Newer
Older
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0')
file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7')
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 0')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
file.write('\n\t\tTypeFlags: "Camera"')
file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Vector((0.0, 1.0, 0.0)) * matrix_rot))
file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Vector((0.0, 0.0, -1.0)) * matrix_rot))
#file.write('\n\t\tUp: 0,0,0' )
#file.write('\n\t\tLookAt: 0,0,0' )
file.write('\n\t\tShowInfoOnMoving: 1')
file.write('\n\t\tShowAudio: 0')
file.write('\n\t\tAudioColor: 0,1,0')
file.write('\n\t\tCameraOrthoZoom: 1')
file.write('\n\t}')
def write_light(my_light):
light = my_light.blenObject.data
file.write('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName)
file.write('\n\t\tVersion: 232')
write_object_props(my_light.blenObject, None, my_light.parRelMatrix())
# Why are these values here twice?????? - oh well, follow the holy sdk's output
# Blender light types match FBX's, funny coincidence, we just need to
# be sure that all unsupported types are made into a point light
#ePOINT,
#eDIRECTIONAL
#eSPOT
light_type_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4}
light_type = light_type_items[light.type]
if light_type > 2:
light_type = 1 # hemi and area lights become directional
Campbell Barton
committed
if light.type in ('HEMI', ):
do_light = not (light.use_diffuse or light.use_specular)
do_shadow = False
else:
Campbell Barton
committed
do_light = not (light.use_only_shadow or (not light.use_diffuse and not light.use_specular))
do_shadow = (light.shadow_method in ('RAY_SHADOW', 'BUFFER_SHADOW'))
scale = abs(GLOBAL_MATRIX.scale_part()[0]) # scale is always uniform in this case
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy * 100.0, 200.0))) # clamp below 200
if light.type == 'SPOT':
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % math.degrees(light.spot_size))
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.color))
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy * 100.0, 200.0))) # clamp below 200
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light)
file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "DecayType", "enum", "",0')
file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.distance)
file.write('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0')
file.write('\n\t\t\tProperty: "NearAttenuationStart", "double", "",0')
file.write('\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0')
file.write('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",0')
file.write('\n\t\t\tProperty: "FarAttenuationStart", "double", "",0')
file.write('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",0')
file.write('\n\t\t\tProperty: "CastShadows", "bool", "",%i' % do_shadow)
file.write('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1')
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 0')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
file.write('\n\t\tTypeFlags: "Light"')
file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t}')
# matrixOnly is not used at the moment
def write_null(my_null=None, fbxName=None, matrixOnly=None):
# ob can be null
if not fbxName:
fbxName = my_null.fbxName
file.write('\n\tModel: "Model::%s", "Null" {' % fbxName)
file.write('\n\t\tVersion: 232')
# only use this for the root matrix at the moment
if matrixOnly:
poseMatrix = write_object_props(None, None, matrixOnly)[3]
else: # all other Null's
if my_null:
poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3]
else:
poseMatrix = write_object_props()[3]
pose_items.append((fbxName, poseMatrix))
file.write('''
}
MultiLayer: 0
MultiTake: 1
Shading: Y
Culling: "CullingOff"
TypeFlags: "Null"
}''')
# Material Settings
if world:
world_amb = world.ambient_color[:]
else:
world_amb = 0.0, 0.0, 0.0 # default value
def write_material(matname, mat):
file.write('\n\tMaterial: "Material::%s", "" {' % matname)
# Todo, add more material Properties.
if mat:
mat_cold = tuple(mat.diffuse_color)
mat_cols = tuple(mat.specular_color)
#mat_colm = tuple(mat.mirCol) # we wont use the mirror color
mat_colamb = world_amb
mat_dif = mat.diffuse_intensity
mat_amb = mat.ambient
mat_hard = (float(mat.specular_hardness) - 1.0) / 5.10
mat_spec = mat.specular_intensity / 2.0
mat_alpha = mat.alpha
mat_emit = mat.emit
mat_shadeless = mat.use_shadeless
if mat_shadeless:
mat_shader = 'Lambert'
else:
if mat.diffuse_shader == 'LAMBERT':
mat_shader = 'Lambert'
else:
mat_shader = 'Phong'
else:
mat_cols = mat_cold = 0.8, 0.8, 0.8
mat_colamb = 0.0, 0.0, 0.0
# mat_colm
mat_dif = 1.0
mat_amb = 0.5
mat_hard = 20.0
mat_spec = 0.2
mat_alpha = 1.0
mat_emit = 0.0
mat_shadeless = False
mat_shader = 'Phong'
file.write('\n\t\tVersion: 102')
file.write('\n\t\tShadingModel: "%s"' % mat_shader.lower())
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tProperties60: {')
file.write('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader)
file.write('\n\t\t\tProperty: "MultiLayer", "bool", "",0')
file.write('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
file.write('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_emit)
file.write('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb)
file.write('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb)
file.write('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold)
file.write('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % mat_dif)
file.write('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1')
file.write('\n\t\t\tProperty: "TransparencyFactor", "double", "",%.4f' % (1.0 - mat_alpha))
if not mat_shadeless:
file.write('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols)
file.write('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % mat_spec)
file.write('\n\t\t\tProperty: "ShininessExponent", "double", "",80.0')
file.write('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0')
file.write('\n\t\t\tProperty: "ReflectionFactor", "double", "",1')
file.write('\n\t\t\tProperty: "Emissive", "ColorRGB", "",0,0,0')
file.write('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb)
file.write('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold)
if not mat_shadeless:
file.write('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols)
file.write('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard)
file.write('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha)
if not mat_shadeless:
file.write('\n\t\t\tProperty: "Reflectivity", "double", "",0')
file.write('\n\t\t}')
file.write('\n\t}')
def copy_image(image):
fn = bpy.path.abspath(image.filepath)
fn_strip = os.path.basename(fn)
if EXP_IMAGE_COPY:
rel = fn_strip
fn_abs_dest = os.path.join(basepath, fn_strip)
if not os.path.exists(fn_abs_dest):
shutil.copy(fn, fn_abs_dest)
elif bpy.path.is_subdir(fn, basepath):
rel = os.path.relpath(fn, basepath)
else:
rel = fn
return (rel, fn_strip)
# tex is an Image (Arystan)
def write_video(texname, tex):
# Same as texture really!
file.write('\n\tVideo: "Video::%s", "Clip" {' % texname)
file.write('''
Type: "Clip"
Properties60: {
Property: "FrameRate", "double", "",0
Property: "LastFrame", "int", "",0
Property: "Width", "int", "",0
Property: "Height", "int", "",0''')
if tex:
fname_rel, fname_strip = copy_image(tex)
# fname, fname_strip, fname_rel = derived_paths(tex.filepath, basepath, EXP_IMAGE_COPY)
else:
fname = fname_strip = fname_rel = ''
file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip)
file.write('''
Property: "StartFrame", "int", "",0
Property: "StopFrame", "int", "",0
Property: "PlaySpeed", "double", "",1
Property: "Offset", "KTime", "",0
Property: "InterlaceMode", "enum", "",0
Property: "FreeRunning", "bool", "",0
Property: "Loop", "bool", "",0
Property: "AccessMode", "enum", "",0
}
UseMipMap: 0''')
file.write('\n\t\tFilename: "%s"' % fname_strip)
if fname_strip:
fname_strip = '/' + fname_strip
file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
file.write('\n\t}')
def write_texture(texname, tex, num):
# if tex is None then this is a dummy tex
file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname)
file.write('\n\t\tType: "TextureVideoClip"')
file.write('\n\t\tVersion: 202')
# TODO, rare case _empty_ exists as a name.
file.write('\n\t\tTextureName: "Texture::%s"' % texname)
file.write('''
Properties60: {
Property: "Translation", "Vector", "A+",0,0,0
Property: "Rotation", "Vector", "A+",0,0,0
Property: "Scaling", "Vector", "A+",1,1,1''')
file.write('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num)
# WrapModeU/V 0==rep, 1==clamp, TODO add support
file.write('''
Property: "TextureTypeUse", "enum", "",0
Property: "CurrentTextureBlendMode", "enum", "",1
Property: "UseMaterial", "bool", "",0
Property: "UseMipMap", "bool", "",0
Property: "CurrentMappingType", "enum", "",0
Property: "UVSwap", "bool", "",0''')
file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.use_clamp_x)
file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.use_clamp_y)
file.write('''
Property: "TextureRotationPivot", "Vector3D", "",0,0,0
Property: "TextureScalingPivot", "Vector3D", "",0,0,0
Property: "VideoProperty", "object", ""
}''')
file.write('\n\t\tMedia: "Video::%s"' % texname)
if tex:
fname_rel, fname_strip = copy_image(tex)
# fname, fname_strip, fname_rel = derived_paths(tex.filepath, basepath, EXP_IMAGE_COPY)
else:
fname = fname_strip = fname_rel = ''
file.write('\n\t\tFileName: "%s"' % fname_strip)
file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # need some make relative command
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
file.write('''
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}''')
def write_deformer_skin(obname):
'''
Each mesh has its own deformer
'''
file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname)
file.write('''
Version: 100
MultiLayer: 0
Type: "Skin"
Properties60: {
}
Link_DeformAcuracy: 50
}''')
# in the example was 'Bip01 L Thigh_2'
def write_sub_deformer_skin(my_mesh, my_bone, weights):
'''
Each subdeformer is spesific to a mesh, but the bone it links to can be used by many sub-deformers
So the SubDeformer needs the mesh-object name as a prefix to make it unique
Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer,
a but silly but dosnt really matter
'''
file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName))
file.write('''
Version: 100
MultiLayer: 0
Type: "Cluster"
Properties60: {
Property: "SrcModel", "object", ""
Property: "SrcModelReference", "object", ""
}
UserData: "", ""''')
# Support for bone parents
if my_mesh.fbxBoneParent:
if my_mesh.fbxBoneParent == my_bone:
# TODO - this is a bit lazy, we could have a simple write loop
# for this case because all weights are 1.0 but for now this is ok
# Parent Bones arent used all that much anyway.
vgroup_data = [(j, 1.0) for j in range(len(my_mesh.blenData.vertices))]
else:
# This bone is not a parent of this mesh object, no weights
vgroup_data = []
else:
# Normal weight painted mesh
if my_bone.blenName in weights[0]:
# Before we used normalized wright list
#vgroup_data = me.getVertsFromGroup(bone.name, 1)
group_index = weights[0].index(my_bone.blenName)
vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]]
else:
vgroup_data = []
file.write('\n\t\tIndexes: ')
i = -1
for vg in vgroup_data:
if i == -1:
file.write('%i' % vg[0])
i = 0
else:
if i == 23:
file.write('\n\t\t')
i = 0
file.write(',%i' % vg[0])
i += 1
file.write('\n\t\tWeights: ')
i = -1
for vg in vgroup_data:
if i == -1:
file.write('%.8f' % vg[1])
i = 0
else:
if i == 38:
file.write('\n\t\t')
i = 0
file.write(',%.8f' % vg[1])
i += 1
if my_mesh.fbxParent:
# TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible!
m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
else:
# Yes! this is it... - but dosnt work when the mesh is a.
m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
#m = mtx4_z90 * my_bone.restMatrix
matstr = mat4x4str(m)
matstr_i = mat4x4str(m.invert())
file.write('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/
file.write('\n\t\tTransformLink: %s' % matstr)
file.write('\n\t}')
def write_mesh(my_mesh):
me = my_mesh.blenData
# if there are non NULL materials on this mesh
do_materials = bool(my_mesh.blenMaterials)
do_textures = bool(my_mesh.blenTextures)
do_uvs = bool(me.uv_textures)
file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
file.write('\n\t\tVersion: 232') # newline is added in write_object_props
# convert into lists once.
me_vertices = me.vertices[:]
me_edges = me.edges[:]
me_faces = me.faces[:]
poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3]
pose_items.append((my_mesh.fbxName, poseMatrix))
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 1')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
# Write the Real Mesh data here
file.write('\n\t\tVertices: ')
i = -1
for v in me_vertices:
if i == -1:
file.write('%.6f,%.6f,%.6f' % v.co[:])
i = 0
else:
if i == 7:
file.write('\n\t\t')
i = 0
file.write(',%.6f,%.6f,%.6f' % v.co[:])
i += 1
file.write('\n\t\tPolygonVertexIndex: ')
i = -1
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
for f in me_faces:
fi = f.vertices[:]
# last index XORd w. -1 indicates end of face
if i == -1:
if len(fi) == 3:
file.write('%i,%i,%i' % (fi[0], fi[1], fi[2] ^ -1))
else:
file.write('%i,%i,%i,%i' % (fi[0], fi[1], fi[2], fi[3] ^ -1))
i = 0
else:
if i == 13:
file.write('\n\t\t')
i = 0
if len(fi) == 3:
file.write(',%i,%i,%i' % (fi[0], fi[1], fi[2] ^ -1))
else:
file.write(',%i,%i,%i,%i' % (fi[0], fi[1], fi[2], fi[3] ^ -1))
i += 1
# write loose edges as faces.
for ed in me_edges:
if ed.is_loose:
ed_val = ed.vertices[:]
ed_val = ed_val[0], ed_val[-1] ^ -1
if i == -1:
file.write('%i,%i' % ed_val)
i = 0
else:
if i == 13:
file.write('\n\t\t')
i = 0
file.write(',%i,%i' % ed_val)
i += 1
file.write('\n\t\tEdges: ')
i = -1
for ed in me_edges:
if i == -1:
file.write('%i,%i' % (ed.vertices[0], ed.vertices[1]))
i = 0
else:
if i == 13:
file.write('\n\t\t')
i = 0
file.write(',%i,%i' % (ed.vertices[0], ed.vertices[1]))
i += 1
file.write('\n\t\tGeometryVersion: 124')
file.write('''
LayerElementNormal: 0 {
Version: 101
Name: ""
MappingInformationType: "ByVertice"
ReferenceInformationType: "Direct"
Normals: ''')
i = -1
for v in me_vertices:
if i == -1:
file.write('%.15f,%.15f,%.15f' % v.normal[:])
i = 0
else:
if i == 2:
file.write('\n\t\t\t ')
i = 0
file.write(',%.15f,%.15f,%.15f' % v.normal[:])
i += 1
file.write('\n\t\t}')
# Write Face Smoothing
file.write('''
LayerElementSmoothing: 0 {
Version: 102
Name: ""
MappingInformationType: "ByPolygon"
ReferenceInformationType: "Direct"
Smoothing: ''')
i = -1
for f in me_faces:
if i == -1:
file.write('%i' % f.use_smooth)
i = 0
else:
if i == 54:
file.write('\n\t\t\t ')
i = 0
file.write(',%i' % f.use_smooth)
i += 1
file.write('\n\t\t}')
# Write Edge Smoothing
file.write('''
LayerElementSmoothing: 0 {
Version: 101
Name: ""
MappingInformationType: "ByEdge"
ReferenceInformationType: "Direct"
Smoothing: ''')
i = -1
for ed in me_edges:
if i == -1:
file.write('%i' % (ed.use_edge_sharp))
i = 0
else:
if i == 54:
file.write('\n\t\t\t ')
i = 0
file.write(',%i' % (ed.use_edge_sharp))
i += 1
file.write('\n\t\t}')
# Write VertexColor Layers
# note, no programs seem to use this info :/
collayers = []
if len(me.vertex_colors):
collayers = me.vertex_colors
for colindex, collayer in enumerate(collayers):
file.write('\n\t\tLayerElementColor: %i {' % colindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % collayer.name)
file.write('''
MappingInformationType: "ByPolygonVertex"
ReferenceInformationType: "IndexToDirect"
Colors: ''')
i = -1
ii = 0 # Count how many Colors we write
for fi, cf in enumerate(collayer.data):
if len(me_faces[fi].vertices) == 4:
colors = cf.color1[:], cf.color2[:], cf.color3[:], cf.color4[:]
else:
colors = cf.color1[:], cf.color2[:], cf.color3[:]
for col in colors:
if i == -1:
file.write('%.4f,%.4f,%.4f,1' % col)
i = 0
else:
if i == 7:
file.write('\n\t\t\t\t')
i = 0
file.write(',%.4f,%.4f,%.4f,1' % col)
i += 1
ii += 1 # One more Color
file.write('\n\t\t\tColorIndex: ')
i = -1
for j in range(ii):
if i == -1:
file.write('%i' % j)
i = 0
else:
if i == 55:
file.write('\n\t\t\t\t')
i = 0
file.write(',%i' % j)
i += 1
file.write('\n\t\t}')
# Write UV and texture layers.
uvlayers = []
if do_uvs:
uvlayers = me.uv_textures
uvlayer_orig = me.uv_textures.active
for uvindex, uvlayer in enumerate(me.uv_textures):
file.write('\n\t\tLayerElementUV: %i {' % uvindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % uvlayer.name)
file.write('''
MappingInformationType: "ByPolygonVertex"
ReferenceInformationType: "IndexToDirect"
UV: ''')
i = -1
ii = 0 # Count how many UVs we write
for uf in uvlayer.data:
# workaround, since uf.uv iteration is wrong atm
for uv in uf.uv:
if i == -1:
file.write('%.6f,%.6f' % uv[:])
i = 0
else:
if i == 7:
file.write('\n\t\t\t ')
i = 0
file.write(',%.6f,%.6f' % uv[:])
i += 1
ii += 1 # One more UV
file.write('\n\t\t\tUVIndex: ')
i = -1
for j in range(ii):
if i == -1:
file.write('%i' % j)
i = 0
else:
if i == 55:
file.write('\n\t\t\t\t')
i = 0
file.write(',%i' % j)
i += 1
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
file.write('\n\t\t}')
if do_textures:
file.write('\n\t\tLayerElementTexture: %i {' % uvindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % uvlayer.name)
if len(my_mesh.blenTextures) == 1:
file.write('\n\t\t\tMappingInformationType: "AllSame"')
else:
file.write('\n\t\t\tMappingInformationType: "ByPolygon"')
file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"')
file.write('\n\t\t\tBlendMode: "Translucent"')
file.write('\n\t\t\tTextureAlpha: 1')
file.write('\n\t\t\tTextureId: ')
if len(my_mesh.blenTextures) == 1:
file.write('0')
else:
texture_mapping_local = {None: -1}
i = 0 # 1 for dummy
for tex in my_mesh.blenTextures:
if tex: # None is set above
texture_mapping_local[tex] = i
i += 1
i = -1
for f in uvlayer.data:
img_key = f.image
if i == -1:
i = 0
file.write('%s' % texture_mapping_local[img_key])
else:
if i == 55:
file.write('\n ')
i = 0
file.write(',%s' % texture_mapping_local[img_key])
i += 1
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
else:
file.write('''
LayerElementTexture: 0 {
Version: 101
Name: ""
MappingInformationType: "NoMappingInformation"
ReferenceInformationType: "IndexToDirect"
BlendMode: "Translucent"
TextureAlpha: 1
TextureId: ''')
file.write('\n\t\t}')
# Done with UV/textures.
if do_materials:
file.write('\n\t\tLayerElementMaterial: 0 {')
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: ""')
if len(my_mesh.blenMaterials) == 1:
file.write('\n\t\t\tMappingInformationType: "AllSame"')
else:
file.write('\n\t\t\tMappingInformationType: "ByPolygon"')
file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"')
file.write('\n\t\t\tMaterials: ')
if len(my_mesh.blenMaterials) == 1:
file.write('0')
else:
# Build a material mapping for this
material_mapping_local = {} # local-mat & tex : global index.
for j, mat_tex_pair in enumerate(my_mesh.blenMaterials):
material_mapping_local[mat_tex_pair] = j
len_material_mapping_local = len(material_mapping_local)
mats = my_mesh.blenMaterialList
if me.uv_textures.active:
uv_faces = me.uv_textures.active.data
else:
uv_faces = [None] * len(me_faces)
i = -1
for f, uf in zip(me_faces, uv_faces):
# for f in me_faces:
try:
mat = mats[f.material_index]
except:
mat = None
if do_uvs:
tex = uf.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
else:
tex = None
if i == -1:
i = 0
file.write('%s' % (material_mapping_local[mat, tex])) # None for mat or tex is ok
else:
if i == 55:
file.write('\n\t\t\t\t')
i = 0
file.write(',%s' % (material_mapping_local[mat, tex]))
i += 1
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
file.write('\n\t\t}')
file.write('''
Layer: 0 {
Version: 100
LayerElement: {
Type: "LayerElementNormal"
TypedIndex: 0
}''')
if do_materials:
file.write('''
LayerElement: {
Type: "LayerElementMaterial"
TypedIndex: 0
}''')
# Always write this
if do_textures:
file.write('''
LayerElement: {
Type: "LayerElementTexture"
TypedIndex: 0
}''')
if me.vertex_colors:
file.write('''
LayerElement: {
Type: "LayerElementColor"
TypedIndex: 0
}''')
if do_uvs: # same as me.faceUV
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
file.write('''
LayerElement: {
Type: "LayerElementUV"
TypedIndex: 0
}''')
file.write('\n\t\t}')
if len(uvlayers) > 1:
for i in range(1, len(uvlayers)):
file.write('\n\t\tLayer: %i {' % i)
file.write('\n\t\t\tVersion: 100')
file.write('''
LayerElement: {
Type: "LayerElementUV"''')
file.write('\n\t\t\t\tTypedIndex: %i' % i)
file.write('\n\t\t\t}')
if do_textures:
file.write('''
LayerElement: {
Type: "LayerElementTexture"''')
file.write('\n\t\t\t\tTypedIndex: %i' % i)
file.write('\n\t\t\t}')
file.write('\n\t\t}')
if len(collayers) > 1:
# Take into account any UV layers
layer_offset = 0
if uvlayers:
layer_offset = len(uvlayers) - 1
for i in range(layer_offset, len(collayers) + layer_offset):
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
file.write('\n\t\tLayer: %i {' % i)
file.write('\n\t\t\tVersion: 100')
file.write('''
LayerElement: {
Type: "LayerElementColor"''')
file.write('\n\t\t\t\tTypedIndex: %i' % i)
file.write('\n\t\t\t}')
file.write('\n\t\t}')
file.write('\n\t}')
def write_group(name):
file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {' % name)
file.write('''
Properties60: {
Property: "MultiLayer", "bool", "",0
Property: "Pickable", "bool", "",1
Property: "Transformable", "bool", "",1
Property: "Show", "bool", "",1
}
MultiLayer: 0
}''')
# add meshes here to clear because they are not used anywhere.
meshes_to_clear = []
ob_meshes = []
ob_lights = []
ob_cameras = []
# in fbx we export bones as children of the mesh
# armatures not a part of a mesh, will be added to ob_arms
ob_bones = []
ob_arms = []
ob_null = [] # emptys
# List of types that have blender objects (not bones)
ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null]
groups = [] # blender groups, only add ones that have objects in the selections
materials = {} # (mat, image) keys, should be a set()
textures = {} # should be a set()
tmp_ob_type = ob_type = None # incase no objects are exported, so as not to raise an error
Campbell Barton
committed
# if use_selection is false, use sceens objects
if not batch_objects:
Campbell Barton
committed
if use_selection:
tmp_objects = context.selected_objects
else:
tmp_objects = scene.objects
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
else:
tmp_objects = batch_objects
if EXP_ARMATURE:
# This is needed so applying modifiers dosnt apply the armature deformation, its also needed
# ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes.
# set every armature to its rest, backup the original values so we done mess up the scene
ob_arms_orig_rest = [arm.pose_position for arm in bpy.data.armatures]
for arm in bpy.data.armatures:
arm.pose_position = 'REST'
if ob_arms_orig_rest:
for ob_base in bpy.data.objects:
if ob_base.type == 'ARMATURE':
ob_base.update()
# This causes the makeDisplayList command to effect the mesh
scene.frame_set(scene.frame_current)
for ob_base in tmp_objects:
# ignore dupli children
if ob_base.parent and ob_base.parent.dupli_type != 'NONE':
continue
obs = [(ob_base, ob_base.matrix_world)]
if ob_base.dupli_type != 'NONE':
ob_base.create_dupli_list(scene)
obs = [(dob.object, dob.matrix) for dob in ob_base.dupli_list]
for ob, mtx in obs:
# for ob, mtx in BPyObject.getDerivedObjects(ob_base):
tmp_ob_type = ob.type
if tmp_ob_type == 'CAMERA':
if EXP_CAMERA:
ob_cameras.append(my_object_generic(ob, mtx))
elif tmp_ob_type == 'LAMP':
if EXP_LAMP:
ob_lights.append(my_object_generic(ob, mtx))
elif tmp_ob_type == 'ARMATURE':
if EXP_ARMATURE:
# TODO - armatures dont work in dupligroups!
if ob not in ob_arms:
ob_arms.append(ob)
# ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)"
elif tmp_ob_type == 'EMPTY':
if EXP_EMPTY:
ob_null.append(my_object_generic(ob, mtx))
elif EXP_MESH:
origData = True
if tmp_ob_type != 'MESH':
try:
me = ob.create_mesh(scene, True, 'PREVIEW')
except:
me = None
if me:
meshes_to_clear.append(me)
mats = me.materials
origData = False
else:
# Mesh Type!
if EXP_MESH_APPLY_MOD:
me = ob.create_mesh(scene, True, 'PREVIEW')
# print ob, me, me.getVertGroupNames()
meshes_to_clear.append(me)
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
origData = False
mats = me.materials
else:
me = ob.data
mats = me.materials
# # Support object colors
# tmp_colbits = ob.colbits
# if tmp_colbits:
# tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too.
# for i in xrange(16):
# if tmp_colbits & (1<<i):
# mats[i] = tmp_ob_mats[i]
# del tmp_ob_mats
# del tmp_colbits
if me:
# # This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled.
# # so strictly this is bad. but only in rare cases would it have negative results
# # say with dupliverts the objects would rotate a bit differently
# if EXP_MESH_HQ_NORMALS:
# BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
texture_mapping_local = {}
material_mapping_local = {}
if me.uv_textures:
for uvlayer in me.uv_textures:
for f, uf in zip(me.faces, uvlayer.data):
tex = uf.image
textures[tex] = texture_mapping_local[tex] = None
try:
mat = mats[f.material_index]
except: