def write_file( filepath, objects, scene, EXPORT_TRI=False, EXPORT_EDGES=False, EXPORT_SMOOTH_GROUPS=False, EXPORT_SMOOTH_GROUPS_BITFLAGS=False, EXPORT_NORMALS=False, EXPORT_UV=True, EXPORT_MTL=True, EXPORT_APPLY_MODIFIERS=True, EXPORT_BLEN_OBS=True, EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False, EXPORT_KEEP_VERT_ORDER=False, EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True, EXPORT_GLOBAL_MATRIX=None, EXPORT_RELATIVE_PATH="", EXPORT_PATH_MODE='AUTO', progress=ProgressReport(), ): """ Basic write function. The context and options must be already set This can be accessed externaly eg. write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options. """ if EXPORT_GLOBAL_MATRIX is None: EXPORT_GLOBAL_MATRIX = mathutils.Matrix() def veckey3d(v): return round(v.x, 4), round(v.y, 4), round(v.z, 4) def veckey2d(v): return round(v[0], 4), round(v[1], 4) def findVertexGroupName(face, vWeightMap): """ Searches the vertexDict to see what groups is assigned to a given face. We use a frequency system in order to sort out the name because a given vetex can belong to two or more groups at the same time. To find the right name for the face we list all the possible vertex group names with their frequency and then sort by frequency in descend order. The top element is the one shared by the highest number of vertices is the face's group """ weightDict = {} for vert_index in face.vertices: vWeights = vWeightMap[vert_index] for vGroupName, weight in vWeights: weightDict[vGroupName] = weightDict.get(vGroupName, 0.0) + weight if weightDict: return max((weight, vGroupName) for vGroupName, weight in weightDict.items())[1] else: return '(null)' with ProgressReportSubstep(progress, 2, "OBJ Export path: %r" % filepath, "OBJ Export Finished") as subprogress1: with open(filepath, "w", encoding="utf8", newline="\n") as f: fw = f.write # Write Header fw('# Blender v%s OBJ File: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath))) fw('# www.blender.org\n') # Tell the obj file what material file to use. if EXPORT_MTL: mtlfilepath = os.path.splitext(filepath)[0] + ".mtl" # filepath can contain non utf8 chars, use repr fw('mtllib %s\n' % repr(os.path.basename(mtlfilepath))[1:-1]) # Initialize totals, these are updated each object totverts = totuvco = totno = 1 face_vert_index = 1 # A Dict of Materials # (material.name, image.name):matname_imagename # matname_imagename has gaps removed. mtl_dict = {} # Used to reduce the usage of matname_texname materials, which can become annoying in case of # repeated exports/imports, yet keeping unique mat names per keys! # mtl_name: (material.name, image.name) mtl_rev_dict = {} copy_set = set() # Get all meshes subprogress1.enter_substeps(len(objects)) for i, ob_main in enumerate(objects): # ignore dupli children if ob_main.parent and ob_main.parent.dupli_type in { 'VERTS', 'FACES' }: # XXX subprogress1.step("Ignoring %s, dupli child..." % ob_main.name) continue obs = [(ob_main, ob_main.matrix_world)] if ob_main.dupli_type != 'NONE': # XXX print('creating dupli_list on', ob_main.name) ob_main.dupli_list_create(scene) obs += [(dob.object, dob.matrix) for dob in ob_main.dupli_list] # XXX debug print print(ob_main.name, 'has', len(obs) - 1, 'dupli children') subprogress1.enter_substeps(len(obs)) for ob, ob_mat in obs: with ProgressReportSubstep(subprogress1, 6) as subprogress2: uv_unique_count = no_unique_count = 0 # Nurbs curve support if EXPORT_CURVE_AS_NURBS and test_nurbs_compat(ob): ob_mat = EXPORT_GLOBAL_MATRIX * ob_mat totverts += write_nurb(fw, ob, ob_mat) continue # END NURBS try: me = ob.to_mesh(scene, EXPORT_APPLY_MODIFIERS, 'PREVIEW', calc_tessface=False) except RuntimeError: me = None if me is None: continue me.transform(EXPORT_GLOBAL_MATRIX * ob_mat) if EXPORT_TRI: # _must_ do this first since it re-allocs arrays mesh_triangulate(me) if EXPORT_UV: faceuv = len(me.uv_textures) > 0 if faceuv: uv_texture = me.uv_textures.active.data[:] uv_layer = me.uv_layers.active.data[:] else: faceuv = False me_verts = me.vertices[:] # Make our own list so it can be sorted to reduce context switching face_index_pairs = [ (face, index) for index, face in enumerate(me.polygons) ] # faces = [ f for f in me.tessfaces ] if EXPORT_EDGES: edges = me.edges else: edges = [] if not (len(face_index_pairs) + len(edges) + len(me.vertices) ): # Make sure there is something to write # clean up bpy.data.meshes.remove(me) continue # dont bother with this mesh. if EXPORT_NORMALS and face_index_pairs: me.calc_normals_split() # No need to call me.free_normals_split later, as this mesh is deleted anyway! loops = me.loops if (EXPORT_SMOOTH_GROUPS or EXPORT_SMOOTH_GROUPS_BITFLAGS ) and face_index_pairs: smooth_groups, smooth_groups_tot = me.calc_smooth_groups( EXPORT_SMOOTH_GROUPS_BITFLAGS) if smooth_groups_tot <= 1: smooth_groups, smooth_groups_tot = (), 0 else: smooth_groups, smooth_groups_tot = (), 0 materials = me.materials[:] material_names = [ m.name if m else None for m in materials ] # avoid bad index errors if not materials: materials = [None] material_names = [name_compat(None)] # Sort by Material, then images # so we dont over context switch in the obj file. if EXPORT_KEEP_VERT_ORDER: pass else: if faceuv: if smooth_groups: sort_func = lambda a: ( a[0].material_index, hash(uv_texture[a[1]].image ), smooth_groups[a[1]] if a[0].use_smooth else False) else: sort_func = lambda a: (a[0].material_index, hash(uv_texture[a[ 1]].image), a[0] .use_smooth) elif len(materials) > 1: if smooth_groups: sort_func = lambda a: (a[ 0].material_index, smooth_groups[a[ 1]] if a[0].use_smooth else False) else: sort_func = lambda a: (a[0].material_index, a[0].use_smooth) else: # no materials if smooth_groups: sort_func = lambda a: smooth_groups[a[ 1] if a[0].use_smooth else False] else: sort_func = lambda a: a[0].use_smooth face_index_pairs.sort(key=sort_func) del sort_func # Set the default mat to no material and no image. contextMat = 0, 0 # Can never be this, so we will label a new material the first chance we get. contextSmooth = None # Will either be true or false, set bad to force initialization switch. if EXPORT_BLEN_OBS or EXPORT_GROUP_BY_OB: name1 = ob.name name2 = ob.data.name if name1 == name2: obnamestring = name_compat(name1) else: obnamestring = '%s_%s' % (name_compat(name1), name_compat(name2)) if EXPORT_BLEN_OBS: fw('o %s\n' % obnamestring) # Write Object name else: # if EXPORT_GROUP_BY_OB: fw('g %s\n' % obnamestring) subprogress2.step() # Vert for v in me_verts: fw('v %.6f %.6f %.6f\n' % v.co[:]) subprogress2.step() # UV if faceuv: # in case removing some of these dont get defined. uv = f_index = uv_index = uv_key = uv_val = uv_ls = None uv_face_mapping = [None] * len(face_index_pairs) uv_dict = {} uv_get = uv_dict.get for f, f_index in face_index_pairs: uv_ls = uv_face_mapping[f_index] = [] for uv_index, l_index in enumerate( f.loop_indices): uv = uv_layer[l_index].uv # include the vertex index in the key so we don't share UV's between vertices, # allowed by the OBJ spec but can cause issues for other importers, see: T47010. # this works too, shared UV's for all verts #~ uv_key = veckey2d(uv) uv_key = loops[ l_index].vertex_index, veckey2d(uv) uv_val = uv_get(uv_key) if uv_val is None: uv_val = uv_dict[ uv_key] = uv_unique_count fw('vt %.4f %.4f\n' % uv[:]) uv_unique_count += 1 uv_ls.append(uv_val) del uv_dict, uv, f_index, uv_index, uv_ls, uv_get, uv_key, uv_val # Only need uv_unique_count and uv_face_mapping subprogress2.step() # NORMAL, Smooth/Non smoothed. if EXPORT_NORMALS: no_key = no_val = None normals_to_idx = {} no_get = normals_to_idx.get loops_to_normals = [0] * len(loops) for f, f_index in face_index_pairs: for l_idx in f.loop_indices: no_key = veckey3d(loops[l_idx].normal) no_val = no_get(no_key) if no_val is None: no_val = normals_to_idx[ no_key] = no_unique_count fw('vn %.4f %.4f %.4f\n' % no_key) no_unique_count += 1 loops_to_normals[l_idx] = no_val del normals_to_idx, no_get, no_key, no_val else: loops_to_normals = [] if not faceuv: f_image = None subprogress2.step() # XXX if EXPORT_POLYGROUPS: # Retrieve the list of vertex groups vertGroupNames = ob.vertex_groups.keys() if vertGroupNames: currentVGroup = '' # Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to vgroupsMap = [[] for _i in range(len(me_verts))] for v_idx, v_ls in enumerate(vgroupsMap): v_ls[:] = [(vertGroupNames[g.group], g.weight) for g in me_verts[v_idx].groups] for f, f_index in face_index_pairs: f_smooth = f.use_smooth if f_smooth and smooth_groups: f_smooth = smooth_groups[f_index] f_mat = min(f.material_index, len(materials) - 1) if faceuv: tface = uv_texture[f_index] f_image = tface.image # MAKE KEY if faceuv and f_image: # Object is always true. key = material_names[f_mat], f_image.name else: key = material_names[ f_mat], None # No image, use None instead. # Write the vertex group if EXPORT_POLYGROUPS: if vertGroupNames: # find what vertext group the face belongs to vgroup_of_face = findVertexGroupName( f, vgroupsMap) if vgroup_of_face != currentVGroup: currentVGroup = vgroup_of_face fw('g %s\n' % vgroup_of_face) # CHECK FOR CONTEXT SWITCH if key == contextMat: pass # Context already switched, dont do anything else: if key[0] is None and key[1] is None: # Write a null material, since we know the context has changed. if EXPORT_GROUP_BY_MAT: # can be mat_image or (null) fw("g %s_%s\n" % (name_compat(ob.name), name_compat(ob.data.name))) if EXPORT_MTL: fw("usemtl (null)\n") # mat, image else: mat_data = mtl_dict.get(key) if not mat_data: # First add to global dict so we can export to mtl # Then write mtl # Make a new names from the mat and image name, # converting any spaces to underscores with name_compat. # If none image dont bother adding it to the name # Try to avoid as much as possible adding texname (or other things) # to the mtl name (see [#32102])... mtl_name = "%s" % name_compat(key[0]) if mtl_rev_dict.get( mtl_name, None) not in {key, None}: if key[1] is None: tmp_ext = "_NONE" else: tmp_ext = "_%s" % name_compat( key[1]) i = 0 while mtl_rev_dict.get( mtl_name + tmp_ext, None) not in {key, None}: i += 1 tmp_ext = "_%3d" % i mtl_name += tmp_ext mat_data = mtl_dict[ key] = mtl_name, materials[ f_mat], f_image mtl_rev_dict[mtl_name] = key if EXPORT_GROUP_BY_MAT: # can be mat_image or (null) fw("g %s_%s_%s\n" % (name_compat( ob.name), name_compat( ob.data.name), mat_data[0])) if EXPORT_MTL: fw("usemtl %s\n" % mat_data[0] ) # can be mat_image or (null) contextMat = key if f_smooth != contextSmooth: if f_smooth: # on now off if smooth_groups: f_smooth = smooth_groups[f_index] fw('s %d\n' % f_smooth) else: fw('s 1\n') else: # was off now on fw('s off\n') contextSmooth = f_smooth f_v = [(vi, me_verts[v_idx], l_idx) for vi, (v_idx, l_idx) in enumerate( zip(f.vertices, f.loop_indices))] fw('f') if faceuv: if EXPORT_NORMALS: for vi, v, li in f_v: fw(" %d/%d/%d" % ( totverts + v.index, totuvco + uv_face_mapping[f_index][vi], totno + loops_to_normals[li], )) # vert, uv, normal else: # No Normals for vi, v, li in f_v: fw(" %d/%d" % ( totverts + v.index, totuvco + uv_face_mapping[f_index][vi], )) # vert, uv face_vert_index += len(f_v) else: # No UV's if EXPORT_NORMALS: for vi, v, li in f_v: fw(" %d//%d" % (totverts + v.index, totno + loops_to_normals[li])) else: # No Normals for vi, v, li in f_v: fw(" %d" % (totverts + v.index)) fw('\n') subprogress2.step() # Write edges. if EXPORT_EDGES: for ed in edges: if ed.is_loose: fw('l %d %d\n' % (totverts + ed.vertices[0], totverts + ed.vertices[1])) # Make the indices global rather then per mesh totverts += len(me_verts) totuvco += uv_unique_count totno += no_unique_count # clean up bpy.data.meshes.remove(me) if ob_main.dupli_type != 'NONE': ob_main.dupli_list_clear() subprogress1.leave_substeps( "Finished writing geometry of '%s'." % ob_main.name) subprogress1.leave_substeps() subprogress1.step( "Finished exporting geometry, now exporting materials") # Now we have all our materials, save them if EXPORT_MTL: write_mtl(scene, mtlfilepath, EXPORT_PATH_MODE, copy_set, mtl_dict, EXPORT_RELATIVE_PATH) # copy all collected files. bpy_extras.io_utils.path_reference_copy(copy_set)
def write_object(self, progress, ob, ob_mat): log = self.log fw = self.fw_objex scene = self.context.scene with ProgressReportSubstep(progress, 6) as subprogress2: if self.options['EXPORT_SKEL'] and ob.type == 'ARMATURE': if self.options['EXPORT_ANIM']: objex_data = ob.data.objex_bonus if objex_data.export_all_actions: actions = bpy.data.actions else: if blender_version_compatibility.no_ID_PointerProperty: actions = [bpy.data.actions[item.action] for item in objex_data.export_actions if item.action] else: actions = [item.action for item in objex_data.export_actions if item.action] else: actions = [] self.armatures.append((util.quote(ob.name), ob, ob_mat, actions)) rigged_to_armature = ob.find_armature() apply_modifiers = self.options['APPLY_MODIFIERS'] using_depsgraph = hasattr(self.context, 'evaluated_depsgraph_get') # True in 2.80+ # disable armature deform modifiers user_show_armature_modifiers = [] if apply_modifiers: found_armature_deform = False for modifier in ob.modifiers: disable_modifier = False if found_armature_deform and not self.options['APPLY_MODIFIERS_AFTER_ARMATURE_DEFORM']: log.info('Skipped modifier {} which is down of the armature deform modifier', modifier.name) disable_modifier = True if modifier.type == 'ARMATURE' and rigged_to_armature and ( # don't apply armature deform (aka disable modifier) if armature is exported, # or if the armature deform should be applied for armatures that aren't exported ("UNUSED") rigged_to_armature in self.objects or not self.options['APPLY_UNUSED_ARMATURE_DEFORM'] ): if modifier.object == rigged_to_armature: if found_armature_deform: log.warning('Found several armature deform modifiers on object {} using armature {}', ob.name, rigged_to_armature.name) found_armature_deform = True disable_modifier = True else: log.warning('Object {} was found to be rigged to {} but it also has an armature deform modifier using {}', ob.name, rigged_to_armature.name, modifier.object.name if modifier.object else None) modifier_show = None if disable_modifier: modifier_show = False elif using_depsgraph: modifier_show = modifier.show_render if self.options['APPLY_MODIFIERS_RENDER'] else modifier.show_viewport if modifier_show is not None: user_show_armature_modifiers.append((modifier, modifier.show_viewport, modifier.show_render)) modifier.show_viewport = modifier_show modifier.show_render = modifier_show if using_depsgraph: # 2.80+ depsgraph = self.context.evaluated_depsgraph_get() ob_for_convert = ob.evaluated_get(depsgraph) if apply_modifiers else ob.original del depsgraph else: ob_for_convert = None try: if not ob_for_convert: # < 2.80 me = ob.to_mesh(scene, apply_modifiers, calc_tessface=False, settings='RENDER' if self.options['APPLY_MODIFIERS_RENDER'] else 'PREVIEW') else: # 2.80+ # 421fixme should preserve_all_data_layers=True be used? me = ob_for_convert.to_mesh() except RuntimeError: me = None finally: # restore modifiers properties for modifier, user_show_viewport, user_show_render in user_show_armature_modifiers: modifier.show_viewport = user_show_viewport modifier.show_render = user_show_render if me is None: return # _must_ do this before applying transformation, else tessellation may differ if self.options['TRIANGULATE']: if not all(len(polygon.vertices) == 3 for polygon in me.polygons): notes = [] if any(modifier.type == 'TRIANGULATE' for modifier in ob.modifiers): notes.append('mesh has a triangulate modifier') if apply_modifiers: notes.append('even after applying modifiers') else: notes.append('modifiers are not being applied (check export options)') if rigged_to_armature and not self.options['APPLY_MODIFIERS_AFTER_ARMATURE_DEFORM']: notes.append('mesh is rigged and only modifiers before armature deform are used\n' '(move the triangulate modifier up, or check export options)') else: notes.append('mesh has no triangulate modifier') log.warning('Mesh {} is not triangulated and will be triangulated automatically (for exporting only).\n' 'Preview accuracy (UVs, shading, vertex colors) is improved by using a triangulated mesh.' '{}', ob.name, ''.join('\nNote: %s' % note for note in notes)) # _must_ do this first since it re-allocs arrays mesh_triangulate(me) else: log.debug('Skipped triangulating {}, mesh only has triangles', ob.name) me.transform(blender_version_compatibility.matmul(self.options['GLOBAL_MATRIX'], ob_mat)) # If negative scaling, we have to invert the normals... if ob_mat.determinant() < 0.0: me.flip_normals() if self.options['EXPORT_UV']: if hasattr(me, 'uv_textures'): # < 2.80 has_uvs = len(me.uv_textures) > 0 has_uv_textures = has_uvs if has_uv_textures: uv_texture = me.uv_textures.active.data[:] else: # 2.80+ has_uvs = len(me.uv_layers) > 0 has_uv_textures = False else: has_uvs = False vertices = me.vertices[:] # Make our own list so it can be sorted to reduce context switching face_index_pairs = [(face, index) for index, face in enumerate(me.polygons)] # faces = [ f for f in me.tessfaces ] if not (len(face_index_pairs) + len(vertices)): # Make sure there is something to write # clean up if not ob_for_convert: # < 2.80 bpy.data.meshes.remove(me) else: # 2.80+ ob_for_convert.to_mesh_clear() return # dont bother with this mesh. if self.options['EXPORT_NORMALS'] and face_index_pairs: me.calc_normals_split() # No need to call me.free_normals_split later, as this mesh is deleted anyway! if self.options['EXPORT_SMOOTH_GROUPS'] and face_index_pairs: smooth_groups, smooth_groups_tot = me.calc_smooth_groups(self.options['EXPORT_SMOOTH_GROUPS_BITFLAGS']) if smooth_groups_tot <= 1: smooth_groups, smooth_groups_tot = (), 0 else: smooth_groups, smooth_groups_tot = (), 0 materials = me.materials[:] use_materials = materials and self.options['EXPORT_MTL'] # Sort by Material, then images # so we dont over context switch in the obj file. if self.options['KEEP_VERTEX_ORDER']: pass else: if has_uv_textures: if smooth_groups: sort_func = lambda a: (a[0].material_index, hash(uv_texture[a[1]].image), smooth_groups[a[1]] if a[0].use_smooth else False) else: sort_func = lambda a: (a[0].material_index, hash(uv_texture[a[1]].image), a[0].use_smooth) elif len(materials) > 1: if smooth_groups: sort_func = lambda a: (a[0].material_index, smooth_groups[a[1]] if a[0].use_smooth else False) else: sort_func = lambda a: (a[0].material_index, a[0].use_smooth) else: # no materials if smooth_groups: sort_func = lambda a: smooth_groups[a[1] if a[0].use_smooth else False] else: sort_func = lambda a: a[0].use_smooth face_index_pairs.sort(key=sort_func) del sort_func util.detect_zztag(log, ob.name) fw('g %s\n' % util.quote(ob.name)) # rig_is_exported is used to avoid referencing a skeleton or bones which aren't exported rig_is_exported = self.options['EXPORT_SKEL'] and (rigged_to_armature in self.objects) if ob.type == 'MESH': objex_data = ob.data.objex_bonus # ObjexMeshProperties if objex_data.priority != 0: fw('priority %d\n' % objex_data.priority) if objex_data.write_origin == 'YES' or ( objex_data.write_origin == 'AUTO' and objex_data.attrib_billboard != 'NONE' ): fw('origin %.6f %.6f %.6f\n' % tuple(blender_version_compatibility.matmul(self.options['GLOBAL_MATRIX'], ob.location))) if objex_data.attrib_billboard != 'NONE': fw('attrib %s\n' % objex_data.attrib_billboard) for attrib in ('POSMTX', 'PROXY'): if getattr(objex_data, 'attrib_%s' % attrib): fw('attrib %s\n' % attrib) # export those attributes when the properties are shown in the ui, that is when the mesh is rigged if rigged_to_armature: for attrib in ('LIMBMTX', 'NOSPLIT', 'NOSKEL'): if getattr(objex_data, 'attrib_%s' % attrib): if rig_is_exported: fw('attrib %s\n' % attrib) else: log.warning('Mesh {} is rigged to armature {} and sets {},\n' 'but that armature is not being exported. Skipped exporting the attribute.\n' '(you are likely exporting Selection Only, unchecked Used armatures, and did not select the armature)', ob.name, rigged_to_armature.name, attrib) subprogress2.step() if self.options['EXPORT_WEIGHTS']: # Retrieve the list of vertex groups vertGroupNames = ob.vertex_groups.keys() vertex_groups = None if vertGroupNames: # Create a dictionary keyed by vertex id and listing, for each vertex, the name of the vertex groups it belongs to, and its associated weight vertex_groups = [[] for _i in range(len(vertices))] for v_idx, v_ls in enumerate(vertex_groups): v_ls[:] = [(vertGroupNames[g.group], util.quote(vertGroupNames[g.group]), g.weight) for g in vertices[v_idx].groups] del vertGroupNames # Vert if rigged_to_armature and rig_is_exported: fw('useskel %s\n' % util.quote(rigged_to_armature.name)) if self.options['EXPORT_WEIGHTS'] and vertex_groups and rigged_to_armature and rig_is_exported: # only write vertex groups named after actual bones bone_names = [bone.name for bone in rigged_to_armature.data.bones] bone_vertex_groups = [ [(group_name_q, weight) for group_name, group_name_q, weight in vertex_vertex_groups if group_name in bone_names] for vertex_vertex_groups in vertex_groups ] # only group of maximum weight, with weight 1 if self.options['UNIQUE_WEIGHTS']: for v in vertices: groups = bone_vertex_groups[v.index] # list of (group_name_q, group_weight) tuples for that vertex if groups: group_name_q, weight = max(groups, key=lambda _g: _g[1]) fw('%s %s\n' % ( 'v %.6f %.6f %.6f' % v.co[:], 'weight %s 1' % group_name_q )) else: fw('v %.6f %.6f %.6f\n' % v.co[:]) # all (non-zero) weights else: for v in vertices: fw('%s%s\n' % ( 'v %.6f %.6f %.6f' % v.co[:], ','.join([' weight %s %.3f' % (group_name_q, weight) for group_name_q, weight in bone_vertex_groups[v.index] if weight != 0]) )) # no weights else: for v in vertices: fw('v %.6f %.6f %.6f\n' % v.co[:]) subprogress2.step() # UV if has_uvs: uv_face_mapping, uv_unique_count = self.write_uvs(me, face_index_pairs) else: uv_unique_count = 0 subprogress2.step() # NORMAL, Smooth/Non smoothed. if self.options['EXPORT_NORMALS']: loops_to_normals, no_unique_count = self.write_normals(me, face_index_pairs) has_normals = True else: no_unique_count = 0 has_normals = False if self.options['EXPORT_VERTEX_COLORS']: loops_to_vertex_colors, vc_unique_count = self.write_vertex_colors(me, face_index_pairs) has_vertex_colors = loops_to_vertex_colors is not None else: has_vertex_colors = False vc_unique_count = 0 subprogress2.step() # those context_* variables are used to keep track of the last g/usemtl/s directive written, according to options # Set the default mat to no material and no image. context_material = context_face_image = 0 # Can never be this, so we will label a new material the first chance we get. used for usemtl directives if EXPORT_MTL context_smooth = None # Will either be true or false, set bad to force initialization switch. with EXPORT_SMOOTH_GROUPS, has effects on writing the s directive for f, f_index in face_index_pairs: f_smooth = f.use_smooth if f_smooth and smooth_groups: f_smooth = smooth_groups[f_index] face_material = materials[f.material_index] if use_materials else None face_image = uv_texture[f_index].image if has_uv_textures else None # we do not need to switch context when the face image changes if # the (objex) material doesn't change, as the face image is completely ignored # when using objex materials if face_material and face_material.objex_bonus.is_objex_material: face_image = None # if context hasn't changed, do nothing if context_material == face_material and context_face_image == face_image: pass else: # update context context_material = face_material context_face_image = face_image # clear context if face_material is None and face_image is None: if self.options['EXPORT_MTL']: fw('clearmtl\n') # new context else: # mtl_dict is {(material, image): (name, name_q, material, face_image)} data = self.mtl_dict.get((face_material, face_image)) if data: name_q = data[1] else: # new (material, image) pair, find a new unique name for it name_base = face_material.name if face_material else 'None' if face_image: name_base = '%s %s' % (name_base, face_image.name) name = name_base i = 0 while name in (_name for (_name, _name_q, _material, _face_image) in self.mtl_dict.values()): i += 1 name = '%s %d' % (name_base, i) name_q = util.quote(name) # remember the pair self.mtl_dict[(face_material, face_image)] = name, name_q, face_material, face_image if self.options['EXPORT_MTL']: objectUseCollision = ob.name.startswith('collision.') # 421fixme # if the export is done right after material initialization, material properties # are for some reason still reading the old values. They update at least # when modifying objex_bonus properties in the UI or renaming the material # context.view_layer.update() doesn't help if objectUseCollision and not face_material.objex_bonus.is_objex_material: raise util.ObjexExportAbort( 'Object {} is for collision (has "collision." prefix) ' 'but material {} used by this object is not for collision ' '(not even initialized as an objex material)' .format(ob.name, face_material.name) ) if objectUseCollision and not face_material.objex_bonus.use_collision: raise util.ObjexExportAbort( 'Object {} is for collision (has "collision." prefix) ' 'but material {} used by this object is not for collision' .format(ob.name, face_material.name) ) if not objectUseCollision and face_material.objex_bonus.use_collision: raise util.ObjexExportAbort( 'Object {} is not for collision (does not have "collision." prefix) ' 'but material {} used by this object is for collision' .format(ob.name, face_material.name) ) if self.options['EXPORT_MTL']: fw('usemtl %s\n' % name_q) if f_smooth != context_smooth: if f_smooth: # on now off if smooth_groups: f_smooth = smooth_groups[f_index] fw('s %d\n' % f_smooth) else: fw('s 1\n') else: # was off now on fw('s off\n') context_smooth = f_smooth f_v = [(vi, vertices[v_idx], l_idx) for vi, (v_idx, l_idx) in enumerate(zip(f.vertices, f.loop_indices))] fw('f') for vi, v, li in f_v: f_v_data = [] f_v_data.append(self.total_vertex + v.index) if has_uvs: f_v_data.append(self.total_uv + uv_face_mapping[f_index][vi]) if has_normals: f_v_data += [None] * (2 - len(f_v_data)) f_v_data.append(self.total_normal + loops_to_normals[li]) if has_vertex_colors: f_v_data += [None] * (3 - len(f_v_data)) f_v_data.append(self.total_vertex_color + loops_to_vertex_colors[li]) # v[/vt[/vn[/vc]]] coordinates/uv/normal/color fw(' %s' % '/'.join(['' if _i is None else ('%d' % _i) for _i in f_v_data])) fw('\n') subprogress2.step() # Make the indices global rather then per mesh self.total_vertex += len(vertices) self.total_uv += uv_unique_count self.total_normal += no_unique_count self.total_vertex_color += vc_unique_count # clean up if not ob_for_convert: # < 2.80 bpy.data.meshes.remove(me) else: # 2.80+ ob_for_convert.to_mesh_clear()
def write(self, filepath): """ This function starts the exporting. It defines a few "globals" as class members, notably the total_* variables It loops through objects, writing each to .objex (with the write_object method), and collecting materials/armatures/animations as it goes. Once the .objex is finished being written, write_mtl is called to write the .mtl and same thing with write_anim which writes .anim and itself calls .skel which writes .skel """ log = self.log self.filepath = filepath with ProgressReport(self.context.window_manager) as progress: scene = self.context.scene # Exit edit mode before exporting, so current object states are exported properly. if bpy.ops.object.mode_set.poll(): bpy.ops.object.mode_set(mode='OBJECT') # EXPORT THE FILE. progress.enter_substeps(1) with ProgressReportSubstep(progress, 3, "Objex Export path: %r" % filepath, "Objex Export Finished") as subprogress1: with open(filepath, "w", encoding="utf8", newline="\n") as f: self.fw_objex = f.write # write leading comments, mtllib/animlib/skellib directives, and defines filepath_* to write .mtl/... to self.write_header() # Initialize totals, these are updated each object self.total_vertex = self.total_uv = self.total_normal = self.total_vertex_color = 1 # A Dict of Materials # "materials" here refer to a material + face image pair, where either or both may be unset # (material, image): (name, name_q, material, face_image) # name_q = util.quote(name) self.mtl_dict = {} copy_set = set() self.armatures = [] # Get all meshes subprogress1.enter_substeps(len(self.objects)) for ob_main in self.objects: # 421todo I don't know what this dupli stuff is about # ("instancer" stuff in 2.80+) use_old_dupli = hasattr(ob_main, 'dupli_type') # True in < 2.80 # ignore dupli children if (ob_main.parent and (ob_main.parent.dupli_type if use_old_dupli else ob_main.parent.instance_type) in {'VERTS', 'FACES'} ): subprogress1.step("Ignoring %s, dupli child..." % ob_main.name) continue obs = [(ob_main, ob_main.matrix_world)] added_dupli_children = True if use_old_dupli and ob_main.dupli_type != 'NONE': # XXX log.info('creating dupli_list on {}', ob_main.name) ob_main.dupli_list_create(scene) obs += [(dob.object, dob.matrix) for dob in ob_main.dupli_list] elif not use_old_dupli and ob_main.is_instancer: # evaluated_depsgraph_get may be called in-between this line executing, # ie in write_object when evaluating mesh data, so call it again every time here depsgraph = self.context.evaluated_depsgraph_get() obs += [(dup.instance_object.original, dup.matrix_world.copy()) for dup in depsgraph.object_instances if dup.parent and dup.parent.original == ob_main] del depsgraph else: added_dupli_children = False if added_dupli_children: log.debug('{} has {:d} dupli children', ob_main.name, len(obs) - 1) subprogress1.enter_substeps(len(obs)) for ob, ob_mat in obs: self.write_object(subprogress1, ob, ob_mat) if use_old_dupli and ob_main.dupli_type != 'NONE': ob_main.dupli_list_clear() elif not use_old_dupli: pass # no clean-up needed subprogress1.leave_substeps("Finished writing geometry of '%s'." % ob_main.name) subprogress1.leave_substeps() del self.fw_objex subprogress1.step("Finished exporting geometry, now exporting materials") # Now we have all our materials, save them if self.options['EXPORT_MTL']: def append_header_mtl(fw_mtl): fw_mtl(self.export_id_line) export_objex_mtl.write_mtl(scene, self.filepath_mtl, append_header_mtl, self.options, copy_set, self.mtl_dict) subprogress1.step("Finished exporting materials, now exporting skeletons/animations") # save gathered skeletons and animations if self.options['EXPORT_SKEL']: log.info('now exporting skeletons') skelfile = None animfile = None try: skelfile = open(self.filepath_skel, "w", encoding="utf8", newline="\n") skelfile_write = skelfile.write skelfile_write(self.export_id_line) link_anim_basepath = None if self.options['EXPORT_ANIM']: log.info(' ... and animations') animfile = open(self.filepath_anim, "w", encoding="utf8", newline="\n") animfile_write = animfile.write animfile_write(self.export_id_line) if self.options['EXPORT_LINK_ANIM_BIN']: log.info(' ... and Link animation binaries') link_anim_basepath = self.filepath_linkbase else: animfile_write = None export_objex_anim.write_armatures(skelfile_write, animfile_write, scene, self.options['GLOBAL_MATRIX'], self.armatures, link_anim_basepath, self.options['LINK_BIN_SCALE']) finally: if skelfile: skelfile.close() if animfile: animfile.close() # copy all collected files. bpy_extras.io_utils.path_reference_copy(copy_set) progress.leave_substeps()
def write_file(context, filepath, objects, scene, provides_mtl, progress=ProgressReport()): # bpy.ops.object.select_all(action='DESELECT') with ProgressReportSubstep(progress, 2, "JSON export path: %r" % filepath, "JSON export finished") as subprogress1: with open(filepath, "w", encoding="utf8", newline="\n") as f: limbs = {'anchor': {'opacity': 0}} pose = {} for obj in objects: if obj.type != "MESH": continue name1 = obj.name name2 = obj.data.name if name1 == name2: name = name_compat(name1) else: name = '%s_%s' % (name_compat(name1), name_compat(name2)) cursor = obj.matrix_world.translation x = cursor[0] y = cursor[2] z = cursor[1] limb = { 'origin': [x, y, -z], 'smooth': True, 'parent': 'anchor' } transform = {'translate': [x * 16, y * 16, z * 16]} # Some automatic setup of limbs based on name if name1 == 'head': limb['looking'] = True elif name1 == 'left_arm': limb['holding'] = 'left' limb['swinging'] = True limb['idle'] = True limb['invert'] = True elif name1 == 'right_arm': limb['holding'] = 'right' limb['swinging'] = True limb['idle'] = True limb['swiping'] = True elif name1 == 'right_leg': limb['swinging'] = True limb['invert'] = True elif name1 == 'left_leg': limb['swinging'] = True limbs[name] = limb pose[name] = transform # Write JSON to the file pose = {'size': [0.6, 1.8, 0.6], 'limbs': pose} data = { 'scheme': "1.3", 'providesObj': True, 'providesMtl': provides_mtl, 'name': path_leaf(filepath), 'limbs': limbs, 'poses': { 'standing': pose, 'sneaking': pose, 'sleeping': pose, 'flying': pose } } f.write(json.dumps(data, indent=4)) subprogress1.step("Finished exporting JSON")