1157 lines
		
	
	
		
			38 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			1157 lines
		
	
	
		
			38 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| # coding: utf-8
 | |
| # ##### BEGIN GPL LICENSE BLOCK #####
 | |
| #
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| #  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.
 | |
| #
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| #  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,
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| #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 | |
| #
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| # ##### END GPL LICENSE BLOCK #####
 | |
| 
 | |
| # <pep8 compliant>
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| 
 | |
| __author__ = ["Campbell Barton", "Bob Holcomb", "Richard Lärkäng", "Damien McGinnes", "Mark Stijnman"]
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| __url__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/")
 | |
| __version__ = "0.90a"
 | |
| __bpydoc__ = """\
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| 
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| 3ds Exporter
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| 
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| This script Exports a 3ds file.
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| 
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| 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 *****
 | |
| #
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| # Script copyright (C) Bob Holcomb
 | |
| #
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| # 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 *****
 | |
| # --------------------------------------------------------------------------
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| 
 | |
| 
 | |
| ######################################################
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| # Importing modules
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| ######################################################
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| 
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| import struct
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| import os
 | |
| import time
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| 
 | |
| import bpy
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| 
 | |
| # import Blender
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| # from BPyMesh import getMeshFromObject
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| # from BPyObject import getDerivedObjects
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| # try:
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| #     import struct
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| # except:
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| #     struct = None
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| 
 | |
| # also used by X3D exporter
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| # return a tuple (free, object list), free is True if memory should be freed later with free_derived_objects()
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| def create_derived_objects(scene, ob):
 | |
|     if ob.parent and ob.parent.dupli_type != 'NONE':
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|         return False, None
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| 
 | |
|     if ob.dupli_type != 'NONE':
 | |
|         ob.create_dupli_list(scene)
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|         return True, [(dob.object, dob.matrix) for dob in ob.dupli_list]
 | |
|     else:
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|         return False, [(ob, ob.matrix_world)]
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| 
 | |
| # also used by X3D exporter
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| def free_derived_objects(ob):
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|     ob.free_dupli_list()
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| 
 | |
| # So 3ds max can open files, limit names to 12 in length
 | |
| # this is verry annoying for filenames!
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| name_unique = []
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| name_mapping = {}
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| def sane_name(name):
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|     name_fixed = name_mapping.get(name)
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|     if name_fixed != None:
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|         return name_fixed
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| 
 | |
|     if len(name) > 12:
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|         new_name = name[:12]
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|     else:
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|         new_name = name
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| 
 | |
|     i = 0
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| 
 | |
|     while new_name in name_unique:
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|         new_name = new_name[:-4] + '.%.3d' % i
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|         i+=1
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| 
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|     name_unique.append(new_name)
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|     name_mapping[name] = new_name
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|     return new_name
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| 
 | |
| ######################################################
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| # Data Structures
 | |
| ######################################################
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| 
 | |
| #Some of the chunks that we will export
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| #----- Primary Chunk, at the beginning of each file
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| PRIMARY= int("0x4D4D",16)
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| 
 | |
| #------ Main Chunks
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| OBJECTINFO   =      int("0x3D3D",16);      #This gives the version of the mesh and is found right before the material and object information
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| VERSION      =      int("0x0002",16);      #This gives the version of the .3ds file
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| KFDATA       =      int("0xB000",16);      #This is the header for all of the key frame info
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| 
 | |
| #------ sub defines of OBJECTINFO
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| MATERIAL=45055		#0xAFFF				// This stored the texture info
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| OBJECT=16384		#0x4000				// This stores the faces, vertices, etc...
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| 
 | |
| #>------ sub defines of MATERIAL
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| MATNAME    =      int("0xA000",16);      # This holds the material name
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| MATAMBIENT   =      int("0xA010",16);      # Ambient color of the object/material
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| MATDIFFUSE   =      int("0xA020",16);      # This holds the color of the object/material
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| MATSPECULAR   =      int("0xA030",16);      # SPecular color of the object/material
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| MATSHINESS   =      int("0xA040",16);      # ??
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| MATMAP       =      int("0xA200",16);      # This is a header for a new material
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| MATMAPFILE    =      int("0xA300",16);      # This holds the file name of the texture
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| 
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| RGB1=	int("0x0011",16)
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| RGB2=	int("0x0012",16)
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| 
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| #>------ sub defines of OBJECT
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| OBJECT_MESH  =      int("0x4100",16);      # This lets us know that we are reading a new object
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| OBJECT_LIGHT =      int("0x4600",16);      # This lets un know we are reading a light object
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| OBJECT_CAMERA=      int("0x4700",16);      # This lets un know we are reading a camera object
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| 
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| #>------ sub defines of CAMERA
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| OBJECT_CAM_RANGES=   int("0x4720",16);      # The camera range values
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| 
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| #>------ sub defines of OBJECT_MESH
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| OBJECT_VERTICES =   int("0x4110",16);      # The objects vertices
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| OBJECT_FACES    =   int("0x4120",16);      # The objects faces
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| OBJECT_MATERIAL =   int("0x4130",16);      # This is found if the object has a material, either texture map or color
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| OBJECT_UV       =   int("0x4140",16);      # The UV texture coordinates
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| OBJECT_TRANS_MATRIX  =   int("0x4160",16); # The Object Matrix
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| 
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| #>------ sub defines of KFDATA
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| KFDATA_KFHDR            = int("0xB00A",16);
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| KFDATA_KFSEG            = int("0xB008",16);
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| KFDATA_KFCURTIME        = int("0xB009",16);
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| KFDATA_OBJECT_NODE_TAG  = int("0xB002",16);
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| 
 | |
| #>------ sub defines of OBJECT_NODE_TAG
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| OBJECT_NODE_ID          = int("0xB030",16);
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| OBJECT_NODE_HDR         = int("0xB010",16);
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| OBJECT_PIVOT            = int("0xB013",16);
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| OBJECT_INSTANCE_NAME    = int("0xB011",16);
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| POS_TRACK_TAG			= int("0xB020",16);
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| ROT_TRACK_TAG			= int("0xB021",16);
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| SCL_TRACK_TAG			= int("0xB022",16);
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| 
 | |
| def uv_key(uv):
 | |
|     return round(uv[0], 6), round(uv[1], 6)
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| # 	return round(uv.x, 6), round(uv.y, 6)
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| 
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| # size defines:
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| SZ_SHORT = 2
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| SZ_INT   = 4
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| SZ_FLOAT = 4
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| 
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| class _3ds_short(object):
 | |
|     '''Class representing a short (2-byte integer) for a 3ds file.
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|     *** This looks like an unsigned short H is unsigned from the struct docs - Cam***'''
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|     __slots__ = 'value'
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|     def __init__(self, val=0):
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|         self.value=val
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| 
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|     def get_size(self):
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|         return SZ_SHORT
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| 
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|     def write(self,file):
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|         file.write(struct.pack("<H", self.value))
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| 
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|     def __str__(self):
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|         return str(self.value)
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| 
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| class _3ds_int(object):
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|     '''Class representing an int (4-byte integer) for a 3ds file.'''
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|     __slots__ = 'value'
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|     def __init__(self, val=0):
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|         self.value=val
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| 
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|     def get_size(self):
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|         return SZ_INT
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| 
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|     def write(self,file):
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|         file.write(struct.pack("<I", self.value))
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| 
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|     def __str__(self):
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|         return str(self.value)
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| 
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| class _3ds_float(object):
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|     '''Class representing a 4-byte IEEE floating point number for a 3ds file.'''
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|     __slots__ = 'value'
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|     def __init__(self, val=0.0):
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|         self.value=val
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| 
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|     def get_size(self):
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|         return SZ_FLOAT
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| 
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|     def write(self,file):
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|         file.write(struct.pack("<f", self.value))
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| 
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|     def __str__(self):
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|         return str(self.value)
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| 
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| 
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| class _3ds_string(object):
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|     '''Class representing a zero-terminated string for a 3ds file.'''
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|     __slots__ = 'value'
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|     def __init__(self, val=""):
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|         self.value=val
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| 
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|     def get_size(self):
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|         return (len(self.value)+1)
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| 
 | |
|     def write(self,file):
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|         binary_format = "<%ds" % (len(self.value)+1)
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|         file.write(struct.pack(binary_format, self.value))
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| 
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|     def __str__(self):
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|         return self.value
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| 
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| class _3ds_point_3d(object):
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|     '''Class representing a three-dimensional point for a 3ds file.'''
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|     __slots__ = 'x','y','z'
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|     def __init__(self, point=(0.0,0.0,0.0)):
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|         self.x, self.y, self.z = point
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| 
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|     def get_size(self):
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|         return 3*SZ_FLOAT
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| 
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|     def write(self,file):
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|         file.write(struct.pack('<3f', self.x, self.y, self.z))
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| 
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|     def __str__(self):
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|         return '(%f, %f, %f)' % (self.x, self.y, self.z)
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| 
 | |
| # Used for writing a track
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| """
 | |
| class _3ds_point_4d(object):
 | |
|     '''Class representing a four-dimensional point for a 3ds file, for instance a quaternion.'''
 | |
|     __slots__ = 'x','y','z','w'
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|     def __init__(self, point=(0.0,0.0,0.0,0.0)):
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|         self.x, self.y, self.z, self.w = point
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| 
 | |
|     def get_size(self):
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|         return 4*SZ_FLOAT
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| 
 | |
|     def write(self,file):
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|         data=struct.pack('<4f', self.x, self.y, self.z, self.w)
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|         file.write(data)
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| 
 | |
|     def __str__(self):
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|         return '(%f, %f, %f, %f)' % (self.x, self.y, self.z, self.w)
 | |
| """
 | |
| 
 | |
| class _3ds_point_uv(object):
 | |
|     '''Class representing a UV-coordinate for a 3ds file.'''
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|     __slots__ = 'uv'
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|     def __init__(self, point=(0.0,0.0)):
 | |
|         self.uv = point
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| 
 | |
|     def __cmp__(self, other):
 | |
|         return cmp(self.uv,other.uv)
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| 
 | |
|     def get_size(self):
 | |
|         return 2*SZ_FLOAT
 | |
| 
 | |
|     def write(self,file):
 | |
|         data=struct.pack('<2f', self.uv[0], self.uv[1])
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|         file.write(data)
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| 
 | |
|     def __str__(self):
 | |
|         return '(%g, %g)' % self.uv
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| 
 | |
| class _3ds_rgb_color(object):
 | |
|     '''Class representing a (24-bit) rgb color for a 3ds file.'''
 | |
|     __slots__ = 'r','g','b'
 | |
|     def __init__(self, col=(0,0,0)):
 | |
|         self.r, self.g, self.b = col
 | |
| 
 | |
|     def get_size(self):
 | |
|         return 3
 | |
| 
 | |
|     def write(self,file):
 | |
|         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)
 | |
| 
 | |
| class _3ds_face(object):
 | |
|     '''Class representing a face for a 3ds file.'''
 | |
|     __slots__ = 'vindex'
 | |
|     def __init__(self, vindex):
 | |
|         self.vindex = vindex
 | |
| 
 | |
|     def get_size(self):
 | |
|         return 4*SZ_SHORT
 | |
| 
 | |
|     def write(self,file):
 | |
|         # The last zero is only used by 3d studio
 | |
|         file.write(struct.pack("<4H", self.vindex[0],self.vindex[1], self.vindex[2], 0))
 | |
| 
 | |
|     def __str__(self):
 | |
|         return '[%d %d %d]' % (self.vindex[0],self.vindex[1], self.vindex[2])
 | |
| 
 | |
| class _3ds_array(object):
 | |
|     '''Class representing an array of variables for a 3ds file.
 | |
| 
 | |
|     Consists of a _3ds_short to indicate the number of items, followed by the items themselves.
 | |
|     '''
 | |
|     __slots__ = 'values', 'size'
 | |
|     def __init__(self):
 | |
|         self.values=[]
 | |
|         self.size=SZ_SHORT
 | |
| 
 | |
|     # add an item:
 | |
|     def add(self,item):
 | |
|         self.values.append(item)
 | |
|         self.size+=item.get_size()
 | |
| 
 | |
|     def get_size(self):
 | |
|         return self.size
 | |
| 
 | |
|     def write(self,file):
 | |
|         _3ds_short(len(self.values)).write(file)
 | |
|         #_3ds_int(len(self.values)).write(file)
 | |
|         for value in self.values:
 | |
|             value.write(file)
 | |
| 
 | |
|     # To not overwhelm the output in a dump, a _3ds_array only
 | |
|     # outputs the number of items, not all of the actual items.
 | |
|     def __str__(self):
 | |
|         return '(%d items)' % len(self.values)
 | |
| 
 | |
| class _3ds_named_variable(object):
 | |
|     '''Convenience class for named variables.'''
 | |
| 
 | |
|     __slots__ = 'value', 'name'
 | |
|     def __init__(self, name, val=None):
 | |
|         self.name=name
 | |
|         self.value=val
 | |
| 
 | |
|     def get_size(self):
 | |
|         if (self.value==None):
 | |
|             return 0
 | |
|         else:
 | |
|             return self.value.get_size()
 | |
| 
 | |
|     def write(self, file):
 | |
|         if (self.value!=None):
 | |
|             self.value.write(file)
 | |
| 
 | |
|     def dump(self,indent):
 | |
|         if (self.value!=None):
 | |
|             spaces=""
 | |
|             for i in range(indent):
 | |
|                 spaces+="  ";
 | |
|             if (self.name!=""):
 | |
|                 print(spaces, self.name, " = ", self.value)
 | |
|             else:
 | |
|                 print(spaces, "[unnamed]", " = ", self.value)
 | |
| 
 | |
| 
 | |
| #the chunk class
 | |
| class _3ds_chunk(object):
 | |
|     '''Class representing a chunk in a 3ds file.
 | |
| 
 | |
|     Chunks contain zero or more variables, followed by zero or more subchunks.
 | |
|     '''
 | |
|     __slots__ = 'ID', 'size', 'variables', 'subchunks'
 | |
|     def __init__(self, id=0):
 | |
|         self.ID=_3ds_short(id)
 | |
|         self.size=_3ds_int(0)
 | |
|         self.variables=[]
 | |
|         self.subchunks=[]
 | |
| 
 | |
|     def set_ID(id):
 | |
|         self.ID=_3ds_short(id)
 | |
| 
 | |
|     def add_variable(self, name, var):
 | |
|         '''Add a named variable.
 | |
| 
 | |
|         The name is mostly for debugging purposes.'''
 | |
|         self.variables.append(_3ds_named_variable(name,var))
 | |
| 
 | |
|     def add_subchunk(self, chunk):
 | |
|         '''Add a subchunk.'''
 | |
|         self.subchunks.append(chunk)
 | |
| 
 | |
|     def get_size(self):
 | |
|         '''Calculate the size of the chunk and return it.
 | |
| 
 | |
|         The sizes of the variables and subchunks are used to determine this chunk\'s size.'''
 | |
|         tmpsize=self.ID.get_size()+self.size.get_size()
 | |
|         for variable in self.variables:
 | |
|             tmpsize+=variable.get_size()
 | |
|         for subchunk in self.subchunks:
 | |
|             tmpsize+=subchunk.get_size()
 | |
|         self.size.value=tmpsize
 | |
|         return self.size.value
 | |
| 
 | |
|     def write(self, file):
 | |
|         '''Write the chunk to a file.
 | |
| 
 | |
|         Uses the write function of the variables and the subchunks to do the actual work.'''
 | |
|         #write header
 | |
|         self.ID.write(file)
 | |
|         self.size.write(file)
 | |
|         for variable in self.variables:
 | |
|             variable.write(file)
 | |
|         for subchunk in self.subchunks:
 | |
|             subchunk.write(file)
 | |
| 
 | |
| 
 | |
|     def dump(self, indent=0):
 | |
|         '''Write the chunk to a file.
 | |
| 
 | |
|         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 range(indent):
 | |
|             spaces+="  ";
 | |
|         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:
 | |
|             subchunk.dump(indent+1)
 | |
| 
 | |
| 
 | |
| 
 | |
| ######################################################
 | |
| # EXPORT
 | |
| ######################################################
 | |
| 
 | |
| def get_material_images(material):
 | |
|     # blender utility func.
 | |
|     if material:
 | |
|         return [s.texture.image for s in material.texture_slots 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.
 | |
| 
 | |
|     Used for color subchunks, such as diffuse color or ambient color subchunks.'''
 | |
|     mat_sub = _3ds_chunk(id)
 | |
|     col1 = _3ds_chunk(RGB1)
 | |
|     col1.add_variable("color1", _3ds_rgb_color(color));
 | |
|     mat_sub.add_subchunk(col1)
 | |
| # optional:
 | |
| #	col2 = _3ds_chunk(RGB1)
 | |
| #	col2.add_variable("color2", _3ds_rgb_color(color));
 | |
| #	mat_sub.add_subchunk(col2)
 | |
|     return mat_sub
 | |
| 
 | |
| 
 | |
| def make_material_texture_chunk(id, images):
 | |
|     """Make Material Map texture chunk
 | |
|     """
 | |
|     mat_sub = _3ds_chunk(id)
 | |
| 
 | |
|     def add_image(img):
 | |
|         filename = os.path.basename(image.filepath)
 | |
|         mat_sub_file = _3ds_chunk(MATMAPFILE)
 | |
|         mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename)))
 | |
|         mat_sub.add_subchunk(mat_sub_file)
 | |
| 
 | |
|     for image in images:
 | |
|         add_image(image)
 | |
| 
 | |
|     return mat_sub
 | |
| 
 | |
| def make_material_chunk(material, image):
 | |
|     '''Make a material chunk out of a blender material.'''
 | |
|     material_chunk = _3ds_chunk(MATERIAL)
 | |
|     name = _3ds_chunk(MATNAME)
 | |
| 
 | |
|     if material:	name_str = material.name
 | |
|     else:			name_str = 'None'
 | |
|     if image:	name_str += image.name
 | |
| 
 | |
|     name.add_variable("name", _3ds_string(sane_name(name_str)))
 | |
|     material_chunk.add_subchunk(name)
 | |
| 
 | |
|     if not material:
 | |
|         material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0,0,0) ))
 | |
|         material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (.8, .8, .8) ))
 | |
|         material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1,1,1) ))
 | |
| 
 | |
|     else:
 | |
|         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)
 | |
| 
 | |
|         if images:
 | |
|             material_chunk.add_subchunk(make_material_texture_chunk(MATMAP, images))
 | |
| 
 | |
|     return material_chunk
 | |
| 
 | |
| class tri_wrapper(object):
 | |
|     '''Class representing a triangle.
 | |
| 
 | |
|     Used when converting faces to triangles'''
 | |
| 
 | |
|     __slots__ = 'vertex_index', 'mat', 'image', 'faceuvs', 'offset'
 | |
|     def __init__(self, vindex=(0,0,0), mat=None, image=None, faceuvs=None):
 | |
|         self.vertex_index= vindex
 | |
|         self.mat= mat
 | |
|         self.image= image
 | |
|         self.faceuvs= faceuvs
 | |
|         self.offset= [0, 0, 0] # offset indicies
 | |
| 
 | |
| 
 | |
| def extract_triangles(mesh):
 | |
|     '''Extract triangles from a mesh.
 | |
| 
 | |
|     If the mesh contains quads, they will be split into triangles.'''
 | |
|     tri_list = []
 | |
|     do_uv = len(mesh.uv_textures)
 | |
| # 	do_uv = mesh.faceUV
 | |
| 
 | |
| # 	if not do_uv:
 | |
| # 		face_uv = None
 | |
| 
 | |
|     img = None
 | |
|     for i, face in enumerate(mesh.faces):
 | |
|         f_v = face.verts
 | |
| # 		f_v = face.v
 | |
| 
 | |
|         uf = mesh.active_uv_texture.data[i] if do_uv else None
 | |
| 
 | |
|         if do_uv:
 | |
|             f_uv = uf.uv
 | |
|             # f_uv =  (uf.uv1, uf.uv2, uf.uv3, uf.uv4) if face.verts[3] else (uf.uv1, uf.uv2, uf.uv3)
 | |
| # 			f_uv = face.uv
 | |
|             img = uf.image if uf else None
 | |
| # 			img = face.image
 | |
|             if img: img = img.name
 | |
| 
 | |
|         # if f_v[3] == 0:
 | |
|         if len(f_v)==3:
 | |
|             new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img)
 | |
| # 			new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
 | |
|             if (do_uv): new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
 | |
|             tri_list.append(new_tri)
 | |
| 
 | |
|         else: #it's a quad
 | |
|             new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img)
 | |
| # 			new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
 | |
|             new_tri_2 = tri_wrapper((f_v[0], f_v[2], f_v[3]), face.material_index, img)
 | |
| # 			new_tri_2 = tri_wrapper((f_v[0].index, f_v[2].index, f_v[3].index), face.mat, img)
 | |
| 
 | |
|             if (do_uv):
 | |
|                 new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
 | |
|                 new_tri_2.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[2]), uv_key(f_uv[3])
 | |
| 
 | |
|             tri_list.append( new_tri )
 | |
|             tri_list.append( new_tri_2 )
 | |
| 
 | |
|     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))]
 | |
|     unique_uvs= [{} for i in range(len(verts))]
 | |
| 
 | |
|     # for each face uv coordinate, add it to the UniqueList of the vertex
 | |
|     for tri in tri_list:
 | |
|         for i in range(3):
 | |
|             # store the index into the UniqueList for future reference:
 | |
|             # offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i])))
 | |
| 
 | |
|             context_uv_vert= unique_uvs[tri.vertex_index[i]]
 | |
|             uvkey= tri.faceuvs[i]
 | |
| 
 | |
|             offset_index__uv_3ds = context_uv_vert.get(uvkey)
 | |
| 
 | |
|             if not offset_index__uv_3ds:
 | |
|                 offset_index__uv_3ds = context_uv_vert[uvkey] = len(context_uv_vert), _3ds_point_uv(uvkey)
 | |
| 
 | |
|             tri.offset[i] = offset_index__uv_3ds[0]
 | |
| 
 | |
| 
 | |
| 
 | |
|     # 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)
 | |
| 
 | |
|         pt = _3ds_point_3d(vert.co) # reuse, should be ok
 | |
|         uvmap = [None] * len(unique_uvs[i])
 | |
|         for ii, uv_3ds in unique_uvs[i].values():
 | |
|             # add a vertex duplicate to the vertex_array for every uv associated with this vertex:
 | |
|             vert_array.add(pt)
 | |
|             # add the uv coordinate to the uv array:
 | |
|             # This for loop does not give uv's ordered by ii, so we create a new map
 | |
|             # and add the uv's later
 | |
|             # uv_array.add(uv_3ds)
 | |
|             uvmap[ii] = uv_3ds
 | |
| 
 | |
|         # Add the uv's in the correct order
 | |
|         for uv_3ds in uvmap:
 | |
|             # add the uv coordinate to the uv array:
 | |
|             uv_array.add(uv_3ds)
 | |
| 
 | |
|         vert_index += len(unique_uvs[i])
 | |
| 
 | |
|     # Make sure the triangle vertex indices now refer to the new vertex list:
 | |
|     for tri in tri_list:
 | |
|         for i in range(3):
 | |
|             tri.offset[i]+=index_list[tri.vertex_index[i]]
 | |
|         tri.vertex_index= tri.offset
 | |
| 
 | |
|     return vert_array, uv_array, tri_list
 | |
| 
 | |
| def make_faces_chunk(tri_list, mesh, materialDict):
 | |
|     '''Make a chunk for the faces.
 | |
| 
 | |
|     Also adds subchunks assigning materials to all faces.'''
 | |
| 
 | |
|     materials = mesh.materials
 | |
|     if not materials:
 | |
|         mat = None
 | |
| 
 | |
|     face_chunk = _3ds_chunk(OBJECT_FACES)
 | |
|     face_list = _3ds_array()
 | |
| 
 | |
| 
 | |
|     if len(mesh.uv_textures):
 | |
| # 	if mesh.faceUV:
 | |
|         # Gather materials used in this mesh - mat/image pairs
 | |
|         unique_mats = {}
 | |
|         for i,tri in enumerate(tri_list):
 | |
| 
 | |
|             face_list.add(_3ds_face(tri.vertex_index))
 | |
| 
 | |
|             if materials:
 | |
|                 mat = materials[tri.mat]
 | |
|                 if mat: mat = mat.name
 | |
| 
 | |
|             img = tri.image
 | |
| 
 | |
|             try:
 | |
|                 context_mat_face_array = unique_mats[mat, img][1]
 | |
|             except:
 | |
| 
 | |
|                 if mat:	name_str = mat
 | |
|                 else:	name_str = 'None'
 | |
|                 if img: name_str += img
 | |
| 
 | |
|                 context_mat_face_array = _3ds_array()
 | |
|                 unique_mats[mat, img] = _3ds_string(sane_name(name_str)), context_mat_face_array
 | |
| 
 | |
| 
 | |
|             context_mat_face_array.add(_3ds_short(i))
 | |
|             # obj_material_faces[tri.mat].add(_3ds_short(i))
 | |
| 
 | |
|         face_chunk.add_variable("faces", face_list)
 | |
|         for mat_name, mat_faces in unique_mats.values():
 | |
|             obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL)
 | |
|             obj_material_chunk.add_variable("name", mat_name)
 | |
|             obj_material_chunk.add_variable("face_list", mat_faces)
 | |
|             face_chunk.add_subchunk(obj_material_chunk)
 | |
| 
 | |
|     else:
 | |
| 
 | |
|         obj_material_faces=[]
 | |
|         obj_material_names=[]
 | |
|         for m in materials:
 | |
|             if m:
 | |
|                 obj_material_names.append(_3ds_string(sane_name(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 range(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, materialDict):
 | |
|     '''Make a chunk out of a Blender mesh.'''
 | |
| 
 | |
|     # Extract the triangles from the mesh:
 | |
|     tri_list = extract_triangles(mesh)
 | |
| 
 | |
|     if len(mesh.uv_textures):
 | |
| # 	if mesh.faceUV:
 | |
|         # 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 len(mesh.sticky):
 | |
| # 		if mesh.vertexUV:
 | |
|             uv_array = _3ds_array()
 | |
|             for uv in mesh.sticky:
 | |
| # 			for vert in mesh.verts:
 | |
|                 uv_array.add(_3ds_point_uv(uv.co))
 | |
| # 				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, materialDict))
 | |
| 
 | |
|     # if available, add uv chunk:
 | |
|     if uv_array:
 | |
|         mesh_chunk.add_subchunk(make_uv_chunk(uv_array))
 | |
| 
 | |
|     return mesh_chunk
 | |
| 
 | |
| """ # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
 | |
| 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 obj.type=='Empty':
 | |
|         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().to_quat()
 | |
|             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()))
 | |
|     else:
 | |
|         # meshes have their transformations applied before
 | |
|         # exporting, so write identity transforms here:
 | |
|         if ID==POS_TRACK_TAG:
 | |
|             # position vector:
 | |
|             track_chunk.add_variable("position", _3ds_point_3d((0.0,0.0,0.0)))
 | |
|         elif ID==ROT_TRACK_TAG:
 | |
|             # rotation (quaternion, angle first, followed by axis):
 | |
|             track_chunk.add_variable("rotation", _3ds_point_4d((0.0, 1.0, 0.0, 0.0)))
 | |
|         elif ID==SCL_TRACK_TAG:
 | |
|             # scale vector:
 | |
|             track_chunk.add_variable("scale", _3ds_point_3d((1.0, 1.0, 1.0)))
 | |
| 
 | |
|     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.name
 | |
|     # 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.type == '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(sane_name(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.parent
 | |
|     if (parent == None) or (parent.name 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.name]))
 | |
| 
 | |
|     # 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.type == 'Empty':
 | |
|         obj_instance_name_chunk = _3ds_chunk(OBJECT_INSTANCE_NAME)
 | |
|         obj_instance_name_chunk.add_variable("name", _3ds_string(sane_name(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
 | |
| """
 | |
| 
 | |
| # import BPyMessages
 | |
| def save_3ds(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
 | |
| 
 | |
|     bpy.ops.object.mode_set(mode='OBJECT')
 | |
| 
 | |
|     # 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)
 | |
| 
 | |
|     ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
 | |
|     # init main key frame data chunk:
 | |
|     kfdata = make_kfdata()
 | |
|     '''
 | |
| 
 | |
|     # Get all the supported objects selected in this scene:
 | |
|     # ob_sel= list(sce.objects.context)
 | |
|     # mesh_objects = [ (ob, me) for ob in ob_sel   for me in (BPyMesh.getMeshFromObject(ob, None, True, False, sce),) if me ]
 | |
|     # empty_objects = [ ob for ob in ob_sel if ob.type == 'Empty' ]
 | |
| 
 | |
|     # Make a list of all materials used in the selected meshes (use a dictionary,
 | |
|     # each material is added once):
 | |
|     materialDict = {}
 | |
|     mesh_objects = []
 | |
|     scene = context.scene
 | |
|     for ob in [ob for ob in scene.objects if ob.is_visible(scene)]:
 | |
| # 	for ob in sce.objects.context:
 | |
| 
 | |
|         # get derived objects
 | |
|         free, derived = create_derived_objects(scene, ob)
 | |
| 
 | |
|         if derived == None: continue
 | |
| 
 | |
|         for ob_derived, mat in derived:
 | |
| # 		for ob_derived, mat in getDerivedObjects(ob, False):
 | |
| 
 | |
|             if ob.type not in ('MESH', 'CURVE', 'SURFACE', 'TEXT', 'META'):
 | |
|                 continue
 | |
| 
 | |
|             data = ob_derived.create_mesh(scene, True, 'PREVIEW')
 | |
| # 			data = getMeshFromObject(ob_derived, None, True, False, sce)
 | |
|             if data:
 | |
|                 data.transform(mat)
 | |
| # 				data.transform(mat, recalc_normals=False)
 | |
|                 mesh_objects.append((ob_derived, data))
 | |
|                 mat_ls = data.materials
 | |
|                 mat_ls_len = len(mat_ls)
 | |
| 
 | |
|                 # get material/image tuples.
 | |
|                 if len(data.uv_textures):
 | |
| # 				if data.faceUV:
 | |
|                     if not mat_ls:
 | |
|                         mat = mat_name = None
 | |
| 
 | |
|                     for f, uf in zip(data.faces, data.active_uv_texture.data):
 | |
|                         if mat_ls:
 | |
|                             mat_index = f.material_index
 | |
| # 							mat_index = f.mat
 | |
|                             if mat_index >= mat_ls_len:
 | |
|                                 mat_index = f.mat = 0
 | |
|                             mat = mat_ls[mat_index]
 | |
|                             if mat:	mat_name = mat.name
 | |
|                             else:	mat_name = None
 | |
|                         # else there already set to none
 | |
| 
 | |
|                         img = uf.image
 | |
| # 						img = f.image
 | |
|                         if img:	img_name = img.name
 | |
|                         else:	img_name = None
 | |
| 
 | |
|                         materialDict.setdefault((mat_name, img_name), (mat, img) )
 | |
| 
 | |
| 
 | |
|                 else:
 | |
|                     for mat in mat_ls:
 | |
|                         if mat: # material may be None so check its not.
 | |
|                             materialDict.setdefault((mat.name, None), (mat, None) )
 | |
| 
 | |
|                     # Why 0 Why!
 | |
|                     for f in data.faces:
 | |
|                         if f.material_index >= mat_ls_len:
 | |
| # 						if f.mat >= mat_ls_len:
 | |
|                             f.material_index = 0
 | |
|                             # f.mat = 0
 | |
| 
 | |
|         if free:
 | |
|             free_derived_objects(ob)
 | |
| 
 | |
| 
 | |
|     # Make material chunks for all materials used in the meshes:
 | |
|     for mat_and_image in materialDict.values():
 | |
|         object_info.add_subchunk(make_material_chunk(mat_and_image[0], mat_and_image[1]))
 | |
| 
 | |
|     # Give all objects a unique ID and build a dictionary from object name to object id:
 | |
|     """
 | |
|     name_to_id = {}
 | |
|     for ob, data in mesh_objects:
 | |
|         name_to_id[ob.name]= len(name_to_id)
 | |
|     #for ob in empty_objects:
 | |
|     #	name_to_id[ob.name]= len(name_to_id)
 | |
|     """
 | |
| 
 | |
|     # Create object chunks for all meshes:
 | |
|     i = 0
 | |
|     for ob, blender_mesh in mesh_objects:
 | |
|         # create a new object chunk
 | |
|         object_chunk = _3ds_chunk(OBJECT)
 | |
| 
 | |
|         # set the object name
 | |
|         object_chunk.add_variable("name", _3ds_string(sane_name(ob.name)))
 | |
| 
 | |
|         # make a mesh chunk out of the mesh:
 | |
|         object_chunk.add_subchunk(make_mesh_chunk(blender_mesh, materialDict))
 | |
|         object_info.add_subchunk(object_chunk)
 | |
| 
 | |
|         ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
 | |
|         # make a kf object node for the object:
 | |
|         kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
 | |
|         '''
 | |
|         if not blender_mesh.users:
 | |
|             bpy.data.meshes.remove(blender_mesh)
 | |
| # 		blender_mesh.verts = None
 | |
| 
 | |
|         i+=i
 | |
| 
 | |
|     # Create chunks for all empties:
 | |
|     ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
 | |
|     for ob in empty_objects:
 | |
|         # Empties only require a kf object node:
 | |
|         kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
 | |
|         pass
 | |
|     '''
 | |
| 
 | |
|     # Add main object info chunk to primary chunk:
 | |
|     primary.add_subchunk(object_info)
 | |
| 
 | |
|     ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
 | |
|     # 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 file for writing:
 | |
|     file = open( filename, 'wb' )
 | |
| 
 | |
|     # Recursively write the chunks to file:
 | |
|     primary.write(file)
 | |
| 
 | |
|     # Close the file:
 | |
|     file.close()
 | |
| 
 | |
|     # Debugging only: report the exporting time:
 | |
| # 	Blender.Window.WaitCursor(0)
 | |
|     print("3ds export time: %.2f" % (time.clock() - time1))
 | |
| # 	print("3ds export time: %.2f" % (Blender.sys.time() - time1))
 | |
| 
 | |
|     # Debugging only: dump the chunk hierarchy:
 | |
|     #primary.dump()
 | |
| 
 | |
| 
 | |
| # if __name__=='__main__':
 | |
| #     if struct:
 | |
| #         Blender.Window.FileSelector(save_3ds, "Export 3DS", Blender.sys.makename(ext='.3ds'))
 | |
| #     else:
 | |
| #         Blender.Draw.PupMenu("Error%t|This script requires a full python installation")
 | |
| # # save_3ds('/test_b.3ds')
 | |
| from bpy.props import *
 | |
| class Export3DS(bpy.types.Operator):
 | |
|     '''Export to 3DS file format (.3ds)'''
 | |
|     bl_idname = "export.autodesk_3ds"
 | |
|     bl_label = 'Export 3DS'
 | |
| 
 | |
|     # List of operator properties, the attributes will be assigned
 | |
|     # to the class instance from the operator settings before calling.
 | |
| 
 | |
| 
 | |
|     filepath = StringProperty(name="File Path", description="Filepath used for exporting the 3DS file", maxlen= 1024, default= "")
 | |
|     check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'})
 | |
| 
 | |
|     def execute(self, context):
 | |
|         save_3ds(self.properties.filepath, context)
 | |
|         return {'FINISHED'}
 | |
| 
 | |
|     def invoke(self, context, event):
 | |
|         wm = context.manager
 | |
|         wm.add_fileselect(self)
 | |
|         return {'RUNNING_MODAL'}
 | |
| 
 | |
|     def poll(self, context): # Poll isnt working yet
 | |
|         return context.active_object != None
 | |
| 
 | |
| 
 | |
| # Add to a menu
 | |
| def menu_func(self, context):
 | |
|     default_path = os.path.splitext(bpy.data.filepath)[0] + ".3ds"
 | |
|     self.layout.operator(Export3DS.bl_idname, text="3D Studio (.3ds)").filepath = default_path
 | |
| 
 | |
| 
 | |
| def register():
 | |
|     bpy.types.register(Export3DS)
 | |
|     bpy.types.INFO_MT_file_export.append(menu_func)
 | |
| 
 | |
| def unregister():
 | |
|     bpy.types.unregister(Export3DS)
 | |
|     bpy.types.INFO_MT_file_export.remove(menu_func)
 | |
| 
 | |
| if __name__ == "__main__":
 | |
|     register()
 |