Blender-ZeroEngine-MSH2-Plugin/src_research_readme/blender_2.43_scripts/DirectX8Exporter.py

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#!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.org", "blenderartists.org", "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 *
try: import math
except: math = None
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")
#***********************************************#***********************************************#***********************************************