forked from bartvdbraak/blender
62147bba30
- 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.
311 lines
11 KiB
Python
311 lines
11 KiB
Python
#!BPY
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"""
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Name: 'TrueSpace (.cob)...'
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Blender: 232
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Group: 'Export'
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Tooltip: 'Export selected meshes to TrueSpace File Format (.cob)'
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"""
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__author__ = "Anthony D'Agostino (Scorpius)"
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__url__ = ("blender", "elysiun",
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"Author's homepage, http://www.redrival.com/scorpius")
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__version__ = "Part of IOSuite 0.5"
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__bpydoc__ = """\
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This script exports meshes to TrueSpace file format.
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TrueSpace is a commercial modeling and rendering application. The .cob
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file format is composed of 'chunks,' is well defined, and easy to read and
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write. It's very similar to LightWave's lwo format.
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Usage:<br>
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Select meshes to be exported and run this script from "File->Export" menu.
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Supported:<br>
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Vertex colors will be exported, if they are present.
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Known issues:<br>
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Before exporting to .cob format, the mesh must have real-time UV
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coordinates. Press the FKEY to assign them.
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Notes:<br>
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There are a few differences between how Blender & TrueSpace represent
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their objects' transformation matrices. Blender simply uses a 4x4 matrix,
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and trueSpace splits it into the following two fields.
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For the 'Local Axes' values: The x, y, and z-axis represent a simple
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rotation matrix. This is equivalent to Blender's object matrix before
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it was combined with the object's scaling matrix. Dividing each value by
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the appropriate scaling factor (and transposing at the same time)
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produces the original rotation matrix.
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For the 'Current Position' values: This is equivalent to Blender's
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object matrix except that the last row is omitted and the xyz location
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is used in the last column. Binary format uses a 4x3 matrix, ascii
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format uses a 4x4 matrix.
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For Cameras: The matrix here gets a little confusing, and I'm not sure of
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how to handle it.
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"""
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# $Id$
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#
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# +---------------------------------------------------------+
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# | Copyright (c) 2001 Anthony D'Agostino |
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# | http://www.redrival.com/scorpius |
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# | scorpius@netzero.com |
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# | June 12, 2001 |
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# | Released under the Blender Artistic Licence (BAL) |
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# | Import Export Suite v0.5 |
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# +---------------------------------------------------------+
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# | Read and write Caligari trueSpace File Format (*.cob) |
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# +---------------------------------------------------------+
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import Blender, meshtools
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import struct, os, cStringIO, time
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# ==============================
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# === Write trueSpace Format ===
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# ==============================
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def write(filename):
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start = time.clock()
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file = open(filename, "wb")
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objects = Blender.Object.GetSelected()
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write_header(file)
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G,P,V,U,M = 1000,2000,3000,4000,5000
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for object in objects:
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objname = object.name
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meshname = object.data.name
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mesh = Blender.NMesh.GetRaw(meshname)
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obj = Blender.Object.Get(objname)
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if not mesh: continue
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grou = generate_grou('Group ' + `objects.index(object)+1`)
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polh = generate_polh(objname, obj, mesh)
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if meshtools.has_vertex_colors(mesh): vcol = generate_vcol(mesh)
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unit = generate_unit()
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mat1 = generate_mat1(mesh)
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if objects.index(object) == 0: X = 0
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write_chunk(file, "Grou", 0, 1, G, X, grou)
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write_chunk(file, "PolH", 0, 4, P, G, polh)
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if meshtools.has_vertex_colors(mesh) and vcol:
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write_chunk(file, "VCol", 1, 0, V, P, vcol)
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write_chunk(file, "Unit", 0, 1, U, P, unit)
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write_chunk(file, "Mat1", 0, 5, M, P, mat1)
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X = G
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G,P,V,U,M = map(lambda x: x+1, [G,P,V,U,M])
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write_chunk(file, "END ", 1, 0, 0, 0, '') # End Of File Chunk
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Blender.Window.DrawProgressBar(1.0, '') # clear progressbar
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file.close()
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end = time.clock()
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seconds = " in %.2f %s" % (end-start, "seconds")
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message = "Successfully exported " + os.path.basename(filename) + seconds
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meshtools.print_boxed(message)
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# =============================
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# === Write COB File Header ===
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# =============================
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def write_header(file):
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file.write("Caligari V00.01BLH"+" "*13+"\n")
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# ===================
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# === Write Chunk ===
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# ===================
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def write_chunk(file, name, major, minor, chunk_id, parent_id, data):
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file.write(name)
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file.write(struct.pack("<2h", major, minor))
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file.write(struct.pack("<2l", chunk_id, parent_id))
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file.write(struct.pack("<1l", len(data)))
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file.write(data)
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# ============================================
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# === Generate PolH (Polygonal Data) Chunk ===
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# ============================================
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def generate_polh(objname, obj, mesh):
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data = cStringIO.StringIO()
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write_ObjectName(data, objname)
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write_LocalAxes(data, obj)
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write_CurrentPosition(data, obj)
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write_VertexList(data, mesh)
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uvcoords = write_UVCoordsList(data, mesh)
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write_FaceList(data, mesh, uvcoords)
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return data.getvalue()
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# === Write Object Name ===
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def write_ObjectName(data, objname):
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data.write(struct.pack("<h", 0)) # dupecount
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data.write(struct.pack("<h", len(objname)))
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data.write(objname)
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# === Write Local Axes ===
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def write_LocalAxes(data, obj):
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data.write(struct.pack("<fff", obj.mat[3][0], obj.mat[3][1], obj.mat[3][2]))
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data.write(struct.pack("<fff", obj.mat[0][0]/obj.SizeX, obj.mat[1][0]/obj.SizeX, obj.mat[2][0]/obj.SizeX))
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data.write(struct.pack("<fff", obj.mat[0][1]/obj.SizeY, obj.mat[1][1]/obj.SizeY, obj.mat[2][1]/obj.SizeY))
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data.write(struct.pack("<fff", obj.mat[0][2]/obj.SizeZ, obj.mat[1][2]/obj.SizeZ, obj.mat[2][2]/obj.SizeZ))
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# === Write Current Position ===
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def write_CurrentPosition(data, obj):
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data.write(struct.pack("<ffff", obj.mat[0][0], obj.mat[0][1], obj.mat[0][2], obj.mat[3][0]))
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data.write(struct.pack("<ffff", obj.mat[1][0], obj.mat[1][1], obj.mat[1][2], obj.mat[3][1]))
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data.write(struct.pack("<ffff", obj.mat[2][0], obj.mat[2][1], obj.mat[2][2], obj.mat[3][2]))
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# === Write Vertex List ===
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def write_VertexList(data, mesh):
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data.write(struct.pack("<l", len(mesh.verts)))
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for i in range(len(mesh.verts)):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
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x, y, z = mesh.verts[i].co
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data.write(struct.pack("<fff", -y, x, z))
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# === Write UV Vertex List ===
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def write_UVCoordsList(data, mesh):
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if not mesh.hasFaceUV():
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data.write(struct.pack("<l", 1))
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data.write(struct.pack("<2f", 0,0))
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return {(0,0): 0}
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# === Default UV Coords (one image per face) ===
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# data.write(struct.pack("<l", 4))
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# data.write(struct.pack("<8f", 0,0, 0,1, 1,1, 1,0))
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# return {(0,0): 0, (0,1): 1, (1,1): 2, (1,0): 3}
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# === Default UV Coords (one image per face) ===
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# === collect, remove duplicates, add indices, and write the uv list ===
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uvdata = cStringIO.StringIO()
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uvcoords = {}
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uvidx = 0
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for i in range(len(mesh.faces)):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coords")
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numfaceverts = len(mesh.faces[i].v)
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for j in range(numfaceverts-1, -1, -1): # Reverse order
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u,v = mesh.faces[i].uv[j]
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if not uvcoords.has_key((u,v)):
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uvcoords[(u,v)] = uvidx
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uvidx += 1
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uvdata.write(struct.pack("<ff", u,v))
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uvdata = uvdata.getvalue()
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numuvcoords = len(uvdata)/8
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data.write(struct.pack("<l", numuvcoords))
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data.write(uvdata)
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#print "Number of uvcoords:", numuvcoords, '=', len(uvcoords)
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return uvcoords
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# === Write Face List ===
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def write_FaceList(data, mesh, uvcoords):
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data.write(struct.pack("<l", len(mesh.faces)))
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for i in range(len(mesh.faces)):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
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numfaceverts = len(mesh.faces[i].v)
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data.write(struct.pack("<B", 0x10)) # Cull Back Faces Flag
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data.write(struct.pack("<h", numfaceverts))
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data.write(struct.pack("<h", 0)) # Material Index
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for j in range(numfaceverts-1, -1, -1): # Reverse order
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index = mesh.faces[i].v[j].index
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if mesh.hasFaceUV():
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uv = mesh.faces[i].uv[j]
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uvidx = uvcoords[uv]
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else:
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uvidx = 0
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data.write(struct.pack("<ll", index, uvidx))
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# ===========================================
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# === Generate VCol (Vertex Colors) Chunk ===
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# ===========================================
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def generate_vcol(mesh):
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data = cStringIO.StringIO()
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data.write(struct.pack("<l", len(mesh.faces)))
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uniquecolors = {}
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unique_alpha = {}
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for i in range(len(mesh.faces)):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Vertex Colors")
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numfaceverts = len(mesh.faces[i].v)
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data.write(struct.pack("<ll", i, numfaceverts))
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for j in range(numfaceverts-1, -1, -1): # Reverse order
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r = mesh.faces[i].col[j].r
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g = mesh.faces[i].col[j].g
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b = mesh.faces[i].col[j].b
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a = 100 # 100 is opaque in ts
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uniquecolors[(r,g,b)] = None
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unique_alpha[mesh.faces[i].col[j].a] = None
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data.write(struct.pack("<BBBB", r,g,b,a))
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#print "uniquecolors:", uniquecolors.keys()
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#print "unique_alpha:", unique_alpha.keys()
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if len(uniquecolors) == 1:
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return None
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else:
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return data.getvalue()
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# ==================================
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# === Generate Unit (Size) Chunk ===
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# ==================================
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def generate_unit():
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data = cStringIO.StringIO()
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data.write(struct.pack("<h", 2))
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return data.getvalue()
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# ======================================
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# === Generate Mat1 (Material) Chunk ===
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# ======================================
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def generate_mat1(mesh):
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data = cStringIO.StringIO()
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data.write(struct.pack("<h", 0))
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data.write(struct.pack("<ccB", "p", "a", 0))
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data.write(struct.pack("<fff", 1.0, 1.0, 1.0)) # rgb (0.0 - 1.0)
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data.write(struct.pack("<fffff", 1, 1, 0, 0, 1))
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if mesh.hasFaceUV():
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tex_mapname = r"c:\image\maps\one-dot.tga"
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data.write("t:")
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data.write(struct.pack("<B", 0x00))
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data.write(struct.pack("<h", len(tex_mapname)))
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data.write(tex_mapname)
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data.write(struct.pack("<4f", 0,0, 1,1))
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return data.getvalue()
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# ============================
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# === Generate Group Chunk ===
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# ============================
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def generate_grou(name):
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data = cStringIO.StringIO()
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write_ObjectName(data, name)
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data.write(struct.pack("<12f", 0,0,0, 1,0,0, 0,1,0, 0,0,1))
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data.write(struct.pack("<12f", 1,0,0,0, 0,1,0,0, 0,0,1,0))
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return data.getvalue()
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def fs_callback(filename):
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if filename.find('.cob', -4) <= 0: filename += '.cob'
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write(filename)
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Blender.Window.FileSelector(fs_callback, "Export COB")
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# === Matrix Differences between Blender & trueSpace ===
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#
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# For the 'Local Axes' values:
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# The x, y, and z-axis represent a simple rotation matrix.
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# This is equivalent to Blender's object matrix before it was
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# combined with the object's scaling matrix. Dividing each value
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# by the appropriate scaling factor (and transposing at the same
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# time) produces the original rotation matrix.
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#
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# For the 'Current Position' values:
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# This is equivalent to Blender's object matrix except that the
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# last row is omitted and the xyz location is used in the last
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# column. Binary format uses a 4x3 matrix, ascii format uses a 4x4
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# matrix.
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#
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# For Cameras: The matrix is a little confusing.
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