def subdivMesh(me, subdivs):
    oldmode = Mesh.Mode()
    Mesh.Mode(Mesh.SelectModes['FACE'])
    me.sel = 1
    for i in xrange(subdivs):
        me.subdivide(0)
    Mesh.Mode(oldmode)
Esempio n. 2
0
def write(filename, objects,\
EXPORT_NORMALS_HQ=False,\
EXPORT_MTL=True,  EXPORT_COPY_IMAGES=False,\
EXPORT_APPLY_MODIFIERS=True, EXPORT_BLEN_OBS=True,\
EXPORT_GROUP_BY_OB=False):
    '''
    Basic write function. The context and options must be alredy set
    This can be accessed externaly
    eg.
    write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
    '''
    def veckey3d(v):
        return round(v.x, 6), round(v.y, 6), round(v.z, 6)

    def veckey2d(v):
        return round(v.x, 6), round(v.y, 6)

    print 'WTF Export path: "%s"' % filename
    temp_mesh_name = '~tmp-mesh'

    time1 = sys.time()
    scn = Scene.GetCurrent()

    file = open(filename, "w")
    file.write('<?xml version="1.0"?>\n')
    file.write('<OPEN_TRACK>\n')

    # Write Header
    # file.write('\n<!--\n'
    #            + '  Blender3D v%s WTF File: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] )
    #            + '  www.blender3d.org\n'
    #            + '-->\n\n')

    # Get the container mesh. - used for applying modifiers and non mesh objects.
    containerMesh = meshName = tempMesh = None
    for meshName in Blender.NMesh.GetNames():
        if meshName.startswith(temp_mesh_name):
            tempMesh = Mesh.Get(meshName)
            if not tempMesh.users:
                containerMesh = tempMesh
    if not containerMesh:
        containerMesh = Mesh.New(temp_mesh_name)

    del meshName
    del tempMesh

    # Initialize totals, these are updated each object
    totverts = totuvco = totno = 0

    face_vert_index = 0

    globalNormals = {}

    file.write('\n<library_objects>\n')
    # Get all meshs
    for ob_main in objects:
        obnamestring = fixName(ob_main.name)
        file.write('\t<object id="%s">\n' % obnamestring)  # Write Object name

        for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
            # Will work for non meshes now! :)
            # getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
            me = BPyMesh.getMeshFromObject(ob, containerMesh,
                                           EXPORT_APPLY_MODIFIERS, False, scn)
            if not me:
                file.write('\t\t<loc>%.6f %.6f %.6f</loc>\n' %
                           tuple(ob_main.loc))  # Write Object name
                file.write('\t\t<rot>%.6f %.6f %.6f</rot>\n' %
                           tuple(ob_main.rot))  # Write Object name
                continue

            faceuv = me.faceUV

            # We have a valid mesh
            if me.faces:
                # Add a dummy object to it.
                has_quads = False
                for f in me.faces:
                    if len(f) == 4:
                        has_quads = True
                        break

                if has_quads:
                    oldmode = Mesh.Mode()
                    Mesh.Mode(Mesh.SelectModes['FACE'])

                    me.sel = True
                    tempob = scn.objects.new(me)
                    me.quadToTriangle(0)  # more=0 shortest length
                    oldmode = Mesh.Mode(oldmode)
                    scn.objects.unlink(tempob)

                    Mesh.Mode(oldmode)

            # Make our own list so it can be sorted to reduce context switching
            faces = [f for f in me.faces]
            edges = me.edges

            if not (len(faces) + len(edges) +
                    len(me.verts)):  # Make sure there is somthing to write
                continue  # dont bother with this mesh.

            me.transform(ob_mat)

            # High Quality Normals
            if faces:
                if EXPORT_NORMALS_HQ:
                    BPyMesh.meshCalcNormals(me)
                else:
                    # transforming normals is incorrect
                    # when the matrix is scaled,
                    # better to recalculate them
                    me.calcNormals()

            # # Crash Blender
            #materials = me.getMaterials(1) # 1 == will return None in the list.
            materials = me.materials

            materialNames = []
            materialItems = materials[:]
            if materials:
                for mat in materials:
                    if mat:  # !=None
                        materialNames.append(mat.name)
                    else:
                        materialNames.append(None)
                # Cant use LC because some materials are None.
                # materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken.

            # Possible there null materials, will mess up indicies
            # but at least it will export, wait until Blender gets fixed.
            materialNames.extend((16 - len(materialNames)) * [None])
            materialItems.extend((16 - len(materialItems)) * [None])

            # Sort by Material, then images
            # so we dont over context switch in the obj file.
            if faceuv:
                try:
                    faces.sort(key=lambda a: (a.mat, a.image, a.smooth))
                except:
                    faces.sort(lambda a, b: cmp((a.mat, a.image, a.smooth),
                                                (b.mat, b.image, b.smooth)))
            elif len(materials) > 1:
                try:
                    faces.sort(key=lambda a: (a.mat, a.smooth))
                except:
                    faces.sort(lambda a, b: cmp((a.mat, a.smooth),
                                                (b.mat, b.smooth)))
            else:
                # no materials
                try:
                    faces.sort(key=lambda a: a.smooth)
                except:
                    faces.sort(lambda a, b: cmp(a.smooth, b.smooth))

            # Set the default mat to no material and no image.
            contextMat = (
                0, 0
            )  # Can never be this, so we will label a new material teh first chance we get.
            contextSmooth = None  # Will either be true or false,  set bad to force initialization switch.

            if len(faces) > 0:
                file.write('\t\t<mesh>\n')
            else:
                file.write('\t\t<curve>\n')

            vertname = "%s-Vertices" % obnamestring
            vertarrayname = "%s-Array" % vertname
            normname = "%s-Normals" % obnamestring
            normarrayname = "%s-Array" % normname
            texname = "%s-TexCoord" % obnamestring
            texarrayname = "%s-Array" % texname

            # Vert
            file.write('\t\t\t<float_array count="%d" id="%s">' %
                       (len(me.verts), vertarrayname))
            for v in me.verts:
                file.write(' %.6f %.6f %.6f' % tuple(v.co))
            file.write('</float_array>\n')
            file.write('\t\t\t<vertices id="%s" source="#%s" />\n' %
                       (vertname, vertarrayname))

            # UV
            if faceuv:
                file.write('\t\t\t<float_array id="%s">' % texarrayname)
                uv_face_mapping = [[0, 0, 0, 0] for f in faces
                                   ]  # a bit of a waste for tri's :/

                uv_dict = {}  # could use a set() here
                for f_index, f in enumerate(faces):

                    for uv_index, uv in enumerate(f.uv):
                        uvkey = veckey2d(uv)
                        try:
                            uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
                        except:
                            uv_face_mapping[f_index][uv_index] = uv_dict[
                                uvkey] = len(uv_dict)
                            file.write(' %.6f %.6f' % tuple(uv))

                uv_unique_count = len(uv_dict)
                del uv, uvkey, uv_dict, f_index, uv_index
                # Only need uv_unique_count and uv_face_mapping
                file.write('</float_array>\n')
                file.write('\t\t\t<texcoords id="%s" source="#%s" />\n' %
                           (texname, texarrayname))

            # NORMAL, Smooth/Non smoothed.
            if len(faces) > 0:
                file.write('\t\t\t<float_array id="%s">' % normarrayname)
                for f in faces:
                    if f.smooth:
                        for v in f:
                            noKey = veckey3d(v.no)
                            if not globalNormals.has_key(noKey):
                                globalNormals[noKey] = totno
                                totno += 1
                                file.write(' %.6f %.6f %.6f' % noKey)
                    else:
                        # Hard, 1 normal from the face.
                        noKey = veckey3d(f.no)
                        if not globalNormals.has_key(noKey):
                            globalNormals[noKey] = totno
                            totno += 1
                            file.write(' %.6f %.6f %.6f' % noKey)
                file.write('</float_array>\n')
                file.write('\t\t\t<normals id="%s" source="#%s" />\n' %
                           (normname, normarrayname))

            if not faceuv:
                f_image = None
            in_triangles = False

            for f_index, f in enumerate(faces):
                f_v = f.v
                f_smooth = f.smooth
                f_mat = min(f.mat, len(materialNames) - 1)
                if faceuv:
                    f_image = f.image
                    f_uv = f.uv

                # MAKE KEY
                if faceuv and f_image:  # Object is always true.
                    key = materialNames[f_mat], f_image.name
                else:
                    key = materialNames[
                        f_mat], None  # No image, use None instead.

                # CHECK FOR CONTEXT SWITCH
                if key == contextMat:
                    pass  # Context alredy switched, dont do anythoing
                else:
                    if key[0] == None and key[1] == None:
                        # Write a null material, since we know the context has changed.
                        if in_triangles:
                            file.write('</p>\n')
                            file.write('\t\t\t</triangles>\n')
                        file.write('\t\t\t<triangles id="%s_%s">\n' %
                                   (fixName(ob.name), fixName(ob.getData(1))))
                        in_triangles = True
                    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 fixName.

                            # If none image dont bother adding it to the name
                            if key[1] == None:
                                mat_data = MTL_DICT[key] = ('%s' % fixName(
                                    key[0])), materialItems[f_mat], f_image
                            else:
                                mat_data = MTL_DICT[key] = (
                                    '%s_%s' %
                                    (fixName(key[0]), fixName(key[1]))
                                ), materialItems[f_mat], f_image
                        if in_triangles:
                            file.write('</p>\n')
                            file.write('\t\t\t</triangles>\n')
                        file.write(
                            '\t\t\t<triangles id="%s_%s_%s" material="#%s">\n'
                            % (fixName(ob.name), fixName(
                                ob.getData(1)), mat_data[0], mat_data[0]))
                        in_triangles = True

                    file.write(
                        '\t\t\t\t<input offset="0" semantic="VERTEX" source="#%s" />\n'
                        % vertname)
                    file.write(
                        '\t\t\t\t<input offset="1" semantic="NORMAL" source="#%s" />\n'
                        % normname)
                    if faceuv:
                        file.write(
                            '\t\t\t\t<input offset="2" semantic="TEXCOORD" source="#%s" />\n'
                            % texname)
                    file.write('\t\t\t\t<p>')

                contextMat = key
                if f_smooth != contextSmooth:
                    if f_smooth:  # on now off
                        # file.write('s 1\n')
                        contextSmooth = f_smooth
                    else:  # was off now on
                        # file.write('s off\n')
                        contextSmooth = f_smooth

                if faceuv:
                    if f_smooth:  # Smoothed, use vertex normals
                        for vi, v in enumerate(f_v):
                            file.write( ' %d %d %d' % (\
                                v.index+totverts,\
                                totuvco + uv_face_mapping[f_index][vi],\
                                globalNormals[ veckey3d(v.no) ])) # vert, uv, normal

                    else:  # No smoothing, face normals
                        no = globalNormals[veckey3d(f.no)]
                        for vi, v in enumerate(f_v):
                            file.write( ' %d %d %d' % (\
                                v.index+totverts,\
                                totuvco + uv_face_mapping[f_index][vi],\
                                no)) # vert, uv, normal

                    face_vert_index += len(f_v)

                else:  # No UV's
                    if f_smooth:  # Smoothed, use vertex normals
                        for v in f_v:
                            file.write( ' %d %d' % (\
                                v.index+totverts,\
                                globalNormals[ veckey3d(v.no) ]))
                    else:  # No smoothing, face normals
                        no = globalNormals[veckey3d(f.no)]
                        for v in f_v:
                            file.write( ' %d %d' % (\
                                v.index+totverts,\
                                no))
            if in_triangles:
                file.write('</p>\n')
                file.write('\t\t\t</triangles>\n')

            # Write edges.
            LOOSE = Mesh.EdgeFlags.LOOSE
            has_edge = False
            for ed in edges:
                if ed.flag & LOOSE:
                    has_edge = True
            if has_edge:
                file.write('\t\t\t<edges>\n')
                file.write(
                    '\t\t\t\t<input offset="0" semantic="VERTEX" source="#%s" />\n'
                    % vertname)
                file.write('\t\t\t\t<p>')
                for ed in edges:
                    if ed.flag & LOOSE:
                        file.write(
                            ' %d %d' %
                            (ed.v1.index + totverts, ed.v2.index + totverts))
                file.write('</p>\n')
                file.write('\t\t\t</edges>\n')

            # Make the indicies global rather then per mesh
            # totverts += len(me.verts)
            # if faceuv:
            #     totuvco += uv_unique_count
            me.verts = None
            if len(faces) > 0:
                file.write('\t\t</mesh>\n')
            else:
                file.write('\t\t</curve>\n')
        file.write('\t</object>\n')
    file.write('</library_objects>\n\n')

    # Now we have all our materials, save them
    if EXPORT_MTL:
        write_library_materials(file)

    # Save the groups
    write_library_groups(file)

    file.write('</OPEN_TRACK>\n')
    file.close()

    if EXPORT_COPY_IMAGES:
        dest_dir = filename
        # Remove chars until we are just the path.
        while dest_dir and dest_dir[-1] not in '\\/':
            dest_dir = dest_dir[:-1]
        if dest_dir:
            copy_images(dest_dir)
        else:
            print '\tError: "%s" could not be used as a base for an image path.' % filename

    print "WTF Export time: %.2f" % (sys.time() - time1)
Esempio n. 3
0
def write(directory, filename, objects):
    def v_n_uv_key(v, n, uv):
        return round(v.x,
                     6), round(v.y, 6), round(v.z, 6), round(n.x, 6), round(
                         n.y, 6), round(n.z, 6), round(uv[0],
                                                       6), round(uv[1], 6)

    def v_n_key(v, n):
        return round(v.x,
                     6), round(v.y,
                               6), round(v.z,
                                         6), round(n.x,
                                                   6), round(n.y,
                                                             6), round(n.z, 6)

    def adjust_key(key, obCenter):
        keyList = list(key)
        keyList[0] -= obCenter[0]
        keyList[1] -= obCenter[1]
        keyList[2] -= obCenter[2]
        return tuple(keyList)

    temp_mesh_name = '~tmp-mesh'

    scn = Scene.GetCurrent()

    # Get the container mesh. - used for applying modifiers and non mesh objects.
    containerMesh = meshName = tempMesh = None
    for meshName in Blender.NMesh.GetNames():
        if meshName.startswith(temp_mesh_name):
            tempMesh = Mesh.Get(meshName)
            if not tempMesh.users:
                containerMesh = tempMesh
    if not containerMesh:
        containerMesh = Mesh.New(temp_mesh_name)

    del meshName
    del tempMesh

    try:
        armature = Blender.Object.Get("Armature")
        write_armature(directory + filename, armature)
    except:
        armature = None

# Get all meshs
    for ob_main in objects:
        for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
            me = BPyMesh.getMeshFromObject(ob, containerMesh, True, False, scn)
            if not me:
                continue

            # Initialize globalVertices and globalMaterials dictionaries
            vertIndex = 0
            matIndex = 0
            globalVertices = {}
            globalMaterials = {}
            # Dictionary of materials: (material.name, image.name):matname_imagename
            # matname_imagename has fixed names.
            materialDict = {}

            # We have a valid mesh
            if me.faces:
                # Add a dummy object to it.
                has_quads = False
                for f in me.faces:
                    if len(f) == 4:
                        has_quads = True
                        break

                if has_quads:
                    oldmode = Mesh.Mode()
                    Mesh.Mode(Mesh.SelectModes['FACE'])

                    me.sel = True
                    tempob = scn.objects.new(me)
                    me.quadToTriangle(0)  # more=0 shortest length
                    oldmode = Mesh.Mode(oldmode)
                    scn.objects.unlink(tempob)

                    Mesh.Mode(oldmode)
            else:
                continue

            # High Quality Normals
            BPyMesh.meshCalcNormals(me)

            # Make our own list so it can be sorted to reduce context switching
            faces = [f for f in me.faces]
            faceuv = me.faceUV
            edges = me.edges

            materials = me.materials
            materialNames = []
            materialItems = materials[:]
            if materials:
                for mat in materials:
                    if mat:
                        materialNames.append(mat.name)
                    else:
                        materialNames.append(None)

            # Possible there null materials, will mess up indicies
            # but at least it will export, wait until Blender gets fixed.
            materialNames.extend((16 - len(materialNames)) * [None])
            materialItems.extend((16 - len(materialItems)) * [None])

            # Sort by Material, then images
            # so we dont over context switch in the obj file.
            if faceuv:
                try:
                    faces.sort(key=lambda a: (a.mat, a.image, a.smooth))
                except:
                    faces.sort(lambda a, b: cmp((a.mat, a.image, a.smooth),
                                                (b.mat, b.image, b.smooth)))
            elif len(materials) > 1:
                try:
                    faces.sort(key=lambda a: (a.mat, a.smooth))
                except:
                    faces.sort(lambda a, b: cmp((a.mat, a.smooth),
                                                (b.mat, b.smooth)))
            else:  # no materials
                try:
                    faces.sort(key=lambda a: a.smooth)
                except:
                    faces.sort(lambda a, b: cmp(a.smooth, b.smooth))

            # 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.

            name1 = ob.name
            name2 = ob.getData(1)
            obnamestring = fixName(name1)
            file = open(directory + obnamestring + ".drkMesh", "w")

            # Fill globalVertices dictionary by creating (vert, normal, uv) tuple for all vertices of all faces
            vertString = ""
            obCenter = ob.getLocation()
            if faceuv:
                vOutputFormat = 'v %.6f %.6f %.6f %.6f %.6f %.6f %.6f %.6f\n'
            else:
                vOutputFormat = 'v %.6f %.6f %.6f %.6f %.6f %.6f\n'
                f_image = None

            #Loop through all faces
            submeshCount = 0
            faceCount = 0
            faceCounts = []
            for face in faces:
                if faceuv:
                    faceUVs = list(face.uv)
                faceUVindex = 0
                faceIndices = []
                for v in face:
                    if face.smooth:
                        vno = v.no
                    else:
                        vno = face.no
                    if faceuv:
                        key = v_n_uv_key(v.co, v.no, faceUVs[faceUVindex])
                        faceUVindex += 1
                    else:
                        key = v_n_key(v.co, v.no)
                    if not globalVertices.has_key(key):
                        globalVertices[key] = vertIndex
                        vertString += vOutputFormat % key
                        faceIndices.append(vertIndex)
                        vertIndex += 1
                    else:
                        faceIndices.append(globalVertices[key])

                # Make material,texture key
                f_mat = min(face.mat, len(materialNames) - 1)
                if faceuv:
                    f_image = face.image
                if faceuv and f_image:
                    matKey = materialNames[f_mat], f_image.name
                else:
                    matKey = materialNames[f_mat], None

            # Check for context switch
                if matKey != contextMat:
                    submeshCount += 1
                    if matKey[0] == None and matKey[1] == None:
                        # Write a null material, since we know the context has changed.
                        faceString += 'use (null)\n'  # mat, image

                    else:
                        mat_data = materialDict.get(matKey)
                        if not mat_data:
                            mat_data = materialDict[matKey] = fixName(
                                matKey[0]), materialItems[f_mat], f_image

                        vertString += 'use %d\n' % matIndex
                        globalMaterials[mat_data[0]] = matIndex
                        matIndex += 1
                    if faceCount != 0:
                        faceCounts.append(faceCount)
                        faceCount = 0

                contextMat = matKey
                vertString += 'face %d %d %d\n' % tuple(faceIndices)
                faceCount += 1
            faceCounts.append(faceCount)
            file.write('count %d\n' % vertIndex)
            if faceuv:
                file.write('uvs\n')
            file.write('submeshes %d\n' % submeshCount)
            for faceCount in faceCounts:
                file.write('faces %d\n' % faceCount)
            file.write(vertString)

            me.verts = None
            write_mtl(file, materialDict, globalMaterials)
            file.close()
Esempio n. 4
0
def write(filename, objects,\
EXPORT_TRI=False,  EXPORT_EDGES=False,  EXPORT_NORMALS=False,  EXPORT_NORMALS_HQ=False,\
EXPORT_UV=True,  EXPORT_MTL=True,  EXPORT_COPY_IMAGES=False,\
EXPORT_APPLY_MODIFIERS=True, EXPORT_ROTX90=True, EXPORT_BLEN_OBS=True,\
EXPORT_GROUP_BY_OB=False,  EXPORT_GROUP_BY_MAT=False, EXPORT_MORPH_TARGET=False, EXPORT_ARMATURE=False):
	'''
	Basic write function. The context and options must be alredy set
	This can be accessed externaly
	eg.
	write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
	'''
	
	def veckey3d(v):
		return round(v.x, 6), round(v.y, 6), round(v.z, 6)
		
	def veckey2d(v):
		return round(v.x, 6), round(v.y, 6)
	
	print 'OBJ Export path: "%s"' % filename
	temp_mesh_name = '~tmp-mesh'

	time1 = sys.time()
	scn = Scene.GetCurrent()

	file = open(filename, "w")
	
	# Write Header
	file.write('# Blender3D v%s OBJ File: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] ))
	file.write('# www.blender3d.org\n')

	# Tell the obj file what material file to use.
	if EXPORT_MTL:
		mtlfilename = '%s.mtl' % '.'.join(filename.split('.')[:-1])
		file.write('mtllib %s\n' % ( mtlfilename.split('\\')[-1].split('/')[-1] ))
	
	# Get the container mesh. - used for applying modifiers and non mesh objects.
	containerMesh = meshName = tempMesh = None
	for meshName in Blender.NMesh.GetNames():
		if meshName.startswith(temp_mesh_name):
			tempMesh = Mesh.Get(meshName)
			if not tempMesh.users:
				containerMesh = tempMesh
	if not containerMesh:
		containerMesh = Mesh.New(temp_mesh_name)
	
	if EXPORT_ROTX90:
		mat_xrot90= Blender.Mathutils.RotationMatrix(-90, 4, 'x')
		
	del meshName
	del tempMesh
	
	# Initialize totals, these are updated each object
	totverts = totuvco = totno = 1
	
	face_vert_index = 1
	
	globalNormals = {}
	
	# Get all meshs
	for ob_main in objects:
		for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
			# Will work for non meshes now! :)
			# getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
                        if EXPORT_ARMATURE:
				write_armature(file,ob)
				write_poses(file,ob)
			me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scn)
			if not me:
				continue
			
			if EXPORT_UV:
				faceuv= me.faceUV
			else:
				faceuv = False
			
			# We have a valid mesh
			if EXPORT_TRI and me.faces:
				# Add a dummy object to it.
				has_quads = False
				for f in me.faces:
					if len(f) == 4:
						has_quads = True
						break
				
				if has_quads:
					oldmode = Mesh.Mode()
					Mesh.Mode(Mesh.SelectModes['FACE'])
					
					me.sel = True
					tempob = scn.objects.new(me)
					me.quadToTriangle(0) # more=0 shortest length
					oldmode = Mesh.Mode(oldmode)
					scn.objects.unlink(tempob)
					
					Mesh.Mode(oldmode)
			

			faces = [ f for f in me.faces ]
			
			if EXPORT_EDGES:
				edges = me.edges
			else:
				edges = []
			
			if not (len(faces)+len(edges)+len(me.verts)): # Make sure there is somthing to write
				continue # dont bother with this mesh.
			
			if EXPORT_ROTX90:
                                me.transform(ob_mat*mat_xrot90)
			else:
				me.transform(ob_mat)
			
			# High Quality Normals
			if EXPORT_NORMALS and faces:
				if EXPORT_NORMALS_HQ:
					BPyMesh.meshCalcNormals(me)
				else:
					# transforming normals is incorrect
					# when the matrix is scaled,
					# better to recalculate them
					me.calcNormals()
			
			# # Crash Blender
			#materials = me.getMaterials(1) # 1 == will return None in the list.
			materials = me.materials
			
			materialNames = []
			materialItems = materials[:]
			if materials:
				for mat in materials:
					if mat: # !=None
						materialNames.append(mat.name)
					else:
						materialNames.append(None)
				# Cant use LC because some materials are None.
				# materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken.  
			
			# Possible there null materials, will mess up indicies
			# but at least it will export, wait until Blender gets fixed.
			materialNames.extend((16-len(materialNames)) * [None])
			materialItems.extend((16-len(materialItems)) * [None])
			
			# Sort by Material, then images
			# so we dont over context switch in the obj file.
			if EXPORT_MORPH_TARGET:
				pass
			elif faceuv:
				try:	faces.sort(key = lambda a: (a.mat, a.image, a.smooth))
				except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth)))
			elif len(materials) > 1:
				try:	faces.sort(key = lambda a: (a.mat, a.smooth))
				except: faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth)))
			else:
				# no materials
				try:	faces.sort(key = lambda a: a.smooth)
				except: faces.sort(lambda a,b: cmp(a.smooth, b.smooth))
			
			# Set the default mat to no material and no image.
			contextMat = (0, 0) # Can never be this, so we will label a new material teh 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.getData(1)
				if name1 == name2:
					obnamestring = fixName(name1)
				else:
					obnamestring = '%s_%s' % (fixName(name1), fixName(name2))
				
				if EXPORT_BLEN_OBS:
					file.write('o %s\n' % obnamestring) # Write Object name
				else: # if EXPORT_GROUP_BY_OB:
					file.write('g %s\n' % obnamestring)
			
			
			
			# Vert
			mesh = ob.getData()
                        objmat = ob.getMatrix()
                        for i in objmat:
		          file.write('obm: %.6f %.6f %.6f %.6f\n' % tuple(i))
			vgrouplist = mesh.getVertGroupNames()
			file.write('vgroupcount: %i\n' % len(vgrouplist))
			for vgname in vgrouplist:
				file.write('vgroup: %s\n' % vgname)
			for v in mesh.verts:
				file.write('v %.6f %.6f %.6f\n' % tuple(v.co))
				influences = mesh.getVertexInfluences(v.index)
				file.write('influence: %i\n' % len(influences))
				for name,weight in influences:
					file.write('GroupName: %s\n' % name)
					file.write('Weight: %f\n' % weight)
			
			# UV
			if faceuv:
				uv_face_mapping = [[0,0,0,0] for f in faces] # a bit of a waste for tri's :/
				
				uv_dict = {} # could use a set() here
				for f_index, f in enumerate(faces):
					
					for uv_index, uv in enumerate(f.uv):
						uvkey = veckey2d(uv)
						try:
							uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
						except:
							uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict)
							file.write('vt %.6f %.6f\n' % tuple(uv))
				
				uv_unique_count = len(uv_dict)
				del uv, uvkey, uv_dict, f_index, uv_index
				# Only need uv_unique_count and uv_face_mapping
			
			# NORMAL, Smooth/Non smoothed.
			if EXPORT_NORMALS:
				for f in faces:
					if f.smooth:
						for v in f:
							noKey = veckey3d(v.no)
							if not globalNormals.has_key( noKey ):
								globalNormals[noKey] = totno
								totno +=1
								file.write('vn %.6f %.6f %.6f\n' % noKey)
					else:
						# Hard, 1 normal from the face.
						noKey = veckey3d(f.no)
						if not globalNormals.has_key( noKey ):
							globalNormals[noKey] = totno
							totno +=1
							file.write('vn %.6f %.6f %.6f\n' % noKey)
			
			if not faceuv:
				f_image = None
			
			for f_index, f in enumerate(faces):
				f_v= f.v
				f_smooth= f.smooth
				f_mat = min(f.mat, len(materialNames)-1)
				if faceuv:
					f_image = f.image
					f_uv= f.uv
				
				# MAKE KEY
				if faceuv and f_image: # Object is always true.
					key = materialNames[f_mat],  f_image.name
				else:
					key = materialNames[f_mat],  None # No image, use None instead.
				
				# CHECK FOR CONTEXT SWITCH
				if key == contextMat:
					pass # Context alredy switched, dont do anythoing
				else:
					if key[0] == None and key[1] == None:
						# Write a null material, since we know the context has changed.
						if EXPORT_GROUP_BY_MAT:
							file.write('g %s_%s\n' % (fixName(ob.name), fixName(ob.getData(1))) ) # can be mat_image or (null)
						file.write('usemtl (null)\n') # mat, image
						
					else:
						mat_data= MTL_DICT.get(key)
						if not mat_data:
							# First add to global dict so we can export to mtl
							# Then write mtl
							
							# Make a new names from the mat and image name,
							# converting any spaces to underscores with fixName.
							
							# If none image dont bother adding it to the name
							if key[1] == None:
								mat_data = MTL_DICT[key] = ('%s'%fixName(key[0])), materialItems[f_mat], f_image
							else:
								mat_data = MTL_DICT[key] = ('%s_%s' % (fixName(key[0]), fixName(key[1]))), materialItems[f_mat], f_image
						
						if EXPORT_GROUP_BY_MAT:
							file.write('g %s_%s_%s\n' % (fixName(ob.name), fixName(ob.getData(1)), mat_data[0]) ) # can be mat_image or (null)
						file.write('usemtl %s\n' % mat_data[0]) # can be mat_image or (null)
					
				contextMat = key
				if f_smooth != contextSmooth:
					if f_smooth: # on now off
						file.write('s 1\n')
						contextSmooth = f_smooth
					else: # was off now on
						file.write('s off\n')
						contextSmooth = f_smooth
				
				file.write('f')
				if faceuv:
					if EXPORT_NORMALS:
						if f_smooth: # Smoothed, use vertex normals
							for vi, v in enumerate(f_v):
								file.write( ' %d/%d/%d' % (\
								  v.index+totverts,\
								  totuvco + uv_face_mapping[f_index][vi],\
								  globalNormals[ veckey3d(v.no) ])) # vert, uv, normal
							
						else: # No smoothing, face normals
							no = globalNormals[ veckey3d(f.no) ]
							for vi, v in enumerate(f_v):
								file.write( ' %d/%d/%d' % (\
								  v.index+totverts,\
								  totuvco + uv_face_mapping[f_index][vi],\
								  no)) # vert, uv, normal
					
					else: # No Normals
						for vi, v in enumerate(f_v):
							file.write( ' %d/%d' % (\
							  v.index+totverts,\
							  totuvco + uv_face_mapping[f_index][vi])) # vert, uv
					
					face_vert_index += len(f_v)
				
				else: # No UV's
					if EXPORT_NORMALS:
						if f_smooth: # Smoothed, use vertex normals
							for v in f_v:
								file.write( ' %d//%d' % (\
								  v.index+totverts,\
								  globalNormals[ veckey3d(v.no) ]))
						else: # No smoothing, face normals
							no = globalNormals[ veckey3d(f.no) ]
							for v in f_v:
								file.write( ' %d//%d' % (\
								  v.index+totverts,\
								  no))
					else: # No Normals
						for v in f_v:
							file.write( ' %d' % (\
							  v.index+totverts))
						
				file.write('\n')
			
			# Write edges.
			if EXPORT_EDGES:
				LOOSE= Mesh.EdgeFlags.LOOSE
				for ed in edges:
					if ed.flag & LOOSE:
						file.write('f %d %d\n' % (ed.v1.index+totverts, ed.v2.index+totverts))
				
			# Make the indicies global rather then per mesh
			totverts += len(me.verts)
			if faceuv:
				totuvco += uv_unique_count
			me.verts= None
	file.close()
	
	
	# Now we have all our materials, save them
	if EXPORT_MTL:
		write_mtl(mtlfilename)
	if EXPORT_COPY_IMAGES:
		dest_dir = filename
		# Remove chars until we are just the path.
		while dest_dir and dest_dir[-1] not in '\\/':
			dest_dir = dest_dir[:-1]
		if dest_dir:
			copy_images(dest_dir)
		else:
			print '\tError: "%s" could not be used as a base for an image path.' % filename
	
	print "OBJ Export time: %.2f" % (sys.time() - time1)
Esempio n. 5
0
def main():
    scn = Scene.GetCurrent()
    act_ob = scn.getActiveObject()
    if act_ob.getType() != 'Mesh':
        act_ob = None

    sel = [
        ob for ob in Object.GetSelected() if ob.getType() == 'Mesh'
        if ob != act_ob
    ]
    if not sel and not act_ob:
        Draw.PupMenu('Error, select a mesh as your active object')
        return

    # Defaults
    PREF_EDITMESH_ONLY = Draw.Create(1)
    PREF_MIRROR_LOCATION = Draw.Create(1)
    PREF_XMID_SNAP = Draw.Create(1)
    PREF_MAX_DIST = Draw.Create(0.02)
    PREF_XZERO_THRESH = Draw.Create(0.002)

    #PREF_MODE= Draw.Create(0) # THIS IS TOOO CONFUSING, HAVE 2 BUTTONS AND MAKE THE MODE FROM THEM.
    PREF_MODE_L2R = Draw.Create(1)
    PREF_MODE_R2L = Draw.Create(0)

    PREF_SEL_ONLY = Draw.Create(1)
    PREF_EDGE_USERS = Draw.Create(0)
    # Weights
    PREF_MIRROR_WEIGHTS = Draw.Create(0)
    PREF_FLIP_NAMES = Draw.Create(1)
    PREF_CREATE_FLIP_NAMES = Draw.Create(1)

    pup_block = [\
    ('EditMesh Only', PREF_EDITMESH_ONLY, 'If disabled, will mirror all selected meshes.'),\
    'Left (-), Right (+)',\
    ('Left > Right', PREF_MODE_L2R, 'Copy from the Left to Right of the mesh. Enable Both for a mid loc/weight.'),\
    ('Right > Left', PREF_MODE_R2L, 'Copy from the Right to Left of the mesh. Enable Both for a mid loc/weight.'),\
    '',\
    ('MaxDist:', PREF_MAX_DIST, 0.0, 1.0, 'Generate interpolated verts so closer vert weights can be copied.'),\
    ('XZero limit:', PREF_XZERO_THRESH, 0.0, 1.0, 'Mirror verts above this distance from the middle, else lock to X/zero.'),\
    ('Sel Verts Only', PREF_SEL_ONLY, 'Only mirror selected verts. Else try and mirror all'),\
    ('Edge Users', PREF_EDGE_USERS, 'Only match up verts that have the same number of edge users.'),\
    'Location Prefs',\
    ('Mirror Location', PREF_MIRROR_LOCATION, 'Mirror vertex locations.'),\
    ('XMidSnap Verts', PREF_XMID_SNAP, 'Snap middle verts to X Zero (uses XZero limit)'),\
    'Weight Prefs',\
    ('Mirror Weights', PREF_MIRROR_WEIGHTS, 'Mirror vertex locations.'),\
    ('Flip Groups', PREF_FLIP_NAMES, 'Mirror flip names.'),\
    ('New Flip Groups', PREF_CREATE_FLIP_NAMES, 'Make new groups for flipped names.'),\
    ]

    if not Draw.PupBlock("X Mirror mesh tool", pup_block):
        return

    # WORK OUT THE MODE 0
    # PREF_MODE, 0:middle, 1: Left. 2:Right.
    PREF_MODE_R2L = PREF_MODE_R2L.val
    PREF_MODE_L2R = PREF_MODE_L2R.val

    if PREF_MODE_R2L and PREF_MODE_L2R:
        PREF_MODE = 0  # Middle
    elif not PREF_MODE_R2L and PREF_MODE_L2R:
        PREF_MODE = 1  # Left to Right
    elif PREF_MODE_R2L and not PREF_MODE_L2R:
        PREF_MODE = 2  # Right to Left
    else:  # Neither Selected. Do middle anyway
        PREF_MODE = 0

    PREF_EDITMESH_ONLY = PREF_EDITMESH_ONLY.val
    PREF_MIRROR_LOCATION = PREF_MIRROR_LOCATION.val
    PREF_XMID_SNAP = PREF_XMID_SNAP.val
    PREF_MAX_DIST = PREF_MAX_DIST.val
    PREF_XZERO_THRESH = PREF_XZERO_THRESH.val
    PREF_SEL_ONLY = PREF_SEL_ONLY.val
    PREF_EDGE_USERS = PREF_EDGE_USERS.val
    # weights
    PREF_MIRROR_WEIGHTS = PREF_MIRROR_WEIGHTS.val
    PREF_FLIP_NAMES = PREF_FLIP_NAMES.val
    PREF_CREATE_FLIP_NAMES = PREF_CREATE_FLIP_NAMES.val

    t = sys.time()

    is_editmode = Window.EditMode()  # Exit Editmode.
    if is_editmode: Window.EditMode(0)
    Mesh.Mode(Mesh.SelectModes['VERTEX'])
    Window.WaitCursor(1)

    if act_ob:
        mesh_mirror(act_ob.getData(mesh=1), PREF_MIRROR_LOCATION,
                    PREF_XMID_SNAP, PREF_MAX_DIST, PREF_XZERO_THRESH,
                    PREF_MODE, PREF_SEL_ONLY, PREF_EDGE_USERS,
                    PREF_MIRROR_WEIGHTS, PREF_FLIP_NAMES,
                    PREF_CREATE_FLIP_NAMES)
    if (not PREF_EDITMESH_ONLY) and sel:
        for ob in sel:
            mesh_mirror(ob.getData(mesh=1), PREF_MIRROR_LOCATION,
                        PREF_XMID_SNAP, PREF_MAX_DIST, PREF_XZERO_THRESH,
                        PREF_MODE, PREF_SEL_ONLY, PREF_EDGE_USERS,
                        PREF_MIRROR_WEIGHTS, PREF_FLIP_NAMES,
                        PREF_CREATE_FLIP_NAMES)

    if is_editmode: Window.EditMode(1)
    Window.WaitCursor(0)
    Window.DrawProgressBar(1.0, '')
    Window.RedrawAll()

    print 'Mirror done in %.6f sec.' % (sys.time() - t)
Esempio n. 6
0
def write(filename, objects,\
EXPORT_APPLY_MODIFIERS=True, EXPORT_ROTX90=True):
    '''
	Basic write function. The context and options must be alredy set
	This can be accessed externaly
	eg.
	write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
	'''
    def veckey3d(v):
        return round(v.x, 6), round(v.y, 6), round(v.z, 6)

    def veckey2d(v):
        return round(v.x, 6), round(v.y, 6)

    print 'EOL MESH Export path: "%s"' % filename
    temp_mesh_name = '~tmp-mesh'
    time1 = sys.time()
    scn = Scene.GetCurrent()
    file = open(filename, "w")

    # Write Header
    file.write('# Blender3D v%s EOL MESH File: %s\n' %
               (Blender.Get('version'),
                Blender.Get('filename').split('/')[-1].split('\\')[-1]))
    file.write('# www.blender3d.org\n')

    # Get the container mesh. - used for applying modifiers and non mesh objects.
    containerMesh = meshName = tempMesh = None
    for meshName in Blender.NMesh.GetNames():
        if meshName.startswith(temp_mesh_name):
            tempMesh = Mesh.Get(meshName)
            if not tempMesh.users:
                containerMesh = tempMesh
    if not containerMesh:
        containerMesh = Mesh.New(temp_mesh_name)

    if EXPORT_ROTX90:
        mat_xrot90 = Blender.Mathutils.RotationMatrix(-90, 4, 'x')

    del meshName
    del tempMesh

    # Initialize totals, these are updated each object
    totverts = totuvco = totno = 1

    face_vert_index = 1

    globalNormals = {}

    # Get all meshs
    for ob_main in objects:
        for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
            # Will work for non meshes now! :)
            # getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
            me = BPyMesh.getMeshFromObject(ob, containerMesh,
                                           EXPORT_APPLY_MODIFIERS, False, scn)
            if not me:
                continue

            faceuv = me.faceUV
            has_quads = False
            for f in me.faces:
                if len(f) == 4:
                    has_quads = True
                    break
            if has_quads:
                oldmode = Mesh.Mode()
                Mesh.Mode(Mesh.SelectModes['FACE'])
                me.sel = True
                tempob = scn.objects.new(me)
                me.quadToTriangle(0)  # more=0 shortest length
                oldmode = Mesh.Mode(oldmode)
                scn.objects.unlink(tempob)
                Mesh.Mode(oldmode)
            edges = me.edges

            faces = [f for f in me.faces]
            if EXPORT_ROTX90:
                me.transform(ob_mat * mat_xrot90)
            else:
                me.transform(ob_mat)

            # Vert
            mesh = ob.getData()
            objmat = ob.getMatrix()
            for i in objmat:
                file.write('obm: %.6f %.6f %.6f %.6f\n' % tuple(i))
            vgrouplist = mesh.getVertGroupNames()
            file.write('vgroupcount: %i\n' % len(vgrouplist))
            for vgname in vgrouplist:
                file.write('vgroup: %s\n' % vgname)
            file.write('vertexcount: %i\n' % len(mesh.verts))
            for v in mesh.verts:
                file.write('v %.6f %.6f %.6f\n' % tuple(v.co))
                influences = mesh.getVertexInfluences(v.index)
                file.write('influence: %i\n' % len(influences))
                for name, weight in influences:
                    file.write('groupname: %s\n' % name)
                    file.write('weight: %f\n' % weight)

            # UV
            if faceuv:
                uv_face_mapping = [[0, 0, 0, 0] for f in faces
                                   ]  # a bit of a waste for tri's :/

                uv_dict = {}  # could use a set() here
                for f_index, f in enumerate(faces):

                    for uv_index, uv in enumerate(f.uv):
                        uvkey = veckey2d(uv)
                        try:
                            uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
                        except:
                            uv_face_mapping[f_index][uv_index] = uv_dict[
                                uvkey] = len(uv_dict)
                            file.write('vt %.6f %.6f\n' % tuple(uv))

                uv_unique_count = len(uv_dict)
                del uv, uvkey, uv_dict, f_index, uv_index
                # Only need uv_unique_count and uv_face_mapping
                file.write('uvcount: %i\n' % uv_unique_count)
            # NORMAL, Smooth/Non smoothed.
            for f in faces:
                if f.smooth:
                    for v in f:
                        noKey = veckey3d(v.no)
                        if not globalNormals.has_key(noKey):
                            globalNormals[noKey] = totno
                            totno += 1
                            file.write('vn %.6f %.6f %.6f\n' % noKey)
                else:
                    # Hard, 1 normal from the face.
                    noKey = veckey3d(f.no)
                    if not globalNormals.has_key(noKey):
                        globalNormals[noKey] = totno
                        totno += 1
                        file.write('vn %.6f %.6f %.6f\n' % noKey)
            file.write('normalcount: %i\n' % len(globalNormals))

            if not faceuv:
                f_image = None

            file.write('facecount: %i\n' % len(faces))
            for f_index, f in enumerate(faces):
                f_v = f.v
                f_smooth = f.smooth
                if faceuv:
                    f_uv = f.uv

                file.write('f')
                if faceuv:
                    if f_smooth:  # Smoothed, use vertex normals
                        for vi, v in enumerate(f_v):
                            file.write( ' %d/%d/%d' % (\
                             v.index+totverts,\
                             totuvco + uv_face_mapping[f_index][vi],\
                             globalNormals[ veckey3d(v.no) ])) # vert, uv, normal

                    else:  # No smoothing, face normals
                        no = globalNormals[veckey3d(f.no)]
                        for vi, v in enumerate(f_v):
                            file.write( ' %d/%d/%d' % (\
                             v.index+totverts,\
                             totuvco + uv_face_mapping[f_index][vi],\
                             no)) # vert, uv, normal

                    face_vert_index += len(f_v)

                else:  # No UV's
                    if f_smooth:  # Smoothed, use vertex normals
                        for v in f_v:
                            file.write( ' %d//%d' % (\
                             v.index+totverts,\
                             globalNormals[ veckey3d(v.no) ]))
                    else:  # No smoothing, face normals
                        no = globalNormals[veckey3d(f.no)]
                        for v in f_v:
                            file.write( ' %d//%d' % (\
                             v.index+totverts,\
                             no))

                file.write('\n')

            # Write edges.
            LOOSE = Mesh.EdgeFlags.LOOSE
            for ed in edges:
                if ed.flag & LOOSE:
                    file.write(
                        'f %d %d\n' %
                        (ed.v1.index + totverts, ed.v2.index + totverts))

            # Make the indicies global rather then per mesh
            totverts += len(me.verts)
            if faceuv:
                totuvco += uv_unique_count
            me.verts = None
    file.close()

    # Now we have all our materials, save them

    print "MESH Export time: %.2f" % (sys.time() - time1)