1842 lines
44 KiB
Python
1842 lines
44 KiB
Python
#!BPY
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# -*- coding: utf-8 -*-
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"""
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Name: 'godot export (.xml)...'
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Blender: 241
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Group: 'Export'
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Tooltip: 'Godot exporter'
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"""
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godot_revision="$Rev: 2068 $"
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VERSION = "1.0"
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import os
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import Blender
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import math
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from Blender.BGL import *
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MAX_WEIGHTS_PER_VERTEX = 4
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class ExporterData:
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def __init__(self, fname):
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self.resource_list=[]
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self.mesh_caches={}
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self.material_caches={}
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self.filename = fname
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class ObjectTree:
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def add(self,p_prop,p_val):
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self._properties+=[(p_prop,p_val)]
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def __init__(self,p_parent,p_type,p_name=""):
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self._parent=p_parent
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self._name=p_name
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self._type=p_type
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self._properties=[]
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self._children=[]
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self._resource=False
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self._res_path=""
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self._bone_map=None
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def get_root_objects(scene):
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objs=[]
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for x in list(scene.objects):
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parent = x.getParent()
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if (parent==None):
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objs+=[x]
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return objs
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def get_children_objects(scene,node):
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objs=[]
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for x in list(scene.objects):
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if (x.getParent()==None or x.getParent().getName()!=node.getName()):
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continue
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objs+=[x]
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return objs
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def convert_matrix(m):
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mat = m.copy()
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# Invert Z by Y, including position, but leave [2][2] alone, which is done by mirroring
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#
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for col in range(4):
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tmp = mat[col][1]
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mat[col][1] = mat[col][2]
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mat[col][2] = tmp
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for row in range(4):
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tmp = mat[1][row]
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mat[1][row] = mat[2][row]
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mat[2][row] = tmp
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mat[2][0]=-mat[2][0]
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mat[2][1]=-mat[2][1]
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mat[2][3]=-mat[2][3]
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mat[0][2]=-mat[0][2]
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mat[1][2]=-mat[1][2]
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mat[3][2]=-mat[3][2]
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return mat
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def eq_vec(a,b):
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return (a.distance_to(b)<0.0001)
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def eq_uv(a,b):
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return (a.distance_to(b)<0.0001)
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def add_vec(a,b):
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return Vector3( (a.x+b.x, a.y+b.y, a.z+b.z ) )
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def sub_vec(a,b):
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return Vector3( (a.x-b.x, a.y-b.y, a.z-b.z ) )
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def mul_vec(a,b):
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return Vector3( (a.x*b.x, a.y*b.y, a.z*b.z ) )
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def dot_vec(a,b):
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return a.x*b.x + a.y*b.y + a.z*b.z
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def cross_vec(a,b):
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x = (a.y * b.z) - (a.z * b.y);
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y = (a.z * b.x) - (a.x * b.z);
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z = (a.x * b.y) - (a.y * b.x);
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return Vector3( (x,y,z) )
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def mul_vecs(a,s):
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return Vector3( (a.x*s, a.y*s, a.z*s) )
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def div_vecs(a,s):
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return Vector3( (a.x/s, a.y/s, a.z/s) )
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class Color:
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def average(self):
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return (self.r+self.g+self.b)/3.0
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def __init__(self,tup):
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self.r=0
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self.g=0
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self.b=0
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self.a=1.0
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if (len(tup)>=1):
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self.r=tup[0]
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if (len(tup)>=2):
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self.g=tup[1]
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if (len(tup)>=3):
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self.b=tup[2]
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if (len(tup)>=4):
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self.a=tup[3]
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class Vector3:
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def distance_to(self,v):
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return math.sqrt( (self.x-v.x)**2 + (self.y-v.y)**2 + (self.z-v.z)**2 );
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def length(self):
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return math.sqrt( self.x**2 + self.y**2 + self.z**2 )
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def normalize(self):
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l=self.length()
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if (l==0.0):
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return
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self.x/=l
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self.y/=l
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self.z/=l
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def __init__(self,tup):
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self.x=0
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self.y=0
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self.z=0
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if (len(tup)>=1):
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self.x=tup[0]
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if (len(tup)>=2):
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self.y=tup[1]
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if (len(tup)>=3):
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self.z=tup[2]
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class Matrix4x3:
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def invert(self):
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self.m[0][1], self.m[1][0]=self.m[1][0], self.m[0][1]
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self.m[0][2], self.m[2][0]=self.m[2][0], self.m[0][2]
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self.m[1][2], self.m[2][1]=self.m[2][1], self.m[1][2]
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x= -self.m[0][3];
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y= -self.m[1][3];
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z= -self.m[2][3];
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self.m[0][3]= (self.m[0][0]*x ) + ( self.m[1][0]*y ) + ( self.m[2][0]*z );
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self.m[1][3]= (self.m[0][1]*x ) + ( self.m[1][1]*y ) + ( self.m[2][1]*z );
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self.m[2][3]= (self.m[0][2]*x ) + ( self.m[1][2]*y ) + ( self.m[2][2]*z );
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def mult_by(self,mat):
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new_m=Matrix4x3()
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for j in range(4):
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for i in range(3):
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ab = 0;
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for k in range(3):
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ab += self.m[i][k] * mat.m[k][j];
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new_m.m[i][j]=ab;
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self.m=new_m.m
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"""
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def mult_by(mat):
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res=Matrix4x3()
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res.elements[0][0] =solf.m[0][0] * self.m[0][0] +solf.m[0][1] * self.m[1][0] +solf.m[0][2] * self.m[2][0];
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res.elements[0][1] =solf.m[0][0] * self.m[0][1] +solf.m[0][1] * self.m[1][1] +solf.m[0][2] * self.m[2][1];
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res.elements[0][2] =solf.m[0][0] * self.m[0][2] +solf.m[0][1] * self.m[1][2] +solf.m[0][2] * self.m[2][2];
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res.elements[1][0] =solf.m[1][0] * self.m[0][0] +solf.m[1][1] * self.m[1][0] +solf.m[1][2] * self.m[2][0];
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res.elements[1][1] =solf.m[1][0] * self.m[0][1] +solf.m[1][1] * self.m[1][1] +solf.m[1][2] * self.m[2][1];
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res.elements[1][2] =solf.m[1][0] * self.m[0][2] +solf.m[1][1] * self.m[1][2] +solf.m[1][2] * self.m[2][2];
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res.elements[2][0] =solf.m[2][0] * self.m[0][0] +solf.m[2][1] * self.m[1][0] +solf.m[2][2] * self.m[2][0];
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res.elements[2][1] =solf.m[2][0] * self.m[0][1] +solf.m[2][1] * self.m[1][1] +solf.m[2][2] * self.m[2][1];
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res.elements[2][2] =solf.m[2][0] * self.m[0][2] +solf.m[2][1] * self.m[1][2] +solf.m[2][2] * self.m[2][2];
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"""
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def xform(self,vec):
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x=self.m[0][0] * vec.x + self.m[0][1] * vec.y + self.m[0][2] * vec.z + self.m[0][3]
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y=self.m[1][0] * vec.x + self.m[1][1] * vec.y + self.m[1][2] * vec.z + self.m[1][3]
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z=self.m[2][0] * vec.x + self.m[2][1] * vec.y + self.m[2][2] * vec.z + self.m[2][3]
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return Vector3( (x,y,z ) )
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def xform_basis(self,vec):
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x=self.m[0][0] * vec.x + self.m[0][1] * vec.y + self.m[0][2] * vec.z
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y=self.m[1][0] * vec.x + self.m[1][1] * vec.y + self.m[1][2] * vec.z
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z=self.m[2][0] * vec.x + self.m[2][1] * vec.y + self.m[2][2] * vec.z
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return Vector3( (x,y,z ) )
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def copy(self):
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ret=Matrix4x3();
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for i in range(3):
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for j in range(4):
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ret.m[i][j]=self.m[i][j]
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return ret;
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def setBlenderMatrix(self,bm):
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for i in range(3):
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for j in range(3):
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self.m[i][j]=bm[i][j]
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self.m[i][3]=bm[3][i] #weird
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def getBlenderMatrix(self):
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bm=Blender.Mathutils.Matrix([0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,1])
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for i in range(3):
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for j in range(3):
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bm[i][j]=self.m[i][j]
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bm[3][i]=self.m[i][3] #weird
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return bm;
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def getPos(self):
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return Vector3( (self.m[0][3], self.m[1][3], self.m[2][3]) )
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def getScale(self):
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norm=((\
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Vector3((self.m[0][0], self.m[0][1], self.m[0][2])).length(),\
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Vector3((self.m[1][0], self.m[1][1], self.m[1][2])).length(),\
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Vector3((self.m[2][0], self.m[2][1], self.m[2][2])).length()\
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))
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return Vector3(norm)
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def scale(self,s):
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self.m[0][0]*=s.x;
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self.m[0][1]*=s.x;
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self.m[0][2]*=s.x;
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self.m[0][3]*=s.x;
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self.m[1][0]*=s.y;
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self.m[1][1]*=s.y;
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self.m[1][2]*=s.y;
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self.m[1][3]*=s.y;
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self.m[2][0]*=s.z;
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self.m[2][1]*=s.z;
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self.m[2][2]*=s.z;
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self.m[2][3]*=s.z;
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def scale3x3(self,s):
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self.m[0][0]*=s.x;
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self.m[0][1]*=s.x;
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self.m[0][2]*=s.x;
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self.m[1][0]*=s.y;
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self.m[1][1]*=s.y;
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self.m[1][2]*=s.y;
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self.m[2][0]*=s.z;
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self.m[2][1]*=s.z;
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self.m[2][2]*=s.z;
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def clearScale(self):
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s=self.getScale();
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s.x=1.0/s.x
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s.y=1.0/s.y
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s.z=1.0/s.z
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self.scale3x3(s)
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def set_rotation( self, p_axis, p_phi ):
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axis_sq = Vector3([p_axis.x*p_axis.x,p_axis.y*p_axis.y,p_axis.z*p_axis.z])
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cosine= math.cos(p_phi);
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sine= math.sin(p_phi);
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self.m[0][0] = axis_sq.x + cosine * ( 1.0 - axis_sq.x );
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self.m[0][1] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine;
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self.m[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine;
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self.m[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) - p_axis.z * sine;
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self.m[1][1] = axis_sq.y + cosine * ( 1.0 - axis_sq.y );
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self.m[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine;
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self.m[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine;
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self.m[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine;
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self.m[2][2] = axis_sq.z + cosine * ( 1.0 - axis_sq.z );
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def __init__(self):
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self.m=[[1,0,0,0],[0,1,0,0],[0,0,1,0]]
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class Quat:
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def distance_to(self,v):
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return math.sqrt( (self.x-v.x)**2 + (self.y-v.y)**2 + (self.z-v.z)**2+ (self.w-v.w)**2 );
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def __init__(self,p_mat):
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"""
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q=mat.getBlenderMatrix().toQuat();
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self.x=q.x;
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self.y=q.y;
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self.z=q.z;
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self.w=q.w;
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"""
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mat=p_mat.copy()
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#create quaternion from 4x3 matrix
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trace = mat.m[0][0] + mat.m[1][1] + mat.m[2][2];
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temp=[0,0,0,0];
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if (trace > 0) :
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s =math.sqrt(trace + 1.0);
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temp[3]=(s * 0.5);
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s = 0.5 / s;
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temp[0]=((mat.m[2][1] - mat.m[1][2]) * s);
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temp[1]=((mat.m[0][2] - mat.m[2][0]) * s);
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temp[2]=((mat.m[1][0] - mat.m[0][1]) * s);
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else :
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i=int()
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if (mat.m[0][0] < mat.m[1][1]):
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if (mat.m[1][1] < mat.m[2][2]):
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i=2
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else:
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i=1
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else:
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if (mat.m[0][0] < mat.m[2][2]):
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i=2
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else:
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i=0
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j = (i + 1) % 3;
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k = (i + 2) % 3;
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s = math.sqrt(mat.m[i][i] - mat.m[j][j] - mat.m[k][k] + 1.0);
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temp[i] = s * 0.5;
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s = 0.5 / s;
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temp[3] = (mat.m[k][j] - mat.m[j][k]) * s;
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temp[j] = (mat.m[j][i] + mat.m[i][j]) * s;
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temp[k] = (mat.m[k][i] + mat.m[i][k]) * s;
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self.x=temp[0]
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self.y=temp[1]
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self.z=temp[2]
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self.w=temp[3]
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def snap_vec(vec):
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ret=()
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for x in vec:
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ret+=( x-math.fmod(x,0.0001), )
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return vec
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class Surface:
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def write_to_res(self,res,i):
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prep="surfaces/"+str(i)+"/"
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format={}
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format["primitive"]=4 # triangles
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format["array_len"]=len(self._verts)
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format["index_array_len"]=len(self._indices)
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res.add(prep+"format",format)
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if (self._material!=None):
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res.add(prep+"material",self._material)
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res.add(prep+"vertex_array",self._verts)
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res.add(prep+"normal_array",self._normals)
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res.add(prep+"index_array",self._indices)
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format_str="vin"
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if (len(self._tangents)):
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res.add(prep+"tangent_array",self._tangents)
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format_str+="t"
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if (len(self._colors)):
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res.add(prep+"color_array",self._colors)
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format_str+="c"
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if (len(self._uvs)):
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res.add(prep+"tex_uv_array",self._uvs)
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format_str+="u"
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if (len(self._bone_indices)):
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res.add(prep+"bone_array",self._bone_indices)
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format_str+="b"
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if (len(self._weights)):
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res.add(prep+"weights_array",self._weights)
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format_str+="w"
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# binormals....
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format["format"]=format_str
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# convert vertices to be compatile with Y_UP
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def fix_vertex_axis(self,v):
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return Vector3( (v.x, v.z, -v.y) );
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def convert(self,applymatrix=None):
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# STEP 1 fix coordinates
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for i in range(len(self._verts)):
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self._verts[i]=self.fix_vertex_axis(self._verts[i])
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self._normals[i]=self.fix_vertex_axis(self._normals[i])
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if (applymatrix):
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for i in range(len(self._verts)):
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self._verts[i]=applymatrix.xform( self._verts[i] )
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self._normals[i]=applymatrix.xform_basis( self._normals[i] )
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# STEP 2 fix indices
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for i in range(len(self._indices)/3):
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aux=self._indices[i*3+1]
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self._indices[i*3+1]=self._indices[i*3+2]
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self._indices[i*3+2]=aux
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# STEP 4 compute binormals
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if (len(self._uvs)):
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|
tangents=[ Vector3( (0,0,0 ) ) ] * len(self._verts)
|
|
binormals=[ Vector3( (0,0,0 ) ) ] * len(self._verts)
|
|
for i in range(len(self._indices)/3):
|
|
|
|
v1 = self._verts[ self._indices[i*3+0] ]
|
|
v2 = self._verts[ self._indices[i*3+1] ]
|
|
v3 = self._verts[ self._indices[i*3+2] ]
|
|
|
|
w1 = self._uvs[ self._indices[i*3+0] ]
|
|
w2 = self._uvs[ self._indices[i*3+1] ]
|
|
w3 = self._uvs[ self._indices[i*3+2] ]
|
|
|
|
|
|
x1 = v2.x - v1.x
|
|
x2 = v3.x - v1.x
|
|
y1 = v2.y - v1.y
|
|
y2 = v3.y - v1.y
|
|
z1 = v2.z - v1.z
|
|
z2 = v3.z - v1.z
|
|
|
|
s1 = w2.x - w1.x
|
|
s2 = w3.x - w1.x
|
|
t1 = w2.y - w1.y
|
|
t2 = w3.y - w1.y
|
|
|
|
r = (s1 * t2 - s2 * t1);
|
|
if (r==0):
|
|
binormal=Vector3((0,0,0))
|
|
tangent=Vector3((0,0,0))
|
|
else:
|
|
tangent = Vector3(((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
|
|
(t2 * z1 - t1 * z2) * r))
|
|
binormal = Vector3(((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
|
|
(s1 * z2 - s2 * z1) * r))
|
|
|
|
tangents[ self._indices[i*3+0] ] = add_vec( tangents[ self._indices[i*3+0] ], tangent )
|
|
binormals[ self._indices[i*3+0] ] = add_vec( binormals[ self._indices[i*3+0] ], binormal )
|
|
tangents[ self._indices[i*3+1] ] = add_vec( tangents[ self._indices[i*3+1] ], tangent )
|
|
binormals[ self._indices[i*3+1] ] = add_vec( binormals[ self._indices[i*3+1] ], binormal )
|
|
tangents[ self._indices[i*3+2] ] = add_vec( tangents[ self._indices[i*3+2] ], tangent )
|
|
binormals[ self._indices[i*3+2] ] = add_vec( binormals[ self._indices[i*3+2] ], binormal )
|
|
|
|
|
|
for i in range(len(tangents)):
|
|
|
|
T = tangents[i]
|
|
T.normalize()
|
|
B = binormals[i]
|
|
B.normalize()
|
|
N=self._normals[i]
|
|
Tp = T #sub_vec( T, mul_vecs( N, dot_vec( N, T ) ) )
|
|
#Tp.normalize()
|
|
Bx = cross_vec( N, Tp )
|
|
if (dot_vec( Bx, B )<0):
|
|
Bw=-1.0
|
|
else:
|
|
Bw=1.0
|
|
|
|
self._tangents.append(float(Tp.x))
|
|
self._tangents.append(float(Tp.y))
|
|
self._tangents.append(float(Tp.z))
|
|
self._tangents.append(float(Bw))
|
|
|
|
|
|
|
|
def _insertVertex(self,face,i):
|
|
|
|
index_key=snap_vec((face.v[i].co.x,face.v[i].co.z,face.v[i].co.y))
|
|
v=Vector3(face.v[i].co)
|
|
|
|
if (face.smooth):
|
|
index_key+=snap_vec((face.v[i].no[0],face.v[i].no[1],face.v[i].no[2]))
|
|
else:
|
|
index_key+=snap_vec((face.no[0],face.no[1],face.no[2]))
|
|
|
|
|
|
uv=None
|
|
if (self._has_uv):
|
|
uv=face.uv[i]
|
|
uv=Vector3((uv[0],1.0-uv[1],0)) #save as vector3
|
|
index_key+=snap_vec((uv.x,uv.y))
|
|
|
|
index=-1
|
|
if (face.smooth and index_key in self._index_cache):
|
|
index=self._index_cache[index_key]
|
|
|
|
|
|
if (index==-1):
|
|
#no similar vertex exists, so create a new one
|
|
self._verts+=[v]
|
|
if (face.smooth):
|
|
self._normals+=[Vector3(face.v[i].no)]
|
|
else:
|
|
self._normals+=[Vector3(face.no)]
|
|
if (self._has_uv):
|
|
self._uvs+=[uv]
|
|
if (self._has_color):
|
|
self._colors+=[Color((face.col[i].r/255.0,face.col[i].g/255.0,face.col[i].b/255.0,face.col[i].a/255.0))]
|
|
|
|
if (self._vertex_weights!=None):
|
|
for j in xrange(4):
|
|
self._bone_indices.append( self._vertex_weights[face.v[i].index][j*2+0] )
|
|
self._weights.append( self._vertex_weights[face.v[i].index][j*2+1] )
|
|
|
|
index=len(self._verts)-1
|
|
self._index_cache[index_key]=index
|
|
|
|
self._indices+=[index]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def insertFace(self,face):
|
|
|
|
if (len(face.v)>=3):
|
|
self._insertVertex(face,0)
|
|
self._insertVertex(face,1)
|
|
self._insertVertex(face,2)
|
|
if (len(face.v)>=4):
|
|
self._insertVertex(face,2)
|
|
self._insertVertex(face,3)
|
|
self._insertVertex(face,0)
|
|
|
|
def __init__(self):
|
|
self._mat=0
|
|
self._verts=[]
|
|
self._normals=[]
|
|
self._tangents=[]
|
|
self._colors=[]
|
|
self._indices=[]
|
|
self._uvs=[]
|
|
self._has_uv=False
|
|
self._bone_indices=[]
|
|
self._weights=[]
|
|
self._vertex_weights=[]
|
|
self._has_color=False
|
|
self._material=None
|
|
self._index_cache={}
|
|
|
|
|
|
def make_material(mat,twosided_hint,exporter):
|
|
|
|
|
|
if (mat.getName() in exporter.material_caches):
|
|
# todo, find twosided and add it
|
|
#if (twosided_hint):
|
|
# material_caches[mat.getName()]._two_sided=True
|
|
return exporter.material_caches[mat.getName()]
|
|
|
|
|
|
print("doesn't have it")
|
|
|
|
res=ObjectTree(None,"FixedMaterial")
|
|
res._resource=True
|
|
res.add("resource/name",mat.getName())
|
|
#color
|
|
diffuse_col = Color(mat.getRGBCol())
|
|
diffuse_col.a = 1.0 # mat.getAlpha() this doesn't work..
|
|
res.add("params/diffuse",diffuse_col)
|
|
spec_col = Color(mat.getSpecCol())
|
|
spec_col.r *= mat.getSpec()
|
|
spec_col.g *= mat.getSpec()
|
|
spec_col.b *= mat.getSpec()
|
|
res.add("params/specular",spec_col)
|
|
|
|
res.add("params/specular_exp",mat.getHardness())
|
|
res.add("params/emission",Color([mat.getEmit(),mat.getEmit(),mat.getEmit()]))
|
|
#flags
|
|
res.add("flags/unshaded",bool(mat.getMode()&Blender.Material.Modes['SHADELESS']))
|
|
res.add("flags/wireframe",bool(mat.getMode()&Blender.Material.Modes['WIRE']))
|
|
res.add("flags/double_sided",bool(twosided_hint))
|
|
#textures
|
|
|
|
have_primary=False
|
|
have_detail=False
|
|
detail_mix=1.0
|
|
default_diffuse = Color((1,1,1,1))
|
|
default_spec = Color((1,1,1,1))
|
|
gen_mode=0
|
|
|
|
for tx in mat.textures:
|
|
if (tx==None):
|
|
continue
|
|
if (tx.tex.image==None):
|
|
continue
|
|
#gen_mode=0
|
|
coord_mode=0
|
|
|
|
if (tx.texco&Blender.Texture.TexCo['REFL']):
|
|
gen_mode=1 # reflection
|
|
coord_mode=3
|
|
elif (tx.texco&Blender.Texture.TexCo['WIN']):
|
|
gen_mode=2 # reflection
|
|
coord_mode=3
|
|
layer=""
|
|
|
|
if (tx.mtCol and not have_primary):
|
|
layer="textures/diffuse"
|
|
have_primary=True
|
|
elif (tx.mtCol and have_primary and not have_detail):
|
|
layer="textures/detail"
|
|
detail_mix = tx.colfac
|
|
print("colfac: "+str(tx.colfac));
|
|
have_detail=True
|
|
elif (tx.mtNor):
|
|
layer="textures/normal"
|
|
elif (tx.mtSpec):
|
|
layer="textures/specular"
|
|
|
|
if (layer==""):
|
|
continue
|
|
|
|
img_file = tx.tex.image.getFilename()
|
|
|
|
#Agregado por Ariel, trajo muchos problemas, lo saco.
|
|
#img_file = Blender.sys.expandpath(tx.tex.image.getFilename())
|
|
#exp_dir = os.path.dirname(exporter.filename)
|
|
#img_file = os.path.relpath(os.path.abspath(img_file), exp_dir)
|
|
|
|
img_file = img_file.replace("\\", "/")
|
|
|
|
res.add(layer+"_tc",coord_mode)
|
|
tex_res = ObjectTree(None,"Texture")
|
|
tex_res._resource=True
|
|
tex_res._res_path=img_file
|
|
|
|
res.add(layer,tex_res)
|
|
|
|
|
|
if (have_detail):
|
|
res.add("params/detail_mix",detail_mix)
|
|
if (gen_mode!=0):
|
|
res.add("tex_gen",gen_mode)
|
|
|
|
res._res_path="local://"+str(len(exporter.resource_list))
|
|
|
|
exporter.resource_list.append(res)
|
|
|
|
res_ref = ObjectTree(None,"Material")
|
|
res_ref._resource=True
|
|
res_ref._res_path=res._res_path
|
|
|
|
|
|
exporter.material_caches[mat.getName()]=res_ref
|
|
return res
|
|
|
|
def make_mesh_vertex_weights(node,skeleton):
|
|
|
|
mesh = node.getData()
|
|
verts=[]
|
|
|
|
groups=mesh.getVertGroupNames()
|
|
if (len(groups)==0):
|
|
return None
|
|
|
|
idx=0
|
|
for x in mesh.verts:
|
|
influences = mesh.getVertexInfluences(idx)
|
|
inflist=[]
|
|
for inf in influences:
|
|
name=inf[0]
|
|
if (not name in skeleton._bone_map):
|
|
continue # no bone for group, ignore
|
|
bone_idx=skeleton._bone_map[name]
|
|
inflist.append( float(bone_idx) )
|
|
inflist.append( inf[1] )
|
|
|
|
verts.append(inflist)
|
|
idx+=1
|
|
|
|
|
|
for i in xrange(len(verts)):
|
|
|
|
swaps=1
|
|
while( swaps > 0 ):
|
|
|
|
swaps=0
|
|
for j in xrange(len(verts[i])/2-1):
|
|
#small dirty bubblesort
|
|
if (verts[i][j*2+1] < verts[i][(j+1)*2+1]):
|
|
|
|
verts[i][j*2],verts[i][(j+1)*2]=verts[i][(j+1)*2],verts[i][j*2]
|
|
|
|
verts[i][j*2+1],verts[i][(j+1)*2+1]=verts[i][(j+1)*2+1],verts[i][j*2+1]
|
|
|
|
swaps+=1
|
|
|
|
if ((len(verts[i])/2)>MAX_WEIGHTS_PER_VERTEX):
|
|
#more than 4 weights, sort by most significant to least significant
|
|
new_arr=[]
|
|
|
|
for j in xrange(MAX_WEIGHTS_PER_VERTEX*2):
|
|
new_arr+=[verts[i][j]]
|
|
|
|
verts[i]=new_arr
|
|
|
|
#make all the weights add up to 1
|
|
max_w=0.0
|
|
count=len(verts[i])/2
|
|
|
|
for j in range(count):
|
|
#small dirty bubblesort
|
|
max_w+=verts[i][j*2+1]
|
|
|
|
if (max_w>0.0):
|
|
mult=1/max_w
|
|
for j in range(count):
|
|
verts[i][j*2+1]*=mult
|
|
#fill up empty slots
|
|
while ((len(verts[i])/2)<MAX_WEIGHTS_PER_VERTEX):
|
|
verts[i]+=[0,0] # add empty index
|
|
|
|
return verts
|
|
|
|
|
|
|
|
def make_mesh(node,mesh,skeleton,exporter,applymatrix):
|
|
|
|
|
|
mesh_res=ObjectTree(None,"Mesh")
|
|
mesh_res._resource=True
|
|
mesh_res.add("resource/name",mesh.name)
|
|
|
|
|
|
#bake faces and surfaces
|
|
|
|
weights=None
|
|
|
|
if (skeleton!=None):
|
|
weights=make_mesh_vertex_weights(node,skeleton)
|
|
|
|
surfaces={}
|
|
|
|
for f in mesh.faces:
|
|
if (not f.mat in surfaces):
|
|
surfaces[f.mat]=Surface()
|
|
surfaces[f.mat]._vertex_weights=weights
|
|
surfaces[f.mat]._has_uv=mesh.hasFaceUV()
|
|
surfaces[f.mat]._has_color=mesh.hasVertexColours()
|
|
surfaces[f.mat]._mat=f.mat
|
|
|
|
surfaces[f.mat].insertFace(f)
|
|
#bake materials
|
|
|
|
for s in surfaces.values():
|
|
if (s._mat<0 or s._mat>=len(mesh.materials)):
|
|
continue
|
|
s._material=make_material(mesh.materials[s._mat],(mesh.mode&Blender.Mesh.Modes['TWOSIDED'])!=0,exporter)
|
|
|
|
#write surfaces
|
|
surf_idx=1
|
|
for x in surfaces.values():
|
|
x.convert(applymatrix)
|
|
x.write_to_res(mesh_res,surf_idx)
|
|
surf_idx+=1
|
|
|
|
|
|
mesh_res._res_path="local://"+str(len(exporter.resource_list))
|
|
|
|
exporter.resource_list.append(mesh_res)
|
|
|
|
res_ref = ObjectTree(None,"Mesh")
|
|
res_ref._resource=True
|
|
res_ref._res_path=mesh_res._res_path
|
|
|
|
return mesh_res
|
|
|
|
def write_mesh(scene, node, tree,exporter):
|
|
|
|
|
|
mesh = node.getData()
|
|
tree._type="MeshInstance"
|
|
|
|
skeleton=tree
|
|
|
|
#find a skeleton
|
|
|
|
while( skeleton!=None and skeleton._type!="Skeleton" ):
|
|
skeleton=skeleton._parent
|
|
|
|
mat=get_local_matrix(node)
|
|
|
|
applymatrix=None
|
|
|
|
if (skeleton):
|
|
applymatrix=mat
|
|
else:
|
|
tree.add("transform/local",mat)
|
|
|
|
#is mesh cached
|
|
if (skeleton==None and mesh.name in exporter.mesh_caches):
|
|
|
|
global last_local
|
|
|
|
tree.add("mesh/mesh",exporter.mesh_caches[mesh.name])
|
|
return tree
|
|
|
|
#make mesh
|
|
|
|
mesh_res = make_mesh(node,mesh,skeleton,exporter,applymatrix)
|
|
tree.add("mesh/mesh",mesh_res)
|
|
|
|
if (skeleton==None):
|
|
exporter.mesh_caches[mesh.name]=mesh_res
|
|
|
|
|
|
|
|
return tree
|
|
|
|
def write_armature_bone(bone,tree):
|
|
|
|
idx=len(tree._bone_map)
|
|
parent_idx=-1
|
|
if (bone.parent != None):
|
|
parent_idx = tree._bone_map[ bone.parent.name ]
|
|
|
|
prop="bones/"+str(idx)+"/"
|
|
mat = Matrix4x3()
|
|
|
|
mat.setBlenderMatrix( convert_matrix(bone.matrix['ARMATURESPACE']) )
|
|
if (bone.parent!=None):
|
|
mat_parent=Matrix4x3()
|
|
#mat_parent.scale(scale)
|
|
mat_parent.setBlenderMatrix( convert_matrix( bone.parent.matrix['ARMATURESPACE'] ))
|
|
mat_parent.invert()
|
|
|
|
mat.setBlenderMatrix( mat.getBlenderMatrix() * mat_parent.getBlenderMatrix() )
|
|
|
|
else:
|
|
|
|
pass; #mat.scale(scale)
|
|
|
|
tree.add(prop+"name",bone.name)
|
|
tree.add(prop+"parent",parent_idx)
|
|
tree.add(prop+"rest",mat)
|
|
|
|
tree._bone_map[ bone.name ] = idx # map bone to idx
|
|
|
|
for x in bone.children:
|
|
|
|
write_armature_bone(x,tree)
|
|
|
|
|
|
|
|
def write_armature(scene, node, tree,exporter):
|
|
|
|
mat=get_local_matrix(node)
|
|
tree.add("transform/local",mat)
|
|
|
|
mesh = node.getData()
|
|
tree._type="Skeleton"
|
|
tree._bone_map={}
|
|
bone_map={}
|
|
|
|
for x in node.data.bones.values():
|
|
|
|
if (x.parent != None):
|
|
continue
|
|
|
|
write_armature_bone(x,tree)
|
|
return tree
|
|
|
|
|
|
def write_camera(scene, node, tree,exporter):
|
|
|
|
|
|
mesh = node.getData()
|
|
tree._type="Camera"
|
|
|
|
mat=get_local_matrix(node)
|
|
tree.add("transform/local",mat)
|
|
|
|
return tree
|
|
|
|
def write_empty(scene, node, tree,exporter):
|
|
|
|
mat=get_local_matrix(node)
|
|
tree.add("transform/local",mat)
|
|
tree._type="Spatial"
|
|
|
|
return tree
|
|
|
|
|
|
|
|
writers = {"Mesh": write_mesh, "Armature":write_armature, "Empty":write_empty, "Camera":write_camera }
|
|
|
|
|
|
def get_local_matrix(node):
|
|
|
|
mat_bm=node.getMatrix('worldspace').copy()
|
|
|
|
if (node.getParent()!=None):
|
|
mat_parent_bm=node.getParent().getMatrix('worldspace').copy()
|
|
mat_parent_bm.invert()
|
|
|
|
mat_bm = mat_bm * mat_parent_bm
|
|
|
|
|
|
if (node.getType()=="Camera"):
|
|
mat2=Matrix4x3()
|
|
mat2.set_rotation(Vector3([1,0,0]),-math.pi/2.0)
|
|
mat2bm = mat2.getBlenderMatrix()
|
|
mat_bm = mat2bm * mat_bm
|
|
|
|
mat=Matrix4x3()
|
|
mat.setBlenderMatrix(convert_matrix(mat_bm))
|
|
|
|
return mat
|
|
|
|
|
|
def get_unscaled_matrix(node):
|
|
|
|
mat_bm=convert_matrix(node.getMatrix('worldspace'))
|
|
mat=Matrix4x3()
|
|
mat.setBlenderMatrix(mat_bm)
|
|
scale=mat.getScale()
|
|
# print("--"+node.getName()+" "+str(scale.x)+","+str(scale.y)+","+str(scale.z))
|
|
# print(mat.m)
|
|
mat.clearScale()
|
|
# print(mat.getBlenderMatrix().determinant());
|
|
|
|
if (node.getParent()!=None):
|
|
mat_parent_bm=convert_matrix(node.getParent().getMatrix('worldspace'))
|
|
|
|
mat_parent=Matrix4x3()
|
|
mat_parent.setBlenderMatrix(mat_parent_bm)
|
|
mat_parent.clearScale()
|
|
mat_parent.invert()
|
|
mat_scale=mat.getScale()
|
|
mat_parent_scale=mat.getScale()
|
|
|
|
if (False and node.getName()=="Cylinder.002"):
|
|
|
|
print("Morth1? "+str(mat.m[0][0]*mat.m[1][0]+mat.m[0][1]*mat.m[1][1]+mat.m[0][2]*mat.m[1][2]))
|
|
print("Morth2? "+str(mat.m[0][0]*mat.m[2][0]+mat.m[0][1]*mat.m[2][1]+mat.m[0][2]*mat.m[2][2]))
|
|
print("Morth3? "+str(mat.m[1][0]*mat.m[2][0]+mat.m[1][1]*mat.m[2][1]+mat.m[1][2]*mat.m[2][2]))
|
|
print("North1? "+str(mat_parent.m[0][0]*mat_parent.m[1][0]+mat_parent.m[0][1]*mat_parent.m[1][1]+mat_parent.m[0][2]*mat_parent.m[1][2]))
|
|
print("North2? "+str(mat_parent.m[0][0]*mat_parent.m[2][0]+mat_parent.m[0][1]*mat_parent.m[2][1]+mat_parent.m[0][2]*mat_parent.m[2][2]))
|
|
print("North3? "+str(mat_parent.m[1][0]*mat_parent.m[2][0]+mat_parent.m[1][1]*mat_parent.m[2][1]+mat_parent.m[1][2]*mat_parent.m[2][2]))
|
|
print(mat_parent.getBlenderMatrix().determinant());
|
|
|
|
#print(m
|
|
#print(m
|
|
|
|
mat_bm = mat.getBlenderMatrix();
|
|
mat_parent_bm = mat_parent.getBlenderMatrix();
|
|
mat_bm = mat_bm * mat_parent_bm
|
|
mat.setBlenderMatrix(mat_bm)
|
|
"""
|
|
mat_parent.mult_by(mat)
|
|
mat=mat_parent
|
|
"""
|
|
"""
|
|
print("scale_mat "+str(mat_scale.x)+","+str(mat_scale.y)+","+str(mat_scale.z))
|
|
print("scale_mat_parent "+str(mat_parent_scale.x)+","+str(mat_parent_scale.y)+","+str(mat_parent_scale.z))
|
|
|
|
print("orth1? "+str(mat.m[0][0]*mat.m[1][0]+mat.m[0][1]*mat.m[1][1]+mat.m[0][2]*mat.m[1][2]))
|
|
print("orth2? "+str(mat.m[0][0]*mat.m[2][0]+mat.m[0][1]*mat.m[2][1]+mat.m[0][2]*mat.m[2][2]))
|
|
print("orth3? "+str(mat.m[1][0]*mat.m[2][0]+mat.m[1][1]*mat.m[2][1]+mat.m[1][2]*mat.m[2][2]))
|
|
"""
|
|
#print(m
|
|
#print(mat.m)
|
|
wscale=mat.getScale()
|
|
|
|
return mat,scale
|
|
|
|
def write_object(scene,node,tree,exporter):
|
|
|
|
tree_node=ObjectTree(tree,"",node.getName())
|
|
|
|
if writers.has_key(node.getType()):
|
|
tree_node=writers[node.getType()](scene,node, tree_node,exporter)
|
|
else:
|
|
tree_node=None#write_dummy(node,tree)
|
|
|
|
if (tree_node != None):
|
|
|
|
for node in get_children_objects(scene,node):
|
|
write_object(scene, node, tree_node,exporter)
|
|
|
|
tree._children+=[tree_node]
|
|
|
|
|
|
def export_scene(filename):
|
|
|
|
exporter = ExporterData(filename)
|
|
scene = None
|
|
object = None
|
|
|
|
scene = Blender.Scene.GetCurrent()
|
|
if not scene:
|
|
return
|
|
tree = ObjectTree(None,"Spatial","Scene")
|
|
write_scene(scene, tree,exporter)
|
|
|
|
if widget_values["export_lua"]:
|
|
write_godot_lua(tree, filename)
|
|
else:
|
|
write_godot_xml(tree,filename,exporter)
|
|
|
|
def write_scene(scene, tree,exporter):
|
|
|
|
tree._name=scene.getName()
|
|
for node in get_root_objects(scene):
|
|
write_object(scene,node, tree,exporter )
|
|
|
|
""" --------- """
|
|
""" ANIMATION """
|
|
""" --------- """
|
|
|
|
class Animation:
|
|
class Track:
|
|
|
|
def insertKey(self,time,mat):
|
|
|
|
ofs = mat.getPos()
|
|
rot = Quat(mat)
|
|
scale = mat.getScale();
|
|
|
|
self.xform_keys.append( time )
|
|
self.xform_keys.append( 1.0 ) # transition
|
|
self.xform_keys.append( ofs.x )
|
|
self.xform_keys.append( ofs.y )
|
|
self.xform_keys.append( ofs.z )
|
|
|
|
self.xform_keys.append( -rot.x )
|
|
self.xform_keys.append( -rot.y )
|
|
self.xform_keys.append( -rot.z )
|
|
self.xform_keys.append( rot.w )
|
|
|
|
self.xform_keys.append( scale.x )
|
|
self.xform_keys.append( scale.y )
|
|
self.xform_keys.append( scale.z )
|
|
|
|
|
|
def _optimized(self,arr):
|
|
_new=[]
|
|
#remove irrelevant keys
|
|
for i in range( len(arr) ):
|
|
if (i>0 and i<(len(arr)-1) and eq_vec(arr[i]["value"],arr[i+1]["value"]) and eq_vec(arr[i]["value"],arr[i-1]["value"])):
|
|
continue
|
|
_new.append(arr[i])
|
|
|
|
return _new
|
|
def optimize(self):
|
|
#self.loc_keys=self._optimized(self.loc_keys)
|
|
#self.rot_keys=self._optimized(self.rot_keys)
|
|
#self.scale_keys=self._optimized(self.scale_keys)
|
|
pass
|
|
|
|
def _get_track_array3(self,keys):
|
|
_arr=[]
|
|
for x in keys:
|
|
_arr.append(x["time"])
|
|
v=x["value"]
|
|
_arr.append(v.x)
|
|
_arr.append(v.y)
|
|
_arr.append(v.z)
|
|
return _arr;
|
|
|
|
def _get_track_array4(self,keys):
|
|
_arr=[]
|
|
for x in keys:
|
|
_arr.append(x["time"])
|
|
v=x["value"]
|
|
_arr.append(-v.x)
|
|
_arr.append(-v.y)
|
|
_arr.append(-v.z)
|
|
_arr.append(v.w)
|
|
return _arr;
|
|
|
|
|
|
|
|
def write_to_res(self,res,i):
|
|
prep="tracks/"+str(i)+"/"
|
|
res.add(prep+"type","transform")
|
|
res.add(prep+"path",self.path)
|
|
|
|
res.add(prep+"keys",self.xform_keys)
|
|
|
|
|
|
def __init__(self):
|
|
self.xform_keys=[]
|
|
self.path=""
|
|
|
|
def make_res(self):
|
|
|
|
res = ObjectTree(None,"Animation")
|
|
res._resource=True
|
|
res.add("length",self.length);
|
|
res.add("loop",self.loop);
|
|
idx=0
|
|
for t in self.tracks.values():
|
|
t.optimize()
|
|
t.write_to_res(res,idx)
|
|
idx=idx+1
|
|
return res
|
|
|
|
def __init__(self):
|
|
self.tracks={}
|
|
self.fps=30
|
|
self.length=0
|
|
|
|
|
|
def write_animation_bone(scene,node,anim,path,bone,frame):
|
|
|
|
rest = convert_matrix(bone.matrix['ARMATURESPACE'])
|
|
|
|
|
|
if (bone.parent!=None):
|
|
|
|
rest_parent = convert_matrix( bone.parent.matrix['ARMATURESPACE'] )
|
|
rest_parent.invert()
|
|
rest = rest * rest_parent
|
|
|
|
bone_path = path+":"+bone.name;
|
|
|
|
if (bone_path not in anim.tracks):
|
|
t = Animation.Track()
|
|
t.path=bone_path
|
|
anim.tracks[bone_path] = t
|
|
else:
|
|
t=anim.tracks[bone_path]
|
|
|
|
pose_bone = node.getPose().bones[bone.name]
|
|
|
|
|
|
pose = convert_matrix(pose_bone.poseMatrix)
|
|
|
|
if (bone.parent!=None):
|
|
|
|
mat_parent=convert_matrix( pose_bone.parent.poseMatrix )
|
|
mat_parent.invert()
|
|
|
|
pose = pose * mat_parent
|
|
|
|
# pose should actually be the transform from pose to rest
|
|
|
|
rest.invert()
|
|
pose = pose * rest
|
|
|
|
mat43 = Matrix4x3()
|
|
mat43.setBlenderMatrix(pose)
|
|
|
|
t.insertKey(frame/float(anim.fps),mat43)
|
|
|
|
|
|
|
|
def write_animation_armature(scene,node,anim,path,frame):
|
|
|
|
for x in node.data.bones.values():
|
|
|
|
write_animation_bone(scene,node,anim,path,x,frame)
|
|
|
|
|
|
def write_animation_object(scene,node,anim,path,frame,parent_type):
|
|
|
|
if not writers.has_key(node.getType()):
|
|
return
|
|
|
|
|
|
new_path=path+node.getName()
|
|
|
|
if (path!=""):
|
|
path=path+"/"+node.getName()
|
|
else:
|
|
path=node.getName()
|
|
|
|
if (node.getType()=="Armature" or node.getIpo()!=None):
|
|
#only export if it has animation
|
|
if (path not in anim.tracks):
|
|
t = Animation.Track()
|
|
t.path=path
|
|
anim.tracks[path] = t
|
|
else:
|
|
t=anim.tracks[path]
|
|
|
|
|
|
if (parent_type!="Armature"):
|
|
t.insertKey(frame/float(anim.fps),get_local_matrix(node))
|
|
|
|
if (node.getType()=="Armature"):
|
|
write_animation_armature(scene,node,anim,path,frame)
|
|
return # children of armature will not be animated
|
|
|
|
|
|
for node in get_children_objects(scene,node):
|
|
write_animation_object(scene, node, anim, path, frame, node.getType())
|
|
|
|
|
|
def write_animation(scene, anim, frame):
|
|
|
|
for node in get_root_objects(scene):
|
|
write_animation_object(scene,node, anim,"",frame,"")
|
|
|
|
def export_animation(filename, end_frame = -1, loop = None):
|
|
|
|
anim = Animation()
|
|
anim.fps=Blender.Scene.GetCurrent().getRenderingContext().fps
|
|
|
|
if loop == None:
|
|
anim.loop=widget_values["anim_loop"]
|
|
else:
|
|
anim.loop = loop
|
|
|
|
print("end_frame param: %d"%end_frame)
|
|
if end_frame == -1:
|
|
end_frame = Blender.Get("endframe")
|
|
|
|
anim.length=(end_frame-Blender.Get("staframe")+1)/float(anim.fps)
|
|
print("frames "+str((end_frame-Blender.Get("staframe")+1)))
|
|
print("start: %d, end %d, fps %d, length %f" % (Blender.Get("staframe"), end_frame, anim.fps, anim.length));
|
|
|
|
scene = Blender.Scene.GetCurrent()
|
|
if not scene:
|
|
return
|
|
|
|
for frame in range( Blender.Get('staframe'), end_frame+1):
|
|
Blender.Set("curframe",frame)
|
|
write_animation(scene,anim,frame)
|
|
|
|
anim_res = anim.make_res()
|
|
res_name = filename
|
|
|
|
if(res_name.rfind(".")!=-1):
|
|
res_name=res_name[:res_name.rfind(".")]
|
|
if(res_name.rfind("/")!=-1):
|
|
res_name=res_name[res_name.rfind("/")+1:]
|
|
if(res_name.rfind("\\")!=-1):
|
|
res_name=res_name[res_name.rfind("\\")+1:]
|
|
|
|
anim_res.add("resource/name",res_name)
|
|
|
|
if widget_values['export_lua']:
|
|
write_godot_lua(anim_res,filename)
|
|
else:
|
|
write_godot_xml(anim_res,filename,None)
|
|
|
|
""" -------------- """
|
|
""" SERIALIZATION """
|
|
""" ------------- """
|
|
|
|
def tw(f,t,st):
|
|
for x in range(t):
|
|
f.write("\t")
|
|
nl = True
|
|
if len(st) > 0 and st[-1] == "#":
|
|
nl = False
|
|
st = st[:-1]
|
|
f.write(st)
|
|
if nl:
|
|
f.write("\n")
|
|
|
|
def write_property_godot(f,tab,name,value):
|
|
|
|
# print(str(value))
|
|
# print(type(value))
|
|
if (type(value)==str):
|
|
|
|
tw(f,tab,'<string name="'+name+'">')
|
|
value=value.replace('"','\\"')
|
|
tw(f,tab+1,'"'+value+'"');
|
|
tw(f,tab,'</string>')
|
|
elif (type(value)==bool):
|
|
tw(f,tab,'<bool name="'+name+'">')
|
|
if (value):
|
|
tw(f,tab+1,'True');
|
|
else:
|
|
tw(f,tab+1,'False');
|
|
tw(f,tab,'</bool>')
|
|
elif (type(value)==int):
|
|
tw(f,tab,'<int name="'+name+'">')
|
|
tw(f,tab+1,str(value));
|
|
tw(f,tab,'</int>')
|
|
elif (type(value)==float):
|
|
tw(f,tab,'<real name="'+name+'">')
|
|
tw(f,tab+1,str(value));
|
|
tw(f,tab,'</real>')
|
|
elif (type(value)==dict):
|
|
tw(f,tab,'<dictionary name="'+name+'">')
|
|
for x in value:
|
|
write_property_godot(f,tab+1,"key",x)
|
|
write_property_godot(f,tab+1,"value",value[x])
|
|
tw(f,tab,'</dictionary>')
|
|
elif (isinstance(value,ObjectTree)):
|
|
if (not value._resource):
|
|
print("ERROR: Not a resource!!")
|
|
return
|
|
if (value._res_path!=""):
|
|
|
|
tw(f,tab,'<resource name="'+name+'" resource_type="'+value._type+'" path="'+value._res_path+'">')
|
|
tw(f,tab,'</resource>')
|
|
else:
|
|
tw(f,tab,'<resource name="'+name+'" resource_type="'+value._type+'">')
|
|
tw(f,tab+1,'<object type="'+value._type+'">')
|
|
tw(f,tab+2,'<resource>')
|
|
|
|
for x in value._properties:
|
|
write_property_godot(f,tab+3,x[0],x[1])
|
|
|
|
tw(f,tab+2,'</resource>')
|
|
tw(f,tab+1,'</object>')
|
|
tw(f,tab,'</resource>')
|
|
elif (isinstance(value,Color)):
|
|
tw(f,tab,'<color name="'+name+'">')
|
|
tw(f,tab+1,str(value.r)+", "+str(value.g)+", "+str(value.b)+", "+str(value.a));
|
|
tw(f,tab,'</color>')
|
|
elif (isinstance(value,Vector3)):
|
|
tw(f,tab,'<vector3 name="'+name+'">')
|
|
tw(f,tab+1,str(value.x)+", "+str(value.y)+", "+str(value.z));
|
|
tw(f,tab,'</vector3>')
|
|
elif (isinstance(value,Quat)):
|
|
tw(f,tab,'<quaternion name="'+name+'">')
|
|
tw(f,tab+1,str(-value.x)+", "+str(-value.y)+", "+str(-value.z)+", "+str(value.w));
|
|
tw(f,tab,'</quaternion>')
|
|
elif (isinstance(value,Matrix4x3)): # wtf, blender matrix?
|
|
tw(f,tab,'<transform name="'+name+'" >')
|
|
s=""
|
|
for i in range(3):
|
|
for j in range(3):
|
|
s+=", "+str(value.m[j][i])
|
|
|
|
for i in range(3):
|
|
s+=", "+str(value.m[i][3])
|
|
s=s[1:]
|
|
tw(f,tab+1,s);
|
|
tw(f,tab,'</transform>')
|
|
|
|
elif (type(value)==list):
|
|
if (len(value)==0):
|
|
return
|
|
first=value[0]
|
|
if (type(first)==int):
|
|
|
|
tw(f,tab,'<int_array name="'+name+'" len="'+str(len(value))+'">')
|
|
arr=""
|
|
for i in range(len(value)):
|
|
if (i>0):
|
|
arr+=", "
|
|
arr+=str(value[i])
|
|
tw(f,tab+1,arr)
|
|
tw(f,tab,'</int_array>')
|
|
elif (type(first)==float):
|
|
|
|
tw(f,tab,'<real_array name="'+name+'" len="'+str(len(value))+'">')
|
|
arr=""
|
|
for i in range(len(value)):
|
|
if (i>0):
|
|
arr+=", "
|
|
arr+=str(value[i])
|
|
tw(f,tab+1,arr)
|
|
tw(f,tab,'</real_array>')
|
|
elif (type(first)==str):
|
|
|
|
tw(f,tab,'<string_array name="'+name+'" len="'+str(len(value))+'">')
|
|
arr=""
|
|
for i in range(len(value)):
|
|
if (i>0):
|
|
arr+=", "
|
|
arr+=str('"'+value[i]+'"')
|
|
tw(f,tab+1,arr)
|
|
tw(f,tab,'</string_array>')
|
|
elif (isinstance(first,Vector3)):
|
|
|
|
tw(f,tab,'<vector3_array name="'+name+'" len="'+str(len(value))+'">')
|
|
arr=""
|
|
for i in range(len(value)):
|
|
if (i>0):
|
|
arr+=", "
|
|
arr+=str(str(value[i].x)+','+str(value[i].y)+','+str(value[i].z))
|
|
tw(f,tab+1,arr)
|
|
tw(f,tab,'</vector3_array>')
|
|
elif (isinstance(first,Color)):
|
|
|
|
tw(f,tab,'<color_array name="'+name+'" len="'+str(len(value))+'">')
|
|
arr=""
|
|
for i in range(len(value)):
|
|
if (i>0):
|
|
arr+=", "
|
|
arr+=str(str(value[i].r)+','+str(value[i].g)+','+str(value[i].b)+','+str(value[i].a))
|
|
tw(f,tab+1,arr)
|
|
tw(f,tab,'</color_array>')
|
|
elif (type(first)==dict):
|
|
|
|
tw(f,tab,'<array name="'+name+'" len="'+str(len(value))+'">')
|
|
for i in range(len(value)):
|
|
write_property_godot(f,tab+1,str(i+1),value[i])
|
|
tw(f,tab,'</array>')
|
|
|
|
|
|
|
|
def write_node_godot(f,tab,tree,path,root=False):
|
|
|
|
if (root or not tree._resource):
|
|
tw(f,tab,'<object type="'+tree._type+'">')
|
|
tw(f,tab+1,'<dictionary name="__xml_meta__" type="dictionary">')
|
|
write_property_godot(f,tab+3,"key","name")
|
|
write_property_godot(f,tab+3,"value",tree._name)
|
|
if (path!=""):
|
|
write_property_godot(f,tab+3,"key","path")
|
|
write_property_godot(f,tab+3,"value",path)
|
|
|
|
tw(f,tab+1,'</dictionary>')
|
|
else:
|
|
if (tree._res_path!=""):
|
|
tw(f,tab,'<resource type="'+tree._type+'" path="'+tree._res_path+'">')
|
|
else:
|
|
tw(f,tab,'<resource type="'+tree._type+'">')
|
|
|
|
|
|
for x in tree._properties:
|
|
write_property_godot(f,tab+1,x[0],x[1])
|
|
|
|
if (root or not tree._resource):
|
|
tw(f,tab,'</object>')
|
|
else:
|
|
tw(f,tab,'</resource>')
|
|
|
|
if (path==""):
|
|
path="."
|
|
else:
|
|
if (path=="."):
|
|
path=tree._name
|
|
else:
|
|
path=path+"/"+tree._name
|
|
#path="."
|
|
|
|
for x in tree._children:
|
|
write_node_godot(f,tab,x,path)
|
|
|
|
def write_godot_xml(tree,fname,exporter):
|
|
|
|
f=open(fname,"wb")
|
|
f.write('<?xml version="1.0" encoding="UTF-8" ?>\n')
|
|
if (not tree._resource):
|
|
f.write('<object_file magic="SCENE" version="0.99">\n')
|
|
else:
|
|
f.write('<object_file magic="RESOURCE" version="0.99">\n')
|
|
|
|
tab=1
|
|
|
|
if (exporter!=None):
|
|
for x in exporter.resource_list:
|
|
write_node_godot(f,tab,x,"")
|
|
|
|
write_node_godot(f,tab,tree,"",True)
|
|
f.write('</object_file>\n')
|
|
|
|
|
|
def write_property_lua(f, tab, name, value, pref = ""):
|
|
|
|
tw(f, tab, '%s{ name = "%s",' % (pref, name))
|
|
tab = tab + 1
|
|
|
|
if (type(value)==str):
|
|
|
|
tw(f, tab, 'value = "%s",' % value)
|
|
tw(f, tab, 'type = "string",')
|
|
|
|
elif (type(value)==bool):
|
|
|
|
|
|
if (value):
|
|
tw(f, tab, 'value = true,')
|
|
else:
|
|
tw(f, tab, 'value = false,')
|
|
|
|
tw(f, tab, 'type = "bool",')
|
|
|
|
elif (type(value)==int):
|
|
|
|
tw(f, tab, 'type = "int",')
|
|
tw(f, tab, 'value = %d,' % value)
|
|
|
|
elif (type(value)==float):
|
|
|
|
tw(f, tab, 'type = "real",')
|
|
tw(f, tab, 'value = %f,' % value)
|
|
|
|
elif (type(value)==dict):
|
|
|
|
tw(f, tab, 'type = "dictionary",')
|
|
for x in value:
|
|
write_property_lua(f,tab,x,value[x])
|
|
|
|
elif (isinstance(value,ObjectTree)):
|
|
if (not value._resource):
|
|
print("ERROR: Not a resource!!")
|
|
tw(f, tab-1, "},")
|
|
return
|
|
|
|
tw(f, tab, 'type = "resource",')
|
|
tw(f, tab, 'resource_type = "%s",' % value._type)
|
|
|
|
if (value._res_path!=""):
|
|
|
|
tw(f, tab, 'path = "%s",' % value._res_path)
|
|
|
|
else:
|
|
|
|
tw(f, tab, "value = {")
|
|
tab = tab + 1
|
|
tw(f, tab, 'type = "%s",' % value._type)
|
|
|
|
for x in value._properties:
|
|
write_property_lua(f,tab,x[0],x[1])
|
|
|
|
tab = tab - 1
|
|
tw(f, tab, "},")
|
|
|
|
elif (isinstance(value,Color)):
|
|
|
|
tw(f, tab, 'type = "color",')
|
|
tw(f, tab, 'value = { %.20f, %.20f, %.20f, %.20f },' % (value.r, value.g, value.b, value.a))
|
|
|
|
elif (isinstance(value,Vector3)):
|
|
|
|
tw(f, tab, 'type = "vector3",')
|
|
tw(f, tab, 'value = { %.20f, %.20f, %.20f },' % (value.x, value.y, value.z))
|
|
|
|
elif (isinstance(value,Quat)):
|
|
|
|
tw(f, tab, 'type = "quaternion",')
|
|
tw(f, tab, 'value = { %.20f, %.20f, %.20f, %.20f },' % (-value.x, -value.y, -value.z, value.w))
|
|
|
|
elif (isinstance(value,Matrix4x3)): # wtf, blender matrix?
|
|
|
|
tw(f, tab, 'type = "transform",')
|
|
tw(f, tab, 'value = { #')
|
|
for i in range(3):
|
|
for j in range(3):
|
|
f.write("%.20f, " % value.m[j][i])
|
|
|
|
for i in range(3):
|
|
f.write("%.20f, " % value.m[i][3])
|
|
|
|
f.write("},\n")
|
|
|
|
elif (type(value)==list):
|
|
if (len(value)==0):
|
|
tw(f, tab-1, "},")
|
|
return
|
|
first=value[0]
|
|
if (type(first)==int):
|
|
|
|
tw(f, tab, 'type = "int_array",')
|
|
tw(f, tab, 'value = { #')
|
|
for i in range(len(value)):
|
|
f.write("%d, " % value[i])
|
|
f.write(" },\n")
|
|
|
|
elif (type(first)==float):
|
|
|
|
tw(f, tab, 'type = "real_array",')
|
|
tw(f, tab, 'value = { #')
|
|
for i in range(len(value)):
|
|
f.write("%.20f, " % value[i])
|
|
f.write(" },\n")
|
|
|
|
|
|
elif (type(first)==str):
|
|
|
|
tw(f, tab, 'type = "string_array",')
|
|
tw(f, tab, 'value = { #')
|
|
for i in range(len(value)):
|
|
f.write('"%s", ' % value[i])
|
|
f.write(" },\n")
|
|
|
|
elif (isinstance(first,Vector3)):
|
|
|
|
tw(f, tab, 'type = "vector3_array",')
|
|
tw(f, tab, 'value = { #')
|
|
for i in range(len(value)):
|
|
f.write("{ %.20f, %.20f, %.20f }, " % (value[i].x, value[i].y, value[i].z))
|
|
f.write(" },\n")
|
|
|
|
elif (isinstance(first,Color)):
|
|
|
|
tw(f, tab, 'type = "color_array",')
|
|
tw(f, tab, 'value = { #')
|
|
for i in range(len(value)):
|
|
f.write("{ %.20f, %.20f, %.20f, %.20f }, " % (value[i].r, value[i].g, value[i].b, value[i].a))
|
|
f.write(" },\n")
|
|
|
|
elif (type(first)==dict):
|
|
|
|
tw(f, tab, 'type = "dict_array",')
|
|
tw(f, tab, 'value = {')
|
|
|
|
for i in range(len(value)):
|
|
write_property_lua(f,tab+1,str(i+1),value[i])
|
|
|
|
tw(f, tab, '},')
|
|
|
|
|
|
tw(f, tab-1, "},")
|
|
|
|
|
|
""" -------------- """
|
|
""" SERIALIZATION LUA """
|
|
""" ------------- """
|
|
|
|
def write_node_lua(f,tab,tree,path):
|
|
|
|
tw(f, tab, '{ type = "%s",' % tree._type)
|
|
|
|
if not tree._resource:
|
|
tw(f, tab+1, 'meta = {')
|
|
write_property_lua(f, tab+3, "name", tree._name)
|
|
if path != "":
|
|
write_property_lua(f, tab+3, "path", path)
|
|
tw(f, tab+1, '},')
|
|
|
|
tw(f, tab+1, "properties = {")
|
|
for x in tree._properties:
|
|
write_property_lua(f,tab+2,x[0],x[1])
|
|
tw(f, tab+1, "},")
|
|
|
|
tw(f, tab, '},')
|
|
|
|
|
|
if (path==""):
|
|
path="."
|
|
else:
|
|
if (path=="."):
|
|
path=tree._name
|
|
else:
|
|
path=path+"/"+tree._name
|
|
#path="."
|
|
for x in tree._children:
|
|
write_node_lua(f,tab,x,path)
|
|
|
|
def write_godot_lua(tree,fname):
|
|
f=open(fname,"wb")
|
|
f.write("return {\n")
|
|
|
|
f.write('\tmagic = "SCENE",\n')
|
|
tab = 1
|
|
|
|
write_node_lua(f,tab,tree,"")
|
|
|
|
f.write("}\n\n")
|
|
|
|
|
|
widget_values={}
|
|
|
|
def action_path_change_callback(event, val):
|
|
|
|
def callback(fname):
|
|
widget_values["actions_scheme"] = fname
|
|
Blender.Window.FileSelector(callback, "Save Action Scheme Name", widget_values["actions_scheme"])
|
|
|
|
def scene_path_change_callback(event,val):
|
|
|
|
def callback(fname):
|
|
widget_values["scene_path"]=fname
|
|
|
|
Blender.Window.FileSelector(callback, "Save Scene XML",widget_values["scene_path"])
|
|
|
|
def scene_export_callback(event,val):
|
|
export_scene( widget_values["scene_path"] )
|
|
|
|
def scene_lamps_cameras_changed(event,val):
|
|
|
|
widget_values["scene_lamps_cameras"]=val
|
|
|
|
def anim_path_change_callback(event,val):
|
|
|
|
def callback(fname):
|
|
widget_values["anim_path"]=fname
|
|
|
|
Blender.Window.FileSelector(callback, "Save Anim XML",widget_values["anim_path"])
|
|
|
|
def is_number(n):
|
|
|
|
try:
|
|
int(n)
|
|
except:
|
|
return False
|
|
return True
|
|
|
|
def action_export_callback(event, val):
|
|
|
|
import string
|
|
|
|
idx = widget_values["actions_scheme"].rfind(".")
|
|
if idx == -1:
|
|
pref = widget_values["actions_scheme"]
|
|
ext = ".xml"
|
|
else:
|
|
pref = widget_values["actions_scheme"][:idx]
|
|
ext = widget_values["actions_scheme"][idx:]
|
|
|
|
print("scheme is ", pref, ext)
|
|
|
|
actions = Blender.Armature.NLA.GetActions()
|
|
for k in actions.keys():
|
|
|
|
l = string.split(k, "$");
|
|
if len(l) <= 1:
|
|
continue
|
|
|
|
loop = 1
|
|
endf = 0
|
|
for v in l:
|
|
if v == "nl":
|
|
loop = 0
|
|
if is_number(v):
|
|
endf = int(v)
|
|
|
|
if endf == 0:
|
|
continue
|
|
|
|
fname = pref + l[0] + ext
|
|
print("fname is "+fname)
|
|
|
|
objects = Blender.Object.Get()
|
|
for o in objects:
|
|
if o.getType() == "Armature":
|
|
actions[k].setActive(o)
|
|
|
|
print("writing with duration "+str(endf))
|
|
export_animation(fname, endf, loop)
|
|
|
|
def anim_export_callback(event,val):
|
|
export_animation( widget_values["anim_path"] )
|
|
|
|
def anim_fps_changed(event,val):
|
|
|
|
widget_values["anim_fps"]=val
|
|
|
|
def anim_selected_changed(event,val):
|
|
|
|
widget_values["anim_selected"]=val
|
|
|
|
def anim_loop_changed(event,val):
|
|
|
|
widget_values["anim_loop"]=val
|
|
|
|
def export_lua_changed(event, val):
|
|
widget_values["export_lua"] = val
|
|
|
|
def close_script(event,val):
|
|
#force a bug, because otherwise blender won't unload the script
|
|
Blender.Draw.Exit()
|
|
|
|
def draw():
|
|
Blender.Draw.Label("Godot Export v."+VERSION+"."+godot_revision+" (c) 2008 Juan Linietsky, Ariel Manzur.", 10,260,400,10);
|
|
Blender.Draw.Label("Export Scene", 20,200,150,10);
|
|
Blender.Draw.String(widget_values["scene_path"], 10,40, 170, 300, 20, "",398)
|
|
Blender.Draw.Button("Choose", 0,340, 170, 70, 20, "",scene_path_change_callback)
|
|
Blender.Draw.Button("Export", 0,410, 170, 70, 20, "",scene_export_callback)
|
|
Blender.Draw.Toggle("Lamps & Cameras", 0,40, 140, 140, 20, widget_values["scene_lamps_cameras"],"",scene_lamps_cameras_changed)
|
|
|
|
Blender.Draw.Label("Export Animation", 20,120,150,10);
|
|
Blender.Draw.String(widget_values["anim_path"], 11, 40, 90, 300, 20, "",398)
|
|
Blender.Draw.Button("Choose", 0,340, 90, 70, 20, "",anim_path_change_callback)
|
|
Blender.Draw.Button("Export", 0,410, 90, 70, 20, "",anim_export_callback)
|
|
Blender.Draw.Slider("FPS: ", 0, 40, 60, 120, 20,widget_values["anim_fps"],1,60,0,"",anim_fps_changed)
|
|
Blender.Draw.Toggle("Only Selected", 0,180, 60, 120, 20, widget_values["anim_selected"],"",anim_selected_changed)
|
|
Blender.Draw.Toggle("Loop", 0,320, 60, 60, 20, widget_values["anim_loop"],"",anim_loop_changed)
|
|
Blender.Draw.Toggle("Export Lua", 0, 400, 60, 60, 20, widget_values["export_lua"], "", export_lua_changed)
|
|
|
|
Blender.Draw.Label("Export Actions", 20,45,150,10);
|
|
Blender.Draw.Label("Prefix", 40, 20, 50, 10)
|
|
Blender.Draw.String(widget_values["actions_scheme"], 0, 40, 20, 300, 20, "",398)
|
|
Blender.Draw.Button("Choose", 0,340, 20, 70, 20, "",action_path_change_callback)
|
|
Blender.Draw.Button("Export", 0,410, 20, 70, 20, "",action_export_callback)
|
|
# # Blender.Draw.Button("Close", 0,410, 20, 70, 20, "",close_script)
|
|
|
|
widget_values["scene_path"]="scene.xml"
|
|
widget_values["anim_path"]="animation.xres"
|
|
widget_values["anim_fps"]=25
|
|
widget_values["anim_selected"]=0
|
|
widget_values["anim_loop"]=1
|
|
widget_values["scene_lamps_cameras"]=0
|
|
widget_values["export_lua"]=0
|
|
widget_values["actions_scheme"] = "action_.xml"
|
|
|
|
def event(ev, val):
|
|
return None
|
|
|
|
def button_event(ev):
|
|
return None
|
|
|
|
Blender.Draw.Register(draw, event, button_event)
|