Example #1
0
def ObjExport(FILE, Name, type):
    #================================
    global returncode
    global vertexcount
    global uvcount
    global Transform
    global multiflag
    global exporttype

    vertexcount = 0
    uvcount = 0
    returncode = 0
    print("Writing %s..." % Name)
    FILE.write(
        "# Wavefront OBJ (1.0) exported by lynx's OBJ import/export script\n\n"
    )

    Objects = Object.GetSelected()
    if Objects == []:
        print("You have not selected an object!")
        returncode = 4
    else:
        for object in Objects:
            MtlList = []
            if len(Objects) > 1 or exporttype > 1:
                Transform = CreateMatrix(object, Transform)
                multiflag = 1

            mesh = NMesh.GetRawFromObject(object.name)
            ObjName = mesh.name
            has_uvco = mesh.hasVertexUV()

            FILE.write("# Meshname:\t%s\n" % ObjName)

            faces = mesh.faces
            materials = mesh.materials
            Vertices = mesh.verts
            GlobalMaterials = Material.Get()

            if len(materials) > 1 and len(GlobalMaterials) > 0 and type < 4:
                CreateMtlFile(Name, materials, MtlList)

            # Total Vertices and faces; comment if not useful
            FILE.write("# Total number of Faces:\t%s\n" % len(faces))
            FILE.write("# Total number of Vertices:\t%s\n" % len(Vertices))

            FILE.write("\n")

            # print first image map for uvcoords to use
            # to be updated when we get access to other textures
            if mesh.hasFaceUV():
                FILE.write("# UV Texture:\t%s\n\n" % mesh.hasFaceUV())

            if len(materials) > 1 and len(GlobalMaterials) > 0 and type < 3:
                UseLayers(faces, Vertices, MtlList, has_uvco, FILE, ObjName,
                          Name)
            elif len(materials) > 1 and len(GlobalMaterials) > 0 and type == 3:
                UseMtl(faces, Vertices, MtlList, has_uvco, FILE, ObjName, Name)
            else:
                Standard(faces, Vertices, has_uvco, FILE, ObjName)
Example #2
0
def AddGlobalMaterial(name, matindex):
    #=========================================

    index = 0
    found = 0
    matindex = 0
    MatList = Material.Get()
    limit = len(MatList)

    while index < limit:
        if MatList[index].name == name:
            matindex = index
            found = 1
            index = limit
        index = index + 1

    if found == 0:
        material = Material.New(name)
        matindex = index

    return matindex
Example #3
0
 def MATERIALS(self, meshlist, me):
     for meobj in meshlist:
         me.getFromObject(meobj)
         mats = me.materials
         mbuf = []
         mlist = self.mlist
         for m in mats:
             if not m: continue
             name = m.name
             if name not in mlist:
                 mlist.append(name)
                 M = Material.Get(name)
                 material = 'MATERIAL "%s"' % name
                 mirCol = "%s %s %s" % (Round_s(
                     M.mirCol[0]), Round_s(M.mirCol[1]), Round_s(
                         M.mirCol[2]))
                 rgb = "rgb %s %s %s" % (Round_s(M.R), Round_s(
                     M.G), Round_s(M.B))
                 ambval = Round_s(M.amb)
                 amb = "amb %s %s %s" % (ambval, ambval, ambval)
                 spec = "spec %s %s %s" % (Round_s(
                     M.specCol[0]), Round_s(
                         M.specCol[1]), Round_s(M.specCol[2]))
                 if AC3D_4:
                     emit = Round_s(M.emit)
                     emis = "emis %s %s %s" % (emit, emit, emit)
                     shival = int(M.spec * 64)
                 else:
                     emis = "emis 0 0 0"
                     shival = 72
                 shi = "shi %s" % shival
                 trans = "trans %s" % (Round_s(1 - M.alpha))
                 if MIRCOL_AS_AMB:
                     amb = "amb %s" % mirCol
                 if MIRCOL_AS_EMIS:
                     emis = "emis %s" % mirCol
                 mbuf.append("%s %s %s %s %s %s %s\n" \
                  % (material, rgb, amb, emis, spec, shi, trans))
         self.mlist = mlist
         self.mbuf.append("".join(mbuf))
Example #4
0
def set_material_color(material_name, color):
    material = Material.Get(material_name)
    material.setRGBCol(color)
Example #5
0
 def _set_color(self, args):
     self.material = Material.Get('floor')
     self.material.setRGBCol(args['floor_color'])
Example #6
0
def geometry_to_blender(geom, bld_mesh=None, discretizer=None):
    """Create a blender mesh
	
	Paint the faces too if needed
	
	:Parameters:
	 - `geom` (pgl.Geometry) - the geometry to transform
	 - `bld_mesh` (Mesh) - a mesh in which to append the shape.
	                       If None, a blank new one will be created
	 - `discretizer` (Discretizer) - algorithm to triangulate the geometry
	
	:Returns Type: Mesh
	"""
    #create bld_mesh
    if bld_mesh is None:
        if geom.isNamed():
            name = geom.name
        else:
            name = "pglgeom%d" % geom.getId()

        bld_mesh = Mesh.New(name)

    #geometry (mesh)
    if discretizer is None:
        d = Discretizer()
    else:
        d = discretizer

    geom.apply(d)
    geom = d.result

    #fill mesh
    pts = array(geom.pointList)
    nbv = len(bld_mesh.verts)
    faces = nbv + array(geom.indexList)

    bld_mesh.verts.extend(pts)
    nbf = len(bld_mesh.faces)
    bld_mesh.faces.extend(faces.tolist())

    #set vertex colors if needed
    mat = None
    if not geom.isColorListToDefault():
        bld_mesh.vertexColors = True

        #create material to render mesh colors
        try:
            mat = Material.Get("default_vtx_mat")
        except NameError:
            mat = Material.New("default_vtx_mat")
            mat.mode += Material.Modes['VCOL_PAINT']

        bld_mesh.materials = [mat]

        #modify color list to duplicate colors per face per vertex
        if geom.colorPerVertex and geom.isColorIndexListToDefault():
            #each vertex has a color
            for i, inds in enumerate(faces):
                face = bld_mesh.faces[nbf + i]
                for j, v in enumerate(face):
                    col = face.col[j]
                    pglcol = geom.colorList[geom.indexList[i][j]]
                    col.r = pglcol.red
                    col.g = pglcol.green
                    col.b = pglcol.blue
                    col.a = pglcol.alpha
        elif geom.colorPerVertex and not geom.isColorIndexListToDefault():
            #each local vertex of each face has a color
            for i, inds in enumerate(geom.colorIndexList):
                face = bld_mesh.faces[nbf + i]
                for j, v in enumerate(face):
                    col = face.col[j]
                    pglcol = geom.colorList[inds[j]]
                    col.r = pglcol.red
                    col.g = pglcol.green
                    col.b = pglcol.blue
                    col.a = pglcol.alpha
        else:
            #each face has a color
            for i, col in enumerate(geom.colorList):
                face = bld_mesh.faces[nbf + i]
                R, G, B, A = col.red, col.green, col.blue, col.alpha
                for j, v in enumerate(face):
                    col = face.col[j]
                    col.r = R
                    col.g = G
                    col.b = B
                    col.a = A


#		#assign
#		for fid in xrange(nb,len(bld_mesh.faces) ) :
#			face = bld_mesh.faces[fid]
#			for i,v in enumerate(face) :
#				col = face.col[i]
#				col.r = ambient.red
#				col.g = ambient.green
#				col.b = ambient.blue

#	for vtx in bld_mesh.verts :
#		vtx.sel = 0

#return
    return bld_mesh, mat
def ImportPSK(infile):
    print "Importing file: ", infile
    pskFile = file(infile, 'rb')

    #
    mesh = Mesh.New('mesh01')

    # read general header
    header = axChunkHeader()
    header.Load(pskFile)
    header.Dump()

    # read the PNTS0000 header
    header.Load(pskFile)
    header.Dump()

    axPoints = []
    for i in range(0, header.dataCount):
        point = axPoint()
        point.Load(pskFile)

        axPoints.append(point)

        #mesh.verts.extend([[point.x, point.y, point.z]])

    # read the VTXW0000 header
    header.Load(pskFile)
    header.Dump()

    xyzList = []
    uvList = []
    axVerts = []
    for i in range(0, header.dataCount):
        vert = axVertex()
        vert.Load(pskFile)
        #vert.Dump()

        axVerts.append(vert)

        xyzList.append(
            Vector([
                axPoints[vert.pointIndex].x, axPoints[vert.pointIndex].y,
                axPoints[vert.pointIndex].z
            ]))
        uvList.append(Vector([vert.u, vert.v]))

    mesh.verts.extend(xyzList)

    # read the FACE0000 header
    header.Load(pskFile)
    header.Dump()

    axTriangles = []
    for i in range(0, header.dataCount):
        tri = axTriangle()
        tri.Load(pskFile)
        #tri.Dump()

        axTriangles.append(tri)

    SGlist = []
    for i in range(0, header.dataCount):
        tri = axTriangles[i]

        mesh.faces.extend(tri.indexes)

        uvData = []
        uvData.append(uvList[tri.indexes[0]])
        uvData.append(uvList[tri.indexes[1]])
        uvData.append(uvList[tri.indexes[2]])
        mesh.faces[i].uv = uvData

        # collect a list of the smoothing groups
        if SGlist.count(tri.smoothingGroups) == 0:
            SGlist.append(tri.smoothingGroups)

        # assign a material index to the face
        #mesh.faces[-1].materialIndex = SGlist.index(indata[5])
        mesh.faces[i].mat = tri.materialIndex

    mesh.update()
    meshObject = Object.New('Mesh', 'PSKMesh')
    meshObject.link(mesh)

    scene = Scene.GetCurrent()
    scene.link(meshObject)

    # read the MATT0000 header
    header.Load(pskFile)
    header.Dump()

    for i in range(0, header.dataCount):
        data = unpack('64s6i', pskFile.read(88))
        matName = asciiz(data[0])
        print("creating material", matName)

        if matName == "":
            matName = "no_texture"

        try:
            mat = Material.Get(matName)
        except:
            #print("creating new material:", matName)
            mat = Material.New(matName)

            # create new texture
            texture = Texture.New(matName)
            texture.setType('Image')

            # texture to material
            mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)

    # read the REFSKELT header
    header.Load(pskFile)
    header.Dump()

    axReferenceBones = []
    for i in range(0, header.dataCount):
        axReferenceBones.append(axReferenceBone())
        axReferenceBones[i].Load(pskFile)
        #axReferenceBones[i].Dump()

        quat = axReferenceBones[i].quat

        if i == 0:
            axReferenceBones[i].parentIndex = -1
            quat.y = -quat.y
            #quat.inverse()
        else:
            quat.inverse()

    # create an armature skeleton
    armData = Armature.Armature("PSK")
    armData.drawAxes = True

    armObject = Object.New('Armature', "ReferenceBones")
    armObject.link(armData)

    scene = Scene.GetCurrent()
    scene.objects.link(armObject)

    armData.makeEditable()

    editBones = []
    for i in range(0, header.dataCount):
        refBone = axReferenceBones[i]

        refBone.name = refBone.name.replace(' ', '_')

        print("processing bone ", refBone.name)

        #if refBone.position.length == 0:
        #refBone.Dump()

        editBone = Armature.Editbone()
        editBone.name = refBone.name
        #editBone.length = refBone.position.length

        if refBone.parentIndex >= 0:
            refParent = axReferenceBones[refBone.parentIndex]
            parentName = refParent.name
            #print type(parentName)
            print("looking for parent bone", parentName)
            #parent = armData.bones[parentName]
            #parent.
            #

            editBone.head = refParent.position.copy()

            editParent = editBones[refBone.parentIndex]
            #editParent = armData.bones[editBones[refBone.parentIndex].name]
            #editParent = armData.bones[parentName]
            editBone.parent = editParent

            #editBone.tail = refBone.position
            #editBone.matrix = refBone.quat.toMatrix()
            #m = Matrix(QuatToMatrix(refParent.quat))
            #rotatedPos = m * refBone.position.copy()
            rotatedPos = refParent.quat * refBone.position.copy()
            editBone.tail = refParent.position + rotatedPos
            refBone.position = refParent.position + rotatedPos
            #editBone.tail = refBone.position = refParent.position + refBone.position

            q1 = refParent.quat.copy()
            q2 = refBone.quat.copy()
            refBone.quat = QuatMultiply1(q1, q2)

            #editBone.matrix = refBone.quat.toMatrix()
            #matrix = Matrix(refParent.quat.toMatrix() * refBone.quat.toMatrix())
            #m1 = refParent.quat.copy().toMatrix()
            #m2 = refBone.quat.toMatrix()

            #refBone.quat = matrix.toQuat()

            #editBone.options = [Armature.HINGE]
            #editBone.options = [Armature.HINGE, Armature.CONNECTED]
            editBone.options = [Armature.CONNECTED]

        else:
            editBone.head = Vector(0, 0, 0)
            editBone.tail = refBone.position.copy()
            #editBone.tail = refBone.quat.toMatrix() * refBone.position
            #editBone.options = [Armature.HINGE]

            #editBone.matrix = refBone.quat.toMatrix()

        editBones.append(editBone)
        armData.bones[editBone.name] = editBone

    # only update after adding all edit bones or it will crash Blender !!!
    armData.update()

    print("done processing reference bones")

    #for editBone in editBones:
    #armData.makeEditable()
    #armData.bones[editBone.name] = editBone

    #armData.update()

    armObject.makeDisplayList()
    scene.update()
    Window.RedrawAll()

    # read the RAWWEIGHTS header
    header.Load(pskFile)
    header.Dump()

    axBoneWeights = []
    for i in range(0, header.dataCount):
        axBoneWeights.append(axBoneWeight())
        axBoneWeights[i].Load(pskFile)

        #if i < 10:
        #   axBoneWeights[i].Dump()

    # calculate the vertex groups
    vertGroupCreated = []
    for i in range(0, len(axReferenceBones)):
        vertGroupCreated.append(0)

    for i in range(0, len(axReferenceBones)):
        refBone = axReferenceBones[i]

        for boneWeight in axBoneWeights:

            if boneWeight.boneIndex == i:

                # create a vertex group for this bone if not done yet
                if vertGroupCreated[i] == 0:
                    print('creating vertex group:', refBone.name)
                    mesh.addVertGroup(refBone.name)
                    vertGroupCreated[i] = 1

                for j in range(0, len(axVerts)):
                    axVert = axVerts[j]

                    #vertList.append(boneWeight.pointIndex)
                    if boneWeight.pointIndex == axVert.pointIndex:
                        mesh.assignVertsToGroup(refBone.name, [j],
                                                boneWeight.weight,
                                                Mesh.AssignModes.ADD)

        #mesh.assignVertsToGroup(refBone.name, vertList, )

    armObject.makeParentDeform([meshObject], 0, 0)

    pskFile.close()

    Window.RedrawAll()

    print "PSK2Blender completed"
Example #8
0
    # create master for organelle
    bg = bl.newEmpty('organelle_%d'%orga.number)
    g = Geom('organelle_%d'%orga.number)
    bl.addObjectToScene(sc,bg)
    gs = Geom('surface')
    bgs = bl.newEmpty('surface')
    bl.addObjectToScene(sc,bgs, parent=bg)
    gc = Geom('cytoplasm')
    bgc = bl.newEmpty('cytoplasm')
    bl.addObjectToScene(sc,bgc, parent=bg)
    orgaToMasterGeom[orga] = g
    orgaToMasterGeom[orga.number] = gs
    orgaToMasterGeom[-orga.number] = gc
    
    tetobj,tetmesh = bl.createsNmesh('surfaceMesh',orga.vertices,orga.vnormals,orga.faces)
    tetobj.setMaterials([Material.Get("wire")])
    tetobj.colbits = 1<<0 #objMAt
    tetobj.setDrawMode(32)#drawwire
    tetobj.setDrawType(2)#wire
    #tet = IndexedPolygons('surfaceMesh', vertices=orga.vertices,
    #                      faces=orga.faces, normals=orga.vnormals,
    #                      inheritFrontPolyMode=False,
    #                      frontPolyMode='line',
    #                      inheritCulling=0, culling='none',
    #                      inheritShading=0, shading='flat')
    #vi.AddObject(tet, parent=g)
    bl.addObjectToScene(sc,tetobj, parent=bg)

#cp = vi.clipP[0]
#vi.GUI.clipvar[0][0].set(1)
#tet.AddClipPlane( cp, 1, False)
def readDSF(path):
    baddsf=(0, "Invalid DSF file", path)

    h=file(path, 'rb')
    h.seek(0, 2)
    hlen=h.tell()
    h.seek(0, 0)
    if h.read(8)!='XPLNEDSF' or unpack('<I',h.read(4))!=(1,) or h.read(4)!='DAEH':
        raise IOError, baddsf
    (l,)=unpack('<I', h.read(4))
    headend=h.tell()+l-8
    if h.read(4)!='PORP':
        raise IOError, baddsf
    (l,)=unpack('<I', h.read(4))
    properties=[]
    c=h.read(l-9).split('\0')
    h.read(1)
    overlay=0
    for i in range(0, len(c)-1, 2):
        if c[i]=='sim/overlay': overlay=int(c[i+1])
        elif c[i]=='sim/south': lat=int(c[i+1])
        elif c[i]=='sim/west': lon=int(c[i+1])
        properties.append((c[i],c[i+1]))
    h.seek(headend)
    if overlay:
        # Overlay DSF - bail early
        h.close()
        raise IOError, (0, "This is an overlay DSF", path)

    # Definitions Atom
    if h.read(4)!='NFED':
        raise IOError, baddsf
    (l,)=unpack('<I', h.read(4))
    defnend=h.tell()+l-8
    terrain=objects=polygons=network=[]
    while h.tell()<defnend:
        c=h.read(4)
        (l,)=unpack('<I', h.read(4))
        if l==8:
            pass	# empty
        elif c=='TRET':
            terrain=h.read(l-9).replace('\\','/').replace(':','/').split('\0')
            h.read(1)
        elif c=='TJBO':
            objects=h.read(l-9).replace('\\','/').replace(':','/').split('\0')
            h.read(1)
        elif c=='YLOP':
            polygons=h.read(l-9).replace('\\','/').replace(':','/').split('\0')
            h.read(1)
        elif c=='WTEN':
            networks=h.read(l-9).replace('\\','/').replace(':','/').split('\0')
            h.read(1)
        else:
            h.seek(l-8, 1)

    # Geodata Atom
    if h.read(4)!='DOEG':
        raise IOError, baddsf
    (l,)=unpack('<I', h.read(4))
    geodend=h.tell()+l-8
    pool=[]
    scal=[]
    while h.tell()<geodend:
        c=h.read(4)
        (l,)=unpack('<I', h.read(4))
        if c=='LOOP':
            thispool=[]
            (n,)=unpack('<I', h.read(4))
            (p,)=unpack('<B', h.read(1))
            for i in range(p):
                thisplane=[]
                (e,)=unpack('<B', h.read(1))
                if e==0 or e==1:
                    last=0
                    for j in range(n):
                        (d,)=unpack('<H', h.read(2))
                        if e==1: d=(last+d)&65535
                        thisplane.append(d)
                        last=d
                elif e==2 or e==3:
                    last=0
                    while(len(thisplane))<n:
                        (r,)=unpack('<B', h.read(1))
                        if (r&128):
                            (d,)=unpack('<H', h.read(2))
                            for j in range(r&127):
                                if e==3:
                                    thisplane.append((last+d)&65535)
                                    last=(last+d)&65535
                                else:
                                    thisplane.append(d)
                        else:
                            for j in range(r):
                                (d,)=unpack('<H', h.read(2))
                                if e==3: d=(last+d)&65535
                                thisplane.append(d)
                                last=d
                else:
                    raise IOError, baddsf
                thispool.append(thisplane)
            pool.append(thispool)
        elif c=='LACS':
            thisscal=[]
            for i in range(0, l-8, 8):
                d=unpack('<2f', h.read(8))
                thisscal.append(d)
            scal.append(thisscal)
        else:
            h.seek(l-8, 1)

    # Rescale pool and transform to one list per entry
    if len(scal)!=len(pool): raise(IOError)
    newpool=[]
    for i in range(len(pool)):
        curpool=pool[i]
        n=len(curpool[0])
        newpool=[[] for j in range(n)]
        for plane in range(len(curpool)):
            (scale,offset)=scal[i][plane]
            scale=scale/65535
            for j in range(n):
                newpool[j].append(curpool[plane][j]*scale+offset)
        pool[i]=newpool

    # Commands Atom
    if h.read(4)!='SDMC':
        raise IOError, baddsf
    (l,)=unpack('<I', h.read(4))
    cmdsend=h.tell()+l-8
    curpool=0
    idx=0
    near=0
    far=-1
    flags=0	# 0=physical, 1=overlay
    f=[[[],[]] for i in range(len(terrain))]
    v=[[[],[]] for i in range(len(terrain))]
    t=[[[],[]] for i in range(len(terrain))]
    pscale=99.0/(hlen-geodend)
    progress=0
    while h.tell()<cmdsend:
        now=int((h.tell()-geodend)*pscale)
        if progress!=now:
            progress=now
            Window.DrawProgressBar(progress/100.0, "Importing %2d%%"%progress)

        (c,)=unpack('<B', h.read(1))
        if c==1:	# Coordinate Pool Select
            (curpool,)=unpack('<H', h.read(2))

        elif c==2:	# Junction Offset Select
            h.read(4)	# not implemented

        elif c==3:	# Set Definition
            (idx,)=unpack('<B', h.read(1))

        elif c==4:	# Set Definition
            (idx,)=unpack('<H', h.read(2))

        elif c==5:	# Set Definition
            (idx,)=unpack('<I', h.read(4))

        elif c==6:	# Set Road Subtype
            h.read(1)	# not implemented

        elif c==7:	# Object
            h.read(2)	# not implemented

        elif c==8:	# Object Range
            h.read(4)	# not implemented

        elif c==9:	# Network Chain
            (l,)=unpack('<B', h.read(1))
            h.read(l*2)	# not implemented

        elif c==10:	# Network Chain Range
            h.read(4)	# not implemented

        elif c==11:	# Network Chain
            (l,)=unpack('<B', h.read(1))
            h.read(l*4)	# not implemented

        elif c==12:	# Polygon
            (param,l)=unpack('<HB', h.read(3))
            h.read(l*2)	# not implemented

        elif c==13:	# Polygon Range (DSF2Text uses this one)
            (param,first,last)=unpack('<HHH', h.read(6))	# not implemented

        elif c==14:	# Nested Polygon
            (param,n)=unpack('<HB', h.read(3))
            for i in range(n):
                (l,)=unpack('<B', h.read(1))
                h.read(l*2)	# not implemented

        elif c==15:	# Nested Polygon Range (DSF2Text uses this one too)
            (param,n)=unpack('<HB', h.read(3))
            h.read((n+1)*2)	# not implemented

        elif c==16:	# Terrain Patch
            pass

        elif c==17:	# Terrain Patch w/ flags
            (flags,)=unpack('<B', h.read(1))
            flags-=1

        elif c==18:	# Terrain Patch w/ flags & LOD
            (flags,near,far)=unpack('<Bff', h.read(9))
            flags-=1

        elif c==23:	# Patch Triangle
            (l,)=unpack('<B', h.read(1))
            n=len(v[idx][flags])
            for i in range(n,n+l,3):
                f[idx][flags].append([i+2,i+1,i])
            for i in range(l):
                (d,)=unpack('<H', h.read(2))
                p=pool[curpool][d]
                v[idx][flags].append([(p[0]-lon)*hscale,
                                      (p[1]-lat)*hscale, p[2]*vscale])
                if len(p)>=7:
                    t[idx][flags].append([p[5],p[6]])


        elif c==24:	# Patch Triangle - cross-pool
            (l,)=unpack('<B', h.read(1))
            n=len(v[idx][flags])
            for i in range(n,n+l,3):
                f[idx][flags].append([i+2,i+1,i])
            for i in range(l):
                (c,d)=unpack('<HH', h.read(4))
                p=pool[c][d]
                v[idx][flags].append([(p[0]-lon)*hscale,
                                      (p[1]-lat)*hscale, p[2]*vscale])
                if len(p)>=7:
                    t[idx][flags].append([p[5],p[6]])

        elif c==25:	# Patch Triangle Range
            (first,last)=unpack('<HH', h.read(4))
            n=len(v[idx][flags])
            for i in range(n,n+last-first,3):
                f[idx][flags].append([i+2,i+1,i])
            for d in range(first,last):
                p=pool[curpool][d]
                v[idx][flags].append([(p[0]-lon)*hscale,
                                      (p[1]-lat)*hscale, p[2]*vscale])
                if len(p)>=7:
                    t[idx][flags].append([p[5],p[6]])

        #elif c==26:	# Patch Triangle Strip (not used by DSF2Text)
        #elif c==27:
        #elif c==28:

        elif c==29:	# Patch Triangle Fan
            (l,)=unpack('<B', h.read(1))
            n=len(v[idx][flags])
            for i in range(1,l-1):
                f[idx][flags].append([n+i+1,n+i,n])
            for i in range(l):
                (d,)=unpack('<H', h.read(2))
                p=pool[curpool][d]
                v[idx][flags].append([(p[0]-lon)*hscale,
                                      (p[1]-lat)*hscale, p[2]*vscale])
                if len(p)>=7:
                    t[idx][flags].append([p[5],p[6]])

        elif c==30:	# Patch Triangle Fan - cross-pool
            (l,)=unpack('<B', h.read(1))
            n=len(v[idx][flags])
            for i in range(1,l-1):
                f[idx][flags].append([n+i+1,n+i,n])
            for i in range(l):
                (c,d)=unpack('<HH', h.read(4))
                p=pool[c][d]
                v[idx][flags].append([(p[0]-lon)*hscale,
                                      (p[1]-lat)*hscale, p[2]*vscale])
                if len(p)>=7:
                    t[idx][flags].append([p[5],p[6]])

        elif c==31:	# Patch Triangle Fan Range
            (first,last)=unpack('<HH', h.read(4))
            n=len(v[idx][flags])
            for i in range(1,last-first-1):
                f[idx][flags].append([n+i+1,n+i,n])
            for d in range(first, last):
                p=pool[curpool][d]
                v[idx][flags].append([(p[0]-lon)*hscale,
                                      (p[1]-lat)*hscale, p[2]*vscale])
                if len(p)>=7:
                    t[idx][flags].append([p[5],p[6]])

        elif c==32:	# Comment
            (l,)=unpack('<B', h.read(1))
            h.read(l)

        elif c==33:	# Comment
            (l,)=unpack('<H', h.read(2))
            h.read(l)

        elif c==34:	# Comment
            (l,)=unpack('<I', h.read(4))
            h.read(l)

        else:
            raise IOError, (c, "Unrecognised command (%d)" % c, c)

    h.close()

    Window.DrawProgressBar(0.99, "Realising")

    scene=Scene.GetCurrent()
    scene.layers=[1,2]

    for flags in [0]:# was [1,0]:	# overlay first so overlays
        for idx in range(len(terrain)):
            if not f[idx][flags]: continue
            if idx:
                name=basename(terrain[idx])[:-4]
                if flags: name=name+'.2'
                if terrain[idx] in libterrain:
                    (texture, angle, xscale, zscale)=readTER(libterrain[terrain[idx]])
                elif exists(join(dirname(path), pardir, pardir, terrain[idx])):
                    (texture, angle, xscale, zscale)=readTER(abspath(join(dirname(path), pardir, pardir, terrain[idx])))
                else:
                    raise IOError(0, 'Terrain %s not found' % terrain[idx], terrain[idx])
                try:
                    mat=Material.Get(name)
                except:
                    mat=Material.New(name)
                    mat.rgbCol=[1.0, 1.0, 1.0]
                    mat.spec=0
                    try:
                        img=Image.Get(basename(texture))
                    except:
                        img=Image.Load(texture)
                    tex=Texture.New(name)
                    tex.setType('Image')
                    tex.image=img
                    mat.setTexture(0, tex)
                    if flags:
                        mat.zOffset=1
                        mat.mode |= Material.Modes.ZTRANSP
                    mtex=mat.getTextures()[0]
                    mtex.size=(xscale*250, zscale*250, 0)
                    mtex.zproj=Texture.Proj.NONE
                    if t[idx][flags]:
                        mtex.texco=Texture.TexCo.UV
                    else:
                        mtex.texco=Texture.TexCo.GLOB
            else:
                name=terrain[idx]
                mat=Material.New(terrain[idx])
                mat.rgbCol=[0.1, 0.1, 0.2]
                mat.spec=0

            mesh=Mesh.New(name)
            mesh.mode &= ~(Mesh.Modes.TWOSIDED|Mesh.Modes.AUTOSMOOTH)
            mesh.mode |= Mesh.Modes.NOVNORMALSFLIP
            mesh.materials += [mat]
            mesh.verts.extend(v[idx][flags])
            mesh.faces.extend(f[idx][flags])
            if t[idx][flags]:
                faceno=0
                for face in mesh.faces:
                    face.uv=[Vector(t[idx][flags][i][0], t[idx][flags][i][1]) for i in f[idx][flags][faceno]]
                    face.image=img
                    faceno+=1
            mesh.update()

            ob = Object.New("Mesh", name)
            ob.link(mesh)
            scene.objects.link(ob)
            ob.Layer=flags+1
            ob.addProperty('terrain', terrain[idx])

            mesh.sel=True
            mesh.remDoubles(0.001)	# must be after linked to object
            mesh.sel=False

        if 0:	# Unreliable
            for face in mesh.faces:
                for v in face.verts:
                    if v.co[2]!=0.0:
                        break
                else:
                    face.mat=1	# water

    lamp=Lamp.New("Lamp", "Sun")
    ob = Object.New("Lamp", "Sun")
    ob.link(lamp)
    scene.objects.link(ob)
    lamp.type=1
    ob.Layer=3
    ob.setLocation(500, 500, 1000)
Example #10
0
def CreateMtlFile(name, MeshMaterials, MtlList):
    #================================================
    global gFilename

    # try to export materials
    directory, mtlname = os.split(gFilename.val)
    mtlname = name + ".mtl"
    filename = os.join(directory, mtlname)
    file = open(filename, "w")

    file.write("# Materials for %s.\n" % (name + ".obj"))
    file.write("# Created by Blender.\n")
    file.write(
        "# These files must be in the same directory for the materials to be read correctly.\n\n"
    )

    MatList = Material.Get()
    print str(MeshMaterials)

    MtlNList = []
    for m in MatList:
        MtlNList.append(m.name)

    counter = 1
    found = 0

    for material in MeshMaterials:
        for mtl in MtlList:
            if material == mtl:
                found = 1

        MtlList.append(material)

        if found == 0:
            file.write("newmtl %s \n" % material.name)
            index = 0
            print material, MatList
            while index < len(MatList):
                if material.name == MatList[index].name:
                    mtl = MatList[index]
                    index = len(MatList)
                    found = 1
                index = index + 1

            if found == 1:
                alpha = mtl.getAlpha()
                file.write("       Ka %s %s %s \n" % (round(
                    1 - alpha, 5), round(1 - alpha, 5), round(1 - alpha, 5)))
                file.write("       Kd %s %s %s \n" %
                           (round(mtl.R, 5), round(mtl.G, 5), round(mtl.B, 5)))
                file.write("       Ks %s %s %s \n" %
                           (round(mtl.specCol[0], 5), round(
                               mtl.specCol[1], 5), round(mtl.specCol[2], 5)))
                file.write("       illum 1\n")

            else:
                file.write("       Ka %s %s %s \n" % (0, 0, 0))
                file.write("       Kd %s %s %s \n" % (1, 1, 1))
                file.write("       Ks %s %s %s \n" % (1, 1, 1))
                file.write("       illum 1\n")

        found = 0

    file.flush()
    file.close()
Example #11
0
def ObjImport(file, Name, filename):
    #=========================
    vcount = 0
    vncount = 0
    vtcount = 0
    fcount = 0
    gcount = 0
    setcount = 0
    groupflag = 0
    objectflag = 0
    mtlflag = 0
    baseindex = 0
    basevtcount = 0
    basevncount = 0
    matindex = 0

    pointList = []
    uvList = []
    normalList = []
    faceList = []
    materialList = []
    imagelist = []

    uv = []
    lines = file.readlines()
    linenumber = 1

    for line in lines:
        words = line.split()
        if words and words[0] == "#":
            pass  # ignore comments
        elif words and words[0] == "v":
            vcount = vcount + 1
            x = float(words[1])
            y = float(words[2])
            z = float(words[3])
            pointList.append([x, y, z])

        elif words and words[0] == "vt":
            vtcount = vtcount + 1
            u = float(words[1])
            v = float(words[2])
            uvList.append([u, v])

        elif words and words[0] == "vn":
            vncount = vncount + 1
            i = float(words[1])
            j = float(words[2])
            k = float(words[3])
            normalList.append([i, j, k])

        elif words and words[0] == "f":
            fcount = fcount + 1
            vi = []  # vertex  indices
            ti = []  # texture indices
            ni = []  # normal  indices
            words = words[1:]
            lcount = len(words)
            for index in (xrange(lcount)):
                if words[index].find("/") == -1:
                    vindex = int(words[index])
                    if vindex < 0: vindex = baseindex + vindex + 1
                    vi.append(vindex)
                else:
                    vtn = words[index].split("/")
                    vindex = int(vtn[0])
                    if vindex < 0: vindex = baseindex + vindex + 1
                    vi.append(vindex)

                    if len(vtn) > 1 and vtn[1]:
                        tindex = int(vtn[1])
                        if tindex < 0: tindex = basevtcount + tindex + 1
                        ti.append(tindex)

                    if len(vtn) > 2 and vtn[2]:
                        nindex = int(vtn[2])
                        if nindex < 0: nindex = basevncount + nindex + 1
                        ni.append(nindex)
            faceList.append([vi, ti, ni, matindex])

        elif words and words[0] == "o":
            ObjectName = words[1]
            objectflag = 1
            #print "Name is %s" % ObjectName

        elif words and words[0] == "g":
            groupflag = 1
            index = len(words)
            if objectflag == 0:
                objectflag = 1
                if index > 1:
                    ObjectName = words[1].join("_")
                    GroupName = words[1].join("_")
                else:
                    ObjectName = "Default"
                    GroupName = "Default"
                #print "Object name is %s" % ObjectName
                #print "Group name is %s" % GroupName
            else:
                if index > 1:
                    GroupName = join(words[1], "_")
                else:
                    GroupName = "Default"
                #print "Group name is %s" % GroupName

            if mtlflag == 0:
                matindex = AddMeshMaterial(GroupName, materialList, matindex)
            gcount = gcount + 1

            if fcount > 0:
                baseindex = vcount
                basevncount = vncount
                basevtcount = vtcount

        elif words and words[0] == "mtllib":
            # try to export materials
            directory, dummy = os.split(filename)
            filename = os.join(directory, words[1])
            print "try to import : ", filename
            try:
                file = open(filename, "r")
            except:
                print "no material file %s" % filename
            else:
                mtlflag = 0
                file = open(filename, "r")
                line = file.readline()
                mtlflag = 1
                while line:
                    words = line.split()
                    if words and words[0] == "newmtl":
                        name = words[1]
                        line = file.readline()  # Ns ?
                        words = line.split()
                        while words[0] not in ["Ka", "Kd", "Ks", "map_Kd"]:
                            line = file.readline()
                            words = line.split()

                        if words[0] == "Ka":
                            Ka = [
                                float(words[1]),
                                float(words[2]),
                                float(words[3])
                            ]
                            line = file.readline()  # Kd
                            words = line.split()

                        if words[0] == "Kd":
                            Kd = [
                                float(words[1]),
                                float(words[2]),
                                float(words[3])
                            ]
                            line = file.readline()  # Ks
                            words = line.split()

                        if words[0] == "Ks":
                            Ks = [
                                float(words[1]),
                                float(words[2]),
                                float(words[3])
                            ]

                        if words[0] == "map_Kd":
                            Kmap = words[1]
                            img = os.join(directory, Kmap)
                            im = Blender.Image.Load(img)
                            words = line.split()

                        matindex = AddGlobalMaterial(name, matindex)
                        matlist = Material.Get()

                        if len(matlist) > 0:
                            if name != 'defaultMat':
                                material = matlist[matindex]
                                material.R = Kd[0]
                                material.G = Kd[1]
                                material.B = Kd[2]
                                try:
                                    material.specCol[0] = Ks[0]
                                    material.specCol[1] = Ks[1]
                                    material.specCol[2] = Ks[2]
                                except:
                                    pass
                                try:
                                    alpha = 1 - ((Ka[0] + Ka[1] + Ka[2]) / 3)
                                except:
                                    pass
                                try:
                                    material.alpha = alpha
                                except:
                                    pass

                                try:

                                    img = os.join(directory, Kmap)
                                    im = Blender.Image.Load(img)
                                    imagelist.append(im)

                                    t = Blender.Texture.New(Kmap)
                                    t.setType('Image')
                                    t.setImage(im)

                                    material.setTexture(0, t)
                                    material.getTextures()[0].texco = 16
                                except:
                                    pass

                            else:
                                material = matlist[matindex]

                                material.R = 0.8
                                material.G = 0.8
                                material.B = 0.8
                                material.specCol[0] = 0.5
                                material.specCol[1] = 0.5
                                material.specCol[2] = 0.5

                                img = os.join(directory, Kmap)
                                im = Blender.Image.Load(img)
                                imagelist.append(im)

                                t = Blender.Texture.New(Kmap)
                                t.setType('Image')
                                t.setImage(im)

                                material.setTexture(0, t)
                                material.getTextures()[0].texco = 16

                        else:
                            mtlflag = 0

                    line = file.readline()

                file.close()

        elif words and words[0] == "usemtl":
            if mtlflag == 1:
                name = words[1]
                matindex = AddMeshMaterial(name, materialList, matindex)
        elif words:
            print "%s: %s" % (linenumber, words)
        linenumber = linenumber + 1
    file.close()

    # import in Blender

    print "import into Blender ..."
    mesh = NMesh.GetRaw()

    i = 0
    while i < vcount:
        x, y, z = pointList[i]
        vert = NMesh.Vert(x, y, z)
        mesh.verts.append(vert)
        i = i + 1

    if vtcount > 0:
        #mesh.hasFaceUV() = 1
        print("Object has uv coordinates")

    if len(materialList) > 0:
        for m in materialList:
            try:
                M = Material.Get(m)
                mesh.materials.append(M)
            except:
                pass

    total = len(faceList)
    i = 0

    for f in faceList:
        if i % 1000 == 0:
            print("Progress = " + str(i) + "/" + str(total))

        i = i + 1
        vi, ti, ni, matindex = f
        face = NMesh.Face()
        if len(materialList) > 0:
            face.mat = matindex

        limit = len(vi)
        setcount = setcount + len(vi)
        c = 0

        while c < limit:
            m = vi[c] - 1
            if vtcount > 0 and len(ti) > c:
                n = ti[c] - 1
            if vncount > 0 and len(ni) > c:
                p = ni[c] - 1

            if vtcount > 0:
                try:
                    u, v = uvList[n]
                except:
                    pass
                """ 
        #  multiply uv coordinates by 2 and add 1. Apparently blender uses uv range of 1 to 3 (not 0 to 1). 
             mesh.verts[m].uvco[0] = (u*2)+1
             mesh.verts[m].uvco[1] = (v*2)+1
            """

            if vncount > 0:
                if p > len(normalList):
                    print("normal len = " + str(len(normalList)) +
                          " vector len = " + str(len(pointList)))
                    print("p = " + str(p))
                x, y, z = normalList[p]
                mesh.verts[m].no[0] = x
                mesh.verts[m].no[1] = y
                mesh.verts[m].no[2] = z
            c = c + 1

        if len(vi) < 5:
            for index in vi:
                face.v.append(mesh.verts[index - 1])

            if vtcount > 0:
                for index in ti:
                    u, v = uvList[index - 1]
                    face.uv.append((u, v))

                if len(imagelist) > 0:
                    face.image = imagelist[0]
                    #print

            if vcount > 0:
                face.smooth = 1

            mesh.faces.append(face)

    print "all other (general) polygons ..."
    for f in faceList:
        vi, ti, ni, matindex = f
        if len(vi) > 4:
            # export the polygon as edges
            print("Odd face, vertices = " + str(len(vi)))
            for i in range(len(vi) - 2):
                face = NMesh.Face()
                if len(materialList) > 0:
                    face.mat = matindex
                face.v.append(mesh.verts[vi[0] - 1])
                face.v.append(mesh.verts[vi[i + 1] - 1])
                face.v.append(mesh.verts[vi[i + 2] - 1])

                if vtcount > 0:
                    if len(ti) > i + 2:
                        u, v = uvList[ti[0] - 1]
                        face.uv.append((u, v))
                        u, v = uvList[ti[i + 1] - 1]
                        face.uv.append((u, v))
                        u, v = uvList[ti[i + 2] - 1]
                        face.uv.append((u, v))

                mesh.faces.append(face)

    NMesh.PutRaw(mesh, Name, 1)

    print("Total number of vertices is " + str(vcount))
    print("Total number of faces is " + str(len(faceList)))
    print("Total number of sets is " + str(setcount))

    print("Finished importing " + str(Name) + ".obj")
Example #12
0
path_config = Registry.GetKey(reg_name, True)

if (not path_config):
    Draw.PupMenu("Config Error|Go to Misc>Nebula Config")
else:
    file2.setassign("home", str(path_config["home"]))
    file2.setassign("proj", str(path_config["proj"]))
    file2.setassign("bin", str(path_config["bin"]))
    file2.setassign("export", str(path_config["export"]))
    file2.setassign("anims", str(path_config["anims"]))
    file2.setassign("gfxlib", str(path_config["gfxlib"]))
    file2.setassign("meshes", str(path_config["meshes"]))
    file2.setassign("textures", str(path_config["textures"]))
    if (n2exporter.DoStartupChecks()):
        n2exporter.Init()
        mats = Material.Get()
        n2mats = n2exporter.Getn2Materials()
        n2_shaders = n2exporter.Getn2Shaders()
        bl_mats = []
        #mat_dict = {}

        n2exporter.BuildLookupTable()
        bl_mats = n2exporter.lookup_table.keys()

        n2mat = None

        # Get current objects material if any an set as active material
        objs = Object.GetSelected()
        if (len(objs) and objs[0].getType() == "Mesh"
                and len(objs[0].getData(mesh=1).materials)
                and objs[0].getData(mesh=1).materials[0] != None):
def mat_map(file, idnt, mat_name):

    mapTable = {
        0: '*MAP_AMBIENT',
        1: '*MAP_DIFFUSE',
        2: '*MAP_SPECULAR',
        3: '*MAP_SHINE',
        4: '*MAP_SHINESTRENGTH',
        5: '*MAP_SELFILLUM',
        6: '*MAP_OPACITY',
        7: '*MAP_FILTERCOLOR',
        8: '*MAP_BUMP',
        9: '*MAP_REFLECT',
        10: '*MAP_REFRACT',
        11: '*MAP_REFRACT'
    }
    tex_list = [[], [], [], [], [], [], [], [], [], [], [], []]

    mat = Material.Get(mat_name)
    MTexes = mat.getTextures()

    for current_MTex in MTexes:
        if current_MTex is not None:
            # MAP_SUBNO 0 = *MAP_AMBIENT
            if current_MTex.mapto & Texture.MapTo.AMB:
                map_getTex(current_MTex, 0,
                           (current_MTex.dvar * current_MTex.varfac), tex_list)
            # MAP_SUBNO 1 = *MAP_DIFFUSE = COL = 1
            elif current_MTex.mapto & Texture.MapTo.COL:
                map_getTex(current_MTex, 1, current_MTex.colfac, tex_list)
            # MAP_SUBNO 2 = *MAP_SPECULAR (Color)= CSP or SPEC? = 4
            elif current_MTex.mapto & Texture.MapTo.CSP:
                map_getTex(current_MTex, 2, current_MTex.colfac, tex_list)
            # MAP_SUBNO 3 = *MAP_SHINE (Spec Level) = SPEC or CSP? = 32
            elif current_MTex.mapto & Texture.MapTo.SPEC:
                map_getTex(current_MTex, 3,
                           (current_MTex.dvar * current_MTex.varfac), tex_list)
            # MAP_SUBNO 4 = *MAP_SHINESTRENGTH (Gloss) = HARD = 256
            elif current_MTex.mapto & Texture.MapTo.HARD:
                map_getTex(current_MTex, 4,
                           (current_MTex.dvar * current_MTex.varfac), tex_list)
            # MAP_SUBNO 5 = *MAP_SELFILLUM
            # MAP_SUBNO 6 = *MAP_OPACITY = ALPHA = 128
            elif current_MTex.mapto & Texture.MapTo.ALPHA:
                map_getTex(current_MTex, 6,
                           (current_MTex.dvar * current_MTex.varfac), tex_list)
            # MAP_SUBNO 7 = *MAP_FILTERCOLOR
            # MAP_SUBNO 8 = *MAP_BUMP = NOR = 2
            elif current_MTex.mapto & Texture.MapTo.NOR:
                map_getTex(current_MTex, 8, (current_MTex.norfac / 25),
                           tex_list)
            # MAP_SUBNO 9 = *MAP_REFLECT
            elif current_MTex.mapto & Texture.MapTo.REF:
                map_getTex(current_MTex, 9, (current_MTex.norfac / 25),
                           tex_list)
            # MAP_SUBNO 10 = *MAP_REFRACT (refraction)
            # MAP_SUBNO 11 = *MAP_REFRACT (displacement)
            elif current_MTex.mapto & Texture.MapTo.DISP:
                map_getTex(current_MTex, 11, (current_MTex.norfac / 25),
                           tex_list)

    # Write maps
    for current_LI in tex_list:
        subNo = tex_list.index(current_LI)
        for current_MTex in current_LI:
            tex = current_MTex[0].tex
            if tex.type == Texture.Types.IMAGE:
                map_image(file, idnt, current_MTex, subNo, tex,
                          mapTable[subNo])