From 444e4e36feab32f86cda95c22e37b2d84ebee674 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Tue, 2 May 2006 11:26:32 +0000 Subject: [PATCH] Commited 3ds export enhancements from Mark Stijnman (beowulff) Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement. from https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127 Detailed description: Modified the 3ds export script 3ds_export.py: - It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly. - Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry. - Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy. - Now exports Empties as 3ds Dummies. To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured. Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many. Add A Comment: Notepad --- release/scripts/3ds_export.py | 1276 +++++++++++++++++++-------------- 1 file changed, 736 insertions(+), 540 deletions(-) diff --git a/release/scripts/3ds_export.py b/release/scripts/3ds_export.py index ebe06c3d4eb..938afcd1bc6 100644 --- a/release/scripts/3ds_export.py +++ b/release/scripts/3ds_export.py @@ -2,21 +2,22 @@ """ Name: '3D Studio (.3ds)...' -Blender: 237 +Blender: 241 Group: 'Export' Tooltip: 'Export to 3DS file format (.3ds).' """ -__author__ = ["Campbell Barton", "Bob Holcomb", "Richard Lärkäng", "Damien McGinnes"] -__url__ = ("blender", "elysiun", "http://www.gametutorials.com") -__version__ = "0.82" +__author__ = ["Campbell Barton", "Bob Holcomb", "Richard Lärkäng", "Damien McGinnes", "Mark Stijnman"] +__url__ = ("blender", "elysiun", "http://www.gametutorials.com", "http://lib3ds.sourceforge.net/") +__version__ = "0.90" __bpydoc__ = """\ 3ds Exporter -This script Exports a 3ds file and the materials into blender for editing. +This script Exports a 3ds file. -Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen). +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 ***** @@ -61,7 +62,7 @@ PRIMARY= long("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 -EDITKEYFRAME= long("0xB000",16); #This is the header for all of the key frame info +KFDATA = long("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 @@ -94,580 +95,775 @@ OBJECT_MATERIAL = long("0x4130",16); # This is found if the object has a OBJECT_UV = long("0x4140",16); # The UV texture coordinates OBJECT_TRANS_MATRIX = long("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); + +#>------ 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); + + #==============================================# # Strips the slashes from the back of a string # #==============================================# def stripPath(path): + """Strips the slashes from the back of a string. + """ return path.split('/')[-1].split('\\')[-1] #==================================================# # New name based on old with a different extension # #==================================================# def newFName(ext): + """New name based on old with a different extension. + """ return Blender.Get('filename')[: -len(Blender.Get('filename').split('.', -1)[-1]) ] + ext -#the chunk class -class chunk: - ID=0 +# size defines: +SZ_SHORT = 2 +SZ_INT = 4 +SZ_FLOAT = 4 + +class _3ds_short: + """Class representing a short (2-byte integer) for a 3ds file.""" + value=0 + + def __init__(self, val=0): + self.value=val + + def get_size(self): + return SZ_SHORT + + def write(self,file): + data=struct.pack(" 2: + num_fv = len(face) + if num_fv==3: + new_tri = tri((face[0].index, face[1].index, face[2].index), face.mat) + if (do_uv): + new_tri.uvco = face.uv + tri_list.append(new_tri) + + elif num_fv==4: #it's a quad + first_tri, second_tri = split_into_tri(face, do_uv) + tri_list.append(first_tri) + tri_list.append(second_tri) + + return tri_list + + +def remove_face_uv(verts, tri_list): + """Remove face UV coordinates from a list of triangles. + + Since 3ds files only support one pair of uv coordinates for each vertex, face uv coordinates + need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when + there are multiple uv coordinates per vertex.""" + + # initialize a list of UniqueLists, one per vertex: + uv_list = [UniqueList() for i in xrange(len(verts))] + + offset_list = [ ] + + # for each face uv coordinate, add it to the UniqueList of the vertex + for tri in tri_list: + offset = [] + for i in xrange(3): + # store the index into the UniqueList for future reference: + offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.uvco[i]))) + offset_list.append(offset) + # At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it + # only once. + + # Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the + # faces refer to the new face indices: + vert_index = 0 + vert_array = _3ds_array() + uv_array = _3ds_array() + index_list=[] + for i,vert in enumerate(verts): + index_list.append(vert_index) + for uv in uv_list[i].items: + # add a vertex duplicate to the vertex_array for every uv associated with this vertex: + vert_array.add(_3ds_point_3d(vert)) + # add the uv coordinate to the uv array: + uv_array.add(uv) + vert_index+=1 + + # Make sure the triangle vertex indices now refer to the new vertex list: + for tri, offset in zip(tri_list, offset_list): + for i in xrange(3): + offset[i]+=index_list[tri.vertex_index[i]] + tri.vertex_index = offset + + return vert_array, uv_array, tri_list + +def make_faces_chunk(tri_list, materials): + """Make a chunk for the faces. + + Also adds subchunks assigning materials to all faces.""" + face_chunk = _3ds_chunk(OBJECT_FACES) + face_list = _3ds_array() + + obj_material_faces=[] + obj_material_names=[] + for m in materials: + obj_material_names.append(_3ds_string(m.name)) + obj_material_faces.append(_3ds_array()) + n_materials = len(obj_material_names) + + for i,tri in enumerate(tri_list): + face_list.add(_3ds_face(tri.vertex_index)) + if (tri.mat < n_materials): + obj_material_faces[tri.mat].add(_3ds_short(i)) + + face_chunk.add_variable("faces", face_list) + + for i in xrange(n_materials): + obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL) + obj_material_chunk.add_variable("name", obj_material_names[i]) + obj_material_chunk.add_variable("face_list", obj_material_faces[i]) + face_chunk.add_subchunk(obj_material_chunk) + + return face_chunk + +def make_vert_chunk(vert_array): + """Make a vertex chunk out of an array of vertices.""" + vert_chunk = _3ds_chunk(OBJECT_VERTICES) + vert_chunk.add_variable("vertices",vert_array) + return vert_chunk + +def make_uv_chunk(uv_array): + """Make a UV chunk out of an array of UVs.""" + uv_chunk = _3ds_chunk(OBJECT_UV) + uv_chunk.add_variable("uv coords", uv_array) + return uv_chunk + +def make_mesh_chunk(mesh): + """Make a chunk out of a Blender mesh.""" + + # Extract the triangles from the mesh: + tri_list = extract_triangles(mesh) + + if (mesh.hasFaceUV()): + # Remove the face UVs and convert it to vertex UV: + vert_array, uv_array, tri_list = remove_face_uv(mesh.verts, tri_list) + else: + # Add the vertices to the vertex array: + vert_array = _3ds_array() + for vert in mesh.verts: + vert_array.add(_3ds_point_3d(vert.co)) + # If the mesh has vertex UVs, create an array of UVs: + if (mesh.hasVertexUV()): + uv_array = _3ds_array() + for vert in mesh.verts: + uv_array.add(_3ds_point_uv(vert.uvco)) + else: + # no UV at all: + uv_array = None + + # create the chunk: + mesh_chunk = _3ds_chunk(OBJECT_MESH) + + # add vertex chunk: + mesh_chunk.add_subchunk(make_vert_chunk(vert_array)) + # add faces chunk: + mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh.materials)) + # if available, add uv chunk: + if uv_array: + mesh_chunk.add_subchunk(make_uv_chunk(uv_array)) + + return mesh_chunk + +def make_kfdata(start=0, stop=0, curtime=0): + """Make the basic keyframe data chunk""" + kfdata = _3ds_chunk(KFDATA) + + kfhdr = _3ds_chunk(KFDATA_KFHDR) + kfhdr.add_variable("revision", _3ds_short(0)) + # Not really sure what filename is used for, but it seems it is usually used + # to identify the program that generated the .3ds: + kfhdr.add_variable("filename", _3ds_string("Blender")) + kfhdr.add_variable("animlen", _3ds_int(stop-start)) + + kfseg = _3ds_chunk(KFDATA_KFSEG) + kfseg.add_variable("start", _3ds_int(start)) + kfseg.add_variable("stop", _3ds_int(stop)) + + kfcurtime = _3ds_chunk(KFDATA_KFCURTIME) + kfcurtime.add_variable("curtime", _3ds_int(curtime)) + + kfdata.add_subchunk(kfhdr) + kfdata.add_subchunk(kfseg) + kfdata.add_subchunk(kfcurtime) + return kfdata + +def make_track_chunk(ID, obj): + """Make a chunk for track data. + + Depending on the ID, this will construct a position, rotation or scale track.""" + track_chunk = _3ds_chunk(ID) + track_chunk.add_variable("track_flags", _3ds_short()) + track_chunk.add_variable("unknown", _3ds_int()) + track_chunk.add_variable("unknown", _3ds_int()) + track_chunk.add_variable("nkeys", _3ds_int(1)) + # Next section should be repeated for every keyframe, but for now, animation is not actually supported. + track_chunk.add_variable("tcb_frame", _3ds_int(0)) + track_chunk.add_variable("tcb_flags", _3ds_short()) + if ID==POS_TRACK_TAG: + # position vector: + track_chunk.add_variable("position", _3ds_point_3d(obj.getLocation())) + elif ID==ROT_TRACK_TAG: + # rotation (quaternion, angle first, followed by axis): + q = obj.getEuler().toQuat() + track_chunk.add_variable("rotation", _3ds_point_4d((q.angle, q.axis[0], q.axis[1], q.axis[2]))) + elif ID==SCL_TRACK_TAG: + # scale vector: + track_chunk.add_variable("scale", _3ds_point_3d(obj.getSize())) + + return track_chunk + +def make_kf_obj_node(obj, name_to_id): + """Make a node chunk for a Blender object. + + Takes the Blender object as a parameter. Object id's are taken from the dictionary name_to_id. + Blender Empty objects are converted to dummy nodes.""" + + name = obj.getName() + # main object node chunk: + kf_obj_node = _3ds_chunk(KFDATA_OBJECT_NODE_TAG) + # chunk for the object id: + obj_id_chunk = _3ds_chunk(OBJECT_NODE_ID) + # object id is from the name_to_id dictionary: + obj_id_chunk.add_variable("node_id", _3ds_short(name_to_id[name])) + + # object node header: + obj_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR) + # object name: + if (obj.getType() == 'Empty'): + # Empties are called "$$$DUMMY" and use the OBJECT_INSTANCE_NAME chunk + # for their name (see below): + obj_node_header_chunk.add_variable("name", _3ds_string("$$$DUMMY")) + else: + # Add the name: + obj_node_header_chunk.add_variable("name", _3ds_string(name)) + # Add Flag variables (not sure what they do): + obj_node_header_chunk.add_variable("flags1", _3ds_short(0)) + obj_node_header_chunk.add_variable("flags2", _3ds_short(0)) + + # Check parent-child relationships: + parent = obj.getParent() + if (parent == None) or (parent.getName() not in name_to_id): + # If no parent, or the parents name is not in the name_to_id dictionary, + # parent id becomes -1: + obj_node_header_chunk.add_variable("parent", _3ds_short(-1)) + else: + # Get the parent's id from the name_to_id dictionary: + obj_node_header_chunk.add_variable("parent", _3ds_short(name_to_id[parent.getName()])) + + # Add pivot chunk: + obj_pivot_chunk = _3ds_chunk(OBJECT_PIVOT) + obj_pivot_chunk.add_variable("pivot", _3ds_point_3d(obj.getLocation())) + kf_obj_node.add_subchunk(obj_pivot_chunk) + + # add subchunks for object id and node header: + kf_obj_node.add_subchunk(obj_id_chunk) + kf_obj_node.add_subchunk(obj_node_header_chunk) + + # Empty objects need to have an extra chunk for the instance name: + if (obj.getType() == 'Empty'): + obj_instance_name_chunk = _3ds_chunk(OBJECT_INSTANCE_NAME) + obj_instance_name_chunk.add_variable("name", _3ds_string(name)) + kf_obj_node.add_subchunk(obj_instance_name_chunk) + + # Add track chunks for position, rotation and scale: + kf_obj_node.add_subchunk(make_track_chunk(POS_TRACK_TAG, obj)) + kf_obj_node.add_subchunk(make_track_chunk(ROT_TRACK_TAG, obj)) + kf_obj_node.add_subchunk(make_track_chunk(SCL_TRACK_TAG, obj)) + + return kf_obj_node + + def save_3ds(filename): + """Save the Blender scene to a 3ds file.""" # Time the export time1 = Blender.sys.time() - exported_materials = {} - - #fill the chunks full of data - primary=primary_chunk() - #get all the objects in this scene - object_list = [ ob for ob in Blender.Object.GetSelected() if ob.getType() == 'Mesh' ] - #fill up the data structures with objects - for obj in object_list: + # Initialize the main chunk (primary): + primary = _3ds_chunk(PRIMARY) + # Add version chunk: + version_chunk = _3ds_chunk(VERSION) + version_chunk.add_variable("version", _3ds_int(3)) + primary.add_subchunk(version_chunk) + + # init main object info chunk: + object_info = _3ds_chunk(OBJECTINFO) + + # init main key frame data chunk: + kfdata = make_kfdata() + + # Make chunks for all materials in the scene: + for material in Material.Get(): + object_info.add_subchunk(make_material_chunk(material)) + + + # Get all the supported objects in this scene + mesh_objects = [ ob for ob in Blender.Object.Get() if ob.getType() == 'Mesh' ] + empty_objects = [ ob for ob in Blender.Object.Get() if ob.getType() == 'Empty' ] + + all_objects = mesh_objects + empty_objects + + # Give all objects a unique ID and build a dictionary from object name to object id: + name_to_id = {} + for i,obj in enumerate(all_objects): + name_to_id[obj.getName()] = i + + # Create object chunks for all meshes: + for obj in mesh_objects: #create a new object chunk - primary.obj_info.obj_chunks.append(object_chunk()) + object_chunk = _3ds_chunk(OBJECT) + #get the mesh data blender_mesh = obj.getData() blender_mesh.transform(obj.getMatrix()) + #set the object name - primary.obj_info.obj_chunks[len(primary.obj_info.obj_chunks)-1].name=obj.getName() - - matrix = obj.getMatrix() - - #make a new mesh chunk object - mesh=mesh_chunk() + object_chunk.add_variable("name", _3ds_string(obj.getName())) - mesh.v_chunk.verts = blender_mesh.verts + # make a mesh chunk out of the mesh: + object_chunk.add_subchunk(make_mesh_chunk(blender_mesh)) + object_info.add_subchunk(object_chunk) - dummy = None # just incase... - - for m in blender_mesh.materials: - mesh.f_chunk.m_chunks.append(obj_material_chunk()) - mesh.f_chunk.m_chunks[len(mesh.f_chunk.m_chunks)-1].name = m.name + # make a kf object node for the object: + kfdata.add_subchunk(make_kf_obj_node(obj, name_to_id)) - # materials should only be exported once - try: - dummy = exported_materials[m.name] - - - except KeyError: - material = material_chunk() - material.matname_chunk.name=m.name - material.matambient_chunk.col1.col = m.mirCol - material.matambient_chunk.col2.col = m.mirCol - material.matdiffuse_chunk.col1.col = m.rgbCol - material.matdiffuse_chunk.col2.col = m.rgbCol - material.matspecular_chunk.col1.col = m.specCol - material.matspecular_chunk.col2.col = m.specCol - - primary.obj_info.mat_chunks.append(material) - - exported_materials[m.name] = None - - del dummy # unpolute the namespace - - valid_faces = [f for f in blender_mesh.faces if len(f) > 2] - facenr=0 - #fill in faces - for face in valid_faces: - - #is this a tri or a quad - num_fv=len(face.v) - - - #it's a tri - if num_fv==3: - mesh.f_chunk.faces.append((face[0].index, face[1].index, face[2].index)) - if (face.materialIndex < len(mesh.f_chunk.m_chunks)): - mesh.f_chunk.m_chunks[face.materialIndex].faces.append(facenr) - facenr+=1 - - else: #it's a quad - mesh.f_chunk.faces.append((face[0].index, face[1].index, face[2].index)) # 0,1,2 - mesh.f_chunk.faces.append((face[2].index, face[3].index, face[0].index)) # 2,3,0 - #first tri - if (face.materialIndex < len(mesh.f_chunk.m_chunks)): - mesh.f_chunk.m_chunks[face.materialIndex].faces.append(facenr) - facenr+=1 - #other tri - if (face.materialIndex < len(mesh.f_chunk.m_chunks)): - mesh.f_chunk.m_chunks[face.materialIndex].faces.append(facenr) - facenr+=1 - - - #fill in the UV info - if blender_mesh.hasVertexUV(): - for vert in blender_mesh.verts: - mesh.uv_chunk.uv.append((vert.uvco[0], vert.uvco[1])) - - elif blender_mesh.hasFaceUV(): - for face in valid_faces: - # Tri or quad. - for uv_coord in face.uv: - mesh.uv_chunk.uv.append((uv_coord[0], uv_coord[1])) - - #filled in our mesh, lets add it to the file - primary.obj_info.obj_chunks[len(primary.obj_info.obj_chunks)-1].mesh_chunks.append(mesh) - - #check the size + # Create chunks for all empties: + for obj in empty_objects: + # Empties only require a kf object node: + kfdata.add_subchunk(make_kf_obj_node(obj, name_to_id)) + + # Add main object info chunk to primary chunk: + primary.add_subchunk(object_info) + # Add main keyframe data chunk to primary chunk: + primary.add_subchunk(kfdata) + + # At this point, the chunk hierarchy is completely built. + + # Check the size: primary.get_size() - #open the files up for writing + # Open the file for writing: file = open( filename, "wb" ) - #recursively write the stuff to file + + # Recursively write the chunks to file: primary.write(file) + + # Close the file: file.close() + + # Debugging only: report the exporting time: print "3ds export time: %.2f" % (Blender.sys.time() - time1) + # Debugging only: dump the chunk hierarchy: + #primary.dump() + Blender.Window.FileSelector(save_3ds, "Export 3DS", newFName('3ds'))