[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [11497] trunk/blender/release/scripts/ bpymodules/colladaImEx/translator.py: hmm just tested and with it removed it seems to fail so adding it back for now until i get more clarification from the Collada devs ...
Tom Musgrove
LetterRip at gmail.com
Mon Aug 6 00:45:36 CEST 2007
Revision: 11497
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=11497
Author: letterrip
Date: 2007-08-06 00:45:25 +0200 (Mon, 06 Aug 2007)
Log Message:
-----------
hmm just tested and with it removed it seems to fail so adding it back for now until i get more clarification from the Collada devs...
Added Paths:
-----------
trunk/blender/release/scripts/bpymodules/colladaImEx/translator.py
Added: trunk/blender/release/scripts/bpymodules/colladaImEx/translator.py
===================================================================
--- trunk/blender/release/scripts/bpymodules/colladaImEx/translator.py (rev 0)
+++ trunk/blender/release/scripts/bpymodules/colladaImEx/translator.py 2007-08-05 22:45:25 UTC (rev 11497)
@@ -0,0 +1,3448 @@
+# --------------------------------------------------------------------------
+# Illusoft Collada 1.4 plugin for Blender
+# --------------------------------------------------------------------------
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# Copyright (C) 2006: Illusoft - colladablender at illusoft.com
+#
+# This program is free software; you can redistribute it and/or modify
+# it under the terms of the GNU General Public License as published by
+# the Free Software Foundation; either version 2 of the License,
+# or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+# --------------------------------------------------------------------------
+
+from cutils import *
+import collada
+import Blender
+from Blender.Mathutils import *
+import math
+import datetime
+from helperObjects import *
+
+class Translator(object):
+ isImporter = False
+
+ def __init__(self, isImporter, version, debugM, fileName,_useTriangles, _usePolygons, _bakeMatrices, _exportSelection, _createNewScene, _clearScene, _lookAt, _exportPhysics, _exportCurrentScene, _exportRelativePaths, _useUV, _sampleAnimation, _onlyMainScene):
+ global __version__, debugMode, usePhysics, useTriangles, usePolygons, bakeMatrices, exportSelection, createNewScene, clearScene, lookAt, replaceNames, exportPhysics, exportCurrentScene, useRelativePaths, useUV, sampleAnimation, onlyMainScene
+ __version__ = version
+ debugMode = debugM
+ usePhysics = None
+ useTriangles = _useTriangles
+ usePolygons = _usePolygons
+ bakeMatrices = _bakeMatrices
+ exportSelection = _exportSelection
+ createNewScene = _createNewScene
+ clearScene = _clearScene
+ lookAt = _lookAt
+ exportPhysics = _exportPhysics
+ usePhysics = _exportPhysics
+ exportCurrentScene = _exportCurrentScene
+ useRelativePaths = _exportRelativePaths
+ useUV = _useUV
+ sampleAnimation = _sampleAnimation
+ onlyMainScene= _onlyMainScene
+
+ replaceNames = clearScene
+
+ self.isImporter = isImporter
+ self.fileName = ''
+ if self.isImporter:
+ self.__Import(fileName)
+ else:
+ self.__Export(fileName)
+
+ def __Import(self,fileName=''):
+ documentTranslator = DocumentTranslator(fileName)
+ documentTranslator.Import(fileName)
+
+ def __Export(self,filename=''):
+ documentTranslator = DocumentTranslator(filename)
+ documentTranslator.Export(filename)
+
+
+class DocumentTranslator(object):
+ isImport = None
+ ids = []
+ sceneGraph = None
+
+ # Keep track of the layers on import
+ layers = None
+
+ cameraLibrary = None
+## geometryLibrary = None
+ controllersLibrary = None
+ animationsLibrary = None
+## materialLibrary = None
+ texturesLibrary = None
+ lampsLibrary = None
+ colladaDocument = None
+ scenesLibrary = None
+ fps = 25
+
+ def CreateID(self, name, typeName=None):
+ if len(name) > 0 and not name[0].isalpha():
+ name = "i"+name
+
+ if not (name in self.ids):
+ self.ids.append(name)
+ return name
+ else:
+ tempName = name;
+ if not(typeName is None) and name.rfind(typeName) >= 0:
+ # Check for existing number at the end?
+ return self.IncrementString(tempName, True)
+ else:
+ # First check if no Blender Object exists with the name 'tempName + typeName'
+ if (tempName + typeName) in self.allBlenderNames:
+ return self.IncrementString(tempName + typeName, True)
+ else:
+ return self.CreateID(tempName+typeName, typeName)
+
+ def IncrementString(self, name, checkName):
+ tempName = name;
+ if name.rfind('.') >= 0:
+ while tempName[-1:].isdigit():
+ tempName = tempName[:-1]
+ digitStr = name[-(len(name)-len(tempName)):]
+ digit = 1
+ if len(digitStr) > 0 and len(digitStr) != len(name):
+ digit = int(digitStr)+1
+ newName = tempName+str(digit).zfill(3)
+ else:
+ newName = name+'.001'
+
+ if not (newName in self.ids) and (not checkName or not (newName in self.allBlenderNames)):
+ self.ids.append(newName)
+ return newName
+ else:
+ return self.IncrementString(newName, checkName)
+
+ def __init__(self, fileName):
+ global waitingControllers, armatures
+ # Keep track of the controller that are waiting to be applied
+ waitingControllers = dict()
+ # Keep track of the armatures created
+ armatures = dict()
+
+ self.isImport = False
+ self.scenesLibrary = ScenesLibrary(self)
+ self.sceneGraph = SceneGraph(self)
+ self.lampsLibrary = LampsLibrary(self)
+ self.colladaDocument = None
+ self.texturesLibrary = TexturesLibrary(self)
+ self.camerasLibrary = CamerasLibrary(self)
+ self.materialsLibrary = MaterialsLibrary(self)
+ self.meshLibrary = MeshLibrary(self)
+ self.animationsLibrary = AnimationsLibrary(self)
+ self.controllersLibrary = ControllersLibrary(self)
+
+ self.filename = None
+ self.filePath = ''
+
+
+ self.currentBScene = Blender.Scene.GetCurrent()
+
+ self.progressCount = 0.4
+ self.progressField = (1.0 - self.progressCount)
+ self.progressStep = 0.0
+ self.progressPartCount = 0.0
+
+ self.tMatOLD = Matrix()
+ self._zUpMatrix = Matrix()
+ self._yUpMatrix = Matrix(
+ [0,0,1,0],
+ [1,0,0,0],
+ [0,1,0,0],
+ [0,0,0,1])
+
+ self.axisTransformMatrix = Matrix()
+ self.inverseAxisTransformMatrix = Matrix()
+ self.orgAxiss = ["X","Y","Z"]
+
+
+ def CreateNameForObject(self, name, replace, myType):
+ if not replace:
+ return name
+
+ if myType == 'object':
+ try:
+ ob = Blender.Object.Get(name)
+ ob.name = self.CreateNameForObject(self.IncrementString(ob.name, False), True, 'object')
+ except ValueError:
+ pass
+ elif myType == 'mesh':
+ try:
+ mesh = Blender.Mesh.Get(name)
+ if not mesh is None:
+ mesh.name = self.CreateNameForObject(self.IncrementString(mesh.name, False), True, 'mesh')
+ except ValueError:
+ pass
+ elif myType == 'armature':
+ try:
+ armature = Blender.Armature.Get(str(name))
+ if not armature is None:
+ armature.name = self.CreateNameForObject(self.IncrementString(armature.name, False), True, 'armature')
+ except ValueError:
+ pass
+ elif myType == 'camera':
+ try:
+ camera = Blender.Camera.Get(str(name))
+ if not camera is None:
+ camera.name = self.CreateNameForObject(self.IncrementString(camera.name, False), True, 'camera')
+ except NameError:
+ pass
+ elif myType == 'lamp':
+ try:
+ lamp = Blender.Lamp.Get(str(name))
+ if not lamp is None:
+ lamp.name = self.CreateNameForObject(self.IncrementString(lamp.name, False), True, 'lamp')
+ except NameError:
+ pass
+
+ return name
+
+ def Import(self, fileName):
+ global debugMode, createNewScene
+
+ self.filename = fileName
+ self.filePath = Blender.sys.dirname(self.filename) + Blender.sys.sep
+ self.isImport = True
+ Blender.Window.EditMode(0)
+ Blender.Window.DrawProgressBar(0.0, 'Starting Import')
+
+ # Keep track of the 20 layers
+ self.layers = [None for x in range(20)]
+
+ if createNewScene:
+ self.currentBScene = Blender.Scene.New('Scene')
+ self.currentBScene.makeCurrent()
+ else:
+ self.currentBScene = Blender.Scene.GetCurrent()
+
+ # Create a new Collada document
+ Blender.Window.DrawProgressBar(0.1, 'Get Collada Document')
+ self.colladaDocument = collada.DaeDocument(debugMode)
+
+ # Setup the libraries
+ self.camerasLibrary.SetDaeLibrary(self.colladaDocument.camerasLibrary)
+ self.lampsLibrary.SetDaeLibrary(self.colladaDocument.lightsLibrary)
+ self.texturesLibrary.SetDaeLibrary(self.colladaDocument.imagesLibrary)
+ self.materialsLibrary.SetDaeLibrary(self.colladaDocument.materialsLibrary)
+ self.meshLibrary.SetDaeLibrary(self.colladaDocument.geometriesLibrary)
+ self.animationsLibrary.SetDaeLibrary(self.colladaDocument.animationsLibrary)
+ self.controllersLibrary.SetDaeLibrary(self.colladaDocument.controllersLibrary)
+
+ # Parse the COLLADA file
+ self.colladaDocument.LoadDocumentFromFile(fileName)
+
+ self.axiss = ["X", "Y", "Z"]
+ if self.colladaDocument.asset.upAxis == collada.DaeSyntax.Y_UP:
+ self.tMatOLD[0][0] = 0
+ self.tMatOLD[1][1] = 0
+ self.tMatOLD[2][2] = 0
+ self.tMatOLD[0][1] = 1
+ self.tMatOLD[1][2] = 1
+ self.tMatOLD[2][0] = 1
+ self.axiss = ["Y", "Z", "X"]
+
+ if self.colladaDocument.asset.upAxis == collada.DaeSyntax.Y_UP:
+ self.axisTransformMatrix = Matrix(self._yUpMatrix)
+ self.axiss = ["Y", "Z", "X"]
+
+ self.inverseAxisTransformMatrix = Matrix(self.axisTransformMatrix).invert()
+
+
+
+ self.progressStep = self.progressField/(self.colladaDocument.GetItemCount()+1)
+
+ # Get the animation info
+ animations = AnimationInfo.CreateAnimations(self.animationsLibrary, self.fps, self.axiss)
+
+ # Read the COLLADA stucture and build the scene in Blender.
+ Blender.Window.DrawProgressBar(0.4, 'Translate Collada 2 Blender')
+ self.sceneGraph.LoadFromCollada(self.colladaDocument.visualScenesLibrary.items, self.colladaDocument.scene)
+
+ self.Progress()
+
+ def CalcVector(self, vector):
+ if self.colladaDocument.asset.upAxis == collada.DaeSyntax.Y_UP:
+ return Vector(vector[2], vector[0], vector[1])
+ else:
+ return vector
+
+
+ # Calculate the correct transform matrix dependent of the current UP axis.
+ # When Up axis is Yup:
+ # orgTrans * vecYup = newVecYup
+ # newTrans * vecZup = newVecZup
+ # vecZup = tMat * vecYUp
+ # vecYup = invtMat * vecZup
+ # newVecYup = orgTrans * vecYup = orgTrans * (invtMat * vecZup)
+ # newVecZup = tMat * newVecYup = tMat * (orgTrans * (invtMat * vecZup))
+ # newTrans = tMat * orgTrans * invtMat
+ def CalcMatrix(self, matrix):
+ if self.colladaDocument.asset.upAxis == collada.DaeSyntax.Y_UP:
+ return self.axisTransformMatrix * matrix * self.inverseAxisTransformMatrix
+ else:
+ return matrix
+
@@ Diff output truncated at 10240 characters. @@
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