virtualx-engine/tools/export/godot_export.py
2014-02-09 22:10:30 -03:00

1842 lines
44 KiB
Python

#!BPY
# -*- coding: utf-8 -*-
"""
Name: 'godot export (.xml)...'
Blender: 241
Group: 'Export'
Tooltip: 'Godot exporter'
"""
godot_revision="$Rev: 2068 $"
VERSION = "1.0"
import os
import Blender
import math
from Blender.BGL import *
MAX_WEIGHTS_PER_VERTEX = 4
class ExporterData:
def __init__(self, fname):
self.resource_list=[]
self.mesh_caches={}
self.material_caches={}
self.filename = fname
class ObjectTree:
def add(self,p_prop,p_val):
self._properties+=[(p_prop,p_val)]
def __init__(self,p_parent,p_type,p_name=""):
self._parent=p_parent
self._name=p_name
self._type=p_type
self._properties=[]
self._children=[]
self._resource=False
self._res_path=""
self._bone_map=None
def get_root_objects(scene):
objs=[]
for x in list(scene.objects):
parent = x.getParent()
if (parent==None):
objs+=[x]
return objs
def get_children_objects(scene,node):
objs=[]
for x in list(scene.objects):
if (x.getParent()==None or x.getParent().getName()!=node.getName()):
continue
objs+=[x]
return objs
def convert_matrix(m):
mat = m.copy()
# Invert Z by Y, including position, but leave [2][2] alone, which is done by mirroring
#
for col in range(4):
tmp = mat[col][1]
mat[col][1] = mat[col][2]
mat[col][2] = tmp
for row in range(4):
tmp = mat[1][row]
mat[1][row] = mat[2][row]
mat[2][row] = tmp
mat[2][0]=-mat[2][0]
mat[2][1]=-mat[2][1]
mat[2][3]=-mat[2][3]
mat[0][2]=-mat[0][2]
mat[1][2]=-mat[1][2]
mat[3][2]=-mat[3][2]
return mat
def eq_vec(a,b):
return (a.distance_to(b)<0.0001)
def eq_uv(a,b):
return (a.distance_to(b)<0.0001)
def add_vec(a,b):
return Vector3( (a.x+b.x, a.y+b.y, a.z+b.z ) )
def sub_vec(a,b):
return Vector3( (a.x-b.x, a.y-b.y, a.z-b.z ) )
def mul_vec(a,b):
return Vector3( (a.x*b.x, a.y*b.y, a.z*b.z ) )
def dot_vec(a,b):
return a.x*b.x + a.y*b.y + a.z*b.z
def cross_vec(a,b):
x = (a.y * b.z) - (a.z * b.y);
y = (a.z * b.x) - (a.x * b.z);
z = (a.x * b.y) - (a.y * b.x);
return Vector3( (x,y,z) )
def mul_vecs(a,s):
return Vector3( (a.x*s, a.y*s, a.z*s) )
def div_vecs(a,s):
return Vector3( (a.x/s, a.y/s, a.z/s) )
class Color:
def average(self):
return (self.r+self.g+self.b)/3.0
def __init__(self,tup):
self.r=0
self.g=0
self.b=0
self.a=1.0
if (len(tup)>=1):
self.r=tup[0]
if (len(tup)>=2):
self.g=tup[1]
if (len(tup)>=3):
self.b=tup[2]
if (len(tup)>=4):
self.a=tup[3]
class Vector3:
def distance_to(self,v):
return math.sqrt( (self.x-v.x)**2 + (self.y-v.y)**2 + (self.z-v.z)**2 );
def length(self):
return math.sqrt( self.x**2 + self.y**2 + self.z**2 )
def normalize(self):
l=self.length()
if (l==0.0):
return
self.x/=l
self.y/=l
self.z/=l
def __init__(self,tup):
self.x=0
self.y=0
self.z=0
if (len(tup)>=1):
self.x=tup[0]
if (len(tup)>=2):
self.y=tup[1]
if (len(tup)>=3):
self.z=tup[2]
class Matrix4x3:
def invert(self):
self.m[0][1], self.m[1][0]=self.m[1][0], self.m[0][1]
self.m[0][2], self.m[2][0]=self.m[2][0], self.m[0][2]
self.m[1][2], self.m[2][1]=self.m[2][1], self.m[1][2]
x= -self.m[0][3];
y= -self.m[1][3];
z= -self.m[2][3];
self.m[0][3]= (self.m[0][0]*x ) + ( self.m[1][0]*y ) + ( self.m[2][0]*z );
self.m[1][3]= (self.m[0][1]*x ) + ( self.m[1][1]*y ) + ( self.m[2][1]*z );
self.m[2][3]= (self.m[0][2]*x ) + ( self.m[1][2]*y ) + ( self.m[2][2]*z );
def mult_by(self,mat):
new_m=Matrix4x3()
for j in range(4):
for i in range(3):
ab = 0;
for k in range(3):
ab += self.m[i][k] * mat.m[k][j];
new_m.m[i][j]=ab;
self.m=new_m.m
"""
def mult_by(mat):
res=Matrix4x3()
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];
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];
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];
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];
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];
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];
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];
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];
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];
"""
def xform(self,vec):
x=self.m[0][0] * vec.x + self.m[0][1] * vec.y + self.m[0][2] * vec.z + self.m[0][3]
y=self.m[1][0] * vec.x + self.m[1][1] * vec.y + self.m[1][2] * vec.z + self.m[1][3]
z=self.m[2][0] * vec.x + self.m[2][1] * vec.y + self.m[2][2] * vec.z + self.m[2][3]
return Vector3( (x,y,z ) )
def xform_basis(self,vec):
x=self.m[0][0] * vec.x + self.m[0][1] * vec.y + self.m[0][2] * vec.z
y=self.m[1][0] * vec.x + self.m[1][1] * vec.y + self.m[1][2] * vec.z
z=self.m[2][0] * vec.x + self.m[2][1] * vec.y + self.m[2][2] * vec.z
return Vector3( (x,y,z ) )
def copy(self):
ret=Matrix4x3();
for i in range(3):
for j in range(4):
ret.m[i][j]=self.m[i][j]
return ret;
def setBlenderMatrix(self,bm):
for i in range(3):
for j in range(3):
self.m[i][j]=bm[i][j]
self.m[i][3]=bm[3][i] #weird
def getBlenderMatrix(self):
bm=Blender.Mathutils.Matrix([0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,1])
for i in range(3):
for j in range(3):
bm[i][j]=self.m[i][j]
bm[3][i]=self.m[i][3] #weird
return bm;
def getPos(self):
return Vector3( (self.m[0][3], self.m[1][3], self.m[2][3]) )
def getScale(self):
norm=((\
Vector3((self.m[0][0], self.m[0][1], self.m[0][2])).length(),\
Vector3((self.m[1][0], self.m[1][1], self.m[1][2])).length(),\
Vector3((self.m[2][0], self.m[2][1], self.m[2][2])).length()\
))
return Vector3(norm)
def scale(self,s):
self.m[0][0]*=s.x;
self.m[0][1]*=s.x;
self.m[0][2]*=s.x;
self.m[0][3]*=s.x;
self.m[1][0]*=s.y;
self.m[1][1]*=s.y;
self.m[1][2]*=s.y;
self.m[1][3]*=s.y;
self.m[2][0]*=s.z;
self.m[2][1]*=s.z;
self.m[2][2]*=s.z;
self.m[2][3]*=s.z;
def scale3x3(self,s):
self.m[0][0]*=s.x;
self.m[0][1]*=s.x;
self.m[0][2]*=s.x;
self.m[1][0]*=s.y;
self.m[1][1]*=s.y;
self.m[1][2]*=s.y;
self.m[2][0]*=s.z;
self.m[2][1]*=s.z;
self.m[2][2]*=s.z;
def clearScale(self):
s=self.getScale();
s.x=1.0/s.x
s.y=1.0/s.y
s.z=1.0/s.z
self.scale3x3(s)
def set_rotation( self, p_axis, p_phi ):
axis_sq = Vector3([p_axis.x*p_axis.x,p_axis.y*p_axis.y,p_axis.z*p_axis.z])
cosine= math.cos(p_phi);
sine= math.sin(p_phi);
self.m[0][0] = axis_sq.x + cosine * ( 1.0 - axis_sq.x );
self.m[0][1] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine;
self.m[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine;
self.m[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) - p_axis.z * sine;
self.m[1][1] = axis_sq.y + cosine * ( 1.0 - axis_sq.y );
self.m[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine;
self.m[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine;
self.m[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine;
self.m[2][2] = axis_sq.z + cosine * ( 1.0 - axis_sq.z );
def __init__(self):
self.m=[[1,0,0,0],[0,1,0,0],[0,0,1,0]]
class Quat:
def distance_to(self,v):
return math.sqrt( (self.x-v.x)**2 + (self.y-v.y)**2 + (self.z-v.z)**2+ (self.w-v.w)**2 );
def __init__(self,p_mat):
"""
q=mat.getBlenderMatrix().toQuat();
self.x=q.x;
self.y=q.y;
self.z=q.z;
self.w=q.w;
"""
mat=p_mat.copy()
#create quaternion from 4x3 matrix
trace = mat.m[0][0] + mat.m[1][1] + mat.m[2][2];
temp=[0,0,0,0];
if (trace > 0) :
s =math.sqrt(trace + 1.0);
temp[3]=(s * 0.5);
s = 0.5 / s;
temp[0]=((mat.m[2][1] - mat.m[1][2]) * s);
temp[1]=((mat.m[0][2] - mat.m[2][0]) * s);
temp[2]=((mat.m[1][0] - mat.m[0][1]) * s);
else :
i=int()
if (mat.m[0][0] < mat.m[1][1]):
if (mat.m[1][1] < mat.m[2][2]):
i=2
else:
i=1
else:
if (mat.m[0][0] < mat.m[2][2]):
i=2
else:
i=0
j = (i + 1) % 3;
k = (i + 2) % 3;
s = math.sqrt(mat.m[i][i] - mat.m[j][j] - mat.m[k][k] + 1.0);
temp[i] = s * 0.5;
s = 0.5 / s;
temp[3] = (mat.m[k][j] - mat.m[j][k]) * s;
temp[j] = (mat.m[j][i] + mat.m[i][j]) * s;
temp[k] = (mat.m[k][i] + mat.m[i][k]) * s;
self.x=temp[0]
self.y=temp[1]
self.z=temp[2]
self.w=temp[3]
def snap_vec(vec):
ret=()
for x in vec:
ret+=( x-math.fmod(x,0.0001), )
return vec
class Surface:
def write_to_res(self,res,i):
prep="surfaces/"+str(i)+"/"
format={}
format["primitive"]=4 # triangles
format["array_len"]=len(self._verts)
format["index_array_len"]=len(self._indices)
res.add(prep+"format",format)
if (self._material!=None):
res.add(prep+"material",self._material)
res.add(prep+"vertex_array",self._verts)
res.add(prep+"normal_array",self._normals)
res.add(prep+"index_array",self._indices)
format_str="vin"
if (len(self._tangents)):
res.add(prep+"tangent_array",self._tangents)
format_str+="t"
if (len(self._colors)):
res.add(prep+"color_array",self._colors)
format_str+="c"
if (len(self._uvs)):
res.add(prep+"tex_uv_array",self._uvs)
format_str+="u"
if (len(self._bone_indices)):
res.add(prep+"bone_array",self._bone_indices)
format_str+="b"
if (len(self._weights)):
res.add(prep+"weights_array",self._weights)
format_str+="w"
# binormals....
format["format"]=format_str
# convert vertices to be compatile with Y_UP
def fix_vertex_axis(self,v):
return Vector3( (v.x, v.z, -v.y) );
def convert(self,applymatrix=None):
# STEP 1 fix coordinates
for i in range(len(self._verts)):
self._verts[i]=self.fix_vertex_axis(self._verts[i])
self._normals[i]=self.fix_vertex_axis(self._normals[i])
if (applymatrix):
for i in range(len(self._verts)):
self._verts[i]=applymatrix.xform( self._verts[i] )
self._normals[i]=applymatrix.xform_basis( self._normals[i] )
# STEP 2 fix indices
for i in range(len(self._indices)/3):
aux=self._indices[i*3+1]
self._indices[i*3+1]=self._indices[i*3+2]
self._indices[i*3+2]=aux
# STEP 4 compute binormals
if (len(self._uvs)):
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('"','\\&quot;')
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)