[REMOVE] blender export-import of emf file (move in ege)
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# add this folder in ~/.config/blender/2.66/scripts/addons
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bl_info = {
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"name": "Ewol Mesh file format emf",
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"author": "Edouard DUPIN",
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"blender": (2, 53, 0),
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"location": "File > Import-Export",
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"description": "Import-Export emf, Import EMF mesh, UV's, materials and textures",
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"warning": "",
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"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/EwolMechFile_EMF",
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"tracker_url": "",
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"support": 'OFFICIAL',
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"category": "Import-Export"}
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if "bpy" in locals():
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import imp
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if "import_emf" in locals():
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imp.reload(import_emf)
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if "export_emf" in locals():
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imp.reload(export_emf)
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import bpy
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from bpy.props import (BoolProperty,
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FloatProperty,
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StringProperty,
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EnumProperty,
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)
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from bpy_extras.io_utils import (ExportHelper,
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ImportHelper,
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path_reference_mode,
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axis_conversion,
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)
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class ImportEMF(bpy.types.Operator, ImportHelper):
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"""Load a Wavefront EMF File"""
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bl_idname = "import_scene.emf"
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bl_label = "Import EMF"
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bl_options = {'PRESET', 'UNDO'}
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filename_ext = ".emf"
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filter_glob = StringProperty(
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default="*.emf",
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options={'HIDDEN'},
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)
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axis_forward = EnumProperty(
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name="Forward",
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items=(('X', "X Forward", ""),
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('Y', "Y Forward", ""),
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('Z', "Z Forward", ""),
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('-X', "-X Forward", ""),
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('-Y', "-Y Forward", ""),
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('-Z', "-Z Forward", ""),
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),
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default='-X',
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)
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axis_up = EnumProperty(
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name="Up",
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items=(('X', "X Up", ""),
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('Y', "Y Up", ""),
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('Z', "Z Up", ""),
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('-X', "-X Up", ""),
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('-Y', "-Y Up", ""),
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('-Z', "-Z Up", ""),
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),
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default='Z',
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)
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def execute(self, context):
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# print("Selected: " + context.active_object.name)
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from . import import_obj
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keywords = self.as_keywords(ignore=("axis_forward",
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"axis_up",
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"filter_glob",
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"split_mode",
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))
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global_matrix = axis_conversion(from_forward=self.axis_forward,
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from_up=self.axis_up,
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).to_4x4()
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keywords["global_matrix"] = global_matrix
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return import_obj.load(self, context, **keywords)
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def draw(self, context):
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layout = self.layout
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row = layout.row(align=True)
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row = layout.split(percentage=0.67)
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row.prop(self, "global_clamp_size")
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layout.prop(self, "axis_forward")
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layout.prop(self, "axis_up")
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layout.prop(self, "use_image_search")
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class ExportEMF(bpy.types.Operator, ExportHelper):
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"""Save a Wavefront EMF File"""
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bl_idname = "export_scene.emf"
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bl_label = 'Export EMF'
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bl_options = {'PRESET'}
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filename_ext = ".emf"
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filter_glob = StringProperty(
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default="*.emf",
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options={'HIDDEN'},
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)
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# context group
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use_selection = BoolProperty(
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name="Selection Only",
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description="Export selected objects only",
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default=True,
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)
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# generate binary file
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use_binary = BoolProperty(
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name="Binary",
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description="Export the filein binary mode",
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default=False,
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)
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global_scale = FloatProperty(
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name="Scale",
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description="Scale all data",
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min=0.01, max=1000.0,
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soft_min=0.01,
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soft_max=1000.0,
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default=1.0,
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)
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collision_object_name = StringProperty(
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name="Collision root name (strat with)",
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description="The top-level name that will contain the physics shapes",
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default="phys"
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)
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axis_forward = EnumProperty(
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name="Forward",
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items=(('X', "X Forward", ""),
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('Y', "Y Forward", ""),
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('Z', "Z Forward", ""),
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('-X', "-X Forward", ""),
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('-Y', "-Y Forward", ""),
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('-Z', "-Z Forward", ""),
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),
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default='-Z',
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)
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axis_up = EnumProperty(
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name="Up",
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items=(('X', "X Up", ""),
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('Y', "Y Up", ""),
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('Z', "Z Up", ""),
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('-X', "-X Up", ""),
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('-Y', "-Y Up", ""),
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('-Z', "-Z Up", ""),
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),
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default='Y',
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)
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path_mode = path_reference_mode
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check_extension = True
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def execute(self, context):
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from . import export_emf
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from mathutils import Matrix
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keywords = self.as_keywords(ignore=("axis_forward",
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"axis_up",
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"global_scale",
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"check_existing",
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"filter_glob",
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))
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global_matrix = Matrix()
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global_matrix[0][0] = \
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global_matrix[1][1] = \
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global_matrix[2][2] = self.global_scale
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global_matrix = (global_matrix *
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axis_conversion(to_forward=self.axis_forward,
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to_up=self.axis_up,
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).to_4x4())
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keywords["global_matrix"] = global_matrix
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return export_emf.save(self, context, **keywords)
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def menu_func_import(self, context):
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self.layout.operator(ImportEMF.bl_idname, text="Ewol mesh file (.emf)")
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def menu_func_export(self, context):
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self.layout.operator(ExportEMF.bl_idname, text="Ewol mesh File (.emf)")
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def register():
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bpy.utils.register_module(__name__)
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bpy.types.INFO_MT_file_import.append(menu_func_import)
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bpy.types.INFO_MT_file_export.append(menu_func_export)
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def unregister():
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bpy.utils.unregister_module(__name__)
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bpy.types.INFO_MT_file_import.remove(menu_func_import)
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bpy.types.INFO_MT_file_export.remove(menu_func_export)
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if __name__ == "__main__":
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register()
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import os
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import time
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import bpy
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import mathutils
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import bpy_extras.io_utils
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def getChildren(obj):
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children = []
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for ob in bpy.data.objects:
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if ob.parent == obj:
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children.append(ob)
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return children
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import bpy
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from bpy.props import *
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import mathutils, math, struct
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from mathutils import *
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import os
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from os import remove
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import time
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import bpy_extras
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from bpy_extras.io_utils import ExportHelper
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import time
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import shutil
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"""
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Usage Notes:
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To create a compound physics collision shape for a mesh in blender:
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1. place the 3D cursor at the origin of the mesh object.
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2. Add > Empty, name it "physics"
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3. Create a physics shape with Add > Mesh > Cube, UV Sphere, Cylinder, Cone or create an arbitrary mesh for a ConvexHull shape.
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4. Parent the new shape to the "physics" Empty.
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5. The mesh name must start with: Box, Sphere, Cylinder, Cone, Capsule, or ConvexHull, depending on the shape you want.
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6. Position and scale the shape object, but do not modify the internal vertices, unless it is a ConvexHull type.
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7. Repeat step 3-6 until your shape is complete. Shapes can only be a 1-level deep hierarchy.
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8. IMPORTANT: Select the empty object you named "physics"
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9. Click File > Export > Physics Shapes (.yaml)
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"""
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"""
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use_y_up = BoolProperty(name="Convert To Y-Up",
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description="Converts the values to a Y-Axis Up coordinate system",
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default=True)
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"""
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# Methods for writing point, scale, and quaternion types to a YAML file.
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# This particular implementation converts values to a Y-up coordinate system.
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def out_point3_y_up( v ):
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return "%g %g %g" % ( v.x, v.z, -v.y )
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def out_scale3_y_up( s ):
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return "%g %g %g" % ( s.x, s.z, s.y )
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def out_quaternion_y_up( q ):
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return "%g %g %g %g" % ( q.w, q.x, q.z, -q.y )
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# This implementation maintains blender's Z-up coordinate system.
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def out_point3_z_up( v ):
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return "%g %g %g" % ( v.x, v.y, v.z )
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def out_scale3_z_up( s ):
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return "%g %g %g" % ( s.x, s.y, s.z )
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def out_quaternion_z_up( q ):
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return "%g %g %g %g" % ( q.w, q.x, q.y, q.z )
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def getPhysicsShape(obj, mainObjScale, use_y_up=False):
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shape = ""
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props = { }
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name = obj.name.lower()
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scale = Vector(( abs(obj.scale.x), abs(obj.scale.y), abs(obj.scale.z) ))
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if use_y_up:
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out_point3 = out_point3_y_up
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out_scale3 = out_scale3_y_up
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out_quaternion = out_quaternion_y_up
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else:
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out_point3 = out_point3_z_up
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out_scale3 = out_scale3_z_up
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out_quaternion = out_quaternion_z_up
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# BOX
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if name.startswith('box') \
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or name.startswith('cube'):
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shape = "Box"
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props["half-extents"] = out_scale3( scale )
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# SPHERE
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elif name.startswith('sph'):
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shape = "Sphere"
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props["radius"] = obj.scale.x * mainObjScale.x
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# CONE
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elif name.startswith('cone'):
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shape = "Cone"
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props["radius"] = obj.scale.x
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props["height"] = obj.scale.z * 2.0
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# CYLINDER
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elif name.startswith('cyl'):
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shape = "Cylinder"
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props["half-extents"] = out_scale3( scale )
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# CAPSULE
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elif name.startswith('cap'):
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shape = "Capsule"
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props["radius"] = obj.scale.x
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props["height"] = obj.scale.z
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# CONVEX-HULL
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elif name.startswith('convex'):
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shape = "ConvexHull"
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mesh = obj.to_mesh( bpy.context.scene, True, 'PREVIEW' )
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props["points"] = ""
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for v in mesh.vertices:
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props["points"] += "" + out_point3( v.co ) + "|"
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props["points"] = props["points"].rstrip("|")
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if scale != Vector((1,1,1)):
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props["scale"] = out_scale3( scale )
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# remove mesh
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print(" shape type : '%s' from element name : '%s'" % (shape, obj.name))
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if obj.location != Vector((0,0,0)):
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props["origin"] = out_point3( obj.location )
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if obj.rotation_mode == 'QUATERNION':
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qrot = obj.rotation_quaternion
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else:
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qrot = obj.matrix_local.to_quaternion()
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if qrot != Quaternion((1,0,0,0)):
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props["rotate"] = out_quaternion( qrot )
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return (shape, props)
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def writeCollisionShape(object, file, mainObjScale):
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if len(getChildren(object))==0:
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# no phisical shape ...
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return
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fw = file.write
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fw('\t\tPhysics : \n')
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for subObj in getChildren(object):
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print(" element='%s' type '%s'" % (subObj.name,str(subObj.type)))
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if subObj.type != 'MESH':
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continue
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(shape, props) = getPhysicsShape(subObj, mainObjScale)
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if shape=="":
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print("error of shape detection type ...");
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continue
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fw("\t\t\t" + shape + "\n" )
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for (k,v) in props.items():
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fw("\t\t\t\t%s : %s\n" % (k, v) )
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def name_compat(name):
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if name is None:
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return 'None'
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else:
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return name.replace(' ', '_')
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def mesh_triangulate(me):
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import bmesh
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bm = bmesh.new()
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bm.from_mesh(me)
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bmesh.ops.triangulate(bm, faces=bm.faces)#, use_beauty=False)
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bm.to_mesh(me)
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bm.free()
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def write_mtl(scene, file, filepath, path_mode, copy_set, mtl_dict):
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from mathutils import Color
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world = scene.world
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if world:
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world_amb = world.ambient_color
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else:
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world_amb = Color((0.0, 0.0, 0.0))
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source_dir = os.path.dirname(bpy.data.filepath)
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dest_dir = os.path.dirname(filepath)
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fw = file.write
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fw('\nMaterials : %i\n' % len(mtl_dict))
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mtl_dict_values = list(mtl_dict.values())
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mtl_dict_values.sort(key=lambda m: m[0])
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# Write material/image combinations we have used.
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# Using mtl_dict.values() directly gives un-predictable order.
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for mtl_mat_name, mat, face_img in mtl_dict_values:
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# Get the Blender data for the material and the image.
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# Having an image named None will make a bug, dont do it :)
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fw('\t%s\n' % mtl_mat_name) # Define a new material: matname_imgname
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if mat:
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# convert from blenders spec to 0 - 1000 range.
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if mat.specular_shader == 'WARDISO':
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tspec = (0.4 - mat.specular_slope) / 0.0004
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else:
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tspec = (mat.specular_hardness - 1) * 1.9607843137254901
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fw('\t\tNs %.6f\n' % tspec)
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del tspec
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fw('\t\tKa %.6f %.6f %.6f\n' % (mat.ambient * world_amb)[:]) # Ambient, uses mirror color,
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fw('\t\tKd %.6f %.6f %.6f\n' % (mat.diffuse_intensity * mat.diffuse_color)[:]) # Diffuse
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fw('\t\tKs %.6f %.6f %.6f\n' % (mat.specular_intensity * mat.specular_color)[:]) # Specular
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if hasattr(mat, "ior"):
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fw('\t\tNi %.6f\n' % mat.ior) # Refraction index
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else:
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fw('\t\tNi %.6f\n' % 1.0)
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fw('\t\td %.6f\n' % mat.alpha) # Alpha (obj uses 'd' for dissolve)
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# 0 to disable lighting, 1 for ambient & diffuse only (specular color set to black), 2 for full lighting.
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if mat.use_shadeless:
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fw('\t\tillum 0\n') # ignore lighting
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elif mat.specular_intensity == 0:
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fw('\t\tillum 1\n') # no specular.
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else:
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fw('\t\tillum 2\n') # light normaly
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else:
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#write a dummy material here?
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fw('\t\tNs 0\n')
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fw('\t\tKa %.6f %.6f %.6f\n' % world_amb[:]) # Ambient, uses mirror color,
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fw('\t\tKd 0.8 0.8 0.8\n')
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fw('\t\tKs 0.8 0.8 0.8\n')
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fw('\t\td 1\n') # No alpha
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fw('\t\tillum 2\n') # light normaly
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# Write images!
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if face_img: # We have an image on the face!
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filepath = face_img.filepath
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if filepath: # may be '' for generated images
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# write relative image path
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filepath = bpy_extras.io_utils.path_reference(filepath,
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source_dir,
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dest_dir,
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path_mode,
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"",
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copy_set,
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face_img.library)
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fw('\t\tmap_Kd %s\n' % filepath) # Diffuse mapping image
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del filepath
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else:
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# so we write the materials image.
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face_img = None
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if mat: # No face image. if we havea material search for MTex image.
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image_map = {}
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# backwards so topmost are highest priority
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for mtex in reversed(mat.texture_slots):
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if mtex and mtex.texture and mtex.texture.type == 'IMAGE':
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image = mtex.texture.image
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if image:
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# texface overrides others
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if( mtex.use_map_color_diffuse
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and (face_img is None)
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and (mtex.use_map_warp is False)
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and (mtex.texture_coords != 'REFLECTION')
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):
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image_map["map_Kd"] = image
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if mtex.use_map_ambient:
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image_map["map_Ka"] = image
|
||||
# this is the Spec intensity channel but Ks stands for specular Color
|
||||
if mtex.use_map_color_spec: # specular color
|
||||
image_map["map_Ks"] = image
|
||||
if mtex.use_map_hardness: # specular hardness/glossiness
|
||||
image_map["map_Ns"] = image
|
||||
if mtex.use_map_alpha:
|
||||
image_map["map_d"] = image
|
||||
if mtex.use_map_translucency:
|
||||
image_map["map_Tr"] = image
|
||||
if mtex.use_map_normal and (mtex.texture.use_normal_map is True):
|
||||
image_map["map_Bump"] = image
|
||||
if mtex.use_map_normal and (mtex.texture.use_normal_map is False):
|
||||
image_map["map_Disp"] = image
|
||||
if mtex.use_map_color_diffuse and (mtex.texture_coords == 'REFLECTION'):
|
||||
image_map["map_refl"] = image
|
||||
if mtex.use_map_emit:
|
||||
image_map["map_Ke"] = image
|
||||
for key, image in image_map.items():
|
||||
filepath = bpy_extras.io_utils.path_reference(image.filepath,
|
||||
source_dir,
|
||||
dest_dir,
|
||||
path_mode,
|
||||
"",
|
||||
copy_set,
|
||||
image.library)
|
||||
fw('\t\t%s %s\n' % (key, repr(filepath)[1:-1]))
|
||||
|
||||
|
||||
"""
|
||||
" @brief Basic write function. The context and options must be already set.
|
||||
"""
|
||||
def write_file(filepath,
|
||||
objects,
|
||||
scene,
|
||||
EXPORT_GLOBAL_MATRIX=None,
|
||||
EXPORT_PATH_MODE='AUTO',
|
||||
EXPORT_BINARY_MODE=False,
|
||||
EXPORT_COLLISION_NAME=""
|
||||
):
|
||||
if EXPORT_GLOBAL_MATRIX is None:
|
||||
EXPORT_GLOBAL_MATRIX = mathutils.Matrix()
|
||||
|
||||
def veckey3d(v):
|
||||
return round(v.x, 6), round(v.y, 6), round(v.z, 6)
|
||||
|
||||
def veckey2d(v):
|
||||
return round(v[0], 6), round(v[1], 6)
|
||||
|
||||
print('EMF Export path: %r' % filepath)
|
||||
|
||||
time1 = time.time()
|
||||
|
||||
mtlfilepath = os.path.splitext(filepath)[0] + ".mtl"
|
||||
|
||||
file = open(filepath, "w", encoding="utf8", newline="\n")
|
||||
fw = file.write
|
||||
|
||||
# Write Header
|
||||
fw('EMF(STRING)\n') # if binary : fw('EMF(BINARY)\n')
|
||||
fw('# Blender v%s EMF File: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath)))
|
||||
|
||||
# Initialize totals, these are updated each object
|
||||
totverts = totuvco = totno = 1
|
||||
|
||||
face_vert_index = 1
|
||||
|
||||
globalNormals = {}
|
||||
|
||||
# A Dict of Materials
|
||||
# (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
|
||||
mtl_dict = {}
|
||||
# Used to reduce the usage of matname_texname materials, which can become annoying in case of
|
||||
# repeated exports/imports, yet keeping unique mat names per keys!
|
||||
# mtl_name: (material.name, image.name)
|
||||
mtl_rev_dict = {}
|
||||
|
||||
copy_set = set()
|
||||
|
||||
# Get all meshes
|
||||
for ob_main in objects:
|
||||
print("**************** '%s' *******************" % str(ob_main.name))
|
||||
if ob_main.type != 'MESH':
|
||||
print(ob_main.name, 'is not a mesh type - ignoring')
|
||||
fw('# can not export : "%s" : type="%s"\n' % (ob_main.name, str(ob_main.type)))
|
||||
continue
|
||||
#print("name : '%s'" % ob_main.name)
|
||||
#for plop in ob_main.child:
|
||||
# print(" child : '%s'" % plop.name)
|
||||
# ignore dupli children
|
||||
if ob_main.parent and ob_main.parent.dupli_type in {'VERTS', 'FACES'}:
|
||||
# XXX
|
||||
print(ob_main.name, 'is a dupli child - ignoring')
|
||||
continue
|
||||
obs = []
|
||||
if ob_main.dupli_type != 'NONE':
|
||||
# XXX
|
||||
print('creating dupli_list on', ob_main.name)
|
||||
ob_main.dupli_list_create(scene)
|
||||
obs = [(dob.object, dob.matrix) for dob in ob_main.dupli_list]
|
||||
# XXX debug print
|
||||
print(ob_main.name, 'has', len(obs), 'dupli children')
|
||||
else:
|
||||
obs = [(ob_main, ob_main.matrix_world)]
|
||||
idMesh=0
|
||||
for ob, ob_mat in obs:
|
||||
try:
|
||||
# apply the mesh modifieur at the curent object :
|
||||
me = ob.to_mesh(scene, True, 'PREVIEW', calc_tessface=False)
|
||||
except RuntimeError:
|
||||
me = None
|
||||
if me is None:
|
||||
continue
|
||||
idMesh = idMesh+1;
|
||||
fw('Mesh : %d\n' % idMesh)
|
||||
me.transform(EXPORT_GLOBAL_MATRIX * ob_mat)
|
||||
#print("ploppp : " + str(EXPORT_GLOBAL_MATRIX) )
|
||||
#print("ploppp : " + str(ob_mat) )
|
||||
# _must_ do this first since it re-allocs arrays
|
||||
# triangulate all the mesh :
|
||||
mesh_triangulate(me)
|
||||
# calculated normals:
|
||||
me.calc_normals()
|
||||
# export UV mapping :
|
||||
faceuv = len(me.uv_textures) > 0
|
||||
if faceuv:
|
||||
uv_texture = me.uv_textures.active.data[:]
|
||||
uv_layer = me.uv_layers.active.data[:]
|
||||
me_verts = me.vertices[:]
|
||||
# Make our own list so it can be sorted to reduce context switching
|
||||
face_index_pairs = [(face, index) for index, face in enumerate(me.polygons)]
|
||||
# faces = [ f for f in me.tessfaces ]
|
||||
edges = me.edges
|
||||
if not (len(face_index_pairs) + len(edges) + len(me.vertices)): # Make sure there is somthing to write
|
||||
# clean up
|
||||
bpy.data.meshes.remove(me)
|
||||
continue # dont bother with this mesh.
|
||||
|
||||
materials = me.materials[:]
|
||||
material_names = [m.name if m else None for m in materials]
|
||||
# avoid bad index errors
|
||||
if not materials:
|
||||
materials = [None]
|
||||
material_names = [name_compat(None)]
|
||||
# Sort by Material, then images
|
||||
# so we dont over context switch in the obj file.
|
||||
if faceuv:
|
||||
face_index_pairs.sort(key=lambda a: (a[0].material_index, hash(uv_texture[a[1]].image), a[0].use_smooth))
|
||||
elif len(materials) > 1:
|
||||
face_index_pairs.sort(key=lambda a: (a[0].material_index, a[0].use_smooth))
|
||||
else:
|
||||
# no materials
|
||||
face_index_pairs.sort(key=lambda a: a[0].use_smooth)
|
||||
# Set the default mat to no material and no image.
|
||||
contextMat = 0, 0 # Can never be this, so we will label a new material the first chance we get.
|
||||
contextSmooth = None # Will either be true or false, set bad to force initialization switch.
|
||||
# use : blen obs ??? what is this ....
|
||||
if True:
|
||||
name1 = ob.name
|
||||
name2 = ob.data.name
|
||||
if name1 == name2:
|
||||
obnamestring = name_compat(name1)
|
||||
else:
|
||||
obnamestring = '%s_%s' % (name_compat(name1), name_compat(name2))
|
||||
fw('\t%s\n' % obnamestring) # Write Object name
|
||||
###########################################################
|
||||
## Vert
|
||||
###########################################################
|
||||
fw('\t\tVertex : %d\n\t\t\t' % len(me_verts))
|
||||
for v in me_verts:
|
||||
fw('%.6f %.6f %.6f|' % v.co[:])
|
||||
fw('\n')
|
||||
###########################################################
|
||||
## UV
|
||||
###########################################################
|
||||
fw('\t\tUV-mapping :\n\t\t\t')
|
||||
if faceuv:
|
||||
# in case removing some of these dont get defined.
|
||||
uv = uvkey = uv_dict = f_index = uv_index = None
|
||||
uv_face_mapping = [None] * len(face_index_pairs)
|
||||
uv_dict = {} # could use a set() here
|
||||
for f, f_index in face_index_pairs:
|
||||
uv_ls = uv_face_mapping[f_index] = []
|
||||
for uv_index, l_index in enumerate(f.loop_indices):
|
||||
uv = uv_layer[l_index].uv
|
||||
uvkey = veckey2d(uv)
|
||||
try:
|
||||
uv_k = uv_dict[uvkey]
|
||||
except:
|
||||
uv_k = uv_dict[uvkey] = len(uv_dict)
|
||||
fw('%.6f %.6f|' % uv[:])
|
||||
uv_ls.append(uv_k)
|
||||
uv_unique_count = len(uv_dict)
|
||||
del uv, uvkey, uv_dict, f_index, uv_index, uv_ls, uv_k
|
||||
# Only need uv_unique_count and uv_face_mapping
|
||||
fw('\n')
|
||||
###########################################################
|
||||
## NORMAL
|
||||
###########################################################
|
||||
if f.use_smooth:
|
||||
localIsSmooth = 'vertex'
|
||||
else:
|
||||
localIsSmooth = 'face'
|
||||
fw('\t\tNormal(%s) : %d\n\t\t\t' % (localIsSmooth, len(face_index_pairs)) )
|
||||
for f, f_index in face_index_pairs:
|
||||
if f.use_smooth:
|
||||
for v_idx in f.vertices:
|
||||
v = me_verts[v_idx]
|
||||
noKey = veckey3d(v.normal)
|
||||
if noKey not in globalNormals:
|
||||
globalNormals[noKey] = totno
|
||||
totno += 1
|
||||
fw('%.6f %.6f %.6f|' % noKey)
|
||||
else:
|
||||
# Hard, 1 normal from the face.
|
||||
noKey = veckey3d(f.normal)
|
||||
if noKey not in globalNormals:
|
||||
globalNormals[noKey] = totno
|
||||
totno += 1
|
||||
fw('%.6f %.6f %.6f|' % noKey)
|
||||
|
||||
fw('\n')
|
||||
if not faceuv:
|
||||
f_image = None
|
||||
###########################################################
|
||||
## faces
|
||||
###########################################################
|
||||
fw('\t\tFace : %d' % len(face_index_pairs))
|
||||
for f, f_index in face_index_pairs:
|
||||
f_smooth = f.use_smooth
|
||||
f_mat = min(f.material_index, len(materials) - 1)
|
||||
if faceuv:
|
||||
tface = uv_texture[f_index]
|
||||
f_image = tface.image
|
||||
# MAKE KEY
|
||||
if faceuv and f_image: # Object is always true.
|
||||
key = material_names[f_mat], f_image.name
|
||||
else:
|
||||
key = material_names[f_mat], None # No image, use None instead.
|
||||
# CHECK FOR CONTEXT SWITCH
|
||||
if key == contextMat:
|
||||
pass # Context already switched, dont do anything
|
||||
else:
|
||||
if key[0] is None and key[1] is None:
|
||||
# inform the use of a material :
|
||||
fw("\n\t\t\t---:") # mat, image
|
||||
else:
|
||||
mat_data = mtl_dict.get(key)
|
||||
if not mat_data:
|
||||
# First add to global dict so we can export to mtl
|
||||
# Then write mtl
|
||||
# Make a new names from the mat and image name,
|
||||
# converting any spaces to underscores with name_compat.
|
||||
# If none image dont bother adding it to the name
|
||||
# Try to avoid as much as possible adding texname (or other things)
|
||||
# to the mtl name (see [#32102])...
|
||||
mtl_name = "%s" % name_compat(key[0])
|
||||
if mtl_rev_dict.get(mtl_name, None) not in {key, None}:
|
||||
if key[1] is None:
|
||||
tmp_ext = "_NONE"
|
||||
else:
|
||||
tmp_ext = "_%s" % name_compat(key[1])
|
||||
i = 0
|
||||
while mtl_rev_dict.get(mtl_name + tmp_ext, None) not in {key, None}:
|
||||
i += 1
|
||||
tmp_ext = "_%3d" % i
|
||||
mtl_name += tmp_ext
|
||||
mat_data = mtl_dict[key] = mtl_name, materials[f_mat], f_image
|
||||
mtl_rev_dict[mtl_name] = key
|
||||
# set the use of a material :
|
||||
fw("\n\t\t\t%s\n\t\t\t\t" % mat_data[0]) # can be mat_image or (null)
|
||||
contextMat = key
|
||||
f_v = [(vi, me_verts[v_idx]) for vi, v_idx in enumerate(f.vertices)]
|
||||
if faceuv:
|
||||
# export the normals :
|
||||
if f_smooth: # Smoothed, use vertex normals
|
||||
for vi, v in f_v:
|
||||
fw(" %d/%d/%d" %
|
||||
(v.index + totverts-1,
|
||||
totuvco + uv_face_mapping[f_index][vi]-1,
|
||||
globalNormals[veckey3d(v.normal)]-1,
|
||||
)) # vert, uv, normal
|
||||
else: # No smoothing, face normals
|
||||
no = globalNormals[veckey3d(f.normal)]
|
||||
for vi, v in f_v:
|
||||
fw(" %d/%d/%d" %
|
||||
(v.index + totverts-1,
|
||||
totuvco + uv_face_mapping[f_index][vi]-1,
|
||||
no-1,
|
||||
)) # vert, uv, normal
|
||||
face_vert_index += len(f_v)
|
||||
else: # No UV's
|
||||
# export the normals :
|
||||
if f_smooth: # Smoothed, use vertex normals
|
||||
for vi, v in f_v:
|
||||
fw(" %d//%d" % (
|
||||
v.index + totverts-1,
|
||||
globalNormals[veckey3d(v.normal)]-1,
|
||||
))
|
||||
else: # No smoothing, face normals
|
||||
no = globalNormals[veckey3d(f.normal)]
|
||||
for vi, v in f_v:
|
||||
fw(" %d//%d" % (v.index + totverts-1, no-1))
|
||||
fw('|')
|
||||
fw('\n')
|
||||
# Write edges. ==> did not know what it is ...
|
||||
#fw('Faces : %d' % len(edges))
|
||||
#for ed in edges:
|
||||
# if ed.is_loose:
|
||||
# fw('%d %d\n' % (ed.vertices[0] + totverts, ed.vertices[1] + totverts))
|
||||
|
||||
# Make the indices global rather then per mesh
|
||||
totverts += len(me_verts)
|
||||
if faceuv:
|
||||
totuvco += uv_unique_count
|
||||
# clean up
|
||||
bpy.data.meshes.remove(me)
|
||||
if ob_main.dupli_type != 'NONE':
|
||||
ob_main.dupli_list_clear()
|
||||
#####################################################################
|
||||
## Save collision shapes (for one object :
|
||||
#####################################################################
|
||||
for subObj in getChildren(ob_main):
|
||||
print(" child : '%s'" % (subObj.name))
|
||||
if subObj.name.lower().startswith(EXPORT_COLLISION_NAME):
|
||||
print(" find physics : '%s'" % (subObj.name))
|
||||
writeCollisionShape(subObj, file, ob_main.scale)
|
||||
|
||||
#####################################################################
|
||||
## Now we have all our materials, save them in the material section
|
||||
#####################################################################
|
||||
write_mtl(scene, file, mtlfilepath, EXPORT_PATH_MODE, copy_set, mtl_dict)
|
||||
|
||||
#####################################################################
|
||||
## End of the file generation:
|
||||
#####################################################################
|
||||
file.close()
|
||||
|
||||
# copy all collected files.
|
||||
bpy_extras.io_utils.path_reference_copy(copy_set)
|
||||
|
||||
print("EMF Export time: %.2f" % (time.time() - time1))
|
||||
|
||||
|
||||
"""
|
||||
" @brief generate the requested object file ... with his material inside and ...
|
||||
"
|
||||
"""
|
||||
def _write(context,
|
||||
filepath,
|
||||
EXPORT_SEL_ONLY,
|
||||
EXPORT_GLOBAL_MATRIX,
|
||||
EXPORT_PATH_MODE,
|
||||
EXPORT_BINARY_MODE,
|
||||
EXPORT_COLLISION_NAME,
|
||||
):
|
||||
#
|
||||
base_name, ext = os.path.splitext(filepath)
|
||||
# create the output name :
|
||||
context_name = [base_name, '', '', ext] # Base name, scene name, frame number, extension
|
||||
# get the curent scene :
|
||||
scene = context.scene
|
||||
# Exit edit mode before exporting, so current object states are exported properly.
|
||||
if bpy.ops.object.mode_set.poll():
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
# get the curent frame selected :
|
||||
frame = scene.frame_current
|
||||
# Loop through all frames in the scene and export.
|
||||
scene.frame_set(frame, 0.0)
|
||||
# get only the object that are selected or all ...
|
||||
if EXPORT_SEL_ONLY:
|
||||
objects = context.selected_objects
|
||||
else:
|
||||
objects = scene.objects
|
||||
|
||||
full_path = ''.join(context_name)
|
||||
|
||||
write_file(full_path,
|
||||
objects,
|
||||
scene,
|
||||
EXPORT_GLOBAL_MATRIX,
|
||||
EXPORT_PATH_MODE,
|
||||
EXPORT_BINARY_MODE,
|
||||
EXPORT_COLLISION_NAME,
|
||||
)
|
||||
|
||||
|
||||
|
||||
"""
|
||||
" @brief Save the current element in the file requested.
|
||||
"
|
||||
"""
|
||||
def save(operator,
|
||||
context,
|
||||
filepath="",
|
||||
use_selection=True,
|
||||
use_binary=False,
|
||||
collision_object_name="",
|
||||
global_matrix=None,
|
||||
path_mode='AUTO'
|
||||
):
|
||||
_write(context,
|
||||
filepath,
|
||||
EXPORT_SEL_ONLY=use_selection,
|
||||
EXPORT_GLOBAL_MATRIX=global_matrix,
|
||||
EXPORT_PATH_MODE=path_mode,
|
||||
EXPORT_BINARY_MODE=use_binary,
|
||||
EXPORT_COLLISION_NAME=collision_object_name,
|
||||
)
|
||||
|
||||
return {'FINISHED'}
|
2
external/ege
vendored
2
external/ege
vendored
@ -1 +1 @@
|
||||
Subproject commit b2a3095a2edb8c6cde490a0c80de4973c22d432b
|
||||
Subproject commit a617216d054368eb6ebeb8c6c248c07788ab1a69
|
Loading…
x
Reference in New Issue
Block a user