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# ##### 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
import mathutils
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import bpy_extras.io_utils
from progress_report import ProgressReport, ProgressReportSubstep
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):
from mathutils import Color, Vector
world = scene.world
if world:
world_amb = world.ambient_color
else:
world_amb = Color((0.0, 0.0, 0.0))
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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, face_img 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
if mat:
use_mirror = mat.raytrace_mirror.use and mat.raytrace_mirror.reflect_factor != 0.0
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# convert from blenders spec to 0 - 1000 range.
if mat.specular_shader == 'WARDISO':
tspec = (0.4 - mat.specular_slope) / 0.0004
else:
tspec = (mat.specular_hardness - 1) / 0.51
fw('Ns %.6f\n' % tspec)
del tspec
# Ambient
if use_mirror:
fw('Ka %.6f %.6f %.6f\n' % (mat.raytrace_mirror.reflect_factor * mat.mirror_color)[:])
else:
fw('Ka %.6f %.6f %.6f\n' % (mat.ambient, mat.ambient, mat.ambient)) # Do not use world color!
fw('Kd %.6f %.6f %.6f\n' % (mat.diffuse_intensity * mat.diffuse_color)[:]) # Diffuse
fw('Ks %.6f %.6f %.6f\n' % (mat.specular_intensity * mat.specular_color)[:]) # Specular
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# Emission, not in original MTL standard but seems pretty common, see T45766.
# XXX Blender has no color emission, it's using diffuse color instead...
fw('Ke %.6f %.6f %.6f\n' % (mat.emit * mat.diffuse_color)[:])
if hasattr(mat, "raytrace_transparency") and hasattr(mat.raytrace_transparency, "ior"):
fw('Ni %.6f\n' % mat.raytrace_transparency.ior) # Refraction index
else:
fw('Ni %.6f\n' % 1.0)
fw('d %.6f\n' % mat.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.use_shadeless:
fw('illum 0\n') # ignore lighting
elif mat.specular_intensity == 0:
fw('illum 1\n') # no specular.
elif use_mirror:
if mat.use_transparency and mat.transparency_method == 'RAYTRACE':
if mat.raytrace_mirror.fresnel != 0.0:
fw('illum 7\n') # Reflection, Transparency, Ray trace and Fresnel
else:
fw('illum 6\n') # Reflection, Transparency, Ray trace
elif mat.raytrace_mirror.fresnel != 0.0:
fw('illum 5\n') # Reflection, Ray trace and Fresnel
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else:
fw('illum 3\n') # Reflection and Ray trace
elif mat.use_transparency and mat.transparency_method == 'RAYTRACE':
fw('illum 9\n') # 'Glass' transparency and no Ray trace reflection... fuzzy matching, but...
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else:
fw('illum 2\n') # light normaly
else:
# Write a dummy material here?
fw('Ns 0\n')
fw('Ka %.6f %.6f %.6f\n' % world_amb[:]) # Ambient, uses mirror color,
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 normaly
# 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)
fw('map_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"] = (mtex, image)
image_map["map_Ka"] = (mtex, image)
# this is the Spec intensity channel but Ks stands for specular Color
'''
if mtex.use_map_specular:
image_map["map_Ks"] = (mtex, image)
'''
if mtex.use_map_color_spec: # specular color
image_map["map_Ks"] = (mtex, image)
if mtex.use_map_hardness: # specular hardness/glossiness
image_map["map_Ns"] = (mtex, image)
image_map["map_d"] = (mtex, image)
if mtex.use_map_translucency:
image_map["map_Tr"] = (mtex, image)
image_map["map_Bump"] = (mtex, image)
if mtex.use_map_displacement:
image_map["disp"] = (mtex, image)
if mtex.use_map_color_diffuse and (mtex.texture_coords == 'REFLECTION'):
image_map["refl"] = (mtex, image)
image_map["map_Ke"] = (mtex, image)
for key, (mtex, image) in sorted(image_map.items()):
filepath = bpy_extras.io_utils.path_reference(image.filepath, source_dir, dest_dir,
path_mode, "", copy_set, image.library)
if key == "map_Bump":
if mtex.normal_factor != 1.0:
options.append('-bm %.6f' % mtex.normal_factor)
if mtex.offset != Vector((0.0, 0.0, 0.0)):
options.append('-o %.6f %.6f %.6f' % mtex.offset[:])
if mtex.scale != Vector((1.0, 1.0, 1.0)):
options.append('-s %.6f %.6f %.6f' % mtex.scale[:])
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if options:
fw('%s %s %s\n' % (key, " ".join(options), repr(filepath)[1:-1]))
else:
fw('%s %s\n' % (key, repr(filepath)[1:-1]))
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
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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
# '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
fw("parm u %s\n" % " ".join(["%.6f" % i for i in parm_ls]))
return tot_verts
def write_file(filepath, objects, scene,
EXPORT_TRI=False,
EXPORT_EDGES=False,
EXPORT_SMOOTH_GROUPS=False,
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EXPORT_SMOOTH_GROUPS_BITFLAGS=False,
EXPORT_NORMALS=False,
EXPORT_UV=True,
EXPORT_MTL=True,
EXPORT_APPLY_MODIFIERS=True,
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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_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 = mathutils.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 vetex 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:
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weightDict[vGroupName] = weightDict.get(vGroupName, 0.0) + weight
if weightDict:
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return max((weight, vGroupName) for vGroupName, weight in weightDict.items())[1]
else:
return '(null)'
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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.dupli_type in {'VERTS', 'FACES'}:
# XXX
subprogress1.step("Ignoring %s, dupli child..." % ob_main.name)
continue
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obs = [(ob_main, ob_main.matrix_world)]
if ob_main.dupli_type != 'NONE':
# XXX
print('creating dupli_list on', ob_main.name)
ob_main.dupli_list_create(scene)
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obs += [(dob.object, dob.matrix) for dob in ob_main.dupli_list]
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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
try:
me = ob.to_mesh(scene, EXPORT_APPLY_MODIFIERS, calc_tessface=False,
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settings='RENDER' if EXPORT_APPLY_MODIFIERS_RENDER else 'PREVIEW')
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_textures) > 0
if faceuv:
uv_texture = me.uv_textures.active.data[:]
uv_layer = me.uv_layers.active.data[:]
# 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 ]
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
bpy.data.meshes.remove(me)
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(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)]
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# Sort by Material, then images
# so we dont over context switch in the obj file.
if EXPORT_KEEP_VERT_ORDER:
pass
else:
if faceuv:
if smooth_groups:
sort_func = lambda a: (a[0].material_index,
hash(uv_texture[a[1]].image),
smooth_groups[a[1]] if a[0].use_smooth else False)
else:
sort_func = lambda a: (a[0].material_index,
hash(uv_texture[a[1]].image),
a[0].use_smooth)
elif 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
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
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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 = []
if not faceuv:
f_image = None
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)
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.
# 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
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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
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
bpy.data.meshes.remove(me)
if ob_main.dupli_type != 'NONE':
ob_main.dupli_list_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.
bpy_extras.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
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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
# 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, 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, scene,
EXPORT_TRI,
EXPORT_EDGES,
EXPORT_SMOOTH_GROUPS,
EXPORT_SMOOTH_GROUPS_BITFLAGS,
EXPORT_NORMALS,
EXPORT_UV,
EXPORT_MTL,
EXPORT_APPLY_MODIFIERS,
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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, 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,
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use_smooth_groups_bitflags=False,
use_uvs=True,
use_materials=True,
use_mesh_modifiers=True,
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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,
):
_write(context, filepath,
EXPORT_TRI=use_triangles,
EXPORT_EDGES=use_edges,
EXPORT_SMOOTH_GROUPS=use_smooth_groups,
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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,
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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'}