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#!BPY
"""
Name: 'Cal3D v0.9'
Blender: 235
Group: 'Export'
Tip: 'Export armature/bone/mesh/action data to the Cal3D format.'
"""
# blender2cal3D.py
# Copyright (C) 2003-2004 Jean-Baptiste LAMY -- jibalamy@free.fr
# Copyright (C) 2004 Matthias Braun -- matze@braunis.de
#
# 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 2 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, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
__version__ = "0.11"
__author__ = "Jean-Baptiste 'Jiba' Lamy"
__email__ = ["Author's email, jibalamy:free*fr"]
__url__ = ["Soya3d's homepage, http://home.gna.org/oomadness/en/soya/",
"Cal3d, http://cal3d.sourceforge.net"]
__bpydoc__ = """\
This script is a Blender => Cal3D converter.
(See http://blender.org and http://cal3d.sourceforge.net)
USAGE:
To install it, place the script in your $HOME/.blender/scripts directory.
Then open the File->Export->Cal3d v0.9 menu. And select the filename of the .cfg file.
The exporter will create a set of other files with same prefix (ie. bla.cfg, bla.xsf,
bla_Action1.xaf, bla_Action2.xaf, ...).
You should be able to open the .cfg file in cal3d_miniviewer.
NOT (YET) SUPPORTED:
- Rotation, translation, or stretching Blender objects is still quite
buggy, so AVOID MOVING / ROTATING / RESIZE OBJECTS (either mesh or armature) !
Instead, edit the object (with tab), select all points / bones (with "a"),
and move / rotate / resize them.<br>
- no support for exporting springs yet<br>
- no support for exporting material colors (most games should only use images
I think...)
KNOWN ISSUES:
- Cal3D versions <=0.9.1 have a bug where animations aren't played when the root bone
is not animated;<br>
- Cal3D versions <=0.9.1 have a bug where objects that aren't influenced by any bones
are not drawn (fixed in Cal3D CVS).
NOTES:
It requires a very recent version of Blender (>= 2.35).
Build a model following a few rules:<br>
- Use only a single armature;<br>
- Use only a single rootbone (Cal3D doesn't support floating bones);<br>
- Use only locrot keys (Cal3D doesn't support bone's size change);<br>
- Don't try to create child/parent constructs in blender object, that gets exported
incorrectly at the moment;<br>
- Don't put "." in action or bone names, and do not start these names by a figure;<br>
- Objects or animations whose names start by "_" are not exported (hidden object).
It can be run in batch mode, as following :<br>
blender model.blend -P blender2cal3d.py --blender2cal3d FILENAME=model.cfg EXPORT_FOR_SOYA=1
You can pass as many parameters as you want at the end, "EXPORT_FOR_SOYA=1" is just an
example. The parameters are the same as below.
"""
# Parameters :
# Filename to export to (if "", display a file selector dialog).
FILENAME = ""
# True (=1) to export for the Soya 3D engine
# (http://oomadness.tuxfamily.org/en/soya).
# (=> rotate meshes and skeletons so as X is right, Y is top and -Z is front)
EXPORT_FOR_SOYA = 0
# Enables LODs computation. LODs computation is quite slow, and the algo is
# surely not optimal :-(
LODS = 0
# Scale the model (not supported by Soya).
SCALE = 1.0
# Set to 1 if you want to prefix all filename with the model name
# (e.g. knight_walk.xaf instead of walk.xaf)
PREFIX_FILE_WITH_MODEL_NAME = 0
# Set to 0 to use Cal3D binary format
XML = 1
MESSAGES = ""
# See also BASE_MATRIX below, if you want to rotate/scale/translate the model at
# the exportation.
#########################################################################################
# Code starts here.
# The script should be quite re-useable for writing another Blender animation exporter.
# Most of the hell of it is to deal with Blender's head-tail-roll bone's definition.
import sys, os, os.path, struct, math, string
import Blender
# HACK -- it seems that some Blender versions don't define sys.argv,
# which may crash Python if a warning occurs.
if not hasattr(sys, "argv"): sys.argv = ["???"]
# transforms a blender to a cal3d quaternion notation (x,y,z,w)
def blender2cal3dquat(q):
return [q.x, q.y, q.z, q.w]
def quaternion2matrix(q):
xx = q[0] * q[0]
yy = q[1] * q[1]
zz = q[2] * q[2]
xy = q[0] * q[1]
xz = q[0] * q[2]
yz = q[1] * q[2]
wx = q[3] * q[0]
wy = q[3] * q[1]
wz = q[3] * q[2]
return [[1.0 - 2.0 * (yy + zz), 2.0 * (xy + wz), 2.0 * (xz - wy), 0.0],
[ 2.0 * (xy - wz), 1.0 - 2.0 * (xx + zz), 2.0 * (yz + wx), 0.0],
[ 2.0 * (xz + wy), 2.0 * (yz - wx), 1.0 - 2.0 * (xx + yy), 0.0],
[0.0 , 0.0 , 0.0 , 1.0]]
def matrix2quaternion(m):
s = math.sqrt(abs(m[0][0] + m[1][1] + m[2][2] + m[3][3]))
if s == 0.0:
x = abs(m[2][1] - m[1][2])
y = abs(m[0][2] - m[2][0])
z = abs(m[1][0] - m[0][1])
if (x >= y) and (x >= z): return 1.0, 0.0, 0.0, 0.0
elif (y >= x) and (y >= z): return 0.0, 1.0, 0.0, 0.0
else: return 0.0, 0.0, 1.0, 0.0
return quaternion_normalize([
-(m[2][1] - m[1][2]) / (2.0 * s),
-(m[0][2] - m[2][0]) / (2.0 * s),
-(m[1][0] - m[0][1]) / (2.0 * s),
0.5 * s,
])
def quaternion_normalize(q):
l = math.sqrt(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3])
return q[0] / l, q[1] / l, q[2] / l, q[3] / l
# multiplies 2 quaternions in x,y,z,w notation
def quaternion_multiply(q1, q2):
return [
q2[3] * q1[0] + q2[0] * q1[3] + q2[1] * q1[2] - q2[2] * q1[1],
q2[3] * q1[1] + q2[1] * q1[3] + q2[2] * q1[0] - q2[0] * q1[2],
q2[3] * q1[2] + q2[2] * q1[3] + q2[0] * q1[1] - q2[1] * q1[0],
q2[3] * q1[3] - q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2],
]
def matrix_translate(m, v):
m[3][0] += v[0]
m[3][1] += v[1]
m[3][2] += v[2]
return m
def matrix_multiply(b, a):
return [ [
a[0][0] * b[0][0] + a[0][1] * b[1][0] + a[0][2] * b[2][0],
a[0][0] * b[0][1] + a[0][1] * b[1][1] + a[0][2] * b[2][1],
a[0][0] * b[0][2] + a[0][1] * b[1][2] + a[0][2] * b[2][2],
0.0,
], [
a[1][0] * b[0][0] + a[1][1] * b[1][0] + a[1][2] * b[2][0],
a[1][0] * b[0][1] + a[1][1] * b[1][1] + a[1][2] * b[2][1],
a[1][0] * b[0][2] + a[1][1] * b[1][2] + a[1][2] * b[2][2],
0.0,
], [
a[2][0] * b[0][0] + a[2][1] * b[1][0] + a[2][2] * b[2][0],
a[2][0] * b[0][1] + a[2][1] * b[1][1] + a[2][2] * b[2][1],
a[2][0] * b[0][2] + a[2][1] * b[1][2] + a[2][2] * b[2][2],
0.0,
], [
a[3][0] * b[0][0] + a[3][1] * b[1][0] + a[3][2] * b[2][0] + b[3][0],
a[3][0] * b[0][1] + a[3][1] * b[1][1] + a[3][2] * b[2][1] + b[3][1],
a[3][0] * b[0][2] + a[3][1] * b[1][2] + a[3][2] * b[2][2] + b[3][2],
1.0,
] ]
def matrix_invert(m):
det = (m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])
- m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2])
+ m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]))
if det == 0.0: return None
det = 1.0 / det
r = [ [
det * (m[1][1] * m[2][2] - m[2][1] * m[1][2]),
- det * (m[0][1] * m[2][2] - m[2][1] * m[0][2]),
det * (m[0][1] * m[1][2] - m[1][1] * m[0][2]),
0.0,
], [
- det * (m[1][0] * m[2][2] - m[2][0] * m[1][2]),
det * (m[0][0] * m[2][2] - m[2][0] * m[0][2]),
- det * (m[0][0] * m[1][2] - m[1][0] * m[0][2]),
0.0
], [
det * (m[1][0] * m[2][1] - m[2][0] * m[1][1]),
- det * (m[0][0] * m[2][1] - m[2][0] * m[0][1]),
det * (m[0][0] * m[1][1] - m[1][0] * m[0][1]),
0.0,
] ]
r.append([
-(m[3][0] * r[0][0] + m[3][1] * r[1][0] + m[3][2] * r[2][0]),
-(m[3][0] * r[0][1] + m[3][1] * r[1][1] + m[3][2] * r[2][1]),
-(m[3][0] * r[0][2] + m[3][1] * r[1][2] + m[3][2] * r[2][2]),
1.0,
])
return r
def matrix_rotate_x(angle):
cos = math.cos(angle)
sin = math.sin(angle)
return [
[1.0, 0.0, 0.0, 0.0],
[0.0, cos, sin, 0.0],
[0.0, -sin, cos, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
def matrix_rotate_y(angle):
cos = math.cos(angle)
sin = math.sin(angle)
return [
[cos, 0.0, -sin, 0.0],
[0.0, 1.0, 0.0, 0.0],
[sin, 0.0, cos, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
def matrix_rotate_z(angle):
cos = math.cos(angle)
sin = math.sin(angle)
return [
[ cos, sin, 0.0, 0.0],
[-sin, cos, 0.0, 0.0],
[ 0.0, 0.0, 1.0, 0.0],
[ 0.0, 0.0, 0.0, 1.0],
]
def matrix_rotate(axis, angle):
vx = axis[0]
vy = axis[1]
vz = axis[2]
vx2 = vx * vx
vy2 = vy * vy
vz2 = vz * vz
cos = math.cos(angle)
sin = math.sin(angle)
co1 = 1.0 - cos
return [
[vx2 * co1 + cos, vx * vy * co1 + vz * sin, vz * vx * co1 - vy * sin, 0.0],
[vx * vy * co1 - vz * sin, vy2 * co1 + cos, vy * vz * co1 + vx * sin, 0.0],
[vz * vx * co1 + vy * sin, vy * vz * co1 - vx * sin, vz2 * co1 + cos, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
def matrix_scale(fx, fy, fz):
return [
[ fx, 0.0, 0.0, 0.0],
[0.0, fy, 0.0, 0.0],
[0.0, 0.0, fz, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
def point_by_matrix(p, m):
return [p[0] * m[0][0] + p[1] * m[1][0] + p[2] * m[2][0] + m[3][0],
p[0] * m[0][1] + p[1] * m[1][1] + p[2] * m[2][1] + m[3][1],
p[0] * m[0][2] + p[1] * m[1][2] + p[2] * m[2][2] + m[3][2]]
def point_distance(p1, p2):
return math.sqrt((p2[0] - p1[0]) ** 2 + (p2[1] - p1[1]) ** 2 + (p2[2] - p1[2]) ** 2)
def vector_add(v1, v2):
return [v1[0]+v2[0], v1[1]+v2[1], v1[2]+v2[2]]
def vector_sub(v1, v2):
return [v1[0]-v2[0], v1[1]-v2[1], v1[2]-v2[2]]
def vector_by_matrix(p, m):
return [p[0] * m[0][0] + p[1] * m[1][0] + p[2] * m[2][0],
p[0] * m[0][1] + p[1] * m[1][1] + p[2] * m[2][1],
p[0] * m[0][2] + p[1] * m[1][2] + p[2] * m[2][2]]
def vector_length(v):
return math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])
def vector_normalize(v):
l = math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])
return v[0] / l, v[1] / l, v[2] / l
def vector_dotproduct(v1, v2):
return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]
def vector_crossproduct(v1, v2):
return [
v1[1] * v2[2] - v1[2] * v2[1],
v1[2] * v2[0] - v1[0] * v2[2],
v1[0] * v2[1] - v1[1] * v2[0],
]
def vector_angle(v1, v2):
s = vector_length(v1) * vector_length(v2)
f = vector_dotproduct(v1, v2) / s
if f >= 1.0: return 0.0
if f <= -1.0: return math.pi / 2.0
return math.atan(-f / math.sqrt(1.0 - f * f)) + math.pi / 2.0
def blender_bone2matrix(head, tail, roll):
# Convert bone rest state (defined by bone.head, bone.tail and bone.roll)
# to a matrix (the more standard notation).
# Taken from blenkernel/intern/armature.c in Blender source.
# See also DNA_armature_types.h:47.
target = [0.0, 1.0, 0.0]
delta = [tail[0] - head[0], tail[1] - head[1], tail[2] - head[2]]
nor = vector_normalize(delta)
axis = vector_crossproduct(target, nor)
if vector_dotproduct(axis, axis) > 0.0000000000001:
axis = vector_normalize(axis)
theta = math.acos(vector_dotproduct(target, nor))
bMatrix = matrix_rotate(axis, theta)
else:
if vector_dotproduct(target, nor) > 0.0: updown = 1.0
else: updown = -1.0
# Quoted from Blender source : "I think this should work ..."
bMatrix = [
[updown, 0.0, 0.0, 0.0],
[0.0, updown, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
rMatrix = matrix_rotate(nor, roll)
return matrix_multiply(rMatrix, bMatrix)
# Hack for having the model rotated right.
# Put in BASE_MATRIX your own rotation if you need some.
BASE_MATRIX = None
# Cal3D data structures
CAL3D_VERSION = 910
NEXT_MATERIAL_ID = 0
class Material:
def __init__(self, map_filename = None):
self.ambient_r = 255
self.ambient_g = 255
self.ambient_b = 255
self.ambient_a = 255
self.diffuse_r = 255
self.diffuse_g = 255
self.diffuse_b = 255
self.diffuse_a = 255
self.specular_r = 255
self.specular_g = 255
self.specular_b = 255
self.specular_a = 255
self.shininess = 1.0
if map_filename: self.maps_filenames = [map_filename]
else: self.maps_filenames = []
MATERIALS[map_filename] = self
global NEXT_MATERIAL_ID
self.id = NEXT_MATERIAL_ID
NEXT_MATERIAL_ID += 1
# old cal3d format
def to_cal3d(self):
s = "CRF\0" + struct.pack("iBBBBBBBBBBBBfi", CAL3D_VERSION, self.ambient_r, self.ambient_g, self.ambient_b, self.ambient_a, self.diffuse_r, self.diffuse_g, self.diffuse_b, self.diffuse_a, self.specular_r, self.specular_g, self.specular_b, self.specular_a, self.shininess, len(self.maps_filenames))
for map_filename in self.maps_filenames:
s += struct.pack("i", len(map_filename) + 1)
s += map_filename + "\0"
return s
# new xml format
def to_cal3d_xml(self):
s = "<?xml version=\"1.0\"?>\n"
s += "<HEADER MAGIC=\"XRF\" VERSION=\"%i\"/>\n" % CAL3D_VERSION
s += "<MATERIAL NUMMAPS=\"" + str(len(self.maps_filenames)) + "\">\n"
s += " <AMBIENT>" + str(self.ambient_r) + " " + str(self.ambient_g) + " " + str(self.ambient_b) + " " + str(self.ambient_a) + "</AMBIENT>\n";
s += " <DIFFUSE>" + str(self.diffuse_r) + " " + str(self.diffuse_g) + " " + str(self.diffuse_b) + " " + str(self.diffuse_a) + "</DIFFUSE>\n";
s += " <SPECULAR>" + str(self.specular_r) + " " + str(self.specular_g) + " " + str(self.specular_b) + " " + str(self.specular_a) + "</SPECULAR>\n";
s += " <SHININESS>" + str(self.shininess) + "</SHININESS>\n";
for map_filename in self.maps_filenames:
s += " <MAP>" + map_filename + "</MAP>\n";
s += "</MATERIAL>\n";
return s
MATERIALS = {}
class Mesh:
def __init__(self, name):
self.name = name
self.submeshes = []
self.next_submesh_id = 0
def to_cal3d(self):
s = "CMF\0" + struct.pack("ii", CAL3D_VERSION, len(self.submeshes))
s += "".join(map(SubMesh.to_cal3d, self.submeshes))
return s
def to_cal3d_xml(self):
s = "<?xml version=\"1.0\"?>\n"
s += "<HEADER MAGIC=\"XMF\" VERSION=\"%i\"/>\n" % CAL3D_VERSION
s += "<MESH NUMSUBMESH=\"%i\">\n" % len(self.submeshes)
s += "".join(map(SubMesh.to_cal3d_xml, self.submeshes))
s += "</MESH>\n"
return s
class SubMesh:
def __init__(self, mesh, material):
self.material = material
self.vertices = []
self.faces = []
self.nb_lodsteps = 0
self.springs = []
self.next_vertex_id = 0
self.mesh = mesh
self.id = mesh.next_submesh_id
mesh.next_submesh_id += 1
mesh.submeshes.append(self)
def compute_lods(self):
"""Computes LODs info for Cal3D (there's no Blender related stuff here)."""
print "Start LODs computation..."
vertex2faces = {}
for face in self.faces:
for vertex in (face.vertex1, face.vertex2, face.vertex3):
l = vertex2faces.get(vertex)
if not l: vertex2faces[vertex] = [face]
else: l.append(face)
couple_treated = {}
couple_collapse_factor = []
for face in self.faces:
for a, b in ((face.vertex1, face.vertex2), (face.vertex1, face.vertex3), (face.vertex2, face.vertex3)):
a = a.cloned_from or a
b = b.cloned_from or b
if a.id > b.id: a, b = b, a
if not couple_treated.has_key((a, b)):
# The collapse factor is simply the distance between the 2 points :-(
# This should be improved !!
if vector_dotproduct(a.normal, b.normal) < 0.9: continue
couple_collapse_factor.append((point_distance(a.loc, b.loc), a, b))
couple_treated[a, b] = 1
couple_collapse_factor.sort()
collapsed = {}
new_vertices = []
new_faces = []
for factor, v1, v2 in couple_collapse_factor:
# Determines if v1 collapses to v2 or v2 to v1.
# We choose to keep the vertex which is on the smaller number of faces, since
# this one has more chance of being in an extrimity of the body.
# Though heuristic, this rule yields very good results in practice.
if len(vertex2faces[v1]) < len(vertex2faces[v2]): v2, v1 = v1, v2
elif len(vertex2faces[v1]) == len(vertex2faces[v2]):
if collapsed.get(v1, 0): v2, v1 = v1, v2 # v1 already collapsed, try v2
if (not collapsed.get(v1, 0)) and (not collapsed.get(v2, 0)):
collapsed[v1] = 1
collapsed[v2] = 1
# Check if v2 is already colapsed
while v2.collapse_to: v2 = v2.collapse_to
common_faces = filter(vertex2faces[v1].__contains__, vertex2faces[v2])
v1.collapse_to = v2
v1.face_collapse_count = len(common_faces)
for clone in v1.clones:
# Find the clone of v2 that correspond to this clone of v1
possibles = []
for face in vertex2faces[clone]:
possibles.append(face.vertex1)
possibles.append(face.vertex2)
possibles.append(face.vertex3)
clone.collapse_to = v2
for vertex in v2.clones:
if vertex in possibles:
clone.collapse_to = vertex
break
clone.face_collapse_count = 0
new_vertices.append(clone)
# HACK -- all faces get collapsed with v1 (and no faces are collapsed with v1's
# clones). This is why we add v1 in new_vertices after v1's clones.
# This hack has no other incidence that consuming a little few memory for the
# extra faces if some v1's clone are collapsed but v1 is not.
new_vertices.append(v1)
self.nb_lodsteps += 1 + len(v1.clones)
new_faces.extend(common_faces)
for face in common_faces:
face.can_collapse = 1
# Updates vertex2faces
vertex2faces[face.vertex1].remove(face)
vertex2faces[face.vertex2].remove(face)
vertex2faces[face.vertex3].remove(face)
vertex2faces[v2].extend(vertex2faces[v1])
new_vertices.extend(filter(lambda vertex: not vertex.collapse_to, self.vertices))
new_vertices.reverse() # Cal3D want LODed vertices at the end
for i in range(len(new_vertices)): new_vertices[i].id = i
self.vertices = new_vertices
new_faces.extend(filter(lambda face: not face.can_collapse, self.faces))
new_faces.reverse() # Cal3D want LODed faces at the end
self.faces = new_faces
print "LODs computed : %s vertices can be removed (from a total of %s)." % (self.nb_lodsteps, len(self.vertices))
def rename_vertices(self, new_vertices):
"""Rename (change ID) of all vertices, such as self.vertices == new_vertices."""
for i in range(len(new_vertices)): new_vertices[i].id = i
self.vertices = new_vertices
def to_cal3d(self):
s = struct.pack("iiiiii", self.material.id, len(self.vertices), len(self.faces), self.nb_lodsteps, len(self.springs), len(self.material.maps_filenames))
s += "".join(map(Vertex.to_cal3d, self.vertices))
s += "".join(map(Spring.to_cal3d, self.springs))
s += "".join(map(Face .to_cal3d, self.faces))
return s
def to_cal3d_xml(self):
s = " <SUBMESH NUMVERTICES=\"%i\" NUMFACES=\"%i\" MATERIAL=\"%i\" " % \
(len(self.vertices), len(self.faces), self.material.id)
s += "NUMLODSTEPS=\"%i\" NUMSPRINGS=\"%i\" NUMTEXCOORDS=\"%i\">\n" % \
(self.nb_lodsteps, len(self.springs),
len(self.material.maps_filenames))
s += "".join(map(Vertex.to_cal3d_xml, self.vertices))
s += "".join(map(Spring.to_cal3d_xml, self.springs))
s += "".join(map(Face.to_cal3d_xml, self.faces))
s += " </SUBMESH>\n"
return s
class Vertex:
def __init__(self, submesh, loc, normal):
self.loc = loc
self.normal = normal
self.collapse_to = None
self.face_collapse_count = 0
self.maps = []
self.influences = []
self.weight = None
self.cloned_from = None
self.clones = []
self.submesh = submesh
self.id = submesh.next_vertex_id
submesh.next_vertex_id += 1
submesh.vertices.append(self)
def to_cal3d(self):
if self.collapse_to: collapse_id = self.collapse_to.id
else: collapse_id = -1
s = struct.pack("ffffffii", self.loc[0], self.loc[1], self.loc[2], self.normal[0], self.normal[1], self.normal[2], collapse_id, self.face_collapse_count)
s += "".join(map(Map.to_cal3d, self.maps))
s += struct.pack("i", len(self.influences))
s += "".join(map(Influence.to_cal3d, self.influences))
if not self.weight is None: s += struct.pack("f", len(self.weight))
return s
def to_cal3d_xml(self):
if self.collapse_to:
collapse_id = self.collapse_to.id
else:
collapse_id = -1
s = " <VERTEX ID=\"%i\" NUMINFLUENCES=\"%i\">\n" % \
(self.id, len(self.influences))
s += " <POS>%f %f %f</POS>\n" % (self.loc[0], self.loc[1], self.loc[2])
s += " <NORM>%f %f %f</NORM>\n" % \
(self.normal[0], self.normal[1], self.normal[2])
if collapse_id != -1:
s += " <COLLAPSEID>%i</COLLAPSEID>\n" % collapse_id
s += " <COLLAPSECOUNT>%i</COLLAPSECOUNT>\n" % \
self.face_collapse_count
s += "".join(map(Map.to_cal3d_xml, self.maps))
s += "".join(map(Influence.to_cal3d_xml, self.influences))
if not self.weight is None:
s += " <PHYSIQUE>%f</PHYSIQUE>\n" % len(self.weight)
s += " </VERTEX>\n"
return s
class Map:
def __init__(self, u, v):
self.u = u
self.v = v
def to_cal3d(self):
return struct.pack("ff", self.u, self.v)
def to_cal3d_xml(self):
return " <TEXCOORD>%f %f</TEXCOORD>\n" % (self.u, self.v)
class Influence:
def __init__(self, bone, weight):
self.bone = bone
self.weight = weight
def to_cal3d(self):
return struct.pack("if", self.bone.id, self.weight)
def to_cal3d_xml(self):
return " <INFLUENCE ID=\"%i\">%f</INFLUENCE>\n" % \
(self.bone.id, self.weight)
class Spring:
def __init__(self, vertex1, vertex2):
self.vertex1 = vertex1
self.vertex2 = vertex2
self.spring_coefficient = 0.0
self.idlelength = 0.0
def to_cal3d(self):
return struct.pack("iiff", self.vertex1.id, self.vertex2.id, self.spring_coefficient, self.idlelength)
def to_cal3d_xml(self):
return " <SPRING VERTEXID=\"%i %i\" COEF=\"%f\" LENGTH=\"%f\"/>\n" % \
(self.vertex1.id, self.vertex2.id, self.spring_coefficient,
self.idlelength)
class Face:
def __init__(self, submesh, vertex1, vertex2, vertex3):
self.vertex1 = vertex1
self.vertex2 = vertex2
self.vertex3 = vertex3
self.can_collapse = 0
self.submesh = submesh
submesh.faces.append(self)
def to_cal3d(self):
return struct.pack("iii", self.vertex1.id, self.vertex2.id, self.vertex3.id)
def to_cal3d_xml(self):
return " <FACE VERTEXID=\"%i %i %i\"/>\n" % \
(self.vertex1.id, self.vertex2.id, self.vertex3.id)
class Skeleton:
def __init__(self):
self.bones = []
self.next_bone_id = 0
def to_cal3d(self):
s = "CSF\0" + struct.pack("ii", CAL3D_VERSION, len(self.bones))
s += "".join(map(Bone.to_cal3d, self.bones))
return s
def to_cal3d_xml(self):
s = "<?xml version=\"1.0\"?>\n"
s += "<HEADER MAGIC=\"XSF\" VERSION=\"%i\"/>\n" % CAL3D_VERSION
s += "<SKELETON NUMBONES=\"%i\">\n" % len(self.bones)
s += "".join(map(Bone.to_cal3d_xml, self.bones))
s += "</SKELETON>\n"
return s
BONES = {}
class Bone:
def __init__(self, skeleton, parent, name, loc, rot):
self.parent = parent
self.name = name
self.loc = loc
self.rot = rot
self.children = []
self.matrix = matrix_translate(quaternion2matrix(rot), loc)
if parent:
self.matrix = matrix_multiply(parent.matrix, self.matrix)
parent.children.append(self)
# lloc and lrot are the bone => model space transformation (translation and rotation).
# They are probably specific to Cal3D.
m = matrix_invert(self.matrix)
self.lloc = m[3][0], m[3][1], m[3][2]
self.lrot = matrix2quaternion(m)
self.skeleton = skeleton
self.id = skeleton.next_bone_id
skeleton.next_bone_id += 1
skeleton.bones.append(self)
BONES[name] = self
def to_cal3d(self):
s = struct.pack("i", len(self.name) + 1) + self.name + "\0"
# We need to negate quaternion W value, but why ?
s += struct.pack("ffffffffffffff", self.loc[0], self.loc[1], self.loc[2], self.rot[0], self.rot[1], self.rot[2], -self.rot[3], self.lloc[0], self.lloc[1], self.lloc[2], self.lrot[0], self.lrot[1], self.lrot[2], -self.lrot[3])
if self.parent: s += struct.pack("i", self.parent.id)
else: s += struct.pack("i", -1)
s += struct.pack("i", len(self.children))
s += "".join(map(lambda bone: struct.pack("i", bone.id), self.children))
return s
def to_cal3d_xml(self):
s = " <BONE ID=\"%i\" NAME=\"%s\" NUMCHILD=\"%i\">\n" % \
(self.id, self.name, len(self.children))
# We need to negate quaternion W value, but why ?
s += " <TRANSLATION>%f %f %f</TRANSLATION>\n" % \
(self.loc[0], self.loc[1], self.loc[2])
s += " <ROTATION>%f %f %f %f</ROTATION>\n" % \
(self.rot[0], self.rot[1], self.rot[2], -self.rot[3])
s += " <LOCALTRANSLATION>%f %f %f</LOCALTRANSLATION>\n" % \
(self.lloc[0], self.lloc[1], self.lloc[2])
s += " <LOCALROTATION>%f %f %f %f</LOCALROTATION>\n" % \
(self.lrot[0], self.lrot[1], self.lrot[2], -self.lrot[3])
if self.parent:
s += " <PARENTID>%i</PARENTID>\n" % self.parent.id
else:
s += " <PARENTID>%i</PARENTID>\n" % -1
s += "".join(map(lambda bone: " <CHILDID>%i</CHILDID>\n" % bone.id,
self.children))
s += " </BONE>\n"
return s
class Animation:
def __init__(self, name, duration = 0.0):
self.name = name
self.duration = duration
self.tracks = {} # Map bone names to tracks
def to_cal3d(self):
s = "CAF\0" + struct.pack("ifi", CAL3D_VERSION, self.duration, len(self.tracks))
s += "".join(map(Track.to_cal3d, self.tracks.values()))
return s
def to_cal3d_xml(self):
s = "<?xml version=\"1.0\"?>\n"
s += "<HEADER MAGIC=\"XAF\" VERSION=\"%i\"/>\n" % CAL3D_VERSION
s += "<ANIMATION DURATION=\"%f\" NUMTRACKS=\"%i\">\n" % \
(self.duration, len(self.tracks))
s += "".join(map(Track.to_cal3d_xml, self.tracks.values()))
s += "</ANIMATION>\n"
return s
class Track:
def __init__(self, animation, bone):
self.bone = bone
self.keyframes = []
self.animation = animation
animation.tracks[bone.name] = self
def to_cal3d(self):
s = struct.pack("ii", self.bone.id, len(self.keyframes))
s += "".join(map(KeyFrame.to_cal3d, self.keyframes))
return s
def to_cal3d_xml(self):
s = " <TRACK BONEID=\"%i\" NUMKEYFRAMES=\"%i\">\n" % \
(self.bone.id, len(self.keyframes))
s += "".join(map(KeyFrame.to_cal3d_xml, self.keyframes))
s += " </TRACK>\n"
return s
class KeyFrame:
def __init__(self, track, time, loc, rot):
self.time = time
self.loc = loc
self.rot = rot
self.track = track
track.keyframes.append(self)
def to_cal3d(self):
# We need to negate quaternion W value, but why ?
return struct.pack("ffffffff", self.time, self.loc[0], self.loc[1], self.loc[2], self.rot[0], self.rot[1], self.rot[2], -self.rot[3])
def to_cal3d_xml(self):
s = " <KEYFRAME TIME=\"%f\">\n" % self.time
s += " <TRANSLATION>%f %f %f</TRANSLATION>\n" % \
(self.loc[0], self.loc[1], self.loc[2])
# We need to negate quaternion W value, but why ?
s += " <ROTATION>%f %f %f %f</ROTATION>\n" % \
(self.rot[0], self.rot[1], self.rot[2], -self.rot[3])
s += " </KEYFRAME>\n"
return s
def export(filename):
global MESSAGES
if EXPORT_FOR_SOYA:
global BASE_MATRIX
BASE_MATRIX = matrix_rotate_x(-math.pi / 2.0)
# Get the scene
scene = Blender.Scene.getCurrent()
# ---- Export skeleton (=armature) ----------------------------------------
skeleton = Skeleton()
foundarmature = False
for obj in Blender.Object.Get():
data = obj.getData()
if type(data) is not Blender.Types.ArmatureType:
continue
if foundarmature == True:
MESSAGES += "Found multiple armatures! '" + obj.getName() + "' ignored.\n"
continue
foundarmature = True
matrix = obj.getMatrix()
if BASE_MATRIX:
matrix = matrix_multiply(BASE_MATRIX, matrix)
def treat_bone(b, parent = None):
head = b.getHead()
tail = b.getTail()
# Turns the Blender's head-tail-roll notation into a quaternion
quat = matrix2quaternion(blender_bone2matrix(head, tail, b.getRoll()))
if parent:
# Compute the translation from the parent bone's head to the child
# bone's head, in the parent bone coordinate system.
# The translation is parent_tail - parent_head + child_head,
# but parent_tail and parent_head must be converted from the parent's parent
# system coordinate into the parent system coordinate.
parent_invert_transform = matrix_invert(quaternion2matrix(parent.rot))
parent_head = vector_by_matrix(parent.head, parent_invert_transform)
parent_tail = vector_by_matrix(parent.tail, parent_invert_transform)
ploc = vector_add(head, b.getLoc())
parentheadtotail = vector_sub(parent_tail, parent_head)
# hmm this should be handled by the IPos, but isn't for non-animated
# bones which are transformed in the pose mode...
#loc = vector_add(ploc, parentheadtotail)
#rot = quaternion_multiply(blender2cal3dquat(b.getQuat()), quat)
loc = parentheadtotail
rot = quat
bone = Bone(skeleton, parent, b.getName(), loc, rot)
else:
# Apply the armature's matrix to the root bones
head = point_by_matrix(head, matrix)
tail = point_by_matrix(tail, matrix)
quat = matrix2quaternion(matrix_multiply(matrix, quaternion2matrix(quat))) # Probably not optimal
# loc = vector_add(head, b.getLoc())
# rot = quaternion_multiply(blender2cal3dquat(b.getQuat()), quat)
loc = head
rot = quat
# Here, the translation is simply the head vector
bone = Bone(skeleton, None, b.getName(), loc, rot)
bone.head = head
bone.tail = tail
for child in b.getChildren():
treat_bone(child, bone)
foundroot = False
for b in data.getBones():
# child bones are handled in treat_bone
if b.getParent() != None:
continue
if foundroot == True:
print "Warning: Found multiple root-bones, this may not be supported in cal3d."
#print "Ignoring bone '" + b.getName() + "' and it's childs."
#continue
treat_bone(b)
foundroot = True
# ---- Export Mesh data ---------------------------------------------------
meshes = []
for obj in Blender.Object.Get():
data = obj.getData()
if (type(data) is Blender.Types.NMeshType) and data.faces:
mesh_name = obj.getName()
mesh = Mesh(mesh_name)
meshes.append(mesh)
matrix = obj.getMatrix()
if BASE_MATRIX:
matrix = matrix_multiply(BASE_MATRIX, matrix)
faces = data.faces
while faces:
image = faces[0].image
image_filename = image and image.filename
material = MATERIALS.get(image_filename) or Material(image_filename)
outputuv = len(material.maps_filenames) > 0
# TODO add material color support here
submesh = SubMesh(mesh, material)
vertices = {}
for face in faces[:]:
if (face.image and face.image.filename) == image_filename:
faces.remove(face)
if not face.smooth:
p1 = face.v[0].co
p2 = face.v[1].co
p3 = face.v[2].co
normal = vector_normalize(vector_by_matrix(vector_crossproduct(
[p3[0] - p2[0], p3[1] - p2[1], p3[2] - p2[2]],
[p1[0] - p2[0], p1[1] - p2[1], p1[2] - p2[2]],
), matrix))
face_vertices = []
for i in range(len(face.v)):
vertex = vertices.get(face.v[i].index)
if not vertex:
coord = point_by_matrix (face.v[i].co, matrix)
if face.smooth:
normal = vector_normalize(vector_by_matrix(face.v[i].no, matrix))
vertex = vertices[face.v[i].index] = Vertex(submesh, coord, normal)
influences = data.getVertexInfluences(face.v[i].index)
# should this really be a warning? (well currently enabled,
# because blender has some bugs where it doesn't return
# influences in python api though they are set, and because
# cal3d<=0.9.1 had bugs where objects without influences
# aren't drawn.
if not influences:
MESSAGES += "A vertex of object '%s' has no influences.\n(This occurs on objects placed in an invisible layer, you can fix it by using a single layer)\n" \
% obj.getName()
# sum of influences is not always 1.0 in Blender ?!?!
sum = 0.0
for bone_name, weight in influences:
sum += weight
for bone_name, weight in influences:
if bone_name not in BONES:
MESSAGES += "Couldn't find bone '%s' which influences" \
"object '%s'.\n" % (bone_name, obj.getName())
continue
vertex.influences.append(Influence(BONES[bone_name], weight / sum))
elif not face.smooth:
# We cannot share vertex for non-smooth faces, since Cal3D does not
# support vertex sharing for 2 vertices with different normals.
# => we must clone the vertex.
old_vertex = vertex
vertex = Vertex(submesh, vertex.loc, normal)
vertex.cloned_from = old_vertex
vertex.influences = old_vertex.influences
old_vertex.clones.append(vertex)
if data.hasFaceUV():
uv = [face.uv[i][0], 1.0 - face.uv[i][1]]
if not vertex.maps:
if outputuv: vertex.maps.append(Map(*uv))
elif (vertex.maps[0].u != uv[0]) or (vertex.maps[0].v != uv[1]):
# This vertex can be shared for Blender, but not for Cal3D !!!
# Cal3D does not support vertex sharing for 2 vertices with
# different UV texture coodinates.
# => we must clone the vertex.
for clone in vertex.clones:
if (clone.maps[0].u == uv[0]) and (clone.maps[0].v == uv[1]):
vertex = clone
break
else: # Not yet cloned...
old_vertex = vertex
vertex = Vertex(submesh, vertex.loc, vertex.normal)
vertex.cloned_from = old_vertex
vertex.influences = old_vertex.influences
if outputuv: vertex.maps.append(Map(*uv))
old_vertex.clones.append(vertex)
face_vertices.append(vertex)
# Split faces with more than 3 vertices
for i in range(1, len(face.v) - 1):
Face(submesh, face_vertices[0], face_vertices[i], face_vertices[i + 1])
# Computes LODs info
if LODS:
submesh.compute_lods()
# ---- Export animations --------------------------------------------------
ANIMATIONS = {}
for a in Blender.Armature.NLA.GetActions().iteritems():
animation_name = a[0]
animation = Animation(animation_name)
animation.duration = 0.0
for b in a[1].getAllChannelIpos().iteritems():
bone_name = b[0]
if bone_name not in BONES:
MESSAGES += "No Bone '" + bone_name + "' defined (from Animation '" \
+ animation_name + "' ?!?\n"
continue
bone = BONES[bone_name]
track = Track(animation, bone)
track.finished = 0
animation.tracks[bone_name] = track
ipo = b[1]
times = []
# SideNote: MatzeB: Ipo.getCurve(curvename) is broken in blender 2.33 and
# below if the Ipo comes from an Action, so only use Ipo.getCurves()!
# also blender upto 2.33a had a bug where IpoCurve.evaluate was not
# exposed to the python interface :-/
#run 1: we need to find all time values where we need to produce keyframes
for curve in ipo.getCurves():
curve_name = curve.getName()
if curve_name not in ["QuatW", "QuatX", "QuatY", "QuatZ", "LocX", "LocY", "LocZ"]:
MESSAGES += "Curve type %s not supported in Action '%s' Bone '%s'.\n"\
% (curve_name, animation_name, bone_name)
for p in curve.getPoints():
time = p.getPoints() [0]
if time not in times:
times.append(time)
times.sort()
# run2: now create keyframes
for time in times:
cal3dtime = (time-1) / 25.0 # assume 25FPS by default
if cal3dtime > animation.duration:
animation.duration = cal3dtime
trans = [0, 0, 0]
quat = [0, 0, 0, 0]
for curve in ipo.getCurves():
val = curve.evaluate(time)
if curve.getName() == "LocX": trans[0] = val
if curve.getName() == "LocY": trans[1] = val
if curve.getName() == "LocZ": trans[2] = val
if curve.getName() == "QuatW": quat[3] = val
if curve.getName() == "QuatX": quat[0] = val
if curve.getName() == "QuatY": quat[1] = val
if curve.getName() == "QuatZ": quat[2] = val
transt = vector_by_matrix(trans, bone.matrix)
loc = vector_add(bone.loc, transt)
rot = quaternion_multiply(quat, bone.rot)
rot = quaternion_normalize(rot)
KeyFrame(track, cal3dtime, loc, rot)
if animation.duration <= 0:
MESSAGES += "Ignoring Animation '" + animation_name + \
"': duration is 0.\n"
continue
ANIMATIONS[animation_name] = animation
# Save all data
if filename.endswith(".cfg"):
filename = os.path.splitext(filename)[0]
BASENAME = os.path.basename(filename)
DIRNAME = os.path.dirname(filename)
if PREFIX_FILE_WITH_MODEL_NAME: PREFIX = BASENAME + "_"
else: PREFIX = ""
if XML: FORMAT_PREFIX = "x"; encode = lambda x: x.to_cal3d_xml()
else: FORMAT_PREFIX = "c"; encode = lambda x: x.to_cal3d()
print DIRNAME + " - " + BASENAME
cfg = open(os.path.join(DIRNAME, BASENAME + ".cfg"), "wb")
print >> cfg, "# Cal3D model exported from Blender with blender2cal3d.py"
print >> cfg
if SCALE != 1.0:
print >> cfg, "scale=%s" % SCALE
print >> cfg
filename = BASENAME + "." + FORMAT_PREFIX + "sf"
open(os.path.join(DIRNAME, filename), "wb").write(encode(skeleton))
print >> cfg, "skeleton=%s" % filename
print >> cfg
for animation in ANIMATIONS.values():
if not animation.name.startswith("_"):
if animation.duration: # Cal3D does not support animation with only one state
filename = PREFIX + animation.name + "." + FORMAT_PREFIX + "af"
open(os.path.join(DIRNAME, filename), "wb").write(encode(animation))
print >> cfg, "animation=%s" % filename
print >> cfg
for mesh in meshes:
if not mesh.name.startswith("_"):
filename = PREFIX + mesh.name + "." + FORMAT_PREFIX + "mf"
open(os.path.join(DIRNAME, filename), "wb").write(encode(mesh))
print >> cfg, "mesh=%s" % filename
print >> cfg
materials = MATERIALS.values()
materials.sort(lambda a, b: cmp(a.id, b.id))
for material in materials:
if material.maps_filenames:
filename = PREFIX + os.path.splitext(os.path.basename(material.maps_filenames[0]))[0] + "." + FORMAT_PREFIX + "rf"
else:
filename = PREFIX + "plain." + FORMAT_PREFIX + "rf"
open(os.path.join(DIRNAME, filename), "wb").write(encode(material))
print >> cfg, "material=%s" % filename
print >> cfg
MESSAGES += "Saved to '%s.cfg'\n" % BASENAME
MESSAGES += "Done."
# show messages
print MESSAGES
# some (ugly) gui to show the error messages - no scrollbar or other luxury,
# please improve this if you know how
def gui():
global MESSAGES
button = Blender.Draw.Button("Ok", 1, 0, 0, 50, 20, "Close Window")
lines = MESSAGES.split("\n")
if len(lines) > 15:
lines.append("Please also take a look at your console")
pos = len(lines) * 15 + 20
for line in lines:
Blender.BGL.glRasterPos2i(0, pos)
Blender.Draw.Text(line)
pos -= 15
def event(evt, val):
if evt == Blender.Draw.ESCKEY:
Blender.Draw.Exit()
return
def button_event(evt):
if evt == 1:
Blender.Draw.Exit()
return
# Main script
def fs_callback(filename):
export(filename)
Blender.Draw.Register(gui, event, button_event)
# Check for batch mode
if "--blender2cal3d" in sys.argv:
args = sys.argv[sys.argv.index("--blender2cal3d") + 1:]
for arg in args:
attr, val = arg.split("=")
try: val = int(val)
except:
try: val = float(val)
except: pass
globals()[attr] = val
export(FILENAME)
Blender.Quit()
else:
if FILENAME: fs_callback(FILENAME)
else:
defaultname = Blender.Get("filename")
if defaultname.endswith(".blend"):
defaultname = defaultname[0:len(defaultname)-len(".blend")] + ".cfg"
Blender.Window.FileSelector(fs_callback, "Cal3D Export", defaultname)
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