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export_x.py
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export_x.py
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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation, either version 3
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
# All rights reserved.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
from math import radians, pi
import bpy
from mathutils import *
class DirectXExporter:
def __init__(self, Config, context):
self.Config = Config
self.context = context
self.Log("Begin verbose logging ----------\n")
self.File = File(self.Config.filepath)
self.Log("Generating object lists for export...")
if self.Config.SelectedOnly:
ExportList = list(self.context.selected_objects)
else:
ExportList = list(self.context.scene.objects)
# ExportMap maps Blender objects to ExportObjects
ExportMap = {}
for Object in ExportList:
if Object.type == 'EMPTY':
ExportMap[Object] = EmptyExportObject(self.Config, self, Object)
elif Object.type == 'MESH':
ExportMap[Object] = MeshExportObject(self.Config, self,
Object)
elif Object.type == 'ARMATURE':
ExportMap[Object] = ArmatureExportObject(self.Config, self,
Object)
# Find the objects who do not have a parent or whose parent we are
# not exporting
self.RootExportList = [Object for Object in ExportMap.values()
if Object.BlenderObject.parent not in ExportList]
self.RootExportList = Util.SortByNameField(self.RootExportList)
self.ExportList = Util.SortByNameField(ExportMap.values())
# Determine each object's children from the pool of ExportObjects
bodies = 0
for Object in ExportMap.values():
Children = Object.BlenderObject.children
Object.Children = []
is_body = False
for Child in Children:
if Child in ExportMap:
Object.Children.append(ExportMap[Child])
if Child.name.lower()[:3] == 'cdt':
is_body = True
if is_body:
bodies += 1
self.Log("Done")
self.Log("Setting up coordinate system...")
if self.Config.FlattenType == 'auto':
if bodies > 1:
self.FlattenType = 'plant'
else:
self.FlattenType = 'all'
self.Log("FlattenType 'auto' converted to '%s'" % self.FlattenType)
else:
self.FlattenType = self.Config.FlattenType
# SystemMatrix converts from right-handed, z-up to the target coordinate system
self.SystemMatrix = Matrix()
self.SystemMatrix.resize_4x4()
if self.Config.CoordinateSystem == 'LEFT_HANDED':
self.SystemMatrix *= Matrix.Scale(-1, 4, Vector((0, 0, 1)))
if self.Config.UpAxis == 'Y':
self.SystemMatrix *= Matrix.Rotation(radians(-90), 4, 'X')
# The only time we don't flatten the root frame is when no
# propagation is performed.
self.Config.FlattenRoot = (self.FlattenType != 'none')
self.Log("Done")
self.AnimationWriter = None
if self.Config.ExportAnimation:
self.Log("Gathering animation data...")
# Collect all animated object data
AnimationGenerators = self.__GatherAnimationGenerators()
# Split the data up into animation sets based on user options
if self.Config.ExportActionsAsSets:
self.AnimationWriter = SplitSetAnimationWriter(self.Config,
self, AnimationGenerators)
else:
self.AnimationWriter = JoinedSetAnimationWriter(self.Config,
self, AnimationGenerators)
self.Log("Done")
# "Public" Interface
def Export(self):
self.Log("Exporting to {}".format(self.File.FilePath),
MessageVerbose=False)
# Export everything
self.Log("Opening file...")
self.File.Open()
self.Log("Done")
self.Log("Writing header...")
self.__WriteHeader()
self.Log("Done")
if not self.Config.FlattenRoot:
self.Log("Opening Root frame...")
self.__OpenRootFrame()
self.Log("Done")
RefMatrix = Matrix()
else:
# Otherwise if FlattenRoot is true,
# propagate the coordinate system to the top-level objects.
RefMatrix = self.SystemMatrix
self.Log("Writing objects...")
for Object in self.RootExportList:
Object.Write(RefMatrix)
self.Log("Done writing objects")
if not self.Config.FlattenRoot:
self.Log("Closing Root frame...")
self.__CloseRootFrame()
self.Log("Done")
if self.AnimationWriter is not None:
self.Log("Writing animation set(s)...")
self.AnimationWriter.WriteAnimationSets()
self.Log("Done writing animation set(s)")
self.Log("Closing file...")
self.File.Close()
self.Log("Done")
def Log(self, String, MessageVerbose=True):
if self.Config.Verbose is True or MessageVerbose == False:
print(String)
# "Private" Methods
def __WriteHeader(self):
self.File.Write("xof 0303txt 0032\n\n")
# Write the headers that are required by some engines as needed
if self.Config.IncludeFrameRate:
self.File.Write("template AnimTicksPerSecond {\n\
<9E415A43-7BA6-4a73-8743-B73D47E88476>\n\
DWORD AnimTicksPerSecond;\n\
}\n\n")
if self.Config.ExportSkinWeights:
self.File.Write("template XSkinMeshHeader {\n\
<3cf169ce-ff7c-44ab-93c0-f78f62d172e2>\n\
WORD nMaxSkinWeightsPerVertex;\n\
WORD nMaxSkinWeightsPerFace;\n\
WORD nBones;\n\
}\n\n\
template SkinWeights {\n\
<6f0d123b-bad2-4167-a0d0-80224f25fabb>\n\
STRING transformNodeName;\n\
DWORD nWeights;\n\
array DWORD vertexIndices[nWeights];\n\
array float weights[nWeights];\n\
Matrix4x4 matrixOffset;\n\
}\n\n")
# Start the Root frame and write its transform matrix
def __OpenRootFrame(self):
self.File.Write("Frame Root {\n")
self.File.Indent()
self.File.Write("FrameTransformMatrix {\n")
self.File.Indent()
# Write the matrix that converts Blender's coordinate space into
# DirectX's.
Util.WriteMatrix(self.File, self.SystemMatrix)
self.File.Unindent()
self.File.Write("}\n")
def __CloseRootFrame(self):
self.File.Unindent()
self.File.Write("} // End of Root\n")
def __GatherAnimationGenerators(self):
Generators = []
# If all animation data is to be lumped into one AnimationSet,
if not self.Config.ExportActionsAsSets:
# Build the appropriate generators for each object's type
for Object in self.ExportList:
if Object.BlenderObject.type == 'ARMATURE':
Generators.append(ArmatureAnimationGenerator(self.Config,
None, Object))
else:
Generators.append(GenericAnimationGenerator(self.Config,
None, Object))
# Otherwise,
else:
# Keep track of which objects have no action. These will be
# lumped together in a Default_Action AnimationSet.
ActionlessObjects = []
for Object in self.ExportList:
if Object.BlenderObject.animation_data is None:
ActionlessObjects.append(Object)
continue
else:
if Object.BlenderObject.animation_data.action is None:
ActionlessObjects.append(Object)
continue
# If an object has an action, build its appropriate generator
if Object.BlenderObject.type == 'ARMATURE':
Generators.append(ArmatureAnimationGenerator(self.Config,
Util.SafeName(
Object.BlenderObject.animation_data.action.name),
Object))
else:
Generators.append(GenericAnimationGenerator(self.Config,
Util.SafeName(
Object.BlenderObject.animation_data.action.name),
Object))
# If we should export unused actions as if the first armature was
# using them,
if self.Config.AttachToFirstArmature:
# Find the first armature
FirstArmature = None
for Object in self.ExportList:
if Object.BlenderObject.type == 'ARMATURE':
FirstArmature = Object
break
if FirstArmature is not None:
# Determine which actions are not used
UsedActions = [BlenderObject.animation_data.action
for BlenderObject in bpy.data.objects
if BlenderObject.animation_data is not None]
FreeActions = [Action for Action in bpy.data.actions
if Action not in UsedActions]
# If the first armature has no action, remove it from the
# actionless objects so it doesn't end up in Default_Action
if FirstArmature in ActionlessObjects and len(FreeActions):
ActionlessObjects.remove(FirstArmature)
# Keep track of the first armature's animation data so we
# can restore it after export
OldAction = None
NoData = False
if FirstArmature.BlenderObject.animation_data is not None:
OldAction = \
FirstArmature.BlenderObject.animation_data.action
else:
NoData = True
FirstArmature.BlenderObject.animation_data_create()
# Build a generator for each unused action
for Action in FreeActions:
FirstArmature.BlenderObject.animation_data.action = \
Action
Generators.append(ArmatureAnimationGenerator(
self.Config, Util.SafeName(Action.name),
FirstArmature))
# Restore old animation data
FirstArmature.BlenderObject.animation_data.action = \
OldAction
if NoData:
FirstArmature.BlenderObject.animation_data_clear()
# Build a special generator for all actionless objects
if len(ActionlessObjects):
Generators.append(GroupAnimationGenerator(self.Config,
"Default_Action", ActionlessObjects))
return Generators
# This class wraps a Blender object and writes its data to the file
class ExportObject: # Base class, do not use
def __init__(self, Config, Exporter, BlenderObject):
self.Config = Config
self.Exporter = Exporter
self.BlenderObject = BlenderObject
self.name = self.BlenderObject.name # Simple alias
self.SafeName = Util.SafeName(self.BlenderObject.name)
self.Children = []
def __repr__(self):
return "[ExportObject: {}]".format(self.BlenderObject.name)
# "Public" Interface
def Write(self, RefMatrix):
self.Exporter.Log("Opening frame for {}".format(self))
ChildMatrix = self._OpenFrame(RefMatrix)
self.Exporter.Log("Writing children of {}".format(self))
self._WriteChildren(ChildMatrix)
self._CloseFrame()
self.Exporter.Log("Closed frame of {}".format(self))
# "Protected" Interface
def _OpenFrame(self, RefMatrix):
body_frame = False
for Child in self.Children:
if Child.SafeName.lower()[:3] == 'cdt':
body_frame = True
OrigMatrix = self.BlenderObject.matrix_local
self.Exporter.Log("Ref:\n{}".format(RefMatrix))
self.Exporter.Log("Orig:\n{}".format(OrigMatrix))
FlattenType = self.Exporter.FlattenType
if FlattenType == 'all' or (FlattenType == 'plant' and not body_frame):
# The object's frame is emitted with the identity matrix,
# and all transforms are passed to the children.
LocalMatrix = Matrix()
ChildMatrix = RefMatrix * OrigMatrix
elif FlattenType == 'scale' or FlattenType == 'plant':
# The object's frame is emitted with identity scale,
# and the scale factor is passed to the children.
# When a negative scale is applied, it flips all axes.
# It may be preferable to flip only one axis.
# We do this by flipping the other two axes before applying
# the negative scale, then flip them back for the children.
InvertAxis = self.Config.InvertAxis
if RefMatrix.is_negative and InvertAxis != 'XYZ':
OrigMatrix = (OrigMatrix *
Matrix.Rotation(radians(180), 4, InvertAxis))
# Break down the matrix and rebuild it with the (median) scale
# separated out. This isn't as clever as it could be when
# the scales aren't the same on each axis, but there's no way
# to handle that case perfectly anyway.
TotalMatrix = RefMatrix * OrigMatrix
LocationVec, RotationQuat, ScaleVec = TotalMatrix.decompose()
self.Exporter.Log("Total:\n{}".format(TotalMatrix))
self.Exporter.Log("Scale:\n{}".format(ScaleVec))
LocationMatrix = Matrix.Translation(LocationVec)
RotationMatrix = RotationQuat.to_matrix().to_4x4()
LocalMatrix = LocationMatrix * RotationMatrix
ChildMatrix = Matrix.Identity(4)
ChildMatrix[0][0] = ScaleVec[0]
ChildMatrix[1][1] = ScaleVec[1]
ChildMatrix[2][2] = ScaleVec[2]
if RefMatrix.is_negative and InvertAxis != 'XYZ':
ChildMatrix = (ChildMatrix *
Matrix.Rotation(radians(180), 4, InvertAxis))
else:
# The object's frame is emitted with its unmodified matrix,
# and no transforms are passed to the children,
LocalMatrix = OrigMatrix
ChildMatrix = Matrix()
self.Exporter.Log("Local:\n{}".format(LocalMatrix))
self.Exporter.Log("Child:\n{}".format(ChildMatrix))
self.Exporter.File.Write("Frame {} {{\n".format(self.SafeName))
self.Exporter.File.Indent()
self.Exporter.File.Write("FrameTransformMatrix {\n")
self.Exporter.File.Indent()
Util.WriteMatrix(self.Exporter.File, LocalMatrix)
self.Exporter.File.Unindent()
self.Exporter.File.Write("}\n")
return ChildMatrix
def _CloseFrame(self):
self.Exporter.File.Unindent()
self.Exporter.File.Write("}} // End of {}\n".format(self.SafeName))
def _WriteChildren(self, RefMatrix):
for Child in Util.SortByNameField(self.Children):
Child.Write(RefMatrix)
# Simple decorator implementation for ExportObject. Used by empty objects
class EmptyExportObject(ExportObject):
def __init__(self, Config, Exporter, BlenderObject):
ExportObject.__init__(self, Config, Exporter, BlenderObject)
def __repr__(self):
return "[EmptyExportObject: {}]".format(self.name)
# Mesh object implementation of ExportObject
class MeshExportObject(ExportObject):
def __init__(self, Config, Exporter, BlenderObject):
ExportObject.__init__(self, Config, Exporter, BlenderObject)
def __repr__(self):
return "[MeshExportObject: {}]".format(self.name)
# "Public" Interface
def Write(self, RefMatrix):
self.Exporter.Log("Opening frame for {}".format(self))
ChildMatrix = self._OpenFrame(RefMatrix)
if self.Config.ExportMeshes:
self.Exporter.Log("Generating mesh for export...")
# Generate the export mesh
Mesh = None
if self.Config.ApplyModifiers:
# Certain modifiers shouldn't be applied in some cases
# Deactivate them until after mesh generation is complete
DeactivatedModifierList = []
# If we're exporting armature data, we shouldn't apply
# armature modifiers to the mesh
if self.Config.ExportSkinWeights:
DeactivatedModifierList = [Modifier
for Modifier in self.BlenderObject.modifiers
if Modifier.type == 'ARMATURE' and \
Modifier.show_viewport]
for Modifier in DeactivatedModifierList:
Modifier.show_viewport = False
Mesh = self.BlenderObject.to_mesh(self.Exporter.context.scene,
True, 'PREVIEW')
# Restore the deactivated modifiers
for Modifier in DeactivatedModifierList:
Modifier.show_viewport = True
else:
Mesh = self.BlenderObject.to_mesh(self.Exporter.context.scene,
False, 'PREVIEW')
self.Exporter.Log("Done")
self.__WriteMesh(Mesh, ChildMatrix)
# Cleanup
bpy.data.meshes.remove(Mesh)
self.Exporter.Log("Writing children of {}".format(self))
self._WriteChildren(ChildMatrix)
self._CloseFrame()
self.Exporter.Log("Closed frame of {}".format(self))
# "Protected"
# This class provides a general system for indexing a mesh, depending on
# exporter needs. For instance, some options require us to duplicate each
# vertex of each face, some can reuse vertex data. For those we'd use
# _UnrolledFacesMeshEnumerator and _OneToOneMeshEnumerator respectively.
class _MeshEnumerator:
def __init__(self, Mesh):
self.Mesh = Mesh
# self.vertices and self.PolygonVertexIndices relate to the
# original mesh in the following way:
# Mesh.vertices[Mesh.polygons[x].vertices[y]] ==
# self.vertices[self.PolygonVertexIndices[x][y]]
self.vertices = None
self.PolygonVertexIndices = None
# Represents the mesh as it is inside Blender
class _OneToOneMeshEnumerator(_MeshEnumerator):
def __init__(self, Mesh):
MeshExportObject._MeshEnumerator.__init__(self, Mesh)
self.vertices = Mesh.vertices
self.PolygonVertexIndices = tuple(tuple(Polygon.vertices)
for Polygon in Mesh.polygons)
# Duplicates each vertex for each face
class _UnrolledFacesMeshEnumerator(_MeshEnumerator):
def __init__(self, Mesh):
MeshExportObject._MeshEnumerator.__init__(self, Mesh)
self.vertices = []
for Polygon in Mesh.polygons:
self.vertices += [Mesh.vertices[VertexIndex]
for VertexIndex in Polygon.vertices]
self.vertices = tuple(self.vertices)
self.PolygonVertexIndices = []
Index = 0
for Polygon in Mesh.polygons:
self.PolygonVertexIndices.append(tuple(range(Index,
Index + len(Polygon.vertices))))
Index += len(Polygon.vertices)
# "Private" Methods
def __WriteMesh(self, Mesh, RefMatrix):
self.Exporter.Log("Writing mesh vertices...")
self.Exporter.File.Write("Mesh {{ // {} mesh\n".format(self.SafeName))
self.Exporter.File.Indent()
# Create the mesh enumerator based on options
MeshEnumerator = None
if ((self.Config.ExportUVCoordinates and Mesh.uv_textures) or
(self.Config.ExportVertexColors and Mesh.vertex_colors)):
MeshEnumerator = MeshExportObject._UnrolledFacesMeshEnumerator(Mesh)
else:
MeshEnumerator = MeshExportObject._OneToOneMeshEnumerator(Mesh)
# Write vertex positions
VertexCount = len(MeshEnumerator.vertices)
self.Exporter.File.Write("{};\n".format(VertexCount))
for Index, Vertex in enumerate(MeshEnumerator.vertices):
Position = RefMatrix * Vertex.co
self.Exporter.File.Write("{:9f};{:9f};{:9f};".format(
Position[0], Position[1], Position[2]))
if Index == VertexCount - 1:
self.Exporter.File.Write(";\n", Indent=False)
else:
self.Exporter.File.Write(",\n", Indent=False)
# Write face definitions
PolygonCount = len(MeshEnumerator.PolygonVertexIndices)
self.Exporter.File.Write("{};\n".format(PolygonCount))
for Index, PolygonVertexIndices in \
enumerate(MeshEnumerator.PolygonVertexIndices):
self.Exporter.File.Write("{};".format(len(PolygonVertexIndices)))
if self.Config.CoordinateSystem == 'LEFT_HANDED':
PolygonVertexIndices = PolygonVertexIndices[::-1]
for VertexCountIndex, VertexIndex in \
enumerate(PolygonVertexIndices):
if VertexCountIndex == len(PolygonVertexIndices) - 1:
self.Exporter.File.Write("{};".format(VertexIndex),
Indent=False)
else:
self.Exporter.File.Write("{},".format(VertexIndex),
Indent=False)
if Index == PolygonCount - 1:
self.Exporter.File.Write(";\n", Indent=False)
else:
self.Exporter.File.Write(",\n", Indent=False)
self.Exporter.Log("Done")
# Write the other mesh components
if self.Config.ExportNormals:
self.Exporter.Log("Writing mesh normals...")
self.__WriteMeshNormals(Mesh, RefMatrix)
self.Exporter.Log("Done")
if self.Config.ExportUVCoordinates:
self.Exporter.Log("Writing mesh UV coordinates...")
self.__WriteMeshUVCoordinates(Mesh)
self.Exporter.Log("Done")
if self.Config.ExportMaterials:
self.Exporter.Log("Writing mesh materials...")
if self.Config.ExportActiveImageMaterials:
self.Exporter.Log("Referencing active images instead of "\
"material image textures.")
self.__WriteMeshActiveImageMaterials(Mesh)
else:
self.__WriteMeshMaterials(Mesh)
self.Exporter.Log("Done")
if self.Config.ExportVertexColors:
self.Exporter.Log("Writing mesh vertex colors...")
self.__WriteMeshVertexColors(Mesh, MeshEnumerator=MeshEnumerator)
self.Exporter.Log("Done")
if self.Config.ExportSkinWeights:
self.Exporter.Log("Writing mesh skin weights...")
self.__WriteMeshSkinWeights(Mesh, MeshEnumerator=MeshEnumerator)
self.Exporter.Log("Done")
self.Exporter.File.Unindent()
self.Exporter.File.Write("}} // End of {} mesh\n".format(self.SafeName))
def __WriteMeshNormals(self, Mesh, RefMatrix,
MeshEnumerator=None):
# Since mesh normals only need their face counts and vertices per face
# to match up with the other mesh data, we can optimize export with
# this enumerator. Exports each vertex's normal when a face is shaded
# smooth, and exports the face normal only once when a face is shaded
# flat.
class _NormalsMeshEnumerator(MeshExportObject._MeshEnumerator):
def __init__(self, Mesh):
MeshExportObject._MeshEnumerator(Mesh)
self.vertices = []
self.PolygonVertexIndices = []
Index = 0
for Polygon in Mesh.polygons:
if not Polygon.use_smooth:
self.vertices.append(Polygon)
self.PolygonVertexIndices.append(
tuple(len(Polygon.vertices) * [Index]))
Index += 1
else:
for VertexIndex in Polygon.vertices:
self.vertices.append(Mesh.vertices[VertexIndex])
self.PolygonVertexIndices.append(
tuple(range(Index, Index + len(Polygon.vertices))))
Index += len(Polygon.vertices)
if MeshEnumerator is None:
MeshEnumerator = _NormalsMeshEnumerator(Mesh)
# I'm completely lost regarding how to efficiently calculate
# the normal in global space, so here's my intuitive solution:
# Treat the normal as if it is a line segment. Transform each
# end by the RefMatrix to put the line segment in global space.
# Take the difference in coordinate values between the ends of
# the line segment, and normalize.
NormalBase = RefMatrix * Vector((0.0, 0.0, 0.0))
#self.Exporter.Log("NB {}".format(NormalBase))
self.Exporter.File.Write("MeshNormals {{ // {} normals\n".format(
self.SafeName))
self.Exporter.File.Indent()
NormalCount = len(MeshEnumerator.vertices)
self.Exporter.File.Write("{};\n".format(NormalCount))
# Write mesh normals.
for Index, Vertex in enumerate(MeshEnumerator.vertices):
Normal = Vertex.normal.copy()
#self.Exporter.Log("NO {}".format(Normal))
Normal = RefMatrix * Normal - NormalBase
#self.Exporter.Log("ND {}".format(Normal))
Normal.normalize()
#self.Exporter.Log("N {}".format(Normal))
if self.Config.FlipNormals:
Normal = -1.0 * Vertex.normal
self.Exporter.File.Write("{:9f};{:9f};{:9f};".format(Normal[0],
Normal[1], Normal[2]))
if Index == NormalCount - 1:
self.Exporter.File.Write(";\n", Indent=False)
else:
self.Exporter.File.Write(",\n", Indent=False)
# Write face definitions.
FaceCount = len(MeshEnumerator.PolygonVertexIndices)
self.Exporter.File.Write("{};\n".format(FaceCount))
for Index, Polygon in enumerate(MeshEnumerator.PolygonVertexIndices):
self.Exporter.File.Write("{};".format(len(Polygon)))
if self.Config.CoordinateSystem == 'LEFT_HANDED':
Polygon = Polygon[::-1]
for VertexCountIndex, VertexIndex in enumerate(Polygon):
if VertexCountIndex == len(Polygon) - 1:
self.Exporter.File.Write("{};".format(VertexIndex),
Indent=False)
else:
self.Exporter.File.Write("{},".format(VertexIndex),
Indent=False)
if Index == FaceCount - 1:
self.Exporter.File.Write(";\n", Indent=False)
else:
self.Exporter.File.Write(",\n", Indent=False)
self.Exporter.File.Unindent()
self.Exporter.File.Write("}} // End of {} normals\n".format(
self.SafeName))
def __WriteMeshUVCoordinates(self, Mesh):
if not Mesh.uv_textures:
return
self.Exporter.File.Write("MeshTextureCoords {{ // {} UV coordinates\n" \
.format(self.SafeName))
self.Exporter.File.Indent()
UVCoordinates = Mesh.uv_layers.active.data
VertexCount = 0
for Polygon in Mesh.polygons:
VertexCount += len(Polygon.vertices)
# Gather and write UV coordinates
Index = 0
self.Exporter.File.Write("{};\n".format(VertexCount))
for Polygon in Mesh.polygons:
Vertices = []
for Vertex in [UVCoordinates[Vertex] for Vertex in
Polygon.loop_indices]:
Vertices.append(tuple(Vertex.uv))
for Vertex in Vertices:
self.Exporter.File.Write("{:9f};{:9f};".format(Vertex[0],
1.0 - Vertex[1]))
Index += 1
if Index == VertexCount:
self.Exporter.File.Write(";\n", Indent=False)
else:
self.Exporter.File.Write(",\n", Indent=False)
self.Exporter.File.Unindent()
self.Exporter.File.Write("}} // End of {} UV coordinates\n".format(
self.SafeName))
def __WriteMeshMaterials(self, Mesh):
def WriteMaterial(Exporter, Material):
def GetMaterialTextureFileName(Material):
if Material:
# Create a list of Textures that have type 'IMAGE'
ImageTextures = [Material.texture_slots[TextureSlot].texture
for TextureSlot in Material.texture_slots.keys()
if Material.texture_slots[TextureSlot].texture.type ==
'IMAGE']
# Refine to only image file names if applicable
ImageFiles = [bpy.path.basename(Texture.image.filepath)
for Texture in ImageTextures
if getattr(Texture.image, "source", "") == 'FILE']
if ImageFiles:
return ImageFiles[0]
return None
Exporter.File.Write("Material {} {{\n".format(
Util.SafeName(Material.name)))
Exporter.File.Indent()
Diffuse = list(Vector(Material.diffuse_color) *
Material.diffuse_intensity)
Diffuse.append(Material.alpha)
# Map Blender's range of 1 - 511 to 0 - 1000
Specularity = 1000 * (Material.specular_hardness - 1.0) / 510.0
Specular = list(Vector(Material.specular_color) *
Material.specular_intensity)
Exporter.File.Write("{:9f};{:9f};{:9f};{:9f};;\n".format(Diffuse[0],
Diffuse[1], Diffuse[2], Diffuse[3]))
Exporter.File.Write(" {:9f};\n".format(Specularity))
Exporter.File.Write("{:9f};{:9f};{:9f};;\n".format(Specular[0],
Specular[1], Specular[2]))
Exporter.File.Write(" 0.000000; 0.000000; 0.000000;;\n")
TextureFileName = GetMaterialTextureFileName(Material)
if TextureFileName:
Exporter.File.Write("TextureFilename {{\"{}\";}}\n".format(
TextureFileName))
Exporter.File.Unindent()
Exporter.File.Write("}\n");
Materials = Mesh.materials
# Do not write materials if there are none
if not Materials.keys():
return
self.Exporter.File.Write("MeshMaterialList {{ // {} material list\n".
format(self.SafeName))
self.Exporter.File.Indent()
self.Exporter.File.Write("{};\n".format(len(Materials)))
self.Exporter.File.Write("{};\n".format(len(Mesh.polygons)))
# Write a material index for each face
for Index, Polygon in enumerate(Mesh.polygons):
self.Exporter.File.Write("{}".format(Polygon.material_index))
if Index == len(Mesh.polygons) - 1:
self.Exporter.File.Write(";\n", Indent=False)
else:
self.Exporter.File.Write(",\n", Indent=False)
for Material in Materials:
WriteMaterial(self.Exporter, Material)
self.Exporter.File.Unindent()
self.Exporter.File.Write("}} // End of {} material list\n".format(
self.SafeName))
def __WriteMeshActiveImageMaterials(self, Mesh):
def WriteMaterial(Exporter, MaterialKey):
#Unpack key
Material, Image = MaterialKey
Exporter.File.Write("Material {} {{\n".format(
Util.SafeName(Material.name)))
Exporter.File.Indent()
Diffuse = list(Vector(Material.diffuse_color) *
Material.diffuse_intensity)
Diffuse.append(Material.alpha)
# Map Blender's range of 1 - 511 to 0 - 1000
Specularity = 1000 * (Material.specular_hardness - 1.0) / 510.0
Specular = list(Vector(Material.specular_color) *
Material.specular_intensity)
Exporter.File.Write("{:9f};{:9f};{:9f};{:9f};;\n".format(Diffuse[0],
Diffuse[1], Diffuse[2], Diffuse[3]))
Exporter.File.Write(" {:9f};\n".format(Specularity))
Exporter.File.Write("{:9f};{:9f};{:9f};;\n".format(Specular[0],
Specular[1], Specular[2]))
Exporter.File.Write(" 0.000000; 0.000000; 0.000000;;\n")
if Image is not None:
Exporter.File.Write("TextureFilename {{\"{}\";}}\n".format(
bpy.path.basename(Image.filepath)))
self.Exporter.File.Unindent()
self.Exporter.File.Write("}\n")
def GetMaterialKey(Material, UVTexture, Index):
Image = None
if UVTexture is not None and UVTexture.data[Index].image is not None:
Image = UVTexture.data[Index].image if \
UVTexture.data[Index].image.source == 'FILE' else None
return (Material, Image)
Materials = Mesh.materials
# Do not write materials if there are none
if not Materials.keys():
return
self.Exporter.File.Write("MeshMaterialList {{ // {} material list\n".
format(self.SafeName))
self.Exporter.File.Indent()
from array import array
MaterialIndices = array("I", [0]) * len(Mesh.polygons) # Fast allocate
MaterialIndexMap = {}
for Index, Polygon in enumerate(Mesh.polygons):
MaterialKey = GetMaterialKey(Materials[Polygon.material_index],
Mesh.uv_textures.active, Index)
if MaterialKey in MaterialIndexMap:
MaterialIndices[Index] = MaterialIndexMap[MaterialKey]
else:
MaterialIndex = len(MaterialIndexMap)
MaterialIndexMap[MaterialKey] = MaterialIndex
MaterialIndices[Index] = MaterialIndex
self.Exporter.File.Write("{};\n".format(len(MaterialIndexMap)))
self.Exporter.File.Write("{};\n".format(len(Mesh.polygons)))
for Index in range(len(Mesh.polygons)):
self.Exporter.File.Write("{}".format(MaterialIndices[Index]))
if Index == len(Mesh.polygons) - 1:
self.Exporter.File.Write(";;\n", Indent=False)
else:
self.Exporter.File.Write(",\n", Indent=False)
for Material in MaterialIndexMap.keys():
WriteMaterial(self.Exporter, Material)
self.Exporter.File.Unindent()
self.Exporter.File.Write("}} // End of {} material list\n".format(
self.SafeName))
def __WriteMeshVertexColors(self, Mesh, MeshEnumerator=None):
# If there are no vertex colors, don't write anything
if len(Mesh.vertex_colors) == 0:
return
# Blender stores vertex color information per vertex per face, so we
# need to pass in an _UnrolledFacesMeshEnumerator. Otherwise,
if MeshEnumerator is None:
MeshEnumerator = _UnrolledFacesMeshEnumerator(Mesh)
# Gather the colors of each vertex
VertexColorLayer = Mesh.vertex_colors.active
VertexColors = [VertexColorLayer.data[Index].color for Index in
range(0,len(MeshEnumerator.vertices))]
VertexColorCount = len(VertexColors)
self.Exporter.File.Write("MeshVertexColors {{ // {} vertex colors\n" \
.format(self.SafeName))
self.Exporter.File.Indent()
self.Exporter.File.Write("{};\n".format(VertexColorCount))
# Write the vertex colors for each vertex index.
for Index, Color in enumerate(VertexColors):
self.Exporter.File.Write("{};{:9f};{:9f};{:9f};{:9f};;".format(
Index, Color[0], Color[1], Color[2], 1.0))
if Index == VertexColorCount - 1:
self.Exporter.File.Write(";\n", Indent=False)
else:
self.Exporter.File.Write(",\n", Indent=False)
self.Exporter.File.Unindent()
self.Exporter.File.Write("}} // End of {} vertex colors\n".format(
self.SafeName))
def __WriteMeshSkinWeights(self, Mesh, MeshEnumerator=None):
# This contains vertex indices and weights for the vertices that belong
# to this bone's group. Also calculates the bone skin matrix.
class _BoneVertexGroup:
def __init__(self, BlenderObject, ArmatureObject, BoneName, Exporter):
self.BoneName = BoneName
if Exporter.Config.DiscardArmatureName:
self.SafeName = ""
else:
self.SafeName = Util.SafeName(ArmatureObject.name) + "_"
self.SafeName += Util.SafeName(BoneName)
self.Indices = []
self.Weights = []
# BoneMatrix transforms mesh vertices into the
# space of the bone.
# Here are the final transformations in order:
# - Object Space to World Space
# - World Space to Armature Space
# - Armature Space to Bone Space
# This way, when BoneMatrix is transformed by the bone's
# Frame matrix, the vertices will be in their final world
# position.
# Put another way, BoneMatrix must transform the body
# frame's rest orientation to the weighted frame's
# (visual's) rest orientation.
# If FlattenType is none, this means convert bone space
# to armature space (reverse armature->bone), then convert
# armature space to world space (reverse world->armature),
# then convert world space to visual's space. If a
# SystemMatrix was exported for the Root frame, it won't
# show up in the matrix_world transforms, but that's OK.
# Its transform would be reversed for the bone, then
# readded for the visual, so it can simply be ignored.
# If FlattenType is anything else, then it's not actually
# the bone space we want to know about, but the associated
# body frame space. We need to consider the transforms
# that were actually exported for the body frame and the
# visual frame.
# If FlattenType is all, then both body and visual are
# exported with no transforms at all in their frames.
# (All transforms are pushed to the mesh level.) Thus,
# we can ignore the transforms that Blender *thinks*
# apply to the bone and visual and simply set the
# BoneMatrix to the identity matrix.
# If FlattenType is scale, then the body and visual are
# exported with most of their Blender transforms (similar
# to FlattenType none), but any scaling should be dropped
# by the BoneMatrix since it was not exported. (Any
# portion of the hierarchical scaling that effects
# positions was exported, so its effects are included; but
# the final scale factor is not exported, so its effects
# are excluded.)
# If FlattenType is plant, then the body is exported with
# most of its Blender transforms intact (except for
# its final scale). However, if the visual frame was
# correctly excluded from the body hierarchy, then it is
# exported with an identity transform since all of its
# transforms are propagated to the mesh level. This means
# that the SystemMatrix was included in the body transform,