cleanup duplicate GPL haeders, blender made 2.4x __bpydoc__ into __doc__, removed version info, (thats what svn logs are for).

also moved create_derived_objects & free_derived_objects into io_utils, used by x3d and 3ds.
This commit is contained in:
2010-09-01 02:48:23 +00:00
parent 5036a9d20c
commit 16d26b7eb1
11 changed files with 83 additions and 672 deletions

View File

@@ -1,4 +1,3 @@
# coding: utf-8
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
@@ -19,99 +18,14 @@
# <pep8 compliant>
__author__ = ["Campbell Barton", "Bob Holcomb", "Richard Lärkäng", "Damien McGinnes", "Mark Stijnman"]
__url__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/")
__version__ = "0.90a"
__bpydoc__ = """\
3ds Exporter
This script Exports a 3ds file.
# Script copyright (C) Bob Holcomb
# Contributors: Campbell Barton, Bob Holcomb, Richard Lärkäng, Damien McGinnes, Mark Stijnman
"""
Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen) and using information
from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode.
"""
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Bob Holcomb
#
# 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 *****
# --------------------------------------------------------------------------
######################################################
# Importing modules
######################################################
import struct
import os
import time
import bpy
# 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(scene, ob):
if ob.parent and ob.parent.dupli_type != 'NONE':
return False, None
if ob.dupli_type != 'NONE':
ob.create_dupli_list(scene)
return True, [(dob.object, dob.matrix) for dob in ob.dupli_list]
else:
return False, [(ob, ob.matrix_world)]
# 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 = []
name_mapping = {}
def sane_name(name):
name_fixed = name_mapping.get(name)
if name_fixed != None:
return name_fixed
if len(name) > 12:
new_name = name[:12]
else:
new_name = name
i = 0
while new_name in name_unique:
new_name = new_name[:-4] + '.%.3d' % i
i+=1
name_unique.append(new_name)
name_mapping[name] = new_name
return new_name
######################################################
# Data Structures
######################################################
@@ -926,20 +840,14 @@ def write(filename, context):
'''Save the Blender scene to a 3ds file.'''
# Time the export
if not filename.lower().endswith('.3ds'):
filename += '.3ds'
# XXX
# if not BPyMessages.Warning_SaveOver(filename):
# return
# XXX
time1 = time.clock()
# time1= Blender.sys.time()
# Blender.Window.WaitCursor(1)
sce = context.scene
# sce= bpy.data.scenes.active
if context.object:
bpy.ops.object.mode_set(mode='OBJECT')
@@ -1106,9 +1014,10 @@ def write(filename, context):
# Debugging only: dump the chunk hierarchy:
#primary.dump()
import bpy
from bpy.props import *
from io_utils import ExportHelper
from io_utils import create_derived_objects, free_derived_objects
class Export3DS(bpy.types.Operator, ExportHelper):

View File

@@ -18,36 +18,13 @@
# <pep8 compliant>
__author__ = "Campbell Barton"
__url__ = ['www.blender.org', 'blenderartists.org']
__version__ = "1.2"
# Script copyright (C) Campbell Barton
__bpydoc__ = """\
"""
This script is an exporter to the FBX file format.
http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx
"""
# --------------------------------------------------------------------------
# FBX Export v0.1 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** 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 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 *****
# --------------------------------------------------------------------------
import os
import time
@@ -3026,300 +3003,8 @@ Takes: {''')
# bpy.util.copy_images( [ tex[1] for tex in textures if tex[1] != None ], basepath)
print('export finished in %.4f sec.' % (time.clock() - start_time))
# print 'export finished in %.4f sec.' % (Blender.sys.time() - start_time)
return True
# --------------------------------------------
# UI Function - not a part of the exporter.
# this is to separate the user interface from the rest of the exporter.
# from Blender import Draw, Window
EVENT_NONE = 0
EVENT_EXIT = 1
EVENT_REDRAW = 2
EVENT_FILESEL = 3
GLOBALS = {}
# export opts
def do_redraw(e,v): GLOBALS['EVENT'] = e
# toggle between these 2, only allow one on at once
def do_obs_sel(e,v):
GLOBALS['EVENT'] = e
GLOBALS['EXP_OBS_SCENE'].val = 0
GLOBALS['EXP_OBS_SELECTED'].val = 1
def do_obs_sce(e,v):
GLOBALS['EVENT'] = e
GLOBALS['EXP_OBS_SCENE'].val = 1
GLOBALS['EXP_OBS_SELECTED'].val = 0
def do_batch_type_grp(e,v):
GLOBALS['EVENT'] = e
GLOBALS['BATCH_GROUP'].val = 1
GLOBALS['BATCH_SCENE'].val = 0
def do_batch_type_sce(e,v):
GLOBALS['EVENT'] = e
GLOBALS['BATCH_GROUP'].val = 0
GLOBALS['BATCH_SCENE'].val = 1
def do_anim_act_all(e,v):
GLOBALS['EVENT'] = e
GLOBALS['ANIM_ACTION_ALL'][0].val = 1
GLOBALS['ANIM_ACTION_ALL'][1].val = 0
def do_anim_act_cur(e,v):
if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val:
Draw.PupMenu('Warning%t|Cant use this with batch export group option')
else:
GLOBALS['EVENT'] = e
GLOBALS['ANIM_ACTION_ALL'][0].val = 0
GLOBALS['ANIM_ACTION_ALL'][1].val = 1
def fbx_ui_exit(e,v):
GLOBALS['EVENT'] = e
def do_help(e,v):
url = 'http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx'
print('Trying to open web browser with documentation at this address...')
print('\t' + url)
try:
import webbrowser
webbrowser.open(url)
except:
Blender.Draw.PupMenu("Error%t|Opening a webbrowser requires a full python installation")
print('...could not open a browser window.')
# run when export is pressed
#def fbx_ui_write(e,v):
def fbx_ui_write(filename, context):
# Dont allow overwriting files when saving normally
if not GLOBALS['BATCH_ENABLE'].val:
if not BPyMessages.Warning_SaveOver(filename):
return
GLOBALS['EVENT'] = EVENT_EXIT
# Keep the order the same as above for simplicity
# the [] is a dummy arg used for objects
Blender.Window.WaitCursor(1)
# Make the matrix
GLOBAL_MATRIX = mtx4_identity
GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = GLOBALS['_SCALE'].val
if GLOBALS['_XROT90'].val: GLOBAL_MATRIX = mtx4_x90n * GLOBAL_MATRIX
if GLOBALS['_YROT90'].val: GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX
if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX
ret = write(\
filename, None,\
context,
GLOBALS['EXP_OBS_SELECTED'].val,\
GLOBALS['EXP_MESH'].val,\
GLOBALS['EXP_MESH_APPLY_MOD'].val,\
GLOBALS['EXP_MESH_HQ_NORMALS'].val,\
GLOBALS['EXP_ARMATURE'].val,\
GLOBALS['EXP_LAMP'].val,\
GLOBALS['EXP_CAMERA'].val,\
GLOBALS['EXP_EMPTY'].val,\
GLOBALS['EXP_IMAGE_COPY'].val,\
GLOBAL_MATRIX,\
GLOBALS['ANIM_ENABLE'].val,\
GLOBALS['ANIM_OPTIMIZE'].val,\
GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val,\
GLOBALS['ANIM_ACTION_ALL'][0].val,\
GLOBALS['BATCH_ENABLE'].val,\
GLOBALS['BATCH_GROUP'].val,\
GLOBALS['BATCH_SCENE'].val,\
GLOBALS['BATCH_FILE_PREFIX'].val,\
GLOBALS['BATCH_OWN_DIR'].val,\
)
Blender.Window.WaitCursor(0)
GLOBALS.clear()
if ret == False:
Draw.PupMenu('Error%t|Path cannot be written to!')
def fbx_ui():
# Only to center the UI
x,y = GLOBALS['MOUSE']
x-=180; y-=0 # offset... just to get it centered
Draw.Label('Export Objects...', x+20,y+165, 200, 20)
if not GLOBALS['BATCH_ENABLE'].val:
Draw.BeginAlign()
GLOBALS['EXP_OBS_SELECTED'] = Draw.Toggle('Selected Objects', EVENT_REDRAW, x+20, y+145, 160, 20, GLOBALS['EXP_OBS_SELECTED'].val, 'Export selected objects on visible layers', do_obs_sel)
GLOBALS['EXP_OBS_SCENE'] = Draw.Toggle('Scene Objects', EVENT_REDRAW, x+180, y+145, 160, 20, GLOBALS['EXP_OBS_SCENE'].val, 'Export all objects in this scene', do_obs_sce)
Draw.EndAlign()
Draw.BeginAlign()
GLOBALS['_SCALE'] = Draw.Number('Scale:', EVENT_NONE, x+20, y+120, 140, 20, GLOBALS['_SCALE'].val, 0.01, 1000.0, 'Scale all data, (Note! some imports dont support scaled armatures)')
GLOBALS['_XROT90'] = Draw.Toggle('Rot X90', EVENT_NONE, x+160, y+120, 60, 20, GLOBALS['_XROT90'].val, 'Rotate all objects 90 degrees about the X axis')
GLOBALS['_YROT90'] = Draw.Toggle('Rot Y90', EVENT_NONE, x+220, y+120, 60, 20, GLOBALS['_YROT90'].val, 'Rotate all objects 90 degrees about the Y axis')
GLOBALS['_ZROT90'] = Draw.Toggle('Rot Z90', EVENT_NONE, x+280, y+120, 60, 20, GLOBALS['_ZROT90'].val, 'Rotate all objects 90 degrees about the Z axis')
Draw.EndAlign()
y -= 35
Draw.BeginAlign()
GLOBALS['EXP_EMPTY'] = Draw.Toggle('Empty', EVENT_NONE, x+20, y+120, 60, 20, GLOBALS['EXP_EMPTY'].val, 'Export empty objects')
GLOBALS['EXP_CAMERA'] = Draw.Toggle('Camera', EVENT_NONE, x+80, y+120, 60, 20, GLOBALS['EXP_CAMERA'].val, 'Export camera objects')
GLOBALS['EXP_LAMP'] = Draw.Toggle('Lamp', EVENT_NONE, x+140, y+120, 60, 20, GLOBALS['EXP_LAMP'].val, 'Export lamp objects')
GLOBALS['EXP_ARMATURE'] = Draw.Toggle('Armature', EVENT_NONE, x+200, y+120, 60, 20, GLOBALS['EXP_ARMATURE'].val, 'Export armature objects')
GLOBALS['EXP_MESH'] = Draw.Toggle('Mesh', EVENT_REDRAW, x+260, y+120, 80, 20, GLOBALS['EXP_MESH'].val, 'Export mesh objects', do_redraw) #, do_axis_z)
Draw.EndAlign()
if GLOBALS['EXP_MESH'].val:
# below mesh but
Draw.BeginAlign()
GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Toggle('Modifiers', EVENT_NONE, x+260, y+100, 80, 20, GLOBALS['EXP_MESH_APPLY_MOD'].val, 'Apply modifiers to mesh objects') #, do_axis_z)
GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Toggle('HQ Normals', EVENT_NONE, x+260, y+80, 80, 20, GLOBALS['EXP_MESH_HQ_NORMALS'].val, 'Generate high quality normals') #, do_axis_z)
Draw.EndAlign()
GLOBALS['EXP_IMAGE_COPY'] = Draw.Toggle('Copy Image Files', EVENT_NONE, x+20, y+80, 160, 20, GLOBALS['EXP_IMAGE_COPY'].val, 'Copy image files to the destination path') #, do_axis_z)
Draw.Label('Export Armature Animation...', x+20,y+45, 300, 20)
GLOBALS['ANIM_ENABLE'] = Draw.Toggle('Enable Animation', EVENT_REDRAW, x+20, y+25, 160, 20, GLOBALS['ANIM_ENABLE'].val, 'Export keyframe animation', do_redraw)
if GLOBALS['ANIM_ENABLE'].val:
Draw.BeginAlign()
GLOBALS['ANIM_OPTIMIZE'] = Draw.Toggle('Optimize Keyframes', EVENT_REDRAW, x+20, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE'].val, 'Remove double keyframes', do_redraw)
if GLOBALS['ANIM_OPTIMIZE'].val:
GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Number('Precission: ', EVENT_NONE, x+180, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val, 1, 16, 'Tolerence for comparing double keyframes (higher for greater accuracy)')
Draw.EndAlign()
Draw.BeginAlign()
GLOBALS['ANIM_ACTION_ALL'][1] = Draw.Toggle('Current Action', EVENT_REDRAW, x+20, y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][1].val, 'Use actions currently applied to the armatures (use scene start/end frame)', do_anim_act_cur)
GLOBALS['ANIM_ACTION_ALL'][0] = Draw.Toggle('All Actions', EVENT_REDRAW, x+180,y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][0].val, 'Use all actions for armatures', do_anim_act_all)
Draw.EndAlign()
Draw.Label('Export Batch...', x+20,y-60, 300, 20)
GLOBALS['BATCH_ENABLE'] = Draw.Toggle('Enable Batch', EVENT_REDRAW, x+20, y-80, 160, 20, GLOBALS['BATCH_ENABLE'].val, 'Automate exporting multiple scenes or groups to files', do_redraw)
if GLOBALS['BATCH_ENABLE'].val:
Draw.BeginAlign()
GLOBALS['BATCH_GROUP'] = Draw.Toggle('Group > File', EVENT_REDRAW, x+20, y-105, 160, 20, GLOBALS['BATCH_GROUP'].val, 'Export each group as an FBX file', do_batch_type_grp)
GLOBALS['BATCH_SCENE'] = Draw.Toggle('Scene > File', EVENT_REDRAW, x+180, y-105, 160, 20, GLOBALS['BATCH_SCENE'].val, 'Export each scene as an FBX file', do_batch_type_sce)
# Own dir requires OS module
if os:
GLOBALS['BATCH_OWN_DIR'] = Draw.Toggle('Own Dir', EVENT_NONE, x+20, y-125, 80, 20, GLOBALS['BATCH_OWN_DIR'].val, 'Create a dir for each exported file')
GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+100, y-125, 240, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ')
else:
GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+20, y-125, 320, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ')
Draw.EndAlign()
#y+=80
'''
Draw.BeginAlign()
GLOBALS['FILENAME'] = Draw.String('path: ', EVENT_NONE, x+20, y-170, 300, 20, GLOBALS['FILENAME'].val, 64, 'Prefix each file with this name ')
Draw.PushButton('..', EVENT_FILESEL, x+320, y-170, 20, 20, 'Select the path', do_redraw)
'''
# Until batch is added
#
#Draw.BeginAlign()
Draw.PushButton('Online Help', EVENT_REDRAW, x+20, y-160, 100, 20, 'Open online help in a browser window', do_help)
Draw.PushButton('Cancel', EVENT_EXIT, x+130, y-160, 100, 20, 'Exit the exporter', fbx_ui_exit)
Draw.PushButton('Export', EVENT_FILESEL, x+240, y-160, 100, 20, 'Export the fbx file', do_redraw)
#Draw.PushButton('Export', EVENT_EXIT, x+180, y-160, 160, 20, 'Export the fbx file', fbx_ui_write)
#Draw.EndAlign()
# exit when mouse out of the view?
# GLOBALS['EVENT'] = EVENT_EXIT
#def write_ui(filename):
def write_ui():
# globals
GLOBALS['EVENT'] = EVENT_REDRAW
#GLOBALS['MOUSE'] = Window.GetMouseCoords()
GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
GLOBALS['FILENAME'] = ''
'''
# IF called from the fileselector
if filename == None:
GLOBALS['FILENAME'] = filename # Draw.Create(Blender.sys.makename(ext='.fbx'))
else:
GLOBALS['FILENAME'].val = filename
'''
GLOBALS['EXP_OBS_SELECTED'] = Draw.Create(1) # dont need 2 variables but just do this for clarity
GLOBALS['EXP_OBS_SCENE'] = Draw.Create(0)
GLOBALS['EXP_MESH'] = Draw.Create(1)
GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Create(1)
GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Create(0)
GLOBALS['EXP_ARMATURE'] = Draw.Create(1)
GLOBALS['EXP_LAMP'] = Draw.Create(1)
GLOBALS['EXP_CAMERA'] = Draw.Create(1)
GLOBALS['EXP_EMPTY'] = Draw.Create(1)
GLOBALS['EXP_IMAGE_COPY'] = Draw.Create(0)
# animation opts
GLOBALS['ANIM_ENABLE'] = Draw.Create(1)
GLOBALS['ANIM_OPTIMIZE'] = Draw.Create(1)
GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Create(4) # decimal places
GLOBALS['ANIM_ACTION_ALL'] = [Draw.Create(0), Draw.Create(1)] # not just the current action
# batch export options
GLOBALS['BATCH_ENABLE'] = Draw.Create(0)
GLOBALS['BATCH_GROUP'] = Draw.Create(1) # cant have both of these enabled at once.
GLOBALS['BATCH_SCENE'] = Draw.Create(0) # see above
GLOBALS['BATCH_FILE_PREFIX'] = Draw.Create(Blender.sys.makename(ext='_').split('\\')[-1].split('/')[-1])
GLOBALS['BATCH_OWN_DIR'] = Draw.Create(0)
# done setting globals
# Used by the user interface
GLOBALS['_SCALE'] = Draw.Create(1.0)
GLOBALS['_XROT90'] = Draw.Create(True)
GLOBALS['_YROT90'] = Draw.Create(False)
GLOBALS['_ZROT90'] = Draw.Create(False)
# best not do move the cursor
# Window.SetMouseCoords(*[i/2 for i in Window.GetScreenSize()])
# hack so the toggle buttons redraw. this is not nice at all
while GLOBALS['EVENT'] != EVENT_EXIT:
if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val and GLOBALS['ANIM_ACTION_ALL'][1].val:
#Draw.PupMenu("Warning%t|Cant batch export groups with 'Current Action' ")
GLOBALS['ANIM_ACTION_ALL'][0].val = 1
GLOBALS['ANIM_ACTION_ALL'][1].val = 0
if GLOBALS['EVENT'] == EVENT_FILESEL:
if GLOBALS['BATCH_ENABLE'].val:
txt = 'Batch FBX Dir'
name = Blender.sys.expandpath('//')
else:
txt = 'Export FBX'
name = Blender.sys.makename(ext='.fbx')
Blender.Window.FileSelector(fbx_ui_write, txt, name)
#fbx_ui_write('/test.fbx')
break
Draw.UIBlock(fbx_ui, 0)
# GLOBALS.clear()
from bpy.props import *
from io_utils import ExportHelper

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@@ -18,8 +18,9 @@
# <pep8 compliant>
__author__ = "Bill L.Nieuwendorp"
__bpydoc__ = """\
# Contributors: Bill L.Nieuwendorp
"""
This script Exports Lightwaves MotionDesigner format.
The .mdd format has become quite a popular Pipeline format<br>
@@ -27,25 +28,6 @@ for moving animations from package to package.
Be sure not to use modifiers that change the number or order of verts in the mesh
"""
#Please send any fixes,updates,bugs to Slow67_at_Gmail.com or cbarton_at_metavr.com
#Bill Niewuendorp
# ***** 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 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 *****
import bpy
import mathutils

View File

@@ -18,23 +18,6 @@
# <pep8 compliant>
__author__ = "Campbell Barton, Jiri Hnidek, Paolo Ciccone"
__url__ = ['http://wiki.blender.org/index.php/Scripts/Manual/Export/wavefront_obj', 'www.blender.org', 'blenderartists.org']
__version__ = "1.21"
__bpydoc__ = """\
This script is an exporter to OBJ file format.
Usage:
Select the objects you wish to export and run this script from "File->Export" menu.
Selecting the default options from the popup box will be good in most cases.
All objects that can be represented as a mesh (mesh, curve, metaball, surface, text3d)
will be exported as mesh data.
"""
# import math and other in functions that use them for the sake of fast Blender startup
# import math
import os
import time
import shutil

View File

@@ -18,55 +18,17 @@
# <pep8 compliant>
# Copyright (C) 2004, 2005: Bruce Merry, bmerry@cs.uct.ac.za
# Contributors: Bruce Merry, Campbell Barton
import bpy
__author__ = "Bruce Merry"
__version__ = "0.93"
__bpydoc__ = """\
"""
This script exports Stanford PLY files from Blender. It supports normals,
colours, and texture coordinates per face or per vertex.
Only one mesh can be exported at a time.
"""
# Copyright (C) 2004, 2005: Bruce Merry, bmerry@cs.uct.ac.za
#
# 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.
# Vector rounding se we can use as keys
#
# Updated on Aug 11, 2008 by Campbell Barton
# - added 'comment' prefix to comments - Needed to comply with the PLY spec.
#
# Updated on Jan 1, 2007 by Gabe Ghearing
# - fixed normals so they are correctly smooth/flat
# - fixed crash when the model doesn't have uv coords or vertex colors
# - fixed crash when the model has vertex colors but doesn't have uv coords
# - changed float32 to float and uint8 to uchar for compatibility
# Errata/Notes as of Jan 1, 2007
# - script exports texture coords if they exist even if TexFace isn't selected (not a big deal to me)
# - ST(R) should probably be renamed UV(T) like in most PLY files (importer needs to be updated to take either)
#
# Updated on Jan 3, 2007 by Gabe Ghearing
# - fixed "sticky" vertex UV exporting
# - added pupmenu to enable/disable exporting normals, uv coords, and colors
# Errata/Notes as of Jan 3, 2007
# - ST(R) coords should probably be renamed UV(T) like in most PLY files (importer needs to be updated to take either)
# - edges should be exported since PLY files support them
# - code is getting spaghettish, it should be refactored...
#
def rvec3d(v):
return round(v[0], 6), round(v[1], 6), round(v[2], 6)

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@@ -18,68 +18,29 @@
# <pep8 compliant>
__author__ = ("Bart", "Campbell Barton")
__email__ = ["Bart, bart:neeneenee*de"]
__url__ = ["Author's (Bart) homepage, http://www.neeneenee.de/vrml"]
__version__ = "2006/01/17"
__bpydoc__ = """\
# Contributors: bart:neeneenee*de, http://www.neeneenee.de/vrml, Campbell Barton
"""
This script exports to X3D format.
Usage:
Run this script from "File->Export" menu. A pop-up will ask whether you
want to export only selected or all relevant objects.
Known issues:<br>
Known issues:
Doesn't handle multiple materials (don't use material indices);<br>
Doesn't handle multiple UV textures on a single mesh (create a mesh for each texture);<br>
Can't get the texture array associated with material * not the UV ones;
"""
# $Id$
#
#------------------------------------------------------------------------
# X3D exporter for blender 2.36 or above
#
# ***** 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 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 *****
#
####################################
# Library dependancies
####################################
import math
import os
import bpy
import mathutils
from export_3ds import create_derived_objects, free_derived_objects
from io_utils import create_derived_objects, free_derived_objects
# import Blender
# from Blender import Object, Lamp, Draw, Image, Text, sys, Mesh
# from Blender.Scene import Render
# import BPyObject
# import BPyMesh
#
DEG2RAD=0.017453292519943295
MATWORLD= mathutils.Matrix.Rotation(-90, 4, 'X')

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@@ -18,6 +18,8 @@
# <pep8 compliant>
# Script copyright (C) Campbell Barton
import math
from math import radians

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@@ -18,124 +18,8 @@
# <pep8 compliant>
__author__= ['Bob Holcomb', 'Richard L?rk?ng', 'Damien McGinnes', 'Campbell Barton', 'Mario Lapin']
__url__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/")
__version__= '0.996'
__bpydoc__= '''\
3ds Importer
This script imports a 3ds file and the materials into Blender for editing.
Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen).
0.996 by Mario Lapin (mario.lapin@gmail.com) 13/04/200 <br>
- Implemented workaround to correct association between name, geometry and materials of
imported meshes.
Without this patch, version 0.995 of this importer would associate to each mesh object the
geometry and the materials of the previously parsed mesh object. By so, the name of the
first mesh object would be thrown away, and the name of the last mesh object would be
automatically merged with a '.001' at the end. No object would desappear, however object's
names and materials would be completely jumbled.
0.995 by Campbell Barton<br>
- workaround for buggy mesh vert delete
- minor tweaks
0.99 by Bob Holcomb<br>
- added support for floating point color values that previously broke on import.
0.98 by Campbell Barton<br>
- import faces and verts to lists instead of a mesh, convert to a mesh later
- use new index mapping feature of mesh to re-map faces that were not added.
0.97 by Campbell Barton<br>
- Strip material names of spaces
- Added import as instance to import the 3ds into its own
scene and add a group instance to the current scene
- New option to scale down imported objects so they are within a limited bounding area.
0.96 by Campbell Barton<br>
- Added workaround for bug in setting UV's for Zero vert index UV faces.
- Removed unique name function, let blender make the names unique.
0.95 by Campbell Barton<br>
- Removed workarounds for Blender 2.41
- Mesh objects split by material- many 3ds objects used more then 16 per mesh.
- Removed a lot of unneeded variable creation.
0.94 by Campbell Barton<br>
- Face import tested to be about overall 16x speedup over 0.93.
- Material importing speedup.
- Tested with more models.
- Support some corrupt models.
0.93 by Campbell Barton<br>
- Tested with 400 3ds files from turbosquid and samples.
- Tactfully ignore faces that used the same verts twice.
- Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading.
- Converted from NMesh to Mesh.
- Faster and cleaner new names.
- Use external comprehensive image loader.
- Re intergrated 0.92 and 0.9 changes
- Fixes for 2.41 compat.
- Non textured faces do not use a texture flag.
0.92<br>
- Added support for diffuse, alpha, spec, bump maps in a single material
0.9<br>
- Reorganized code into object/material block functions<br>
- Use of Matrix() to copy matrix data<br>
- added support for material transparency<br>
0.83 2005-08-07: Campell Barton
- Aggressive image finding and case insensitivy for posisx systems.
0.82a 2005-07-22
- image texture loading (both for face uv and renderer)
0.82 - image texture loading (for face uv)
0.81a (fork- not 0.9) Campbell Barton 2005-06-08
- Simplified import code
- Never overwrite data
- Faster list handling
- Leaves import selected
0.81 Damien McGinnes 2005-01-09
- handle missing images better
0.8 Damien McGinnes 2005-01-08
- copies sticky UV coords to face ones
- handles images better
- Recommend that you run 'RemoveDoubles' on each imported mesh after using this script
'''
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Bob Holcomb
#
# 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 *****
# --------------------------------------------------------------------------
# Importing modules
# Contributors: Bob Holcomb, Richard L?rk?ng, Damien McGinnes, Campbell Barton, Mario Lapin
import os
import time

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@@ -18,16 +18,17 @@
# <pep8 compliant>
__author__= "Campbell Barton", "Jiri Hnidek", "Paolo Ciccone"
__url__= ['http://wiki.blender.org/index.php/Scripts/Manual/Import/wavefront_obj', 'blender.org', 'blenderartists.org']
__version__= "2.11"
# Script copyright (C) Campbell Barton
# Contributors: Campbell Barton, Jiri Hnidek, Paolo Ciccone
__bpydoc__= """\
"""
This script imports a Wavefront OBJ files to Blender.
Usage:
Run this script from "File->Import" menu and then load the desired OBJ file.
Note, This loads mesh objects and materials only, nurbs and curves are not supported.
http://wiki.blender.org/index.php/Scripts/Manual/Import/wavefront_obj
"""
import os

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@@ -1,4 +1,4 @@
# ***** BEGIN GPL LICENSE BLOCK *****
# ##### 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
@@ -14,7 +14,7 @@
# 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 *****
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>

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@@ -27,7 +27,7 @@ class ExportHelper:
def invoke(self, context, event):
import os
if not self.properties.is_property_set("filepath"):
self.properties.filepath = os.path.splitext(context.main.filepath)[0] + self.file_extension
self.properties.filepath = os.path.splitext(context.main.filepath)[0] + self.filename_ext
context.manager.add_fileselect(self)
return {'RUNNING_MODAL'}
@@ -42,6 +42,48 @@ class ImportHelper:
return {'RUNNING_MODAL'}
# return a tuple (free, object list), free is True if memory should be freed later with free_derived_objects()
def create_derived_objects(scene, ob):
if ob.parent and ob.parent.dupli_type != 'NONE':
return False, None
if ob.dupli_type != 'NONE':
ob.create_dupli_list(scene)
return True, [(dob.object, dob.matrix) for dob in ob.dupli_list]
else:
return False, [(ob, ob.matrix_world)]
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 = []
name_mapping = {}
def sane_name(name):
name_fixed = name_mapping.get(name)
if name_fixed != None:
return name_fixed
if len(name) > 12:
new_name = name[:12]
else:
new_name = name
i = 0
while new_name in name_unique:
new_name = new_name[:-4] + '.%.3d' % i
i+=1
name_unique.append(new_name)
name_mapping[name] = new_name
return new_name
def unpack_list(list_of_tuples):
flat_list = []
flat_list_extend = flat_list.extend # a tich faster