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io_export_directx_x.py 61.3 KiB
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#  ***** 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 3 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, see <http://www.gnu.org/licenses/>.
#  All rights reserved.
#  ***** GPL LICENSE BLOCK *****
bl_info = {
    "name": "DirectX Model Format (.x)",
    "author": "Chris Foster (Kira Vakaan)",
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    "version": (2, 1, 3),
    "blender": (2, 6, 3),
    "location": "File > Export > DirectX (.x)",
    "description": "Export DirectX Model Format (.x)",
    "warning": "",
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"\
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        "Scripts/Import-Export/DirectX_Exporter",
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    "tracker_url": "https://projects.blender.org/tracker/index.php?"\
        "func=detail&aid=22795",
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    "category": "Import-Export"}
import bpy
from mathutils import *

#Container for the exporter settings
class DirectXExporterSettings:
    def __init__(self,
                 context,
                 FilePath,
                 CoordinateSystem=1,
                 RotateX=True,
                 FlipNormals=False,
                 ApplyModifiers=False,
                 IncludeFrameRate=False,
                 ExportTextures=True,
                 ExportArmatures=False,
                 ExportAnimation=0,
                 ExportMode=1,
                 Verbose=False):
        self.context = context
        self.FilePath = FilePath
        self.CoordinateSystem = int(CoordinateSystem)
        self.RotateX = RotateX
        self.FlipNormals = FlipNormals
        self.ApplyModifiers = ApplyModifiers
        self.IncludeFrameRate = IncludeFrameRate
        self.ExportTextures = ExportTextures
        self.ExportArmatures = ExportArmatures
        self.ExportAnimation = int(ExportAnimation)
        self.ExportMode = int(ExportMode)
        self.Verbose = Verbose


def LegalName(Name):
    
    def ReplaceSet(String, OldSet, NewChar):
        for OldChar in OldSet:
            String = String.replace(OldChar, NewChar)
        return String
    
    import string
    
    NewName = ReplaceSet(Name, string.punctuation + " ", "_")
    if NewName[0].isdigit() or NewName in ["ARRAY",
                                           "DWORD",
                                           "UCHAR",
                                           "BINARY",
                                           "FLOAT",
                                           "ULONGLONG",
                                           "BINARY_RESOURCE",
                                           "SDWORD",
                                           "UNICODE",
                                           "CHAR",
                                           "STRING",
                                           "WORD",
                                           "CSTRING",
                                           "SWORD",
                                           "DOUBLE",
                                           "TEMPLATE"]:
        NewName = "_" + NewName
def ExportDirectX(Config):
    print("----------\nExporting to {}".format(Config.FilePath))
    if Config.Verbose:
    Config.File = open(Config.FilePath, "w")
    if Config.Verbose:
        print("Done")

    if Config.Verbose:
        print("Generating Object list for export... (Root parents only)")
    if Config.ExportMode == 1:
        Config.ExportList = [Object for Object in Config.context.scene.objects
                             if Object.type in {'ARMATURE', 'EMPTY', 'MESH'}
                             and Object.parent is None]
        ExportList = [Object for Object in Config.context.selected_objects
                      if Object.type in {'ARMATURE', 'EMPTY', 'MESH'}]
        Config.ExportList = [Object for Object in ExportList
                             if Object.parent not in ExportList]
    if Config.Verbose:
        print("  List: {}\nDone".format(Config.ExportList))
    Config.SystemMatrix = Matrix()
    if Config.RotateX:
        Config.SystemMatrix *= Matrix.Rotation(radians(-90), 4, "X")
    if Config.CoordinateSystem == 1:
        Config.SystemMatrix *= Matrix.Scale(-1, 4, Vector((0, 1, 0)))
    if Config.ExportAnimation:
        CurrentFrame = bpy.context.scene.frame_current
        bpy.context.scene.frame_current = bpy.context.scene.frame_current
    if Config.Verbose:
        print("Done")

    if Config.Verbose:
    WriteHeader(Config)
    if Config.Verbose:
        print("Done")

    Config.Whitespace = 0
    if Config.Verbose:
        print("Writing Root Frame...")
    WriteRootFrame(Config)
    if Config.Verbose:
        print("Done")
    
    Config.ObjectList = []
    if Config.Verbose:
        print("Writing Objects...")
    WriteObjects(Config, Config.ExportList)
    if Config.Verbose:
        print("Done")
    
    Config.Whitespace -= 1
    Config.File.write("{}}} //End of Root Frame\n".format("  " * Config.Whitespace))
    
    if Config.Verbose:
        print("Objects Exported: {}".format(Config.ExportList))
    if Config.ExportAnimation:
        if Config.IncludeFrameRate:
            if Config.Verbose:
            Config.File.write("{}AnimTicksPerSecond {{\n".format("  " * Config.Whitespace))
            Config.Whitespace += 1
            Config.File.write("{}{};\n".format("  " * Config.Whitespace, int(bpy.context.scene.render.fps / bpy.context.scene.render.fps_base)))
            Config.Whitespace -= 1
            Config.File.write("{}}}\n".format("  " * Config.Whitespace))
            if Config.Verbose:
                print("Done")
        if Config.Verbose:
            print("Writing Animation...")
        if Config.ExportAnimation==1:
            WriteKeyedAnimationSet(Config)
        else:
            WriteFullAnimationSet(Config)
        bpy.context.scene.frame_current = CurrentFrame
        if Config.Verbose:
            print("Done")

    CloseFile(Config)
    print("Finished")

def GetObjectChildren(Parent):
    return [Object for Object in Parent.children
            if Object.type in {'ARMATURE', 'EMPTY', 'MESH'}]
#Returns the vertex count of Mesh, counting each vertex for every face.
def GetMeshVertexCount(Mesh):
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    for Polygon in Mesh.polygons:
        VertexCount += len(Polygon.vertices)
#Returns the file path of first image texture from Material.
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def GetMaterialTextureFileName(Material):
        #Create a list of Textures that have type "IMAGE"
        ImageTextures = [Material.texture_slots[TextureSlot].texture for TextureSlot in Material.texture_slots.keys() if Material.texture_slots[TextureSlot].texture.type == "IMAGE"]
        #Refine a new list with only image textures that have a file source
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