[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [23558] trunk/blender/release/scripts/io: adding back changes from soc-2009-kaz branch.
Campbell Barton
ideasman42 at gmail.com
Tue Sep 29 17:27:00 CEST 2009
Revision: 23558
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=23558
Author: campbellbarton
Date: 2009-09-29 17:27:00 +0200 (Tue, 29 Sep 2009)
Log Message:
-----------
adding back changes from soc-2009-kaz branch.
Modified Paths:
--------------
trunk/blender/release/scripts/io/export_3ds.py
trunk/blender/release/scripts/io/export_fbx.py
trunk/blender/release/scripts/io/export_obj.py
trunk/blender/release/scripts/io/export_ply.py
trunk/blender/release/scripts/io/export_x3d.py
trunk/blender/release/scripts/io/import_3ds.py
trunk/blender/release/scripts/io/import_obj.py
Modified: trunk/blender/release/scripts/io/export_3ds.py
===================================================================
--- trunk/blender/release/scripts/io/export_3ds.py 2009-09-29 15:16:22 UTC (rev 23557)
+++ trunk/blender/release/scripts/io/export_3ds.py 2009-09-29 15:27:00 UTC (rev 23558)
@@ -46,15 +46,36 @@
# Importing modules
######################################################
-import Blender
+import struct
+import os
+import time
+
import bpy
-from BPyMesh import getMeshFromObject
-from BPyObject import getDerivedObjects
-try:
- import struct
-except:
- struct = None
+# import Blender
+# from BPyMesh import getMeshFromObject
+# from BPyObject import getDerivedObjects
+# try:
+# import struct
+# except:
+# struct = None
+
+# also used by X3D exporter
+# return a tuple (free, object list), free is True if memory should be freed later with free_derived_objects()
+def create_derived_objects(ob):
+ if ob.parent and ob.parent.dupli_type != 'NONE':
+ return False, None
+
+ if ob.dupli_type != 'NONE':
+ ob.create_dupli_list()
+ return True, [(dob.object, dob.matrix) for dob in ob.dupli_list]
+ else:
+ return False, [(ob, ob.matrix)]
+
+# also used by X3D exporter
+def free_derived_objects(ob):
+ ob.free_dupli_list()
+
# So 3ds max can open files, limit names to 12 in length
# this is verry annoying for filenames!
name_unique = []
@@ -85,61 +106,62 @@
#Some of the chunks that we will export
#----- Primary Chunk, at the beginning of each file
-PRIMARY= long("0x4D4D",16)
+PRIMARY= int("0x4D4D",16)
#------ Main Chunks
-OBJECTINFO = long("0x3D3D",16); #This gives the version of the mesh and is found right before the material and object information
-VERSION = long("0x0002",16); #This gives the version of the .3ds file
-KFDATA = long("0xB000",16); #This is the header for all of the key frame info
+OBJECTINFO = int("0x3D3D",16); #This gives the version of the mesh and is found right before the material and object information
+VERSION = int("0x0002",16); #This gives the version of the .3ds file
+KFDATA = int("0xB000",16); #This is the header for all of the key frame info
#------ sub defines of OBJECTINFO
MATERIAL=45055 #0xAFFF // This stored the texture info
OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
#>------ sub defines of MATERIAL
-MATNAME = long("0xA000",16); # This holds the material name
-MATAMBIENT = long("0xA010",16); # Ambient color of the object/material
-MATDIFFUSE = long("0xA020",16); # This holds the color of the object/material
-MATSPECULAR = long("0xA030",16); # SPecular color of the object/material
-MATSHINESS = long("0xA040",16); # ??
-MATMAP = long("0xA200",16); # This is a header for a new material
-MATMAPFILE = long("0xA300",16); # This holds the file name of the texture
+MATNAME = int("0xA000",16); # This holds the material name
+MATAMBIENT = int("0xA010",16); # Ambient color of the object/material
+MATDIFFUSE = int("0xA020",16); # This holds the color of the object/material
+MATSPECULAR = int("0xA030",16); # SPecular color of the object/material
+MATSHINESS = int("0xA040",16); # ??
+MATMAP = int("0xA200",16); # This is a header for a new material
+MATMAPFILE = int("0xA300",16); # This holds the file name of the texture
-RGB1= long("0x0011",16)
-RGB2= long("0x0012",16)
+RGB1= int("0x0011",16)
+RGB2= int("0x0012",16)
#>------ sub defines of OBJECT
-OBJECT_MESH = long("0x4100",16); # This lets us know that we are reading a new object
-OBJECT_LIGHT = long("0x4600",16); # This lets un know we are reading a light object
-OBJECT_CAMERA= long("0x4700",16); # This lets un know we are reading a camera object
+OBJECT_MESH = int("0x4100",16); # This lets us know that we are reading a new object
+OBJECT_LIGHT = int("0x4600",16); # This lets un know we are reading a light object
+OBJECT_CAMERA= int("0x4700",16); # This lets un know we are reading a camera object
#>------ sub defines of CAMERA
-OBJECT_CAM_RANGES= long("0x4720",16); # The camera range values
+OBJECT_CAM_RANGES= int("0x4720",16); # The camera range values
#>------ sub defines of OBJECT_MESH
-OBJECT_VERTICES = long("0x4110",16); # The objects vertices
-OBJECT_FACES = long("0x4120",16); # The objects faces
-OBJECT_MATERIAL = long("0x4130",16); # This is found if the object has a material, either texture map or color
-OBJECT_UV = long("0x4140",16); # The UV texture coordinates
-OBJECT_TRANS_MATRIX = long("0x4160",16); # The Object Matrix
+OBJECT_VERTICES = int("0x4110",16); # The objects vertices
+OBJECT_FACES = int("0x4120",16); # The objects faces
+OBJECT_MATERIAL = int("0x4130",16); # This is found if the object has a material, either texture map or color
+OBJECT_UV = int("0x4140",16); # The UV texture coordinates
+OBJECT_TRANS_MATRIX = int("0x4160",16); # The Object Matrix
#>------ sub defines of KFDATA
-KFDATA_KFHDR = long("0xB00A",16);
-KFDATA_KFSEG = long("0xB008",16);
-KFDATA_KFCURTIME = long("0xB009",16);
-KFDATA_OBJECT_NODE_TAG = long("0xB002",16);
+KFDATA_KFHDR = int("0xB00A",16);
+KFDATA_KFSEG = int("0xB008",16);
+KFDATA_KFCURTIME = int("0xB009",16);
+KFDATA_OBJECT_NODE_TAG = int("0xB002",16);
#>------ sub defines of OBJECT_NODE_TAG
-OBJECT_NODE_ID = long("0xB030",16);
-OBJECT_NODE_HDR = long("0xB010",16);
-OBJECT_PIVOT = long("0xB013",16);
-OBJECT_INSTANCE_NAME = long("0xB011",16);
-POS_TRACK_TAG = long("0xB020",16);
-ROT_TRACK_TAG = long("0xB021",16);
-SCL_TRACK_TAG = long("0xB022",16);
+OBJECT_NODE_ID = int("0xB030",16);
+OBJECT_NODE_HDR = int("0xB010",16);
+OBJECT_PIVOT = int("0xB013",16);
+OBJECT_INSTANCE_NAME = int("0xB011",16);
+POS_TRACK_TAG = int("0xB020",16);
+ROT_TRACK_TAG = int("0xB021",16);
+SCL_TRACK_TAG = int("0xB022",16);
def uv_key(uv):
- return round(uv.x, 6), round(uv.y, 6)
+ return round(uv[0], 6), round(uv[1], 6)
+# return round(uv.x, 6), round(uv.y, 6)
# size defines:
SZ_SHORT = 2
@@ -272,7 +294,8 @@
return 3
def write(self,file):
- file.write( struct.pack('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) )
+ file.write( struct.pack('<3B', int(255*self.r), int(255*self.g), int(255*self.b) ) )
+# file.write( struct.pack('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) )
def __str__(self):
return '{%f, %f, %f}' % (self.r, self.g, self.b)
@@ -343,12 +366,12 @@
def dump(self,indent):
if (self.value!=None):
spaces=""
- for i in xrange(indent):
+ for i in range(indent):
spaces+=" ";
if (self.name!=""):
- print spaces, self.name, " = ", self.value
+ print(spaces, self.name, " = ", self.value)
else:
- print spaces, "[unnamed]", " = ", self.value
+ print(spaces, "[unnamed]", " = ", self.value)
#the chunk class
@@ -408,9 +431,9 @@
Dump is used for debugging purposes, to dump the contents of a chunk to the standard output.
Uses the dump function of the named variables and the subchunks to do the actual work.'''
spaces=""
- for i in xrange(indent):
+ for i in range(indent):
spaces+=" ";
- print spaces, "ID=", hex(self.ID.value), "size=", self.get_size()
+ print(spaces, "ID=", hex(self.ID.value), "size=", self.get_size())
for variable in self.variables:
variable.dump(indent+1)
for subchunk in self.subchunks:
@@ -424,15 +447,20 @@
def get_material_images(material):
# blender utility func.
- images = []
if material:
- for mtex in material.getTextures():
- if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
- image = mtex.tex.image
- if image:
- images.append(image) # maye want to include info like diffuse, spec here.
- return images
+ return [s.texture.image for s in material.textures if s and s.texture.type == 'IMAGE' and s.texture.image]
+ return []
+# images = []
+# if material:
+# for mtex in material.getTextures():
+# if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
+# image = mtex.tex.image
+# if image:
+# images.append(image) # maye want to include info like diffuse, spec here.
+# return images
+
+
def make_material_subchunk(id, color):
'''Make a material subchunk.
@@ -454,7 +482,8 @@
mat_sub = _3ds_chunk(id)
def add_image(img):
- filename = image.filename.split('\\')[-1].split('/')[-1]
+ filename = os.path.basename(image.filename)
+# filename = image.filename.split('\\')[-1].split('/')[-1]
mat_sub_file = _3ds_chunk(MATMAPFILE)
mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename)))
mat_sub.add_subchunk(mat_sub_file)
@@ -482,9 +511,12 @@
material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1,1,1) ))
else:
- material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.amb for a in material.rgbCol] ))
- material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.rgbCol))
- material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specCol))
+ material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.ambient for a in material.diffuse_color] ))
+# material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.amb for a in material.rgbCol] ))
+ material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color))
+# material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.rgbCol))
+ material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color))
+# material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specCol))
images = get_material_images(material) # can be None
if image: images.append(image)
@@ -513,28 +545,39 @@
If the mesh contains quads, they will be split into triangles.'''
tri_list = []
- do_uv = mesh.faceUV
+ do_uv = len(mesh.uv_textures)
+# do_uv = mesh.faceUV
- if not do_uv:
- face_uv = None
+# if not do_uv:
+# face_uv = None
img = None
- for face in mesh.faces:
- f_v = face.v
@@ Diff output truncated at 10240 characters. @@
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