Blender-ZeroEngine-MSH2-Plugin/src_research_readme/blender_2.43_scripts/export-iv-0.1.py

305 lines
8.7 KiB
Python

#!BPY
"""
Name: 'OpenInventor (.iv)...'
Blender: 236
Group: 'Export'
Tip: 'Export to OpenInventor file format. (.iv)'
"""
__author__ = ("Radek Barton")
__url__ = ["http://blackhex.no-ip.org/"]
__email__ = ["scripts"]
__version__ = "0.1"
__bpydoc__ = """\
This script exports to the Open Inventor format.
Usage:
Run this script from "File->Export" menu.
Note:
"""
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Radek Barton
#
# 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.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
#
import Blender
math_pi= 3.1415926535897931
def WriteHeader(file):
file.write("#Inventor V2.1 ascii\n\n")
file.write("Separator\n")
file.write("{\n")
file.write(" ShapeHints\n")
file.write(" {\n")
file.write(" vertexOrdering COUNTERCLOCKWISE\n")
file.write(" }\n")
def WriteFooter(file):
file.write("}\n")
def WriteMesh(file, ob):
file.write(" Separator\n")
file.write(" {\n")
file.write(" # %s\n" % ob.name)
WriteMatrix(file, ob)
mesh = ob.getData()
WriteMaterials(file, mesh)
WriteTexture(file, mesh)
WriteNormals(file, mesh)
WriteVertices(file, mesh)
WriteFaces(file, mesh)
file.write(" }\n")
def WriteMatrix(file, ob):
matrix = ob.getMatrix()
file.write(" MatrixTransform\n")
file.write(" {\n")
file.write(" matrix\n")
for line in matrix:
file.write(" %.6f %.6f %.6f %.6f\n" % (line[0], line[1], line[2], line[3]))
file.write(" }\n")
def WriteColors(file, mesh):
file.write(" vertexProperty VertexProperty\n")
file.write(" {\n")
file.write(" orderedRGBA\n")
file.write(" [\n")
for face in mesh.faces:
for I in xrange(len(face)):
file.write(" 0x%02x%02x%02x%02x,\n" % (face.col[I].r,
face.col[I].g, face.col[I].b, face.col[I].a))
file.write(" ]\n")
file.write(" materialBinding PER_VERTEX\n")
file.write(" }\n")
def WriteMaterials(file, mesh):
if mesh.materials:
file.write(" Material\n")
file.write(" {\n")
file.write(" ambientColor\n")
file.write(" [\n")
for mat in mesh.materials:
file.write(" %.6f %.6f %.6f,\n" % (mat.mirCol[0], mat.mirCol[1],
mat.mirCol[2]))
file.write(" ]\n")
file.write(" diffuseColor\n")
file.write(" [\n")
for mat in mesh.materials:
file.write(" %.6f %.6f %.6f,\n" % (mat.rgbCol[0], mat.rgbCol[1],
mat.rgbCol[2]))
file.write(" ]\n")
file.write(" specularColor\n")
file.write(" [\n")
for mat in mesh.materials:
file.write(" %.6f %.6f %.6f,\n" % (mat.specCol[0] * mat.spec / 2.0,
mat.specCol[1] * mat.spec / 2.0, mat.specCol[2] * mat.spec / 2.0))
file.write(" ]\n")
file.write(" emissiveColor\n")
file.write(" [\n")
for mat in mesh.materials:
file.write(" %.6f %.6f %.6f,\n" % (mat.rgbCol[0] * mat.emit,
mat.rgbCol[1] * mat.emit, mat.rgbCol[0] * mat.emit))
file.write(" ]\n")
file.write(" shininess\n")
file.write(" [\n")
for mat in mesh.materials:
file.write(" %.6f,\n" % (mat.hard / 255.0))
file.write(" ]\n")
file.write(" transparency\n")
file.write(" [\n")
for mat in mesh.materials:
file.write(" %.6f,\n" % (1.0 - mat.alpha))
file.write(" ]\n")
file.write(" }\n")
file.write(" MaterialBinding\n")
file.write(" {\n")
file.write(" value PER_FACE_INDEXED\n")
file.write(" }\n")
def WriteTexture(file, mesh):
texture = mesh.faces[0].image # BAD Ju Ju
if texture:
file.write(" Texture2\n")
file.write(" {\n")
file.write(' filename "%s"\n' % texture.getName())
file.write(" }\n")
file.write(" TextureCoordinate2\n")
file.write(" {\n")
file.write(" point\n")
file.write(" [\n")
if mesh.hasVertexUV():
for vert in mesh.verts:
file.write(" %s %s,\n" % (vert.uvco[0], vert.uvco[1]))
file.write(" ]\n")
file.write(" }\n")
file.write(" TextureCoordinateBinding\n")
file.write(" {\n")
file.write(" value PER_VERTEX_INDEXED\n")
file.write(" }\n")
elif mesh.hasFaceUV():
for face in mesh.faces:
for uv in face.uv:
file.write(" %.6f %.6f,\n" % (uv[0], uv[1]))
file.write(" ]\n")
file.write(" }\n")
file.write(" TextureCoordinateBinding\n")
file.write(" {\n")
file.write(" value PER_VERTEX\n")
file.write(" }\n")
def WriteVertices(file, mesh):
file.write(" Coordinate3\n")
file.write(" {\n")
file.write(" point\n")
file.write(" [\n")
for vert in mesh.verts:
file.write(" %.6f %.6f %.6f,\n" % (vert[0], vert[1], vert[2]))
file.write(" ]\n")
file.write(" }\n")
def WriteNormals(file, mesh):
file.write(" Normal\n")
file.write(" {\n")
file.write(" vector\n")
file.write(" [\n")
# make copy of vertex normals
normals = []
for face in mesh.faces:
if len(face.v) in [3, 4]:
if face.smooth:
for v in face.v:
normals.append(v.no)
else:
for v in face.v:
normals.append(face.no)
# write normals
for no in normals:
file.write(" %.6f %.6f %.6f,\n" % (no[0], no[1], no[2]))
file.write(" ]\n")
file.write(" }\n")
# write way how normals are binded
file.write(" NormalBinding\n")
file.write(" {\n")
file.write(" value PER_VERTEX\n")
file.write(" }\n")
def WriteFaces(file, mesh):
file.write(" IndexedFaceSet\n")
file.write(" {\n")
# write vertex paint
if mesh.hasVertexColours():
WriteColors(file, mesh)
# write material indexes
file.write(" materialIndex\n")
file.write(" [\n")
for face in mesh.faces:
file.write(" %i,\n" % face.mat);
file.write(" ]\n")
# write faces with coordinate indexes
file.write(" coordIndex\n")
file.write(" [\n")
for face in mesh.faces:
face_v= face.v
if len(face_v) == 3:
file.write(" %i, %i, %i, -1,\n" % (face_v[0].index,
face_v[1].index, face_v[2].index))
elif len(face_v) == 4:
file.write(" %i, %i, %i, %i, -1,\n" % (face_v[0].index,
face_v[1].index, face_v[2].index, face_v[3].index))
file.write(" ]\n")
file.write(" }\n")
def WriteCamera(file, ob):
camera = ob.getData();
# perspective camera
if camera.type == 0:
file.write(" PerspectiveCamera\n")
file.write(" {\n")
file.write(" nearDistance %s\n" % (camera.clipStart))
file.write(" farDistance %s\n" % (camera.clipEnd))
file.write(" }\n")
# ortho camera
else:
print camera.type
def WriteLamp(file, ob):
lamp = ob.getData();
# spot lamp
if lamp.type == 2:
file.write(" SpotLight\n")
file.write(" {\n")
file.write(" intensity %s\n" % (lamp.energy / 10.0))
file.write(" color %s %s %s\n" % (lamp.col[0], lamp.col[1], lamp.col[2]))
#file.write(" location %s\n" % ())
#file.write(" direction %s\n" % ())
file.write(" dropOffRate %s\n" % (lamp.spotBlend))
file.write(" cutOffAngle %s\n" % (lamp.spotSize * math_pi / 180.0))
file.write(" }\n")
# script main function
def ExportToIv(file_name):
scene = Blender.Scene.GetCurrent()
file = open(file_name, "w")
# make lists of individual ob types
meshes = []
lamps = []
cameras = []
for ob in scene.objects:
obtype= ob.type
if obtype == "Mesh":
meshes.append(ob);
#elif obtype == "Lamp":
# lamps.append(ob);
#elif obtype == "Camera":
# cameras.append(ob);
#else:
# print "Exporting %s objects isn't supported!" % ob.type
# write header, footer and groups of ob types
WriteHeader(file);
#for camera in cameras:
# WriteCamera(file, camera);
#for lamp in lamps:
# WriteLamp(file, lamp)
for mesh in meshes:
WriteMesh(file, mesh)
WriteFooter(file)
file.close()
def FileSelectorCB(file_name):
if not file_name.lower().endswith('.iv'):
file_name += '.iv'
ExportToIv(file_name)
if __name__ == '__main__':
Blender.Window.FileSelector(FileSelectorCB, "Export IV", Blender.sys.makename(ext='.iv'))