[DEV] work on EMF blender export

This commit is contained in:
Edouard DUPIN 2021-05-17 11:35:56 +02:00
parent 8d320ad441
commit 1719e9c1e8
12 changed files with 2848 additions and 129 deletions

View File

@ -4,7 +4,7 @@
bl_info = { bl_info = {
"name": "EGE Mesh file format emf", "name": "EGE Mesh file format emf",
"author": "Edouard DUPIN", "author": "Edouard DUPIN",
"blender": (2, 80, 0), "blender": (2, 81, 6),
"location": "File > Import-Export", "location": "File > Import-Export",
"description": "Import-Export emf, Import EMF mesh, UV's, materials and textures", "description": "Import-Export emf, Import EMF mesh, UV's, materials and textures",
"category": "Import-Export"} "category": "Import-Export"}
@ -161,4 +161,9 @@ def unregister():
if __name__ == "__main__": if __name__ == "__main__":
register() print("Registering.");
register();
#print("Executing.");
#bpy.ops.export_scene.emf();

View File

@ -0,0 +1,9 @@
import bpy
bpy.ops.wm.open_mainfile(filepath="/home/heero/dev/workspace-game/atriasoft/ege/blender/io_scene_emf/../../samples/resources/emf/tree1.blend")
bpy.ops.export_scene.emf(filepath="/home/heero/dev/workspace-game/atriasoft/ege/blender/io_scene_emf/../../samples/resources/emf/tree1.emf")
#bpy.ops.wm.open_mainfile(filepath="/home/heero/dev/workspace-game/atriasoft/ewol/resources/resources/ewol/theme/shape/Entry.blend")
#bpy.ops.export_scene.emf(filepath="/home/heero/dev/workspace-game/atriasoft/ewol/resources/resources/ewol/theme/shape/Entry.emf")

View File

@ -4,7 +4,7 @@ import time
import bpy import bpy
import mathutils import mathutils
import bpy_extras.io_utils from bpy_extras import io_utils, node_shader_utils
EXPORT_COLLISION_NAME = "" EXPORT_COLLISION_NAME = ""
@ -117,13 +117,14 @@ def get_physics_shape(obj, mainObjScale):
def write_collision_shape(object, file, mainObjScale, offset): def write_collision_shape(object, file, mainObjScale, offset):
fw = file.write
if len(getChildren(object))==0: if len(getChildren(object))==0:
# no phisical shape ... # no phisical shape ...
return return
string_offset = "" string_offset = ""
for iii in range(offset): for iii in range(offset):
string_offset += "\t" string_offset += "\t"
file.write(string_offset + 'Physics:\n') fw(string_offset + 'Physics:\n')
for subObj in getChildren(object): for subObj in getChildren(object):
print(" element='" + subObj.name + "' type '" + str(subObj.type) + "'") print(" element='" + subObj.name + "' type '" + str(subObj.type) + "'")
if subObj.type != 'MESH' \ if subObj.type != 'MESH' \
@ -133,9 +134,9 @@ def write_collision_shape(object, file, mainObjScale, offset):
if shape=="": if shape=="":
print("error of shape detection type ..."); print("error of shape detection type ...");
continue continue
file.write(string_offset + "\t" + shape + "\n" ) fw(string_offset + "\t" + shape + "\n" )
for (k,v) in props.items(): for (k,v) in props.items():
file.write(string_offset + "\t\t%s:%s\n" % (k, v) ) fw(string_offset + "\t\t%s:%s\n" % (k, v) )
@ -157,6 +158,7 @@ def mesh_triangulate(me):
def write_mtl(scene, file, filepath, path_mode, copy_set, mtl_dict): def write_mtl(scene, file, filepath, path_mode, copy_set, mtl_dict):
from mathutils import Color from mathutils import Color
fw = file.write
world = scene.world world = scene.world
#if world and world.ambient_color: #if world and world.ambient_color:
# world_amb = world.ambient_color # world_amb = world.ambient_color
@ -164,8 +166,8 @@ def write_mtl(scene, file, filepath, path_mode, copy_set, mtl_dict):
world_amb = Color((0.0, 0.0, 0.0)) world_amb = Color((0.0, 0.0, 0.0))
source_dir = os.path.dirname(bpy.data.filepath) source_dir = os.path.dirname(bpy.data.filepath)
dest_dir = os.path.dirname(filepath) dest_dir = os.path.dirname(filepath)
file.write('\n') fw('\n')
#file.write('\nMaterials:%i\n' % len(mtl_dict)) #fw('\nMaterials:%i\n' % len(mtl_dict))
mtl_dict_values = list(mtl_dict.values()) mtl_dict_values = list(mtl_dict.values())
mtl_dict_values.sort(key=lambda m: m[0]) mtl_dict_values.sort(key=lambda m: m[0])
# Write material/image combinations we have used. # Write material/image combinations we have used.
@ -173,97 +175,100 @@ def write_mtl(scene, file, filepath, path_mode, copy_set, mtl_dict):
for mtl_mat_name, mat, face_img in mtl_dict_values: for mtl_mat_name, mat, face_img in mtl_dict_values:
# Get the Blender data for the material and the image. # Get the Blender data for the material and the image.
# Having an image named None will make a bug, dont do it:) # Having an image named None will make a bug, dont do it:)
file.write('Materials:%s\n' % mtl_mat_name) # Define a new material: matname_imgname #print("material: '" + str(mtl_mat_name) + "': " + str(mat) + " " + str(face_img));
if mat: #print(" mat: ");
# convert from blenders spec to 0 - 1000 range. #for elem in dir(mat):
if mat.specular_shader == 'WARDISO': # print(" - " + elem);
tspec = (0.4 - mat.specular_slope) / 0.0004 fw('Materials:%s\n' % mtl_mat_name) # Define a new material: matname_imgname
mat_wrap = node_shader_utils.PrincipledBSDFWrapper(mat) if mat else None
if mat_wrap:
use_mirror = mat_wrap.metallic != 0.0
use_transparency = mat_wrap.alpha != 1.0
# XXX Totally empirical conversion, trying to adapt it
# (from 1.0 - 0.0 Principled BSDF range to 0.0 - 900.0 OBJ specular exponent range)...
spec = (1.0 - mat_wrap.roughness) * 30
spec *= spec
fw(' Ns %.6f\n' % spec)
# Ambient
if use_mirror:
fw(' Ka %.6f %.6f %.6f\n' % (mat_wrap.metallic, mat_wrap.metallic, mat_wrap.metallic))
else: else:
tspec = (mat.specular_hardness - 1) * 1.9607843137254901 fw(' Ka %.6f %.6f %.6f\n' % (1.0, 1.0, 1.0))
file.write('\tNs %.6f\n' % tspec) fw(' Kd %.6f %.6f %.6f\n' % mat_wrap.base_color[:3]) # Diffuse
del tspec # XXX TODO Find a way to handle tint and diffuse color, in a consistent way with import...
file.write('\tKa %.6f %.6f %.6f\n' % (mat.ambient * world_amb)[:]) # Ambient, uses mirror color, fw(' Ks %.6f %.6f %.6f\n' % (mat_wrap.specular, mat_wrap.specular, mat_wrap.specular)) # Specular
file.write('\tKd %.6f %.6f %.6f\n' % (mat.diffuse_intensity * mat.diffuse_color)[:]) # Diffuse # Emission, not in original MTL standard but seems pretty common, see T45766.
file.write('\tKs %.6f %.6f %.6f\n' % (mat.specular_intensity * mat.specular_color)[:]) # Specular emission_strength = mat_wrap.emission_strength
if hasattr(mat, "ior"): emission = [emission_strength * c for c in mat_wrap.emission_color[:3]]
file.write('\tNi %.6f\n' % mat.ior) # Refraction index fw(' Ke %.6f %.6f %.6f\n' % tuple(emission))
fw(' vNi %.6f\n' % mat_wrap.ior) # Refraction index
fw(' d %.6f\n' % mat_wrap.alpha) # Alpha (obj uses 'd' for dissolve)
# See http://en.wikipedia.org/wiki/Wavefront_.obj_file for whole list of values...
# Note that mapping is rather fuzzy sometimes, trying to do our best here.
if mat_wrap.specular == 0:
fw(' illum 1\n') # no specular.
elif use_mirror:
if use_transparency:
fw(' illum 6\n') # Reflection, Transparency, Ray trace
else:
fw(' illum 3\n') # Reflection and Ray trace
elif use_transparency:
fw(' illum 9\n') # 'Glass' transparency and no Ray trace reflection... fuzzy matching, but...
else: else:
file.write('\tNi %.6f\n' % 1.0) fw(' illum 2\n') # light normally
file.write('\td %.6f\n' % mat.alpha) # Alpha (obj uses 'd' for dissolve)
# 0 to disable lighting, 1 for ambient & diffuse only (specular color set to black), 2 for full lighting. #### And now, the image textures...
if mat.use_shadeless: image_map = {
file.write('\tillum 0\n') # ignore lighting "map_Kd": "base_color_texture",
elif mat.specular_intensity == 0: "map_Ka": None, # ambient...
file.write('\tillum 1\n') # no specular. "map_Ks": "specular_texture",
else: "map_Ns": "roughness_texture",
file.write('\tillum 2\n') # light normaly "map_d": "alpha_texture",
"map_Tr": None, # transmission roughness?
"map_Bump": "normalmap_texture",
"disp": None, # displacement...
"refl": "metallic_texture",
"map_Ke": "emission_color_texture" if emission_strength != 0.0 else None,
}
for key, mat_wrap_key in sorted(image_map.items()):
if mat_wrap_key is None:
continue
tex_wrap = getattr(mat_wrap, mat_wrap_key, None)
if tex_wrap is None:
continue
image = tex_wrap.image
if image is None:
continue
filepath = io_utils.path_reference(image.filepath, source_dir, dest_dir,
path_mode, "", copy_set, image.library)
options = []
if key == "map_Bump":
if mat_wrap.normalmap_strength != 1.0:
options.append('-bm %.6f' % mat_wrap.normalmap_strength)
if tex_wrap.translation != Vector((0.0, 0.0, 0.0)):
options.append('-o %.6f %.6f %.6f' % tex_wrap.translation[:])
if tex_wrap.scale != Vector((1.0, 1.0, 1.0)):
options.append('-s %.6f %.6f %.6f' % tex_wrap.scale[:])
if options:
fw('%s %s %s\n' % (key, " ".join(options), repr(filepath)[1:-1]))
else:
fw('%s %s\n' % (key, repr(filepath)[1:-1]))
else: else:
#write a dummy material here? # Write a dummy material here?
file.write('\tNs 0\n') fw(' Ns 500\n')
file.write('\tKa %.6f %.6f %.6f\n' % world_amb[:]) # Ambient, uses mirror color, fw(' Ka 0.8 0.8 0.8\n')
file.write('\tKd 0.8 0.8 0.8\n') fw(' Kd 0.8 0.8 0.8\n')
file.write('\tKs 0.8 0.8 0.8\n') fw(' Ks 0.8 0.8 0.8\n')
file.write('\td 1\n') # No alpha fw(' d 1\n') # No alpha
file.write('\tillum 2\n') # light normaly fw(' illum 2\n') # light normally
# Write images!
if face_img: # We have an image on the face!
filepath = face_img.filepath
if filepath: # may be '' for generated images
# write relative image path
filepath = bpy_extras.io_utils.path_reference(filepath,
source_dir,
dest_dir,
path_mode,
"",
copy_set,
face_img.library)
file.write('\tmap_Kd %s\n' % filepath) # Diffuse mapping image
del filepath
else:
# so we write the materials image.
face_img = None
if mat: # No face image. if we havea material search for MTex image.
image_map = {}
# backwards so topmost are highest priority
for mtex in reversed(mat.texture_slots):
if mtex and mtex.texture and mtex.texture.type == 'IMAGE':
image = mtex.texture.image
if image:
# texface overrides others
if( mtex.use_map_color_diffuse
and (face_img is None)
and (mtex.use_map_warp is False)
and (mtex.texture_coords != 'REFLECTION')
):
image_map["map_Kd"] = image
if mtex.use_map_ambient:
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)
file.write('\t%s %s\n' % (key, repr(filepath)[1:-1]))
def veckey3d(v): def veckey3d(v):
return round(v.x, 6), round(v.y, 6), round(v.z, 6) return round(v.x, 6), round(v.y, 6), round(v.z, 6)
@ -273,7 +278,7 @@ def veckey2d(v):
def write_mesh(scene, file, object, mtl_dict): def write_mesh(scene, file, object, mtl_dict):
print("**************** '" + str(object.name) + "' *******************") print("**************** '" + str(object.name) + "' *******************")
fw = file.write
# Initialize totals, these are updated each object # Initialize totals, these are updated each object
totverts = 1 totverts = 1
totuvco = 1 totuvco = 1
@ -288,7 +293,7 @@ def write_mesh(scene, file, object, mtl_dict):
if object.type != 'MESH': if object.type != 'MESH':
print(object.name + 'is not a mesh type - ignoring type=' + object.type) print(object.name + 'is not a mesh type - ignoring type=' + object.type)
file.write('# can not export:"%s":type="%s"\n' % (object.name, str(object.type))) fw('# can not export:"%s":type="%s"\n' % (object.name, str(object.type)))
return return
#print("name:'%s'" % object.name) #print("name:'%s'" % object.name)
#for plop in object.child: #for plop in object.child:
@ -319,16 +324,16 @@ def write_mesh(scene, file, object, mtl_dict):
if me is None: if me is None:
continue continue
me.transform(ob_mat) me.transform(ob_mat)
#print("ploppp:" + str(ob_mat) ) print("ploppp:" + str(ob_mat) )
# _must_ do this first since it re-allocs arrays # _must_ do this first since it re-allocs arrays
# triangulate all the mesh: # triangulate all the mesh:
mesh_triangulate(me) mesh_triangulate(me)
# calculated normals: # calculated normals:
me.calc_normals() me.calc_normals()
# export UV mapping: # export UV mapping:
faceuv = len(me.uv_textures) > 0 faceuv = len(me.uv_layers) > 0
if faceuv: if faceuv:
uv_texture = me.uv_textures.active.data[:] uv_texture = me.uv_layers.active.data[:]
uv_layer = me.uv_layers.active.data[:] uv_layer = me.uv_layers.active.data[:]
me_verts = me.vertices[:] me_verts = me.vertices[:]
# Make our own list so it can be sorted to reduce context switching # Make our own list so it can be sorted to reduce context switching
@ -365,19 +370,19 @@ def write_mesh(scene, file, object, mtl_dict):
obnamestring = name_compat(name1) obnamestring = name_compat(name1)
else: else:
obnamestring = '%s_%s' % (name_compat(name1), name_compat(name2)) obnamestring = '%s_%s' % (name_compat(name1), name_compat(name2))
file.write('Mesh:%s\n' % obnamestring) # Write Object name fw('Mesh:%s\n' % obnamestring) # Write Object name
########################################################### ###########################################################
## Vert ## Vert
########################################################### ###########################################################
file.write('\tVertex:%d\n\t\t' % len(me_verts)) fw('\tVertex:%d\n\t\t' % len(me_verts))
for v in me_verts: for v in me_verts:
file.write('%.6f %.6f %.6f|' % v.co[:]) fw('%.6f %.6f %.6f|' % v.co[:])
file.write('\n') fw('\n')
########################################################### ###########################################################
## UV ## UV
########################################################### ###########################################################
if faceuv: if faceuv:
file.write('\tUV-mapping:\n\t\t') fw('\tUV-mapping:\n\t\t')
# in case removing some of these dont get defined. # in case removing some of these dont get defined.
uv = uvkey = uv_dict = f_index = uv_index = None uv = uvkey = uv_dict = f_index = uv_index = None
uv_face_mapping = [None] * len(face_index_pairs) uv_face_mapping = [None] * len(face_index_pairs)
@ -391,12 +396,12 @@ def write_mesh(scene, file, object, mtl_dict):
uv_k = uv_dict[uvkey] uv_k = uv_dict[uvkey]
except: except:
uv_k = uv_dict[uvkey] = len(uv_dict) uv_k = uv_dict[uvkey] = len(uv_dict)
file.write('%.6f %.6f|' % uv[:]) fw('%.6f %.6f|' % uv[:])
uv_ls.append(uv_k) uv_ls.append(uv_k)
uv_unique_count = len(uv_dict) uv_unique_count = len(uv_dict)
del uv, uvkey, uv_dict, f_index, uv_index, uv_ls, uv_k del uv, uvkey, uv_dict, f_index, uv_index, uv_ls, uv_k
# Only need uv_unique_count and uv_face_mapping # Only need uv_unique_count and uv_face_mapping
file.write('\n') fw('\n')
else: else:
print("does not use UV-MAPPING") print("does not use UV-MAPPING")
########################################################### ###########################################################
@ -409,7 +414,7 @@ def write_mesh(scene, file, object, mtl_dict):
localIsSmooth = 'face' localIsSmooth = 'face'
else: else:
localIsSmooth = 'face' localIsSmooth = 'face'
file.write('\tNormal(%s):%d\n\t\t' % (localIsSmooth, len(face_index_pairs)) ) fw('\tNormal(%s):%d\n\t\t' % (localIsSmooth, len(face_index_pairs)) )
for f, f_index in face_index_pairs: for f, f_index in face_index_pairs:
if f.use_smooth: if f.use_smooth:
for v_idx in f.vertices: for v_idx in f.vertices:
@ -418,22 +423,22 @@ def write_mesh(scene, file, object, mtl_dict):
if noKey not in globalNormals: if noKey not in globalNormals:
globalNormals[noKey] = totno globalNormals[noKey] = totno
totno += 1 totno += 1
file.write('%.6f %.6f %.6f|' % noKey) fw('%.6f %.6f %.6f|' % noKey)
else: else:
# Hard, 1 normal from the face. # Hard, 1 normal from the face.
noKey = veckey3d(f.normal) noKey = veckey3d(f.normal)
if noKey not in globalNormals: if noKey not in globalNormals:
globalNormals[noKey] = totno globalNormals[noKey] = totno
totno += 1 totno += 1
file.write('%.6f %.6f %.6f|' % noKey) fw('%.6f %.6f %.6f|' % noKey)
file.write('\n') fw('\n')
if not faceuv: if not faceuv:
f_image = None f_image = None
########################################################### ###########################################################
## faces ## faces
########################################################### ###########################################################
file.write('\tFace:%d' % len(face_index_pairs)) fw('\tFace:%d' % len(face_index_pairs))
for f, f_index in face_index_pairs: for f, f_index in face_index_pairs:
f_smooth = f.use_smooth f_smooth = f.use_smooth
f_mat = min(f.material_index, len(materials) - 1) f_mat = min(f.material_index, len(materials) - 1)
@ -451,7 +456,7 @@ def write_mesh(scene, file, object, mtl_dict):
else: else:
if key[0] is None and key[1] is None: if key[0] is None and key[1] is None:
# inform the use of a material: # inform the use of a material:
file.write("\n\t\t---:") # mat, image fw("\n\t\t---:") # mat, image
else: else:
mat_data = mtl_dict.get(key) mat_data = mtl_dict.get(key)
if not mat_data: if not mat_data:
@ -476,14 +481,14 @@ def write_mesh(scene, file, object, mtl_dict):
mat_data = mtl_dict[key] = mtl_name, materials[f_mat], f_image mat_data = mtl_dict[key] = mtl_name, materials[f_mat], f_image
mtl_rev_dict[mtl_name] = key mtl_rev_dict[mtl_name] = key
# set the use of a material: # set the use of a material:
file.write("\n\t\t%s\n\t\t\t" % mat_data[0]) # can be mat_image or (null) fw("\n\t\t%s\n\t\t\t" % mat_data[0]) # can be mat_image or (null)
contextMat = key contextMat = key
f_v = [(vi, me_verts[v_idx]) for vi, v_idx in enumerate(f.vertices)] f_v = [(vi, me_verts[v_idx]) for vi, v_idx in enumerate(f.vertices)]
if faceuv: if faceuv:
# export the normals: # export the normals:
if f_smooth: # Smoothed, use vertex normals if f_smooth: # Smoothed, use vertex normals
for vi, v in f_v: for vi, v in f_v:
file.write(" %d/%d/%d" % fw(" %d/%d/%d" %
(v.index + totverts-1, (v.index + totverts-1,
totuvco + uv_face_mapping[f_index][vi]-1, totuvco + uv_face_mapping[f_index][vi]-1,
globalNormals[veckey3d(v.normal)]-1, globalNormals[veckey3d(v.normal)]-1,
@ -491,7 +496,7 @@ def write_mesh(scene, file, object, mtl_dict):
else: # No smoothing, face normals else: # No smoothing, face normals
no = globalNormals[veckey3d(f.normal)] no = globalNormals[veckey3d(f.normal)]
for vi, v in f_v: for vi, v in f_v:
file.write(" %d/%d/%d" % fw(" %d/%d/%d" %
(v.index + totverts-1, (v.index + totverts-1,
totuvco + uv_face_mapping[f_index][vi]-1, totuvco + uv_face_mapping[f_index][vi]-1,
no-1, no-1,
@ -501,31 +506,31 @@ def write_mesh(scene, file, object, mtl_dict):
# export the normals: # export the normals:
if f_smooth: # Smoothed, use vertex normals if f_smooth: # Smoothed, use vertex normals
for vi, v in f_v: for vi, v in f_v:
file.write(" %d/%d" % ( fw(" %d/%d" % (
v.index + totverts-1, v.index + totverts-1,
globalNormals[veckey3d(v.normal)]-1, globalNormals[veckey3d(v.normal)]-1,
)) ))
else: # No smoothing, face normals else: # No smoothing, face normals
no = globalNormals[veckey3d(f.normal)] no = globalNormals[veckey3d(f.normal)]
for vi, v in f_v: for vi, v in f_v:
file.write(" %d/%d" % (v.index + totverts-1, no-1)) fw(" %d/%d" % (v.index + totverts-1, no-1))
file.write('|') fw('|')
file.write('\n') fw('\n')
# Write edges. ==> did not know what it is ... # Write edges. ==> did not know what it is ...
#file.write('Faces:%d' % len(edges)) #fw('Faces:%d' % len(edges))
#for ed in edges: #for ed in edges:
# if ed.is_loose: # if ed.is_loose:
# file.write('%d %d\n' % (ed.vertices[0] + totverts, ed.vertices[1] + totverts)) # fw('%d %d\n' % (ed.vertices[0] + totverts, ed.vertices[1] + totverts))
# Make the indices global rather then per mesh # Make the indices global rather then per mesh
totverts += len(me_verts) totverts += len(me_verts)
if faceuv: if faceuv:
totuvco += uv_unique_count totuvco += uv_unique_count
# clean up # clean up
bpy.data.meshes.remove(me) # TODO: bpy.data. .remove(me)
if object.dupli_type != 'NONE': # TODO: if object.dupli_type != 'NONE':
object.dupli_list_clear() # TODO: object.dupli_list_clear()
##################################################################### #####################################################################
## Save collision shapes (for one object): ## Save collision shapes (for one object):
##################################################################### #####################################################################
@ -554,10 +559,10 @@ def write_file(filepath,
mtlfilepath = os.path.splitext(filepath)[0] + ".mtl" mtlfilepath = os.path.splitext(filepath)[0] + ".mtl"
file = open(filepath, "w", encoding="utf8", newline="\n") file = open(filepath, "w", encoding="utf8", newline="\n")
fw = file.write
# Write Header # Write Header
file.write('EMF(STRING)\n') # if binary:file.write('EMF(BINARY)\n') fw('EMF(STRING)\n') # if binary:fw('EMF(BINARY)\n')
file.write('# Blender v%s EMF File: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath))) fw('# Blender v%s EMF File: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath)))
# A Dict of Materials # A Dict of Materials
# (material.name, image.name):matname_imagename # matname_imagename has gaps removed. # (material.name, image.name):matname_imagename # matname_imagename has gaps removed.

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@ -0,0 +1,4 @@
To export manyally a emf... (for test ...)
blender --background -P ./exportEmf.py

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@ -0,0 +1,514 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8-80 compliant>
bl_info = {
"name": "Wavefront OBJ format",
"author": "Campbell Barton, Bastien Montagne",
"version": (3, 8, 1),
"blender": (2, 81, 6),
"location": "File > Import-Export",
"description": "Import-Export OBJ, Import OBJ mesh, UV's, materials and textures",
"warning": "",
"doc_url": "{BLENDER_MANUAL_URL}/addons/import_export/scene_obj.html",
"support": 'OFFICIAL',
"category": "Import-Export",
}
if "bpy" in locals():
import importlib
if "import_obj" in locals():
importlib.reload(import_obj)
if "export_obj" in locals():
importlib.reload(export_obj)
import bpy
from bpy.props import (
BoolProperty,
FloatProperty,
StringProperty,
EnumProperty,
)
from bpy_extras.io_utils import (
ImportHelper,
ExportHelper,
orientation_helper,
path_reference_mode,
axis_conversion,
)
@orientation_helper(axis_forward='-Z', axis_up='Y')
class ImportOBJ(bpy.types.Operator, ImportHelper):
"""Load a Wavefront OBJ File"""
bl_idname = "import_scene.obj"
bl_label = "Import OBJ"
bl_options = {'PRESET', 'UNDO'}
filename_ext = ".obj"
filter_glob: StringProperty(
default="*.obj;*.mtl",
options={'HIDDEN'},
)
use_edges: BoolProperty(
name="Lines",
description="Import lines and faces with 2 verts as edge",
default=True,
)
use_smooth_groups: BoolProperty(
name="Smooth Groups",
description="Surround smooth groups by sharp edges",
default=True,
)
use_split_objects: BoolProperty(
name="Object",
description="Import OBJ Objects into Blender Objects",
default=True,
)
use_split_groups: BoolProperty(
name="Group",
description="Import OBJ Groups into Blender Objects",
default=False,
)
use_groups_as_vgroups: BoolProperty(
name="Poly Groups",
description="Import OBJ groups as vertex groups",
default=False,
)
use_image_search: BoolProperty(
name="Image Search",
description="Search subdirs for any associated images "
"(Warning, may be slow)",
default=True,
)
split_mode: EnumProperty(
name="Split",
items=(('ON', "Split", "Split geometry, omits unused verts"),
('OFF', "Keep Vert Order", "Keep vertex order from file"),
),
)
global_clamp_size: FloatProperty(
name="Clamp Size",
description="Clamp bounds under this value (zero to disable)",
min=0.0, max=1000.0,
soft_min=0.0, soft_max=1000.0,
default=0.0,
)
def execute(self, context):
# print("Selected: " + context.active_object.name)
from . import import_obj
if self.split_mode == 'OFF':
self.use_split_objects = False
self.use_split_groups = False
else:
self.use_groups_as_vgroups = False
keywords = self.as_keywords(ignore=("axis_forward",
"axis_up",
"filter_glob",
"split_mode",
))
global_matrix = axis_conversion(from_forward=self.axis_forward,
from_up=self.axis_up,
).to_4x4()
keywords["global_matrix"] = global_matrix
if bpy.data.is_saved and context.preferences.filepaths.use_relative_paths:
import os
keywords["relpath"] = os.path.dirname(bpy.data.filepath)
return import_obj.load(context, **keywords)
def draw(self, context):
pass
class OBJ_PT_import_include(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Include"
bl_parent_id = "FILE_PT_operator"
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "IMPORT_SCENE_OT_obj"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.prop(operator, 'use_image_search')
layout.prop(operator, 'use_smooth_groups')
layout.prop(operator, 'use_edges')
class OBJ_PT_import_transform(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Transform"
bl_parent_id = "FILE_PT_operator"
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "IMPORT_SCENE_OT_obj"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.prop(operator, "global_clamp_size")
layout.prop(operator, "axis_forward")
layout.prop(operator, "axis_up")
class OBJ_PT_import_geometry(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Geometry"
bl_parent_id = "FILE_PT_operator"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "IMPORT_SCENE_OT_obj"
def draw(self, context):
layout = self.layout
sfile = context.space_data
operator = sfile.active_operator
layout.row().prop(operator, "split_mode", expand=True)
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
col = layout.column()
if operator.split_mode == 'ON':
col.prop(operator, "use_split_objects", text="Split by Object")
col.prop(operator, "use_split_groups", text="Split by Group")
else:
col.prop(operator, "use_groups_as_vgroups")
@orientation_helper(axis_forward='-Z', axis_up='Y')
class ExportOBJ(bpy.types.Operator, ExportHelper):
"""Save a Wavefront OBJ File"""
bl_idname = "export_scene.obj"
bl_label = 'Export OBJ'
bl_options = {'PRESET'}
filename_ext = ".obj"
filter_glob: StringProperty(
default="*.obj;*.mtl",
options={'HIDDEN'},
)
# context group
use_selection: BoolProperty(
name="Selection Only",
description="Export selected objects only",
default=False,
)
use_animation: BoolProperty(
name="Animation",
description="Write out an OBJ for each frame",
default=False,
)
# object group
use_mesh_modifiers: BoolProperty(
name="Apply Modifiers",
description="Apply modifiers",
default=True,
)
# Non working in Blender 2.8 currently.
# ~ use_mesh_modifiers_render: BoolProperty(
# ~ name="Use Modifiers Render Settings",
# ~ description="Use render settings when applying modifiers to mesh objects",
# ~ default=False,
# ~ )
# extra data group
use_edges: BoolProperty(
name="Include Edges",
description="",
default=True,
)
use_smooth_groups: BoolProperty(
name="Smooth Groups",
description="Write sharp edges as smooth groups",
default=False,
)
use_smooth_groups_bitflags: BoolProperty(
name="Bitflag Smooth Groups",
description="Same as 'Smooth Groups', but generate smooth groups IDs as bitflags "
"(produces at most 32 different smooth groups, usually much less)",
default=False,
)
use_normals: BoolProperty(
name="Write Normals",
description="Export one normal per vertex and per face, to represent flat faces and sharp edges",
default=True,
)
use_uvs: BoolProperty(
name="Include UVs",
description="Write out the active UV coordinates",
default=True,
)
use_materials: BoolProperty(
name="Write Materials",
description="Write out the MTL file",
default=True,
)
use_triangles: BoolProperty(
name="Triangulate Faces",
description="Convert all faces to triangles",
default=False,
)
use_nurbs: BoolProperty(
name="Write Nurbs",
description="Write nurbs curves as OBJ nurbs rather than "
"converting to geometry",
default=False,
)
use_vertex_groups: BoolProperty(
name="Polygroups",
description="",
default=False,
)
# grouping group
use_blen_objects: BoolProperty(
name="OBJ Objects",
description="Export Blender objects as OBJ objects",
default=True,
)
group_by_object: BoolProperty(
name="OBJ Groups",
description="Export Blender objects as OBJ groups",
default=False,
)
group_by_material: BoolProperty(
name="Material Groups",
description="Generate an OBJ group for each part of a geometry using a different material",
default=False,
)
keep_vertex_order: BoolProperty(
name="Keep Vertex Order",
description="",
default=False,
)
global_scale: FloatProperty(
name="Scale",
min=0.01, max=1000.0,
default=1.0,
)
path_mode: path_reference_mode
check_extension = True
def execute(self, context):
from . import export_obj
from mathutils import Matrix
keywords = self.as_keywords(ignore=("axis_forward",
"axis_up",
"global_scale",
"check_existing",
"filter_glob",
))
global_matrix = (Matrix.Scale(self.global_scale, 4) @
axis_conversion(to_forward=self.axis_forward,
to_up=self.axis_up,
).to_4x4())
keywords["global_matrix"] = global_matrix
return export_obj.save(context, **keywords)
def draw(self, context):
pass
class OBJ_PT_export_include(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Include"
bl_parent_id = "FILE_PT_operator"
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_obj"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
col = layout.column(heading="Limit to")
col.prop(operator, 'use_selection')
col = layout.column(heading="Objects as", align=True)
col.prop(operator, 'use_blen_objects')
col.prop(operator, 'group_by_object')
col.prop(operator, 'group_by_material')
layout.separator()
layout.prop(operator, 'use_animation')
class OBJ_PT_export_transform(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Transform"
bl_parent_id = "FILE_PT_operator"
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_obj"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.prop(operator, 'global_scale')
layout.prop(operator, 'path_mode')
layout.prop(operator, 'axis_forward')
layout.prop(operator, 'axis_up')
class OBJ_PT_export_geometry(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Geometry"
bl_parent_id = "FILE_PT_operator"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_obj"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.prop(operator, 'use_mesh_modifiers')
# Property definition disabled, not working in 2.8 currently.
# layout.prop(operator, 'use_mesh_modifiers_render')
layout.prop(operator, 'use_smooth_groups')
layout.prop(operator, 'use_smooth_groups_bitflags')
layout.prop(operator, 'use_normals')
layout.prop(operator, 'use_uvs')
layout.prop(operator, 'use_materials')
layout.prop(operator, 'use_triangles')
layout.prop(operator, 'use_nurbs', text="Curves as NURBS")
layout.prop(operator, 'use_vertex_groups')
layout.prop(operator, 'keep_vertex_order')
def menu_func_import(self, context):
self.layout.operator(ImportOBJ.bl_idname, text="Wavefront (.obj)")
def menu_func_export(self, context):
self.layout.operator(ExportOBJ.bl_idname, text="Wavefront (.obj)")
classes = (
ImportOBJ,
OBJ_PT_import_include,
OBJ_PT_import_transform,
OBJ_PT_import_geometry,
ExportOBJ,
OBJ_PT_export_include,
OBJ_PT_export_transform,
OBJ_PT_export_geometry,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
def unregister():
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
for cls in classes:
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()

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@ -0,0 +1,792 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import os
import bpy
from mathutils import Matrix, Vector, Color
from bpy_extras import io_utils, node_shader_utils
from bpy_extras.wm_utils.progress_report import (
ProgressReport,
ProgressReportSubstep,
)
def name_compat(name):
if name is None:
return 'None'
else:
return name.replace(' ', '_')
def mesh_triangulate(me):
import bmesh
bm = bmesh.new()
bm.from_mesh(me)
bmesh.ops.triangulate(bm, faces=bm.faces)
bm.to_mesh(me)
bm.free()
def write_mtl(scene, filepath, path_mode, copy_set, mtl_dict):
source_dir = os.path.dirname(bpy.data.filepath)
dest_dir = os.path.dirname(filepath)
with open(filepath, "w", encoding="utf8", newline="\n") as f:
fw = f.write
fw('# Blender MTL File: %r\n' % (os.path.basename(bpy.data.filepath) or "None"))
fw('# Material Count: %i\n' % len(mtl_dict))
mtl_dict_values = list(mtl_dict.values())
mtl_dict_values.sort(key=lambda m: m[0])
# Write material/image combinations we have used.
# Using mtl_dict.values() directly gives un-predictable order.
for mtl_mat_name, mat in mtl_dict_values:
# Get the Blender data for the material and the image.
# Having an image named None will make a bug, dont do it :)
fw('\nnewmtl %s\n' % mtl_mat_name) # Define a new material: matname_imgname
mat_wrap = node_shader_utils.PrincipledBSDFWrapper(mat) if mat else None
if mat_wrap:
use_mirror = mat_wrap.metallic != 0.0
use_transparency = mat_wrap.alpha != 1.0
# XXX Totally empirical conversion, trying to adapt it
# (from 1.0 - 0.0 Principled BSDF range to 0.0 - 900.0 OBJ specular exponent range)...
spec = (1.0 - mat_wrap.roughness) * 30
spec *= spec
fw('Ns %.6f\n' % spec)
# Ambient
if use_mirror:
fw('Ka %.6f %.6f %.6f\n' % (mat_wrap.metallic, mat_wrap.metallic, mat_wrap.metallic))
else:
fw('Ka %.6f %.6f %.6f\n' % (1.0, 1.0, 1.0))
fw('Kd %.6f %.6f %.6f\n' % mat_wrap.base_color[:3]) # Diffuse
# XXX TODO Find a way to handle tint and diffuse color, in a consistent way with import...
fw('Ks %.6f %.6f %.6f\n' % (mat_wrap.specular, mat_wrap.specular, mat_wrap.specular)) # Specular
# Emission, not in original MTL standard but seems pretty common, see T45766.
emission_strength = mat_wrap.emission_strength
emission = [emission_strength * c for c in mat_wrap.emission_color[:3]]
fw('Ke %.6f %.6f %.6f\n' % tuple(emission))
fw('Ni %.6f\n' % mat_wrap.ior) # Refraction index
fw('d %.6f\n' % mat_wrap.alpha) # Alpha (obj uses 'd' for dissolve)
# See http://en.wikipedia.org/wiki/Wavefront_.obj_file for whole list of values...
# Note that mapping is rather fuzzy sometimes, trying to do our best here.
if mat_wrap.specular == 0:
fw('illum 1\n') # no specular.
elif use_mirror:
if use_transparency:
fw('illum 6\n') # Reflection, Transparency, Ray trace
else:
fw('illum 3\n') # Reflection and Ray trace
elif use_transparency:
fw('illum 9\n') # 'Glass' transparency and no Ray trace reflection... fuzzy matching, but...
else:
fw('illum 2\n') # light normally
#### And now, the image textures...
image_map = {
"map_Kd": "base_color_texture",
"map_Ka": None, # ambient...
"map_Ks": "specular_texture",
"map_Ns": "roughness_texture",
"map_d": "alpha_texture",
"map_Tr": None, # transmission roughness?
"map_Bump": "normalmap_texture",
"disp": None, # displacement...
"refl": "metallic_texture",
"map_Ke": "emission_color_texture" if emission_strength != 0.0 else None,
}
for key, mat_wrap_key in sorted(image_map.items()):
if mat_wrap_key is None:
continue
tex_wrap = getattr(mat_wrap, mat_wrap_key, None)
if tex_wrap is None:
continue
image = tex_wrap.image
if image is None:
continue
filepath = io_utils.path_reference(image.filepath, source_dir, dest_dir,
path_mode, "", copy_set, image.library)
options = []
if key == "map_Bump":
if mat_wrap.normalmap_strength != 1.0:
options.append('-bm %.6f' % mat_wrap.normalmap_strength)
if tex_wrap.translation != Vector((0.0, 0.0, 0.0)):
options.append('-o %.6f %.6f %.6f' % tex_wrap.translation[:])
if tex_wrap.scale != Vector((1.0, 1.0, 1.0)):
options.append('-s %.6f %.6f %.6f' % tex_wrap.scale[:])
if options:
fw('%s %s %s\n' % (key, " ".join(options), repr(filepath)[1:-1]))
else:
fw('%s %s\n' % (key, repr(filepath)[1:-1]))
else:
# Write a dummy material here?
fw('Ns 500\n')
fw('Ka 0.8 0.8 0.8\n')
fw('Kd 0.8 0.8 0.8\n')
fw('Ks 0.8 0.8 0.8\n')
fw('d 1\n') # No alpha
fw('illum 2\n') # light normally
def test_nurbs_compat(ob):
if ob.type != 'CURVE':
return False
for nu in ob.data.splines:
if nu.point_count_v == 1 and nu.type != 'BEZIER': # not a surface and not bezier
return True
return False
def write_nurb(fw, ob, ob_mat):
tot_verts = 0
cu = ob.data
# use negative indices
for nu in cu.splines:
if nu.type == 'POLY':
DEG_ORDER_U = 1
else:
DEG_ORDER_U = nu.order_u - 1 # odd but tested to be correct
if nu.type == 'BEZIER':
print("\tWarning, bezier curve:", ob.name, "only poly and nurbs curves supported")
continue
if nu.point_count_v > 1:
print("\tWarning, surface:", ob.name, "only poly and nurbs curves supported")
continue
if len(nu.points) <= DEG_ORDER_U:
print("\tWarning, order_u is lower then vert count, skipping:", ob.name)
continue
pt_num = 0
do_closed = nu.use_cyclic_u
do_endpoints = (do_closed == 0) and nu.use_endpoint_u
for pt in nu.points:
fw('v %.6f %.6f %.6f\n' % (ob_mat @ pt.co.to_3d())[:])
pt_num += 1
tot_verts += pt_num
fw('g %s\n' % (name_compat(ob.name))) # name_compat(ob.getData(1)) could use the data name too
fw('cstype bspline\n') # not ideal, hard coded
fw('deg %d\n' % DEG_ORDER_U) # not used for curves but most files have it still
curve_ls = [-(i + 1) for i in range(pt_num)]
# 'curv' keyword
if do_closed:
if DEG_ORDER_U == 1:
pt_num += 1
curve_ls.append(-1)
else:
pt_num += DEG_ORDER_U
curve_ls = curve_ls + curve_ls[0:DEG_ORDER_U]
fw('curv 0.0 1.0 %s\n' % (" ".join([str(i) for i in curve_ls]))) # Blender has no U and V values for the curve
# 'parm' keyword
tot_parm = (DEG_ORDER_U + 1) + pt_num
tot_parm_div = float(tot_parm - 1)
parm_ls = [(i / tot_parm_div) for i in range(tot_parm)]
if do_endpoints: # end points, force param
for i in range(DEG_ORDER_U + 1):
parm_ls[i] = 0.0
parm_ls[-(1 + i)] = 1.0
fw("parm u %s\n" % " ".join(["%.6f" % i for i in parm_ls]))
fw('end\n')
return tot_verts
def write_file(filepath, objects, depsgraph, scene,
EXPORT_TRI=False,
EXPORT_EDGES=False,
EXPORT_SMOOTH_GROUPS=False,
EXPORT_SMOOTH_GROUPS_BITFLAGS=False,
EXPORT_NORMALS=False,
EXPORT_UV=True,
EXPORT_MTL=True,
EXPORT_APPLY_MODIFIERS=True,
EXPORT_APPLY_MODIFIERS_RENDER=False,
EXPORT_BLEN_OBS=True,
EXPORT_GROUP_BY_OB=False,
EXPORT_GROUP_BY_MAT=False,
EXPORT_KEEP_VERT_ORDER=False,
EXPORT_POLYGROUPS=False,
EXPORT_CURVE_AS_NURBS=True,
EXPORT_GLOBAL_MATRIX=None,
EXPORT_PATH_MODE='AUTO',
progress=ProgressReport(),
):
"""
Basic write function. The context and options must be already set
This can be accessed externaly
eg.
write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
"""
if EXPORT_GLOBAL_MATRIX is None:
EXPORT_GLOBAL_MATRIX = Matrix()
def veckey3d(v):
return round(v.x, 4), round(v.y, 4), round(v.z, 4)
def veckey2d(v):
return round(v[0], 4), round(v[1], 4)
def findVertexGroupName(face, vWeightMap):
"""
Searches the vertexDict to see what groups is assigned to a given face.
We use a frequency system in order to sort out the name because a given vertex can
belong to two or more groups at the same time. To find the right name for the face
we list all the possible vertex group names with their frequency and then sort by
frequency in descend order. The top element is the one shared by the highest number
of vertices is the face's group
"""
weightDict = {}
for vert_index in face.vertices:
vWeights = vWeightMap[vert_index]
for vGroupName, weight in vWeights:
weightDict[vGroupName] = weightDict.get(vGroupName, 0.0) + weight
if weightDict:
return max((weight, vGroupName) for vGroupName, weight in weightDict.items())[1]
else:
return '(null)'
with ProgressReportSubstep(progress, 2, "OBJ Export path: %r" % filepath, "OBJ Export Finished") as subprogress1:
with open(filepath, "w", encoding="utf8", newline="\n") as f:
fw = f.write
# Write Header
fw('# Blender v%s OBJ File: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath)))
fw('# www.blender.org\n')
# Tell the obj file what material file to use.
if EXPORT_MTL:
mtlfilepath = os.path.splitext(filepath)[0] + ".mtl"
# filepath can contain non utf8 chars, use repr
fw('mtllib %s\n' % repr(os.path.basename(mtlfilepath))[1:-1])
# Initialize totals, these are updated each object
totverts = totuvco = totno = 1
face_vert_index = 1
# 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
subprogress1.enter_substeps(len(objects))
for i, ob_main in enumerate(objects):
# ignore dupli children
if ob_main.parent and ob_main.parent.instance_type in {'VERTS', 'FACES'}:
subprogress1.step("Ignoring %s, dupli child..." % ob_main.name)
continue
obs = [(ob_main, ob_main.matrix_world)]
if ob_main.is_instancer:
obs += [(dup.instance_object.original, dup.matrix_world.copy())
for dup in depsgraph.object_instances
if dup.parent and dup.parent.original == ob_main]
# ~ print(ob_main.name, 'has', len(obs) - 1, 'dupli children')
subprogress1.enter_substeps(len(obs))
for ob, ob_mat in obs:
with ProgressReportSubstep(subprogress1, 6) as subprogress2:
uv_unique_count = no_unique_count = 0
# Nurbs curve support
if EXPORT_CURVE_AS_NURBS and test_nurbs_compat(ob):
ob_mat = EXPORT_GLOBAL_MATRIX @ ob_mat
totverts += write_nurb(fw, ob, ob_mat)
continue
# END NURBS
ob_for_convert = ob.evaluated_get(depsgraph) if EXPORT_APPLY_MODIFIERS else ob.original
try:
me = ob_for_convert.to_mesh()
except RuntimeError:
me = None
if me is None:
continue
# _must_ do this before applying transformation, else tessellation may differ
if EXPORT_TRI:
# _must_ do this first since it re-allocs arrays
mesh_triangulate(me)
me.transform(EXPORT_GLOBAL_MATRIX @ ob_mat)
# If negative scaling, we have to invert the normals...
if ob_mat.determinant() < 0.0:
me.flip_normals()
if EXPORT_UV:
faceuv = len(me.uv_layers) > 0
if faceuv:
uv_layer = me.uv_layers.active.data[:]
else:
faceuv = False
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)]
if EXPORT_EDGES:
edges = me.edges
else:
edges = []
if not (len(face_index_pairs) + len(edges) + len(me.vertices)): # Make sure there is something to write
# clean up
ob_for_convert.to_mesh_clear()
continue # dont bother with this mesh.
if EXPORT_NORMALS and face_index_pairs:
me.calc_normals_split()
# No need to call me.free_normals_split later, as this mesh is deleted anyway!
loops = me.loops
if (EXPORT_SMOOTH_GROUPS or EXPORT_SMOOTH_GROUPS_BITFLAGS) and face_index_pairs:
smooth_groups, smooth_groups_tot = me.calc_smooth_groups(use_bitflags=EXPORT_SMOOTH_GROUPS_BITFLAGS)
if smooth_groups_tot <= 1:
smooth_groups, smooth_groups_tot = (), 0
else:
smooth_groups, smooth_groups_tot = (), 0
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 EXPORT_KEEP_VERT_ORDER:
pass
else:
if len(materials) > 1:
if smooth_groups:
sort_func = lambda a: (a[0].material_index,
smooth_groups[a[1]] if a[0].use_smooth else False)
else:
sort_func = lambda a: (a[0].material_index,
a[0].use_smooth)
else:
# no materials
if smooth_groups:
sort_func = lambda a: smooth_groups[a[1] if a[0].use_smooth else False]
else:
sort_func = lambda a: a[0].use_smooth
face_index_pairs.sort(key=sort_func)
del sort_func
# 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.
if EXPORT_BLEN_OBS or EXPORT_GROUP_BY_OB:
name1 = ob.name
name2 = ob.data.name
if name1 == name2:
obnamestring = name_compat(name1)
else:
obnamestring = '%s_%s' % (name_compat(name1), name_compat(name2))
if EXPORT_BLEN_OBS:
fw('o %s\n' % obnamestring) # Write Object name
else: # if EXPORT_GROUP_BY_OB:
fw('g %s\n' % obnamestring)
subprogress2.step()
# Vert
for v in me_verts:
fw('v %.6f %.6f %.6f\n' % v.co[:])
subprogress2.step()
# UV
if faceuv:
# in case removing some of these dont get defined.
uv = f_index = uv_index = uv_key = uv_val = uv_ls = None
uv_face_mapping = [None] * len(face_index_pairs)
uv_dict = {}
uv_get = uv_dict.get
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
# include the vertex index in the key so we don't share UV's between vertices,
# allowed by the OBJ spec but can cause issues for other importers, see: T47010.
# this works too, shared UV's for all verts
#~ uv_key = veckey2d(uv)
uv_key = loops[l_index].vertex_index, veckey2d(uv)
uv_val = uv_get(uv_key)
if uv_val is None:
uv_val = uv_dict[uv_key] = uv_unique_count
fw('vt %.6f %.6f\n' % uv[:])
uv_unique_count += 1
uv_ls.append(uv_val)
del uv_dict, uv, f_index, uv_index, uv_ls, uv_get, uv_key, uv_val
# Only need uv_unique_count and uv_face_mapping
subprogress2.step()
# NORMAL, Smooth/Non smoothed.
if EXPORT_NORMALS:
no_key = no_val = None
normals_to_idx = {}
no_get = normals_to_idx.get
loops_to_normals = [0] * len(loops)
for f, f_index in face_index_pairs:
for l_idx in f.loop_indices:
no_key = veckey3d(loops[l_idx].normal)
no_val = no_get(no_key)
if no_val is None:
no_val = normals_to_idx[no_key] = no_unique_count
fw('vn %.4f %.4f %.4f\n' % no_key)
no_unique_count += 1
loops_to_normals[l_idx] = no_val
del normals_to_idx, no_get, no_key, no_val
else:
loops_to_normals = []
subprogress2.step()
# XXX
if EXPORT_POLYGROUPS:
# Retrieve the list of vertex groups
vertGroupNames = ob.vertex_groups.keys()
if vertGroupNames:
currentVGroup = ''
# Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to
vgroupsMap = [[] for _i in range(len(me_verts))]
for v_idx, v_ls in enumerate(vgroupsMap):
v_ls[:] = [(vertGroupNames[g.group], g.weight) for g in me_verts[v_idx].groups]
for f, f_index in face_index_pairs:
f_smooth = f.use_smooth
if f_smooth and smooth_groups:
f_smooth = smooth_groups[f_index]
f_mat = min(f.material_index, len(materials) - 1)
# MAKE KEY
key = material_names[f_mat], None # No image, use None instead.
# Write the vertex group
if EXPORT_POLYGROUPS:
if vertGroupNames:
# find what vertext group the face belongs to
vgroup_of_face = findVertexGroupName(f, vgroupsMap)
if vgroup_of_face != currentVGroup:
currentVGroup = vgroup_of_face
fw('g %s\n' % vgroup_of_face)
# 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:
# Write a null material, since we know the context has changed.
if EXPORT_GROUP_BY_MAT:
# can be mat_image or (null)
fw("g %s_%s\n" % (name_compat(ob.name), name_compat(ob.data.name)))
if EXPORT_MTL:
fw("usemtl (null)\n") # 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]
mtl_rev_dict[mtl_name] = key
if EXPORT_GROUP_BY_MAT:
# can be mat_image or (null)
fw("g %s_%s_%s\n" % (name_compat(ob.name), name_compat(ob.data.name), mat_data[0]))
if EXPORT_MTL:
fw("usemtl %s\n" % mat_data[0]) # can be mat_image or (null)
contextMat = key
if f_smooth != contextSmooth:
if f_smooth: # on now off
if smooth_groups:
f_smooth = smooth_groups[f_index]
fw('s %d\n' % f_smooth)
else:
fw('s 1\n')
else: # was off now on
fw('s off\n')
contextSmooth = f_smooth
f_v = [(vi, me_verts[v_idx], l_idx)
for vi, (v_idx, l_idx) in enumerate(zip(f.vertices, f.loop_indices))]
fw('f')
if faceuv:
if EXPORT_NORMALS:
for vi, v, li in f_v:
fw(" %d/%d/%d" % (totverts + v.index,
totuvco + uv_face_mapping[f_index][vi],
totno + loops_to_normals[li],
)) # vert, uv, normal
else: # No Normals
for vi, v, li in f_v:
fw(" %d/%d" % (totverts + v.index,
totuvco + uv_face_mapping[f_index][vi],
)) # vert, uv
face_vert_index += len(f_v)
else: # No UV's
if EXPORT_NORMALS:
for vi, v, li in f_v:
fw(" %d//%d" % (totverts + v.index, totno + loops_to_normals[li]))
else: # No Normals
for vi, v, li in f_v:
fw(" %d" % (totverts + v.index))
fw('\n')
subprogress2.step()
# Write edges.
if EXPORT_EDGES:
for ed in edges:
if ed.is_loose:
fw('l %d %d\n' % (totverts + ed.vertices[0], totverts + ed.vertices[1]))
# Make the indices global rather then per mesh
totverts += len(me_verts)
totuvco += uv_unique_count
totno += no_unique_count
# clean up
ob_for_convert.to_mesh_clear()
subprogress1.leave_substeps("Finished writing geometry of '%s'." % ob_main.name)
subprogress1.leave_substeps()
subprogress1.step("Finished exporting geometry, now exporting materials")
# Now we have all our materials, save them
if EXPORT_MTL:
write_mtl(scene, mtlfilepath, EXPORT_PATH_MODE, copy_set, mtl_dict)
# copy all collected files.
io_utils.path_reference_copy(copy_set)
def _write(context, filepath,
EXPORT_TRI, # ok
EXPORT_EDGES,
EXPORT_SMOOTH_GROUPS,
EXPORT_SMOOTH_GROUPS_BITFLAGS,
EXPORT_NORMALS, # ok
EXPORT_UV, # ok
EXPORT_MTL,
EXPORT_APPLY_MODIFIERS, # ok
EXPORT_APPLY_MODIFIERS_RENDER, # ok
EXPORT_BLEN_OBS,
EXPORT_GROUP_BY_OB,
EXPORT_GROUP_BY_MAT,
EXPORT_KEEP_VERT_ORDER,
EXPORT_POLYGROUPS,
EXPORT_CURVE_AS_NURBS,
EXPORT_SEL_ONLY, # ok
EXPORT_ANIMATION,
EXPORT_GLOBAL_MATRIX,
EXPORT_PATH_MODE, # Not used
):
with ProgressReport(context.window_manager) as progress:
base_name, ext = os.path.splitext(filepath)
context_name = [base_name, '', '', ext] # Base name, scene name, frame number, extension
depsgraph = context.evaluated_depsgraph_get()
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')
orig_frame = scene.frame_current
# Export an animation?
if EXPORT_ANIMATION:
scene_frames = range(scene.frame_start, scene.frame_end + 1) # Up to and including the end frame.
else:
scene_frames = [orig_frame] # Dont export an animation.
# Loop through all frames in the scene and export.
progress.enter_substeps(len(scene_frames))
for frame in scene_frames:
if EXPORT_ANIMATION: # Add frame to the filepath.
context_name[2] = '_%.6d' % frame
scene.frame_set(frame, subframe=0.0)
if EXPORT_SEL_ONLY:
objects = context.selected_objects
else:
objects = scene.objects
full_path = ''.join(context_name)
# erm... bit of a problem here, this can overwrite files when exporting frames. not too bad.
# EXPORT THE FILE.
progress.enter_substeps(1)
write_file(full_path, objects, depsgraph, scene,
EXPORT_TRI,
EXPORT_EDGES,
EXPORT_SMOOTH_GROUPS,
EXPORT_SMOOTH_GROUPS_BITFLAGS,
EXPORT_NORMALS,
EXPORT_UV,
EXPORT_MTL,
EXPORT_APPLY_MODIFIERS,
EXPORT_APPLY_MODIFIERS_RENDER,
EXPORT_BLEN_OBS,
EXPORT_GROUP_BY_OB,
EXPORT_GROUP_BY_MAT,
EXPORT_KEEP_VERT_ORDER,
EXPORT_POLYGROUPS,
EXPORT_CURVE_AS_NURBS,
EXPORT_GLOBAL_MATRIX,
EXPORT_PATH_MODE,
progress,
)
progress.leave_substeps()
scene.frame_set(orig_frame, subframe=0.0)
progress.leave_substeps()
"""
Currently the exporter lacks these features:
* multiple scene export (only active scene is written)
* particles
"""
def save(context,
filepath,
*,
use_triangles=False,
use_edges=True,
use_normals=False,
use_smooth_groups=False,
use_smooth_groups_bitflags=False,
use_uvs=True,
use_materials=True,
use_mesh_modifiers=True,
use_mesh_modifiers_render=False,
use_blen_objects=True,
group_by_object=False,
group_by_material=False,
keep_vertex_order=False,
use_vertex_groups=False,
use_nurbs=True,
use_selection=True,
use_animation=False,
global_matrix=None,
path_mode='AUTO'
):
_write(context, filepath,
EXPORT_TRI=use_triangles,
EXPORT_EDGES=use_edges,
EXPORT_SMOOTH_GROUPS=use_smooth_groups,
EXPORT_SMOOTH_GROUPS_BITFLAGS=use_smooth_groups_bitflags,
EXPORT_NORMALS=use_normals,
EXPORT_UV=use_uvs,
EXPORT_MTL=use_materials,
EXPORT_APPLY_MODIFIERS=use_mesh_modifiers,
EXPORT_APPLY_MODIFIERS_RENDER=use_mesh_modifiers_render,
EXPORT_BLEN_OBS=use_blen_objects,
EXPORT_GROUP_BY_OB=group_by_object,
EXPORT_GROUP_BY_MAT=group_by_material,
EXPORT_KEEP_VERT_ORDER=keep_vertex_order,
EXPORT_POLYGROUPS=use_vertex_groups,
EXPORT_CURVE_AS_NURBS=use_nurbs,
EXPORT_SEL_ONLY=use_selection,
EXPORT_ANIMATION=use_animation,
EXPORT_GLOBAL_MATRIX=global_matrix,
EXPORT_PATH_MODE=path_mode,
)
return {'FINISHED'}

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EMF(STRING)
# Blender v2.92.0 EMF File: 'tree1.blend'

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# Blender MTL File: 'tree1.blend'
# Material Count: 0

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# Blender v2.92.0 OBJ File: 'tree1.blend'
# www.blender.org
mtllib tree1.mtl

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