io_scene_3ds: Added animation export option #104613

Merged
Sebastian Sille merged 2 commits from blender-addons-io_scene_3ds into main 2023-05-20 04:39:57 +02:00
Showing only changes of commit 5406df4816 - Show all commits

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@ -121,6 +121,7 @@ KFDATA_KFCURTIME = 0xB009 # Frame current
KFDATA_KFHDR = 0xB00A # Keyframe header
# >------ sub defines of OBJECT_NODE_TAG
PARENT_NAME = 0x80F0 # Object parent name tree
OBJECT_NODE_ID = 0xB030 # Object hierachy ID
OBJECT_NODE_HDR = 0xB010 # Hierachy tree header
OBJECT_INSTANCE_NAME = 0xB011 # Object instance name
@ -166,7 +167,7 @@ def sane_name(name):
def uv_key(uv):
return round(uv[0], 6), round(uv[1], 6)
# size defines:
# size defines
SZ_SHORT = 2
SZ_INT = 4
SZ_FLOAT = 4
@ -239,7 +240,7 @@ class _3ds_string(object):
file.write(struct.pack(binary_format, self.value))
def __str__(self):
return str(self.value)
return str((self.value).decode("ASCII"))
class _3ds_point_3d(object):
@ -260,15 +261,15 @@ class _3ds_point_3d(object):
# Used for writing a track
'''
class _3ds_point_4d(object):
"""Class representing a four-dimensional point for a 3ds file, for instance a quaternion."""
__slots__ = "w","x","y","z"
def __init__(self, point=(0.0,0.0,0.0,0.0)):
__slots__ = "w", "x", "y", "z"
def __init__(self, point):
self.w, self.x, self.y, self.z = point
def get_size(self):
return 4*SZ_FLOAT
return 4 * SZ_FLOAT
def write(self,file):
data=struct.pack('<4f', self.w, self.x, self.y, self.z)
@ -276,7 +277,6 @@ class _3ds_point_4d(object):
def __str__(self):
return '(%f, %f, %f, %f)' % (self.w, self.x, self.y, self.z)
'''
class _3ds_point_uv(object):
@ -342,9 +342,7 @@ class _3ds_face(object):
def get_size(self):
return 4 * SZ_SHORT
# no need to validate every face vert. the oversized array will
# catch this problem
# no need to validate every face vert. the oversized array will catch this problem
def write(self, file):
# The last short is used for face flags
file.write(struct.pack('<4H', self.vindex[0], self.vindex[1], self.vindex[2], self.flag))
@ -363,7 +361,7 @@ class _3ds_array(object):
self.values = []
self.size = SZ_SHORT
# add an item:
# add an item
def add(self, item):
self.values.append(item)
self.size += item.get_size()
@ -387,7 +385,6 @@ class _3ds_array(object):
class _3ds_named_variable(object):
"""Convenience class for named variables."""
__slots__ = "value", "name"
def __init__(self, name, val=None):
@ -485,9 +482,9 @@ class _3ds_chunk(object):
subchunk.dump(indent + 1)
##########
# EXPORT #
##########
#############
# MATERIALS #
#############
def get_material_image(material):
""" Get images from paint slots."""
@ -685,9 +682,9 @@ def make_material_chunk(material, image):
primary_tex = False
if wrap.base_color_texture:
d_pct = 0.7 + sum(wrap.base_color[:]) * 0.1
color = [wrap.base_color_texture]
matmap = make_material_texture_chunk(MAT_DIFFUSEMAP, color, d_pct)
c_pct = 0.7 + sum(wrap.base_color[:]) * 0.1
matmap = make_material_texture_chunk(MAT_DIFFUSEMAP, color, c_pct)
if matmap:
material_chunk.add_subchunk(matmap)
primary_tex = True
@ -729,8 +726,8 @@ def make_material_chunk(material, image):
material_chunk.add_subchunk(matmap)
if wrap.emission_color_texture:
e_pct = wrap.emission_strength
emission = [wrap.emission_color_texture]
e_pct = wrap.emission_strength
matmap = make_material_texture_chunk(MAT_SELFIMAP, emission, e_pct)
if matmap:
material_chunk.add_subchunk(matmap)
@ -770,6 +767,10 @@ def make_material_chunk(material, image):
return material_chunk
#############
# MESH DATA #
#############
class tri_wrapper(object):
"""Class representing a triangle.
Used when converting faces to triangles"""
@ -849,31 +850,27 @@ def remove_face_uv(verts, tri_list):
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))]
# initialize a list of UniqueLists, one per vertex
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:
# 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.
# At this point each vertex has a UniqueList containing every uv coord 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:
# faces refer to the new face indices
vert_index = 0
vert_array = _3ds_array()
uv_array = _3ds_array()
@ -894,12 +891,12 @@ def remove_face_uv(verts, tri_list):
# Add the uv's in the correct order
for uv_3ds in uvmap:
# add the uv coordinate to the uv array:
# 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:
# 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]]
@ -1003,30 +1000,30 @@ def make_uv_chunk(uv_array):
def make_mesh_chunk(ob, mesh, matrix, materialDict, translation):
"""Make a chunk out of a Blender mesh."""
# Extract the triangles from the mesh:
# Extract the triangles from the mesh
tri_list = extract_triangles(mesh)
if mesh.uv_layers:
# Remove the face UVs and convert it to vertex UV:
# Remove the face UVs and convert it to vertex UV
vert_array, uv_array, tri_list = remove_face_uv(mesh.vertices, tri_list)
else:
# Add the vertices to the vertex array:
# Add the vertices to the vertex array
vert_array = _3ds_array()
for vert in mesh.vertices:
vert_array.add(_3ds_point_3d(vert.co))
# no UV at all:
# no UV at all
uv_array = None
# create the chunk:
# create the chunk
mesh_chunk = _3ds_chunk(OBJECT_MESH)
# add vertex chunk:
# add vertex chunk
mesh_chunk.add_subchunk(make_vert_chunk(vert_array))
# add faces chunk:
# add faces chunk
mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh, materialDict))
# if available, add uv chunk:
# if available, add uv chunk
if uv_array:
mesh_chunk.add_subchunk(make_uv_chunk(uv_array))
@ -1058,17 +1055,18 @@ def make_mesh_chunk(ob, mesh, matrix, materialDict, translation):
return mesh_chunk
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
def make_kfdata(start=0, stop=0, curtime=0):
#################
# KEYFRAME DATA #
#################
def make_kfdata(revision, start=0, stop=100, curtime=0):
"""Make the basic keyframe data chunk"""
kfdata = _3ds_chunk(KFDATA)
kfhdr = _3ds_chunk(KFDATA_KFHDR)
kfhdr.add_variable("revision", _3ds_ushort(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_uint(stop-start))
kfhdr.add_variable("revision", _3ds_ushort(revision))
kfhdr.add_variable("filename", _3ds_string(b'Blender'))
kfhdr.add_variable("animlen", _3ds_uint(stop - start))
kfseg = _3ds_chunk(KFDATA_KFSEG)
kfseg.add_variable("start", _3ds_uint(start))
@ -1082,107 +1080,396 @@ def make_kfdata(start=0, stop=0, curtime=0):
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."""
def make_track_chunk(ID, ob, ob_pos, ob_rot, ob_size):
"""Make a chunk for track data. Depending on the ID, this will
construct a position, rotation, scale, roll, color or fov track."""
track_chunk = _3ds_chunk(ID)
track_chunk.add_variable("track_flags", _3ds_ushort())
track_chunk.add_variable("unknown", _3ds_uint())
track_chunk.add_variable("unknown", _3ds_uint())
track_chunk.add_variable("nkeys", _3ds_uint(1))
# Next section should be repeated for every keyframe, but for now, animation is not actually supported.
track_chunk.add_variable("tcb_frame", _3ds_uint(0))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
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_quaternion() # XXX, todo!
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()))
if ID in {POS_TRACK_TAG, ROT_TRACK_TAG, SCL_TRACK_TAG} and ob.animation_data and ob.animation_data.action:
action = ob.animation_data.action
if action.fcurves:
fcurves = action.fcurves
kframes = [kf.co[0] for kf in [fc for fc in fcurves if fc is not None][0].keyframe_points]
nkeys = len(kframes)
if not 0 in kframes:
kframes.append(0)
nkeys = nkeys + 1
kframes = sorted(set(kframes))
track_chunk.add_variable("track_flags", _3ds_ushort(0x40))
track_chunk.add_variable("frame_start", _3ds_uint(int(action.frame_start)))
track_chunk.add_variable("frame_total", _3ds_uint(int(action.frame_end)))
track_chunk.add_variable("nkeys", _3ds_uint(nkeys))
if ID==POS_TRACK_TAG: # Position
for i, frame in enumerate(kframes):
position = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'location']
if not position:
position.append(ob_pos)
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("position", _3ds_point_3d(position))
elif ID==ROT_TRACK_TAG: # Rotation
for i, frame in enumerate(kframes):
rotation = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'rotation_euler']
if not rotation:
rotation.append(ob_rot)
quat = mathutils.Euler(rotation).to_quaternion()
axis_angle = quat.angle, quat.axis[0], quat.axis[1], quat.axis[2]
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("rotation", _3ds_point_4d(axis_angle))
elif ID==SCL_TRACK_TAG: # Scale
for i, frame in enumerate(kframes):
size = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'scale']
if not size:
size.append(ob_size)
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("scale", _3ds_point_3d(size))
elif ID==ROLL_TRACK_TAG: # Roll
for i, frame in enumerate(kframes):
roll = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'rotation_euler']
if not roll:
roll.append(ob_rot)
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("roll", _3ds_float(round(math.degrees(roll[1]), 4)))
elif ID in {COL_TRACK_TAG, FOV_TRACK_TAG, HOTSPOT_TRACK_TAG, FALLOFF_TRACK_TAG} and ob.data.animation_data and ob.data.animation_data.action:
action = ob.data.animation_data.action
if action.fcurves:
fcurves = action.fcurves
kframes = [kf.co[0] for kf in [fc for fc in fcurves if fc is not None][0].keyframe_points]
nkeys = len(kframes)
if not 0 in kframes:
kframes.append(0)
nkeys = nkeys + 1
kframes = sorted(set(kframes))
track_chunk.add_variable("track_flags", _3ds_ushort(0x40))
track_chunk.add_variable("frame_start", _3ds_uint(int(action.frame_start)))
track_chunk.add_variable("frame_total", _3ds_uint(int(action.frame_end)))
track_chunk.add_variable("nkeys", _3ds_uint(nkeys))
if ID==COL_TRACK_TAG: # Color
for i, frame in enumerate(kframes):
color = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'color']
if not color:
color.append(ob.data.color[:3])
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("color", _3ds_float_color(color))
elif ID==FOV_TRACK_TAG: # Field of view
for i, frame in enumerate(kframes):
lens = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'lens']
if not lens:
lens.append(ob.data.lens)
fov = 2 * math.atan(ob.data.sensor_width/(2*lens[0]))
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("fov", _3ds_float(round(math.degrees(fov), 4)))
elif ID==HOTSPOT_TRACK_TAG: # Hotspot
beam_angle = math.degrees(ob.data.spot_size)
for i, frame in enumerate(kframes):
blend = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'spot_blend']
if not blend:
blend.append(ob.data.spot_blend)
hot_spot = beam_angle-(blend[0]*math.floor(beam_angle))
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("hotspot", _3ds_float(round(hot_spot, 4)))
elif ID==FALLOFF_TRACK_TAG: # Falloff
for i, frame in enumerate(kframes):
fall_off = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'spot_size']
if not fall_off:
fall_off.append(ob.data.spot_size)
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("falloff", _3ds_float(round(math.degrees(fall_off[0]), 4)))
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)))
track_chunk.add_variable("track_flags", _3ds_ushort(0x40)) # Based on observation default flag is 0x40
track_chunk.add_variable("frame_start", _3ds_uint(0))
track_chunk.add_variable("frame_total", _3ds_uint(0))
track_chunk.add_variable("nkeys", _3ds_uint(1))
# Next section should be repeated for every keyframe, with no animation only one tag is needed.
track_chunk.add_variable("tcb_frame", _3ds_uint(0))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
# New method simply inserts the parameters
if ID==POS_TRACK_TAG: # Position vector:
track_chunk.add_variable("position", _3ds_point_3d(ob_pos))
elif ID==ROT_TRACK_TAG: # Rotation (angle first [radians], followed by axis):
track_chunk.add_variable("rotation", _3ds_point_4d((ob_rot.angle, ob_rot.axis[0], ob_rot.axis[1], ob_rot.axis[2])))
elif ID==SCL_TRACK_TAG: # Scale vector:
track_chunk.add_variable("scale", _3ds_point_3d(ob_size))
elif ID==ROLL_TRACK_TAG: # Roll angle:
track_chunk.add_variable("roll", _3ds_float(round(math.degrees(ob.rotation_euler[1]), 4)))
elif ID==COL_TRACK_TAG: # Color values:
track_chunk.add_variable("color", _3ds_float_color(ob.data.color))
elif ID==FOV_TRACK_TAG: # Field of view:
track_chunk.add_variable("fov", _3ds_float(round(math.degrees(ob.data.angle), 4)))
elif ID==HOTSPOT_TRACK_TAG: # Hotspot:
beam_angle = math.degrees(ob.data.spot_size)
track_chunk.add_variable("hotspot", _3ds_float(round(beam_angle-(ob.data.spot_blend*math.floor(beam_angle)), 4)))
elif ID==FALLOFF_TRACK_TAG: # Falloff:
track_chunk.add_variable("falloff", _3ds_float(round(math.degrees(ob.data.spot_size), 4)))
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(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_ushort(name_to_id[name]))
def make_object_node(ob, translation, rotation, scale):
"""Make a node chunk for a Blender object. Takes Blender object as parameter.
Blender Empty objects are converted to dummy nodes."""
# object node header:
name = ob.name
if ob.type == 'CAMERA':
obj_node = _3ds_chunk(CAMERA_NODE_TAG)
elif ob.type == 'LIGHT':
obj_node = _3ds_chunk(LIGHT_NODE_TAG)
if ob.data.type == 'SPOT':
obj_node = _3ds_chunk(SPOT_NODE_TAG)
else: # Main object node chunk:
obj_node = _3ds_chunk(OBJECT_NODE_TAG)
# Object node header with object name:
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:
parent = ob.parent
if ob.type == 'EMPTY': # Forcing to use the real name for empties
# Empties called $$$DUMMY and use OBJECT_INSTANCE_NAME chunk as name.
obj_node_header_chunk.add_variable("name", _3ds_string(b"$$$DUMMY"))
obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0x4000))
obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0))
else: # Add flag variables - Based on observation flags1 is usually 0x0040 and 0x4000 for empty objects
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_ushort(0))
obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0))
obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0x0040))
# Flag 0x01 display path 0x02 use autosmooth 0x04 object frozen 0x10 motion blur 0x20 material morph 0x40 mesh morph
if ob.type == 'MESH' and ob.data.use_auto_smooth:
obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0x02))
else:
obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0))
obj_node_header_chunk.add_variable("parent", _3ds_ushort(ROOT_OBJECT))
'''
# COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
# Check parent-child relationships:
parent = obj.parent
if (parent is 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:
if parent is None or parent.name not in name_to_id:
# If no parent, or parents name is not in dictionary, ID becomes -1:
obj_node_header_chunk.add_variable("parent", _3ds_ushort(-1))
else:
# Get the parent's id from the name_to_id dictionary:
else: # Get the parent's ID from the name_to_id dictionary:
obj_node_header_chunk.add_variable("parent", _3ds_ushort(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 subchunk for node header
obj_node.add_subchunk(obj_node_header_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':
# Empty objects need to have an extra chunk for the instance name
if ob.type == 'EMPTY': # Will use a real object name for empties for now
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)
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))
if ob.type in {'MESH', 'EMPTY'}: # Add a pivot point at the object center
pivot_pos = (translation[name])
obj_pivot_chunk = _3ds_chunk(OBJECT_PIVOT)
obj_pivot_chunk.add_variable("pivot", _3ds_point_3d(pivot_pos))
obj_node.add_subchunk(obj_pivot_chunk)
return kf_obj_node
'''
# Create a bounding box from quadrant diagonal
obj_boundbox = _3ds_chunk(OBJECT_BOUNDBOX)
obj_boundbox.add_variable("min", _3ds_point_3d(ob.bound_box[0]))
obj_boundbox.add_variable("max", _3ds_point_3d(ob.bound_box[6]))
obj_node.add_subchunk(obj_boundbox)
# Add smooth angle if autosmooth is used
if ob.type == 'MESH' and ob.data.use_auto_smooth:
obj_morph_smooth = _3ds_chunk(OBJECT_MORPH_SMOOTH)
obj_morph_smooth.add_variable("angle", _3ds_float(round(ob.data.auto_smooth_angle, 6)))
obj_node.add_subchunk(obj_morph_smooth)
# Add track chunks for color, position, rotation and scale:
if parent is None:
ob_pos = translation[name]
ob_rot = rotation[name]
ob_size = scale[name]
else: # Calculate child position and rotation of the object center, no scale applied
ob_pos = translation[name] - translation[parent.name]
ob_rot = rotation[name].cross(rotation[parent.name].copy().inverted())
ob_size = (1.0, 1.0, 1.0)
obj_node.add_subchunk(make_track_chunk(POS_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
if ob.type in {'MESH', 'EMPTY'}:
obj_node.add_subchunk(make_track_chunk(ROT_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
obj_node.add_subchunk(make_track_chunk(SCL_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
if ob.type =='CAMERA':
obj_node.add_subchunk(make_track_chunk(FOV_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
obj_node.add_subchunk(make_track_chunk(ROLL_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
if ob.type =='LIGHT':
obj_node.add_subchunk(make_track_chunk(COL_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
if ob.type == 'LIGHT' and ob.data.type == 'SPOT':
obj_node.add_subchunk(make_track_chunk(HOTSPOT_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
obj_node.add_subchunk(make_track_chunk(FALLOFF_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
obj_node.add_subchunk(make_track_chunk(ROLL_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
return obj_node
def make_target_node(ob, translation, rotation, scale):
"""Make a target chunk for light and camera objects"""
name = ob.name
if ob.type == 'CAMERA': #Add camera target
tar_node = _3ds_chunk(TARGET_NODE_TAG)
elif ob.type == 'LIGHT': # Add spot target
tar_node = _3ds_chunk(LTARGET_NODE_TAG)
# Object node header with object name:
tar_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR)
# Targets get the same name as the object, flags1 is usually 0x0010 and parent ROOT_OBJECT
tar_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
tar_node_header_chunk.add_variable("flags1", _3ds_ushort(0x0010))
tar_node_header_chunk.add_variable("flags2", _3ds_ushort(0))
tar_node_header_chunk.add_variable("parent", _3ds_ushort(ROOT_OBJECT))
# Add subchunk for node header:
tar_node.add_subchunk(tar_node_header_chunk)
# Calculate target position
ob_pos = translation[name]
ob_rot = rotation[name].to_euler()
ob_size = scale[name]
diagonal = math.copysign(math.sqrt(pow(ob_pos[0],2)+pow(ob_pos[1],2)), ob_pos[1])
target_x = ob_pos[0]+(ob_pos[1]*math.tan(ob_rot[2]))
target_y = ob_pos[1]+(ob_pos[0]*math.tan(math.radians(90)-ob_rot[2]))
target_z = -1*diagonal*math.tan(math.radians(90)-ob_rot[0])
# Add track chunks for target position:
track_chunk = _3ds_chunk(POS_TRACK_TAG)
if ob.animation_data and ob.animation_data.action:
action = ob.animation_data.action
if action.fcurves:
fcurves = action.fcurves
kframes = [kf.co[0] for kf in [fc for fc in fcurves if fc is not None][0].keyframe_points]
nkeys = len(kframes)
if not 0 in kframes:
kframes.append(0)
nkeys = nkeys + 1
kframes = sorted(set(kframes))
track_chunk.add_variable("track_flags", _3ds_ushort(0x40))
track_chunk.add_variable("frame_start", _3ds_uint(int(action.frame_start)))
track_chunk.add_variable("frame_total", _3ds_uint(int(action.frame_end)))
track_chunk.add_variable("nkeys", _3ds_uint(nkeys))
for i, frame in enumerate(kframes):
target_pos = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'location']
target_rot = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'rotation_euler']
if not target_pos:
target_pos.append(ob_pos)
if not target_rot:
target_rot.insert(0, ob_rot.x)
target_rot.insert(1, ob_rot.y)
target_rot.insert(2, ob_rot.z)
diagonal = math.copysign(math.sqrt(pow(target_pos[0],2)+pow(target_pos[1],2)), target_pos[1])
target_x = target_pos[0]+(target_pos[1]*math.tan(target_rot[2]))
target_y = target_pos[1]+(target_pos[0]*math.tan(math.radians(90)-target_rot[2]))
target_z = -1*diagonal*math.tan(math.radians(90)-target_rot[0])
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("position", _3ds_point_3d((target_x, target_y, target_z)))
else: # Track header
track_chunk.add_variable("track_flags", _3ds_ushort(0x40)) # Based on observation default flag is 0x40
track_chunk.add_variable("frame_start", _3ds_uint(0))
track_chunk.add_variable("frame_total", _3ds_uint(0))
track_chunk.add_variable("nkeys", _3ds_uint(1))
# Keyframe header
track_chunk.add_variable("tcb_frame", _3ds_uint(0))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("position", _3ds_point_3d((target_x, target_y, target_z)))
tar_node.add_subchunk(track_chunk)
return tar_node
def make_ambient_node(world):
amb_color = world.color
amb_node = _3ds_chunk(AMBIENT_NODE_TAG)
track_chunk = _3ds_chunk(COL_TRACK_TAG)
# Object node header, name is "$AMBIENT$" for ambient nodes:
amb_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR)
amb_node_header_chunk.add_variable("name", _3ds_string(b"$AMBIENT$"))
amb_node_header_chunk.add_variable("flags1", _3ds_ushort(0x4000)) # Flags1 0x4000 for empty objects
amb_node_header_chunk.add_variable("flags2", _3ds_ushort(0))
amb_node_header_chunk.add_variable("parent", _3ds_ushort(ROOT_OBJECT))
amb_node.add_subchunk(amb_node_header_chunk)
if world.animation_data.action:
action = world.animation_data.action
if action.fcurves:
fcurves = action.fcurves
kframes = [kf.co[0] for kf in [fc for fc in fcurves if fc is not None][0].keyframe_points]
nkeys = len(kframes)
if not 0 in kframes:
kframes.append(0)
nkeys = nkeys + 1
kframes = sorted(set(kframes))
track_chunk.add_variable("track_flags", _3ds_ushort(0x40))
track_chunk.add_variable("frame_start", _3ds_uint(int(action.frame_start)))
track_chunk.add_variable("frame_total", _3ds_uint(int(action.frame_end)))
track_chunk.add_variable("nkeys", _3ds_uint(nkeys))
for i, frame in enumerate(kframes):
ambient = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'color']
if not ambient:
ambient.append(world.color)
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("color", _3ds_float_color(ambient))
else: # Track header
track_chunk.add_variable("track_flags", _3ds_ushort(0x40))
track_chunk.add_variable("frame_start", _3ds_uint(0))
track_chunk.add_variable("frame_total", _3ds_uint(0))
track_chunk.add_variable("nkeys", _3ds_uint(1))
# Keyframe header
track_chunk.add_variable("tcb_frame", _3ds_uint(0))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("color", _3ds_float_color(amb_color))
amb_node.add_subchunk(track_chunk)
return amb_node
##########
# EXPORT #
##########
def save(operator,
context, filepath="",
use_selection=True,
write_keyframe=True,
global_matrix=None,
):
@ -1193,6 +1480,7 @@ def save(operator,
scene = context.scene
layer = context.view_layer
depsgraph = context.evaluated_depsgraph_get()
world = scene.world
if global_matrix is None:
global_matrix = mathutils.Matrix()
@ -1200,15 +1488,15 @@ def save(operator,
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
# Initialize the main chunk (primary):
# Initialize the main chunk (primary)
primary = _3ds_chunk(PRIMARY)
# Add version chunk:
# Add version chunk
version_chunk = _3ds_chunk(VERSION)
version_chunk.add_variable("version", _3ds_uint(3))
primary.add_subchunk(version_chunk)
# Init main object info chunk:
# Init main object info chunk
object_info = _3ds_chunk(OBJECTINFO)
mesh_version = _3ds_chunk(MESHVERSION)
mesh_version.add_variable("mesh", _3ds_uint(3))
@ -1219,21 +1507,26 @@ def save(operator,
mscale.add_variable("scale", _3ds_float(1))
object_info.add_subchunk(mscale)
# Init main keyframe data chunk
if write_keyframe:
revision = 0x0005
stop = scene.frame_end
start = scene.frame_start
curtime = scene.frame_current
kfdata = make_kfdata(revision, start, stop, curtime)
# Add AMBIENT color
if scene.world is not None:
if world is not None:
ambient_chunk = _3ds_chunk(AMBIENTLIGHT)
ambient_light = _3ds_chunk(RGB)
ambient_light.add_variable("ambient", _3ds_float_color(scene.world.color))
ambient_chunk.add_subchunk(ambient_light)
object_info.add_subchunk(ambient_chunk)
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
# init main key frame data chunk:
kfdata = make_kfdata()
'''
if write_keyframe and world.animation_data:
kfdata.add_subchunk(make_ambient_node(world))
# Make a list of all materials used in the selected meshes (use a dictionary,
# each material is added once):
# each material is added once)
materialDict = {}
mesh_objects = []
@ -1270,7 +1563,7 @@ def save(operator,
ma_ls = data.materials
ma_ls_len = len(ma_ls)
# get material/image tuples.
# get material/image tuples
if data.uv_layers:
if not ma_ls:
ma = ma_name = None
@ -1291,7 +1584,7 @@ def save(operator,
else:
for ma in ma_ls:
if ma: # material may be None so check its not.
if ma: # material may be None so check its not
materialDict.setdefault((ma.name, None), (ma, None))
# Why 0 Why!
@ -1300,25 +1593,31 @@ def save(operator,
f.material_index = 0
# Make material chunks for all materials used in the meshes:
# Make material chunks for all materials used in the meshes
for ma_image in materialDict.values():
object_info.add_subchunk(make_material_chunk(ma_image[0], ma_image[1]))
# Collect translation for transformation matrix
translation = {}
rotation = {}
scale = {}
# Give all objects a unique ID and build a dictionary from object name to object id:
# Give all objects a unique ID and build a dictionary from object name to object id
# name_to_id = {}
for ob, data, matrix in mesh_objects:
translation[ob.name] = ob.location
rotation[ob.name] = ob.rotation_euler.to_quaternion().inverted()
scale[ob.name] = ob.scale
# name_to_id[ob.name]= len(name_to_id)
for ob in empty_objects:
translation[ob.name] = ob.location
rotation[ob.name] = ob.rotation_euler.to_quaternion().inverted()
scale[ob.name] = ob.scale
# name_to_id[ob.name]= len(name_to_id)
# Create object chunks for all meshes:
# Create object chunks for all meshes
i = 0
for ob, mesh, matrix in mesh_objects:
# create a new object chunk
@ -1327,34 +1626,34 @@ def save(operator,
# set the object name
object_chunk.add_variable("name", _3ds_string(sane_name(ob.name)))
# make a mesh chunk out of the mesh:
# make a mesh chunk out of the mesh
object_chunk.add_subchunk(make_mesh_chunk(ob, mesh, matrix, materialDict, translation))
# ensure the mesh has no over sized arrays
# skip ones that do!, otherwise we cant write since the array size wont
# fit into USHORT.
# ensure the mesh has no over sized arrays, skip ones that do!
# Otherwise we cant write since the array size wont fit into USHORT
if object_chunk.validate():
object_info.add_subchunk(object_chunk)
else:
operator.report({'WARNING'}, "Object %r can't be written into a 3DS file")
''' # 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))
'''
# Export kf object node
if write_keyframe:
kfdata.add_subchunk(make_object_node(ob, translation, rotation, scale))
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
'''
# Create chunks for all empties, only requires a kf object node
if write_keyframe:
for ob in empty_objects:
kfdata.add_subchunk(make_object_node(ob, translation, rotation, scale))
# Create light object chunks
for ob in light_objects:
translation[ob.name] = ob.location
rotation[ob.name] = ob.rotation_euler.to_quaternion()
scale[ob.name] = ob.scale
# Add light data subchunks
object_chunk = _3ds_chunk(OBJECT)
light_chunk = _3ds_chunk(OBJECT_LIGHT)
color_float_chunk = _3ds_chunk(RGB)
@ -1392,8 +1691,19 @@ def save(operator,
object_chunk.add_subchunk(light_chunk)
object_info.add_subchunk(object_chunk)
# Export light and spotlight target node
if write_keyframe:
kfdata.add_subchunk(make_object_node(ob, translation, rotation, scale))
if ob.data.type == 'SPOT':
kfdata.add_subchunk(make_target_node(ob, translation, rotation, scale))
# Create camera object chunks
for ob in camera_objects:
translation[ob.name] = ob.location
rotation[ob.name] = ob.rotation_euler.to_quaternion()
scale[ob.name] = ob.scale
# Add camera data subchunks
object_chunk = _3ds_chunk(OBJECT)
camera_chunk = _3ds_chunk(OBJECT_CAMERA)
diagonal = math.copysign(math.sqrt(pow(ob.location[0], 2) + pow(ob.location[1], 2)), ob.location[1])
@ -1408,13 +1718,17 @@ def save(operator,
object_chunk.add_subchunk(camera_chunk)
object_info.add_subchunk(object_chunk)
# Export camera and target node
if write_keyframe:
kfdata.add_subchunk(make_object_node(ob, translation, rotation, scale))
kfdata.add_subchunk(make_target_node(ob, translation, rotation, scale))
# 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)
'''
if write_keyframe:
primary.add_subchunk(kfdata)
# At this point, the chunk hierarchy is completely built.
# Check the size: