blender/release/scripts/DirectX8Exporter.py
Campbell Barton fcc377e204 [#13635] DirectX8Exporter with vertex colors
patch from Masaru Nemoto (mnemoto) 

Made some modifications to the patch, use reduce() to get total face verts and some speedup for face vcol looping, also don't write vcol alpha since its used by brushes internally and has no useful meaning.
2008-06-23 00:21:49 +00:00

1196 lines
34 KiB
Python

#!BPY
"""
# Name: 'DirectX (.x)...'
# Blender: 242
# Group: 'Export'
# Tooltip: 'Export to DirectX text file format format for XNA Animation Component Library.'
"""
__author__ = "vertex color exporting feature is added by mnemoto (original:minahito (original:Arben (Ben) Omari))"
__url__ = ("blender", "elysiun", "Adjuster's site http://sunday-lab.blogspot.com/, Author's site http://www.omariben.too.it","Adjuster's site http://ex.homeunix.net/")
__version__ = "3.1"
__bpydoc__ = """\
This script exports a Blender mesh with armature to DirectX 8's text file
format.
Notes:<br>
Check author's site or the elYsiun forum for a new beta version of the
DX exporter.
"""
# DirectXExporter.py version 3.0
# Copyright (C) 2006 Arben OMARI -- omariarben@everyday.com
#
# 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.
# This script export meshes created with Blender in DirectX8 file format
# it exports meshes,armatures,materials,normals,texturecoords and animations
# Grab the latest version here :www.omariben.too.it
# [Notice]
# This script is the custom version of Mr.Arben Omari's great work.
# If you have a question about the adjusted part, visit http://sunday-lab.blogspot.com/.
import Blender
from Blender import Types, Object, NMesh, Material,Armature,Mesh
from Blender.Mathutils import *
from Blender import Draw, BGL
from Blender.BGL import *
import math
global mat_flip,index_list,space,bone_list,mat_dict
global anim,flip_norm,swap_zy,flip_z,speed,ticks,no_light,recalc_norm,Bl_norm
bone_list =[]
index_list = []
mat_dict = {}
space = 0;flip_z = 1;anim=0;swap_yz=0;flip_norm=0;speed=0;ticks= 25
Bl_norm = 1;recalc_norm = 0;no_light = 0
toggle_val = 0
toggle1_val = 0
toggle2_val = 0
toggle3_val = 1
toggle4_val = 0
toggle5_val = 1
toggle6_val = 0
toggle7_val = 0
anim_tick = Draw.Create(25)
#***********************************************
# DirectX file spec only allows letters, digits, and
# underscore in Names.
#***********************************************
def make_legal_name(starting_name):
new_name = starting_name.replace('.','_')
new_name = new_name.replace(' ','_')
if new_name[0].isdigit():
new_name = '_' + new_name
return new_name
#***********************************************
# MAIN
#***********************************************
def my_callback(filename):
if filename.find('.x', -2) <= 0: filename += '.x'
xexport = xExport(filename)
xexport.SelectObjs()
def my_callback_sel(filename):
if filename.find('.x', -2) <= 0: filename += '.x'
xexport = xExport(filename)
xexport.exportSelMesh()
def event(evt, val):
if evt == Draw.ESCKEY:
Draw.Exit()
return
def button_event(evt):
global toggle_val,toggle1_val,toggle2_val,toggle3_val,toggle4_val,toggle5_val,toggle6_val,toggle7_val
global flip_z,swap_yz,flip_norm,anim,ticks,speed,no_light,Bl_norm,recalc_norm
arg = __script__['arg']
if evt == 1:
toggle_val = 1 - toggle_val
anim = toggle_val
Draw.Redraw(1)
if evt == 2:
toggle1_val = 1 - toggle1_val
flip_norm = toggle1_val
Draw.Redraw(1)
if evt == 3:
toggle2_val = 1 - toggle2_val
swap_yz = toggle2_val
Draw.Redraw(1)
if evt == 4:
toggle3_val = 1 - toggle3_val
flip_z = toggle3_val
Draw.Redraw(1)
if evt == 5:
toggle4_val = 1 - toggle4_val
speed = toggle4_val
Draw.Redraw(1)
if evt == 10:
toggle5_val = 1 - toggle5_val
if toggle5_val==1:
toggle6_val = 0
toggle7_val = 0
else :
toggle6_val = 1
toggle7_val = 1
no_light = toggle7_val
recalc_norm = toggle6_val
Bl_norm = toggle5_val
Draw.Redraw(1)
if evt == 11:
toggle6_val = 1 - toggle6_val
if toggle6_val==1:
toggle5_val = 0
toggle7_val = 0
else :
toggle5_val = 1
toggle7_val = 1
no_light = toggle7_val
recalc_norm = toggle6_val
Bl_norm = toggle5_val
Draw.Redraw(1)
if evt == 12:
toggle7_val = 1 - toggle7_val
if toggle7_val==1:
toggle6_val = 0
toggle5_val = 0
else :
toggle6_val = 1
toggle5_val = 1
no_light = toggle7_val
recalc_norm = toggle6_val
Bl_norm = toggle5_val
Draw.Redraw(1)
if evt == 6:
ticks = anim_tick.val
if evt == 7:
fname = Blender.sys.makename(ext = ".x")
Blender.Window.FileSelector(my_callback, "Export DirectX", fname)
if evt == 8:
fname = Blender.sys.makename(ext = ".x")
Blender.Window.FileSelector(my_callback_sel, "Export DirectX", fname)
if evt == 9:
Draw.Exit()
def draw():
global animsg,flipmsg,swapmsg,anim_tick
global flip_z,swap_yz,flip_norm,anim,ticks,speed,recalc_norm,Bl_norm,no_light
glClearColor(0.55,0.6,0.6,1)
glClear(BGL.GL_COLOR_BUFFER_BIT)
#external box
glColor3f(0.2,0.3,0.3)
rect(10,402,300,382)
#--
#glColor3f(0.3,0.4,0.4)
#rect(11,399,298,398)
#--
glColor3f(0.5,0.75,0.65)
rect(14,398,292,30)
#--
glColor3f(0.5,0.75,0.65)
rect(14,366,292,160)
#--
glColor3f(0.5,0.75,0.65)
rect(14,202,292,60)
#--
glColor3f(0.5,0.75,0.65)
rect(14,138,292,40)
#--
glColor3f(0.5,0.75,0.65)
rect(14,94,292,70)
glColor3f(0.8,.8,0.6)
glRasterPos2i(20, 380)
Draw.Text("DirectX Exporter ",'large')
Draw.Text("(for Blender 2.41)", 'small')
#-------Aniamtion toggle---------------------------------------------
Draw.Toggle("Anim", 1, 20, 330, 55, 20, toggle_val,"export animations")
if toggle_val :
anim = 1
animsg = "animation will be exported"
else:
anim = 0
animsg = "animation will be not exported"
glRasterPos2i(100,335)
Draw.Text(animsg)
#---Flip normals toggle-----------------------------------------------
Draw.Toggle("Flip norm", 2, 20, 300, 55, 20, toggle1_val,"invert normals")
if toggle1_val :
flip_norm = 1
flipmsg = "flipped normals"
else:
flip_norm = 0
flipmsg = "not flipped normals"
glRasterPos2i(100,305)
Draw.Text(flipmsg)
#------Swap yz toggle----------------------------------------------------------------
Draw.Toggle("Swap zy", 3, 20, 270, 55, 20, toggle2_val,"swap z,y axis(y up)")
if toggle2_val :
swap_yz = 1
swapmsg = "Y-axis up"
else:
swap_yz = 0
swapmsg = "Z-axis up"
glRasterPos2i(100,275)
Draw.Text(swapmsg)
#------Flip z toggle----------------------------------------------------------------
Draw.Toggle("Flip z", 4, 20, 240, 55, 20, toggle3_val,"flip z axis")
if toggle3_val :
flip_z = 1
zmsg = "left handed system"
else:
flip_z = 0
zmsg = "right handed system"
glRasterPos2i(100,245)
Draw.Text(zmsg)
#------Speed toggle----------------------------------------------------------------
Draw.Toggle("Speed", 5, 20, 210, 55, 20, toggle4_val,"Animation speed")
if toggle4_val :
speed = 1
spedmsg = "set speed"
anim_tick = Draw.Number("", 6,200, 210, 85, 20, anim_tick.val,1,100000,"ticks per second")
else:
speed = 0
spedmsg = ""
glRasterPos2i(100,215)
Draw.Text(spedmsg)
#------Blender Normals toggle----------------------------------------------------------------
Draw.Toggle("Bl.normals", 10, 20, 105, 75, 25, toggle5_val,"export normals as in Blender")
if toggle5_val :
Bl_norm = 1
#------Recalculute Normals toggle----------------------------------------------------------------
Draw.Toggle("recalc.no", 11, 120, 105, 75, 25, toggle6_val,"export recalculated normals")
if toggle6_val :
recalc_norm = 1
#------Recalculute Normals toggle----------------------------------------------------------------
Draw.Toggle("no smooth", 12, 220, 105, 75, 25, toggle7_val,"every vertex has the face normal,no smoothing")
if toggle7_val :
no_light = 1
#------Draw Button export----------------------------------------------------------------
exp_butt = Draw.Button("Export All",7,20, 155, 75, 30, "export all the scene objects")
sel_butt = Draw.Button("Export Sel",8,120, 155, 75, 30, "export the selected object")
exit_butt = Draw.Button("Exit",9,220, 155, 75, 30, "exit")
glRasterPos2i(20,75)
Draw.Text("(C) 2006 Arben OMARI ")
glRasterPos2i(20,55)
Draw.Text("http://www.omariben.too.it")
glRasterPos2i(20,35)
Draw.Text("aromar@tin.it")
def rect(x,y,width,height):
glBegin(GL_LINE_LOOP)
glVertex2i(x,y)
glVertex2i(x+width,y)
glVertex2i(x+width,y-height)
glVertex2i(x,y-height)
glEnd()
def rectFill(x,y,width,height):
glBegin(GL_POLYGON)
glVertex2i(x,y)
glVertex2i(x+width,y)
glVertex2i(x+width,y-height)
glVertex2i(x,y-height)
glEnd()
Draw.Register(draw, event, button_event)
#***********************************************
#***********************************************
# EXPORTER
#***********************************************
#***********************************************
class xExport:
def __init__(self, filename):
self.file = open(filename, "w")
#*********************************************************************************************************************************************
#***********************************************
#Select Scene objects
#***********************************************
def analyzeScene(self):
parent_list = []
for obj in Blender.Scene.GetCurrent().objects:
if obj.type in ('Mesh', 'Armature', 'Empty'):
if obj.parent == None :
parent_list.append(obj)
return parent_list
def getChildren(self,obj):
obs = Blender.Scene.GetCurrent().objects
return [ ob for ob in obs if ob.parent == obj ]
def getArmChildren(self,obj):
for ob in Blender.Scene.GetCurrent().objects: #Object.Get():
if ob.parent == obj :
return ob
def getLocMat(self, obj):
pare = obj.parent
mat = obj.matrixWorld
mat_id = Matrix([1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1])
if pare:
mat_p = pare.matrixWorld
mat_c = Matrix(mat_p)
mat_c.invert()
mat_f = mat * mat_c
else :
mat_id.invert()
mat_f = mat * mat_id
return mat_f
def writeObjFrames(self,obj):
global space,chld_obj,ch_list
mesh = obj.getData()
if obj.type == "Empty" :
mat = self.getLocMat(obj)
mat_c = Matrix(mat)
self.writeArmFrames(mat_c, make_legal_name(obj.name))
if type(mesh) == Types.ArmatureType :
Child_obj = self.getArmChildren(obj)
chld_obj = obj
ch_list.append(Child_obj)
self.writeRootBone(obj, Child_obj)
if obj.type == 'Mesh' and obj not in ch_list:
self.exportMesh(obj)
def writeChildObj(self,obj):
global space,ch_list
space += 1
if obj :
for ob in obj:
if ob not in ch_list:
self.writeObjFrames(ob)
ch_list.append(ob)
ch_ob = self.getChildren(ob)
self.writeChildObj(ch_ob)
self.closeBrackets()
self.file.write(" // End of the Object %s \n" % (ob.name))
def writeRootFrame(self):
global flip_z,swap_yz,speed
if speed:
self.writeAnimTicks()
if flip_z:
mat_flip = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1])
else :
mat_flip = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
if swap_yz :
mat_rot = RotationMatrix(-90, 4, 'x')
mat_flip = mat_rot * mat_flip
self.writeArmFrames(mat_flip, "RootFrame")
##################################################################
def SelectObjs(self):
global space,chld_obj,ch_list,flip_z,swap_yz,speed
print "exporting..."
self.writeHeader()
self.writeRootFrame()
obj_list = self.analyzeScene()
space += 1
ch_list = []
for obj in obj_list:
self.writeObjFrames(obj)
ch_l = self.getChildren(obj)
for ch in ch_l:
if ch and ch.type == "Armature":
ch_list.append(ch)
self.writeObjFrames(ch)
else :
self.writeChildObj(ch_l)
if obj.type != "Armature":
self.file.write(" } // SI End of the Object %s \n" % (obj.name))
self.file.write("} // End of the Root Frame\n")
if anim :
self.file.write("AnimationSet AnimationSet0 {\n")
for obj in Blender.Scene.GetCurrent().objects:
if obj.type in ('Mesh', 'Empty'):
ip_list = obj.ipo
if ip_list != None :
self.writeAnimationObj(obj)
elif obj.type == 'Armature':
act_list = obj.getAction()
if act_list != None :
self.writeAnimation(obj)
#ip_list = obj.ipo
#if ip_list != None :
# self.writeAnimationObj(obj)
self.file.write("} // End of Animation Set\n")
self.writeEnd()
#######################################################
def writeAnimTicks(self):
global ticks
self.file.write("AnimTicksPerSecond {\n")
self.file.write("%d; \n" % (ticks))
self.file.write("}\n")
#***********************************************
#Export Mesh without Armature
#***********************************************
def exportMesh(self, obj):
tex = []
mesh = obj.getData()
self.writeTextures(obj, tex)
self.writeMeshcoordArm(obj, arm_ob = None)
self.writeMeshMaterialList(obj, mesh, tex)
self.writeMeshNormals(obj, mesh)
self.writeMeshTextureCoords(obj, mesh)
self.writeMeshVertexColors(obj, mesh)
self.file.write(" } // End of the Mesh %s \n" % (obj.name))
#***********************************************
#Export the Selected Mesh
#***********************************************
def exportSelMesh(self):
print "exporting ..."
self.writeHeader()
self.writeRootFrame()
tex = []
objs = Object.GetSelected()
for obj in objs:
if obj.type == 'Mesh':
mesh = obj.data
self.writeTextures(obj, tex)
self.writeMeshcoordArm(obj, arm_ob = None)
self.writeMeshMaterialList(obj, mesh, tex)
self.writeMeshNormals(obj, mesh)
self.writeMeshTextureCoords(obj, mesh)
self.writeMeshVertexColors(obj, mesh)
self.file.write(" }\n")
self.file.write("}\n")
ind = objs.index(obj)
if ind == len(objs)-1:
self.file.write("}\n")
ip_list = obj.ipo
if ip_list != None :
self.file.write("AnimationSet AnimationSet0 {\n")
self.writeAnimationObj(obj)
self.file.write("}\n")
else :
print "The selected object is not a mesh"
print "...finished"
#***********************************************
#Export Mesh with Armature
#***********************************************
def exportMeshArm(self,arm,arm_ob,ch_obj):
tex = []
mesh = ch_obj.getData()
self.writeTextures(ch_obj, tex)
self.writeMeshcoordArm(ch_obj ,arm_ob)
self.writeMeshMaterialList(ch_obj, mesh, tex)
self.writeMeshNormals(ch_obj, mesh)
self.writeMeshTextureCoords(ch_obj, mesh)
self.writeSkinWeights(arm,mesh)
#self.file.write(" } // End of the Frame %s \n" % (ch_obj.name))
self.file.write(" } // End of the Object %s \n" % (ch_obj.name))
#***********************************************
#Export Root Bone
#***********************************************
def writeRootBone(self, chld_obj, child_obj):
global space,root_bon
arms = chld_obj.getData()
mat_arm = self.getLocMat(chld_obj)
for bon in arms.bones.values():
if bon.hasParent():
pass
else:
root_bon = bon
space += 1
mat_r = self.writeAnimCombineMatrix(root_bon,1)
self.writeArmFrames(mat_r, make_legal_name(root_bon.name))
bon_c = root_bon.children
self.writeChildren(bon_c)
self.file.write(" } // End of the Bone %s \n" % (root_bon.name))
self.exportMeshArm(arms, chld_obj ,child_obj)
#***********************************************
#Create Children structure
#***********************************************
def writeBon(self,bon):
global space
mat_r = self.writeAnimCombineMatrix(bon,1)
self.writeArmFrames(mat_r, make_legal_name(bon.name))
def writeChildren(self,bon_c):
global space,bone_list
space += 1
if bon_c:
for bo in bon_c:
if bo.name not in bone_list:
self.writeBon(bo)
bone_list.append(bo.name)
bo_c = bo.children
self.writeChildren(bo_c)
self.closeBrackets()
def closeBrackets(self):
global space
space = space-1
tab = " "
self.file.write("%s" % (tab * space))
self.file.write("}\n")
#***********************************************
#Offset Matrix
#***********************************************
def writeMatrixOffset(self,bon):
global chld_obj
Blender.Set('curframe', 1)
pose = chld_obj.getPose()
pos_b = pose.bones[bon.name]
mat_b = pos_b.poseMatrix
mat_c = Matrix(mat_b)
mat_c.invert()
return mat_c
#***********************************************
#Combine Matrix
#***********************************************
def writeCombineMatrix(self,bon):
global chld_obj
Blender.Set('curframe', 1)
pose = chld_obj.getPose()
pos_b = pose.bones[bon.name]
mat_b = pos_b.poseMatrix
if bon.hasParent():
pare = bon.parent
pos_p = pose.bones[pare.name]
mat_p = pos_p.poseMatrix
else:
mat_p = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
mat_c = Matrix(mat_p)
mat_c.invert()
mat_f = mat_b * mat_c
return mat_f
#***********************************************
#Combine Matrix
#***********************************************
def writeAnimCombineMatrix(self,bon,fre):
global chld_obj
Blender.Set('curframe', fre)
pose = chld_obj.getPose()
pos_b = pose.bones[bon.name]
mat_b = pos_b.poseMatrix
if bon.hasParent():
pare = bon.parent
pos_p = pose.bones[pare.name]
mat_p = pos_p.poseMatrix
else:
mat_p = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
mat_c = Matrix(mat_p)
mat_c.invert()
mat_f = mat_b * mat_c
return mat_f
#*********************************************************************************************************************************************
#***********************************************
#Write SkinWeights
#***********************************************
def writeSkinWeights(self, arm, mesh):
global index_list
v_dict = {}
Blender.Set('curframe',1)
self.file.write(" XSkinMeshHeader {\n")
max_infl = 0
for bo in arm.bones.values() :
name = bo.name
try :
vertx_list = mesh.getVertsFromGroup(name,1)
for inde in vertx_list :
vert_infl = mesh.getVertexInfluences(inde[0])
ln_infl = len(vert_infl)
if ln_infl > max_infl :
max_infl = ln_infl
except:
pass
self.file.write(" %d; \n" % (max_infl))
self.file.write(" %d; \n" % (max_infl * 3))
self.file.write(" %d; \n" % (len(arm.bones.values())))
self.file.write(" }\n")
for bo in arm.bones.values() :
bo_list = []
weight_list = []
name = bo.name
f_name = make_legal_name(name)
try :
vert_list = mesh.getVertsFromGroup(name,1)
le = 0
for indx in vert_list:
ver_infl = mesh.getVertexInfluences(indx[0])
infl = 0.0
if len(ver_infl) != 0:
sum = 0.0
for bone_n, weight in ver_infl:
if bone_n == name:
infl = weight
sum += weight
infl /= sum
i = -1
for el in index_list :
i += 1
if el == indx[0] :
le +=1
bo_list.append(i)
weight_list.append(infl)
self.file.write(" SkinWeights {\n")
self.file.write(' "%s"; \n' % (f_name))
self.file.write(' %d; \n' % (le))
count = 0
for ind in bo_list :
count += 1
if count == len(bo_list):
self.file.write(" %d; \n" % (ind))
else :
self.file.write(" %d, \n" % (ind))
cou = 0
for wegh in weight_list :
cou += 1
if cou == len(weight_list):
self.file.write(" %f; \n" % (round(wegh,6)))
else :
self.file.write(" %f, \n" % (round(wegh,6)))
matx = self.writeMatrixOffset(bo)
self.writeOffsFrames(matx, name)
except :
pass
self.file.write(" } // End of XSkinMeshHeader\n")
#***********************************************
# Write Matrices
#***********************************************
def writeArmFrames(self, matx, name):
global space
tab = " "
self.file.write("%s" % (tab * space))
self.file.write("Frame ")
self.file.write("%s {\n\n" % (name))
self.file.write("%s" % (tab * space))
self.file.write(" FrameTransformMatrix {\n")
self.writeFrame(matx)
#***********************************************
# Write Frames
#***********************************************
def writeOffsFrames(self, matx, name):
space = 1
self.writeFrame(matx)
#***********************************************
# Write Frames
#***********************************************
def writeFrame(self, matx):
tab = " "
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f;;\n" %
(round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" }\n")
#*********************************************************************************************************************************************
#***********************************************
#HEADER
#***********************************************
def writeHeader(self):
self.file.write("xof 0303txt 0032\n\n\n")
self.file.write("template VertexDuplicationIndices { \n\
<b8d65549-d7c9-4995-89cf-53a9a8b031e3>\n\
DWORD nIndices;\n\
DWORD nOriginalVertices;\n\
array DWORD indices[nIndices];\n\
}\n\
template XSkinMeshHeader {\n\
<3cf169ce-ff7c-44ab-93c0-f78f62d172e2>\n\
WORD nMaxSkinWeightsPerVertex;\n\
WORD nMaxSkinWeightsPerFace;\n\
WORD nBones;\n\
}\n\
template SkinWeights {\n\
<6f0d123b-bad2-4167-a0d0-80224f25fabb>\n\
STRING transformNodeName;\n\
DWORD nWeights;\n\
array DWORD vertexIndices[nWeights];\n\
array float weights[nWeights];\n\
Matrix4x4 matrixOffset;\n\
}\n\n")
#***********************************************
#CLOSE FILE
#***********************************************
def writeEnd(self):
self.file.close()
print "... finished"
#***********************************************
#EXPORT TEXTURES
#***********************************************
def writeTextures(self,name, tex):
mesh = name.data
for face in mesh.faces:
if face.image and face.image.name not in tex:
tex.append(face.image.name)
#***********************************************
#EXPORT MESH DATA with Armature
#***********************************************
def writeMeshcoordArm(self, obj ,arm_ob):
global index_list,flip_z
#TransformMatrix
mat = self.getLocMat(obj)
self.writeArmFrames(mat, make_legal_name(obj.name))
mesh = NMesh.GetRawFromObject(obj.name)
self.file.write("Mesh {\n")
numface=len(mesh.faces)
#VERTICES NUMBER
numvert = 0
for face in mesh.faces:
numvert = numvert + len(face.v)
self.file.write("%d;\n" % (numvert))
if numvert == 0:
print "Mesh named",mesh.name,"has no vertices.Problems may occur using the .x file"
#VERTICES COORDINATES
counter = 0
for face in mesh.faces:
counter += 1
for n in range(len(face.v)):
index_list.append(face.v[n].index)
vec_vert = Vector([(face.v[n].co[0]), face.v[n].co[1], face.v[n].co[2], 1])
if arm_ob :
f_vec_vert = vec_vert * mat
else :
f_vec_vert = vec_vert
self.file.write("%f; %f; %f;" % (round(f_vec_vert[0],4), round(f_vec_vert[1],4), round(f_vec_vert[2],4)))
if counter == numface :
if n == len(face.v)-1 :
self.file.write(";\n")
else :
self.file.write(",\n")
else :
self.file.write(",\n")
if flip_z:
a3 = 0;b3 = 2;c3 = 1
a4 = 0;b4 = 3;c4 = 2;d4 = 1
else:
a3 = 0;b3 = 1;c3 = 2
a4 = 0;b4 = 1;c4 = 2;d4 = 3
#FACES NUMBER
self.file.write("%s;\n" % (numface))
coun,counter = 0, 0
for face in mesh.faces :
coun += 1
separator = ','
if coun == numface:
separator = ';'
if len(face.v) == 3:
self.file.write("3; %d, %d, %d;%c\n" % (counter + a3, counter + b3, counter + c3, separator))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %d, %d, %d, %d;%c\n" % (counter + a4, counter + b4, counter + c4, counter + d4, separator))
counter += 4
elif len(face.v) < 3:
print "WARNING:the mesh has faces with less then 3 vertices"
print " It my be not exported correctly."
#***********************************************
#MESH MATERIAL LIST
#***********************************************
def writeMeshMaterialList(self, obj, mesh, tex):
self.file.write(" MeshMaterialList {\n")
#HOW MANY MATERIALS ARE USED
count = 0
for mat in mesh.getMaterials():
count+=1
self.file.write(" %d;\n" % (len(tex) + count))
#HOW MANY FACES IT HAS
numfaces=len(mesh.faces)
self.file.write(" %d;\n" % (numfaces))
##MATERIALS INDEX FOR EVERY FACE
counter = 0
for face in mesh.faces :
counter += 1
mater = face.materialIndex
if counter == numfaces:
if face.image and face.image.name in tex :
self.file.write(" %d;;\n" % (tex.index(face.image.name) + count))
else :
self.file.write(" %d;;\n" % (mater))
else :
if face.image and face.image.name in tex :
self.file.write(" %d,\n" % (tex.index(face.image.name) + count))
else :
self.file.write(" %d,\n" % (mater))
##MATERIAL NAME
for mat in mesh.getMaterials():
self.file.write(" Material")
self.file.write(" %s "% (make_legal_name(mat.name)))
self.file.write("{\n")
self.file.write(" %f; %f; %f;" % (mat.R, mat.G, mat.B))
self.file.write("%s;;\n" % (mat.alpha))
self.file.write(" %f;\n" % (mat.spec))
self.file.write(" %f; %f; %f;;\n" % (mat.specR, mat.specG, mat.specB))
self.file.write(" 0.0; 0.0; 0.0;;\n")
self.file.write(" } //End of Material\n")
for mat in tex:
self.file.write(" Material Mat")
self.file.write("%s "% (len(tex)))
self.file.write("{\n")
self.file.write(" 1.0; 1.0; 1.0; 1.0;;\n")
self.file.write(" 1.0;\n")
self.file.write(" 1.0; 1.0; 1.0;;\n")
self.file.write(" 0.0; 0.0; 0.0;;\n")
self.file.write(" TextureFilename {")
self.file.write(' "%s";'% (mat))
self.file.write(" }\n")
self.file.write(" } // End of Material\n")
self.file.write(" } //End of MeshMaterialList\n")
#***********************************************
#MESH NORMALS
#***********************************************
def writeMeshNormals(self,name,mesh):
global flip_norm,flip_z,no_light,recalc_norm,Bl_norm
self.file.write(" MeshNormals {\n")
#VERTICES NUMBER
numvert = 0
for face in mesh.faces:
numvert = numvert + len(face.v)
self.file.write("%d;\n" % (numvert))
numfaces=len(mesh.faces)
if flip_norm :
fl = -1
else :
fl = 1
#VERTICES NORMAL
if Bl_norm:
self.writeBlenderNormals(mesh,fl)
if recalc_norm:
self.writeRecalcNormals(mesh,fl)
if no_light:
self.writeNoSmothing(mesh,fl)
if flip_z:
a3 = 0;b3 = 2;c3 = 1
a4 = 0;b4 = 3;c4 = 2;d4 = 1
else:
a3 = 0;b3 = 1;c3 = 2
a4 = 0;b4 = 1;c4 = 2;d4 = 3
#FACES NUMBER
self.file.write("%s;\n" % (numfaces))
coun,counter = 0, 0
for face in mesh.faces :
coun += 1
if coun == numfaces:
if len(face.v) == 3:
self.file.write("3; %d, %d, %d;;\n" % (counter + a3, counter + b3, counter + c3))
counter += 3
else :
self.file.write("4; %d, %d, %d, %d;;\n" % (counter + a4, counter + b4, counter + c4, counter + d4))
counter += 4
else:
if len(face.v) == 3:
self.file.write("3; %d, %d, %d;,\n" % (counter + a3, counter + b3, counter + c3))
counter += 3
else :
self.file.write("4; %d, %d, %d, %d;,\n" % (counter + a4, counter + b4, counter + c4, counter + d4))
counter += 4
self.file.write("} //End of MeshNormals\n")
def writeBlenderNormals(self,mesh,fl):
numfaces=len(mesh.faces)
#VERTICES NORMAL
counter = 0
for face in mesh.faces:
counter += 1
for n in range(len(face.v)):
self.file.write(" %f; %f; %f;" % (
(round(face.v[n].no[0],6)*fl),(round(face.v[n].no[1],6)*fl),(round(face.v[n].no[2],6)*fl)))
if counter == numfaces :
if n == len(face.v)-1 :
self.file.write(";\n")
else :
self.file.write(",\n")
else :
self.file.write(",\n")
def writeRecalcNormals(self,mesh,fl):
numfaces=len(mesh.faces)
normal_list = {}
idx = 0
for vertex in mesh.verts:
v_norm = Vector([0, 0, 0])
normal_list[idx] = v_norm
idx += 1
for face in mesh.faces:
for verts in face.v:
if verts.index == vertex.index :
v_norm[0] += face.no[0]
v_norm[1] += face.no[1]
v_norm[2] += face.no[2]
v_norm.normalize()
counter = 0
for face in mesh.faces:
counter += 1
n = 0
for vert in face.v:
n += 1
norm = normal_list[vert.index]
self.file.write(" %f; %f; %f;" % (
(round(norm[0],6)*fl),(round(norm[1],6)*fl),(round(norm[2],6)*fl)))
if counter == numfaces :
if n == len(face.v) :
self.file.write(";\n")
else :
self.file.write(",\n")
else :
self.file.write(",\n")
def writeNoSmothing(self,mesh,fl):
numfaces=len(mesh.faces)
counter = 0
for face in mesh.faces:
counter += 1
n = 0
for n in range(len(face.v)):
n += 1
self.file.write(" %f; %f; %f;" % (
(round(face.no[0],6)*fl),(round(face.no[1],6)*fl),(round(face.no[2],6)*fl)))
if counter == numfaces :
if n == len(face.v) :
self.file.write(";\n")
else :
self.file.write(",\n")
else :
self.file.write(",\n")
#***********************************************
#MESH TEXTURE COORDS
#***********************************************
def writeMeshTextureCoords(self, name, mesh):
if mesh.hasFaceUV():
self.file.write("MeshTextureCoords {\n")
#VERTICES NUMBER
numvert = 0
for face in mesh.faces:
numvert += len(face.v)
self.file.write("%d;\n" % (numvert))
#UV COORDS
numfaces = len(mesh.faces)
counter = -1
co = 0
for face in mesh.faces:
counter += 1
co += 1
for n in range(len(face.v)):
self.file.write("%f;%f;" % (mesh.faces[counter].uv[n][0], -mesh.faces[counter].uv[n][1]))
if co == numfaces :
if n == len(face.v) - 1 :
self.file.write(";\n")
else :
self.file.write(",\n")
else :
self.file.write(",\n")
self.file.write("} //End of MeshTextureCoords\n")
#***********************************************
#MESH VORTEX COLORS
#***********************************************
def writeMeshVertexColors(self, name, mesh):
if mesh.hasVertexColours():
self.file.write("MeshVertexColors {\n")
#VERTICES NUMBER
numvert = reduce( lambda i,f: len(f)+i, mesh.faces, 0)
self.file.write("%d;\n" % (numvert))
#VERTEX COLORS
vcounter =0
for f in mesh.faces:
col = f.col
for i,c in enumerate(col):
# Note vcol alpha has no meaning
self.file.write("%d;%f;%f;%f;%f;" % (vcounter,c.r/255.0, c.g/255.0, c.b/255.0, 1.0)) # c.a/255.0))
vcounter+=1
if vcounter == numvert :
self.file.write(";\n")
else :
self.file.write(",\n")
self.file.write("} //End of MeshVertexColors\n")
#***********************************************#***********************************************#***********************************************
#***********************************************
#FRAMES
#***********************************************
def writeFrames(self, matx):
self.file.write("%f,%f,%f,%f," %
(round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],4)))
self.file.write("%f,%f,%f,%f," %
(round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],4)))
self.file.write("%f,%f,%f,%f," %
(round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],4)))
self.file.write("%f,%f,%f,%f;;" %
(round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],4)))
#***********************************************
#WRITE ANIMATION KEYS
#***********************************************
def writeAnimation(self,arm_ob):
global mat_dict, root_bon
arm = arm_ob.getData()
act_list = arm_ob.getAction()
ip = act_list.getAllChannelIpos()
for bon in arm.bones.values() :
point_list = []
name = bon.name
name_f = make_legal_name(name)
try :
ip_bon_channel = ip[bon.name]
ip_bon_name = ip_bon_channel.getName()
ip_bon = Blender.Ipo.Get(ip_bon_name)
poi = ip_bon.getCurves()
for po in poi[3].getPoints():
a = po.getPoints()
point_list.append(int(a[0]))
#point_list.pop(0)
self.file.write(" Animation { \n")
self.file.write(" { %s }\n" %(name_f))
self.file.write(" AnimationKey { \n")
self.file.write(" 4;\n")
self.file.write(" %d; \n" % (len(point_list)))
for fr in point_list:
if name == root_bon.name :
mat_b = self.writeAnimCombineMatrix(bon,fr)
mat_arm = self.getLocMat(arm_ob)
mat = mat_b * mat_arm
else:
mat = self.writeAnimCombineMatrix(bon,fr)
self.file.write(" %d;" % (fr))
self.file.write("16;")
self.writeFrames(mat)
if fr == point_list[len(point_list)-1]:
self.file.write(";\n")
else:
self.file.write(",\n")
self.file.write(" }\n")
self.file.write(" }\n")
self.file.write("\n")
except:
pass
#***********************************************
#WRITE ANIMATION KEYS
#***********************************************
def writeAnimationObj(self, obj):
point_list = []
ip = obj.ipo
poi = ip.getCurves()
for po in poi[0].getPoints():
a = po.getPoints()
point_list.append(int(a[0]))
self.file.write(" Animation {\n")
self.file.write(" { ")
self.file.write("%s }\n" % (make_legal_name(obj.name)))
self.file.write(" AnimationKey { \n")
self.file.write(" 4;\n")
self.file.write(" %d; \n" % (len(point_list)))
for fr in point_list:
self.file.write(" %d;" % (fr))
self.file.write("16;")
Blender.Set('curframe',fr)
#mat_new = self.getLocMat(obj)
mat_new = obj.matrixLocal
self.writeFrames(mat_new)
if fr == point_list[len(point_list)-1]:
self.file.write(";\n")
else:
self.file.write(",\n")
self.file.write(" }\n")
self.file.write(" }\n")
#***********************************************#***********************************************#***********************************************