack(">f", 1.0))
|
|
data_tmp.write(struct.pack(">H", 0))
|
|
data_tmp.write("ENAB")
|
|
data_tmp.write(struct.pack(">HH", 2, 1)) # 1 = texture layer enabled
|
|
data_tmp.write("NEGA")
|
|
data_tmp.write(struct.pack(">HH", 2, 0)) # Disable negative image (1 = invert RGB values)
|
|
data_tmp.write("AXIS")
|
|
data_tmp.write(struct.pack(">HH", 2, 1))
|
|
data.write(struct.pack(">H", len(data_tmp.getvalue())))
|
|
data.write(data_tmp.getvalue())
|
|
|
|
# IMAG subchunk
|
|
data.write("IMAG")
|
|
data.write(struct.pack(">HH", 2, 1))
|
|
data.write("PROJ")
|
|
data.write(struct.pack(">HH", 2, 5)) # UV projection
|
|
|
|
data.write("VMAP")
|
|
uvname = generate_nstring("Blender's UV Coordinates")
|
|
data.write(struct.pack(">H", len(uvname)))
|
|
data.write(uvname)
|
|
|
|
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()
|
|
|
|
# ===============================================
|
|
# === Generate CLIP chunk with STIL subchunks ===
|
|
# ===============================================
|
|
def generate_clip(mesh, material_names):
|
|
data = cStringIO.StringIO()
|
|
clipid = 1
|
|
for i in range(len(mesh.materials)): # Run through list of materials used by mesh
|
|
material = Blender.Material.Get(mesh.materials[i].name)
|
|
mtextures = material.getTextures() # Get a list of textures linked to the material
|
|
for mtex in mtextures:
|
|
if (mtex) and (mtex.tex.type == Blender.Texture.Types.IMAGE): # Check if the texture is of type "IMAGE"
|
|
pathname = mtex.tex.image.filename # If full path is needed use filename in place of name
|
|
pathname = pathname[0:2] + pathname.replace("\\", "/")[3:] # Convert to Modo standard path
|
|
imagename = generate_nstring(pathname)
|
|
data.write(struct.pack(">L", clipid)) # CLIP sequence/id
|
|
data.write("STIL") # STIL image
|
|
data.write(struct.pack(">H", len(imagename))) # Size of image name
|
|
data.write(imagename)
|
|
clipid += 1
|
|
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")
|