[Bf-extensions-cvs] [ec2d0c1a] master: io_scene_x: moved to contrib: T63750
meta-androcto
noreply at git.blender.org
Fri May 24 03:18:45 CEST 2019
Commit: ec2d0c1a6dac5aaa1568d8677268b74691423b5b
Author: meta-androcto
Date: Fri May 24 11:18:19 2019 +1000
Branches: master
https://developer.blender.org/rBACec2d0c1a6dac5aaa1568d8677268b74691423b5b
io_scene_x: moved to contrib: T63750
===================================================================
A io_scene_x/__init__.py
A io_scene_x/export_x.py
===================================================================
diff --git a/io_scene_x/__init__.py b/io_scene_x/__init__.py
new file mode 100644
index 00000000..c8e2bc73
--- /dev/null
+++ b/io_scene_x/__init__.py
@@ -0,0 +1,189 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# 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 3
+# 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, see <http://www.gnu.org/licenses/>.
+# All rights reserved.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+
+bl_info = {
+ "name": "DirectX X Format",
+ "author": "Chris Foster",
+ "version": (3, 1, 0),
+ "blender": (2, 69, 0),
+ "location": "File > Export > DirectX (.x)",
+ "description": "Export mesh vertices, UV's, materials, textures, "
+ "vertex colors, armatures, empties, and actions.",
+ "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
+ "Scripts/Import-Export/DirectX_Exporter",
+ "category": "Import-Export"}
+
+
+import bpy
+from bpy.props import BoolProperty
+from bpy.props import EnumProperty
+from bpy.props import StringProperty
+
+
+class ExportDirectX(bpy.types.Operator):
+ """Export selection to DirectX"""
+
+ bl_idname = "export_scene.x"
+ bl_label = "Export DirectX"
+
+ filepath: StringProperty(subtype='FILE_PATH')
+
+ # Export options
+
+ SelectedOnly: BoolProperty(
+ name="Export Selected Objects Only",
+ description="Export only selected objects",
+ default=True)
+
+ CoordinateSystem: EnumProperty(
+ name="Coordinate System",
+ description="Use the selected coordinate system for export",
+ items=(('LEFT_HANDED', "Left-Handed", "Use a Y up, Z forward system or a Z up, -Y forward system"),
+ ('RIGHT_HANDED', "Right-Handed", "Use a Y up, -Z forward system or a Z up, Y forward system")),
+ default='LEFT_HANDED')
+
+ UpAxis: EnumProperty(
+ name="Up Axis",
+ description="The selected axis points upward",
+ items=(('Y', "Y", "The Y axis points up"),
+ ('Z', "Z", "The Z axis points up")),
+ default='Y')
+
+ ExportMeshes: BoolProperty(
+ name="Export Meshes",
+ description="Export mesh objects",
+ default=True)
+
+ ExportNormals: BoolProperty(
+ name=" Export Normals",
+ description="Export mesh normals",
+ default=True)
+
+ FlipNormals: BoolProperty(
+ name=" Flip Normals",
+ description="Flip mesh normals before export",
+ default=False)
+
+ ExportUVCoordinates: BoolProperty(
+ name=" Export UV Coordinates",
+ description="Export mesh UV coordinates, if any",
+ default=True)
+
+ ExportMaterials: BoolProperty(
+ name=" Export Materials",
+ description="Export material properties and reference image textures",
+ default=True)
+
+ ExportActiveImageMaterials: BoolProperty(
+ name=" Reference Active Images as Textures",
+ description="Reference the active image of each face as a texture, "\
+ "as opposed to the image assigned to the material",
+ default=False)
+
+ ExportVertexColors: BoolProperty(
+ name=" Export Vertex Colors",
+ description="Export mesh vertex colors, if any",
+ default=False)
+
+ ExportSkinWeights: BoolProperty(
+ name=" Export Skin Weights",
+ description="Bind mesh vertices to armature bones",
+ default=False)
+
+ ApplyModifiers: BoolProperty(
+ name=" Apply Modifiers",
+ description="Apply the effects of object modifiers before export",
+ default=False)
+
+ ExportArmatureBones: BoolProperty(
+ name="Export Armature Bones",
+ description="Export armatures bones",
+ default=False)
+
+ ExportRestBone: BoolProperty(
+ name=" Export Rest Position",
+ description="Export bones in their rest position (recommended for "\
+ "animation)",
+ default=False)
+
+ ExportAnimation: BoolProperty(
+ name="Export Animations",
+ description="Export object and bone animations. Data is exported for "\
+ "every frame",
+ default=False)
+
+ IncludeFrameRate: BoolProperty(
+ name=" Include Frame Rate",
+ description="Include the AnimTicksPerSecond template which is "\
+ "used by some engines to control animation speed",
+ default=False)
+
+ ExportActionsAsSets: BoolProperty(
+ name=" Export Actions as AnimationSets",
+ description="Export each action of each object as a separate "\
+ "AnimationSet. Otherwise all current actions are lumped "\
+ "together into a single set",
+ default=False)
+
+ AttachToFirstArmature: BoolProperty(
+ name=" Attach Unused Actions to First Armature",
+ description="Export each unused action as if used by the first "\
+ "armature object",
+ default=False)
+
+ Verbose: BoolProperty(
+ name="Verbose",
+ description="Run the exporter in debug mode. Check the console for "\
+ "output",
+ default=False)
+
+ def execute(self, context):
+ self.filepath = bpy.path.ensure_ext(self.filepath, ".x")
+
+ from . import export_x
+ Exporter = export_x.DirectXExporter(self, context)
+ Exporter.Export()
+ return {'FINISHED'}
+
+ def invoke(self, context, event):
+ if not self.filepath:
+ self.filepath = bpy.path.ensure_ext(bpy.data.filepath, ".x")
+ context.window_manager.fileselect_add(self)
+ return {'RUNNING_MODAL'}
+
+
+def menu_func(self, context):
+ self.layout.operator(ExportDirectX.bl_idname, text="DirectX (.x)")
+
+
+def register():
+ bpy.utils.register_module(__name__)
+
+ bpy.types.TOPBAR_MT_file_export.append(menu_func)
+
+
+def unregister():
+ bpy.utils.unregister_module(__name__)
+
+ bpy.types.TOPBAR_MT_file_export.remove(menu_func)
+
+
+if __name__ == "__main__":
+ register()
diff --git a/io_scene_x/export_x.py b/io_scene_x/export_x.py
new file mode 100644
index 00000000..e0fc817b
--- /dev/null
+++ b/io_scene_x/export_x.py
@@ -0,0 +1,1395 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# 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 3
+# 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, see <http://www.gnu.org/licenses/>.
+# All rights reserved.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+
+from math import radians, pi
+
+import bpy
+from mathutils import *
+
+
+class DirectXExporter:
+ def __init__(self, Config, context):
+ self.Config = Config
+ self.context = context
+
+ self.Log("Begin verbose logging ----------\n")
+
+ self.File = File(self.Config.filepath)
+
+ self.Log("Setting up coordinate system...")
+
+ # SystemMatrix converts from right-handed, z-up to the target coordinate system
+ self.SystemMatrix = Matrix()
+
+ if self.Config.CoordinateSystem == 'LEFT_HANDED':
+ self.SystemMatrix *= Matrix.Scale(-1, 4, Vector((0, 0, 1)))
+
+ if self.Config.UpAxis == 'Y':
+ self.SystemMatrix *= Matrix.Rotation(radians(-90), 4, 'X')
+
+ self.Log("Done")
+
+ self.Log("Generating object lists for export...")
+ if self.Config.SelectedOnly:
+ ExportList = list(self.context.selected_objects)
+ else:
+ ExportList = list(self.context.scene.objects)
+
+ # ExportMap maps Blender objects to ExportObjects
+ ExportMap = {}
+ for Object in ExportList:
+ if Object.type == 'EMPTY':
+ ExportMap[Object] = EmptyExportObject(self.Config, self, Object)
+ elif Object.type == 'MESH':
+ ExportMap[Object] = MeshExportObject(self.Config, self,
+ Object)
+ elif Object.type == 'ARMATURE':
+ ExportMap[Object] = ArmatureExportObject(self.Config, self,
+ Object)
+
+ # Find the objects who do not have a parent or whose parent we are
+ # not exporting
+ self.RootExportList = [Object for Object in ExportMap.values()
+ if Object.BlenderObject.parent not in ExportList]
+ self.RootExportList = Util.SortByNameField(self.RootExportList)
+
+ self.ExportList = Util.SortByNameField(ExportMap.values())
+
+ # Determine each object's children from the pool of ExportObjects
+ for Object in ExportMap.values():
+ Children = Object.BlenderObject.children
+ Object.Children = []
+ for Child in Children:
+ if Child in ExportMap:
+ Object.Children.append(ExportMap[Child])
+ self.Log("Done")
+
+ self.AnimationWriter = None
+ if self.Config.ExportAnimation:
+ self.Log("Gathering animation data...")
+
+ # Collect all animated object data
+ AnimationGenerators = self.__GatherAnimationGenerators()
+
+ # Split the data up into animation sets based on user options
+ if self.Config.ExportActionsAsSets:
+ self.AnimationWriter = SplitSetAni
@@ Diff output truncated at 10240 characters. @@
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