merge branch 'blender-v3.6-release' #104625
@ -158,7 +158,7 @@ def sane_name(name):
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new_name = new_name_clean + '.%.3d' % i
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i += 1
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# note, appending the 'str' version.
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# note, appending the 'str' version
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name_unique.append(new_name)
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name_mapping[name] = new_name = new_name.encode("ASCII", "replace")
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return new_name
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@ -378,7 +378,7 @@ class _3ds_array(object):
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value.write(file)
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# To not overwhelm the output in a dump, a _3ds_array only
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# outputs the number of items, not all of the actual items.
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# outputs the number of items, not all of the actual items
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def __str__(self):
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return '(%d items)' % len(self.values)
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@ -580,7 +580,7 @@ def make_material_texture_chunk(chunk_id, texslots, pct):
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0x40 activates alpha source, 0x80 activates tinting, 0x100 ignores alpha, 0x200 activates RGB tint.
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Bits 0x80, 0x100, and 0x200 are only used with TEXMAP, TEX2MAP, and SPECMAP chunks.
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0x40, when used with a TEXMAP, TEX2MAP, or SPECMAP chunk must be accompanied with a tint bit,
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either 0x100 or 0x200, tintcolor will be processed if colorchunks are present"""
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either 0x100 or 0x200, tintcolor will be processed if a tintflag is present"""
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mapflags = 0
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if texslot.extension == 'EXTEND':
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@ -629,9 +629,8 @@ def make_material_texture_chunk(chunk_id, texslots, pct):
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rgb.add_variable("mapcolor", _3ds_rgb_color(spec if texslot.socket_dst.identifier == 'Specular' else base))
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mat_sub.add_subchunk(rgb)
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# store all textures for this mapto in order. This at least is what
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# the 3DS exporter did so far, afaik most readers will just skip
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# over 2nd textures.
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# store all textures for this mapto in order. This at least is what the
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# 3DS exporter did so far, afaik most readers will just skip over 2nd textures
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for slot in texslots:
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if slot.image is not None:
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add_texslot(slot)
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@ -1197,34 +1196,34 @@ def make_track_chunk(ID, ob, ob_pos, ob_rot, ob_size):
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track_chunk.add_variable("frame_start", _3ds_uint(0))
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track_chunk.add_variable("frame_total", _3ds_uint(0))
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track_chunk.add_variable("nkeys", _3ds_uint(1))
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# Next section should be repeated for every keyframe, with no animation only one tag is needed.
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# Next section should be repeated for every keyframe, with no animation only one tag is needed
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track_chunk.add_variable("tcb_frame", _3ds_uint(0))
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track_chunk.add_variable("tcb_flags", _3ds_ushort())
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# New method simply inserts the parameters
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if ID==POS_TRACK_TAG: # Position vector:
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if ID==POS_TRACK_TAG: # Position vector
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track_chunk.add_variable("position", _3ds_point_3d(ob_pos))
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elif ID==ROT_TRACK_TAG: # Rotation (angle first [radians], followed by axis):
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elif ID==ROT_TRACK_TAG: # Rotation (angle first [radians], followed by axis)
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track_chunk.add_variable("rotation", _3ds_point_4d((ob_rot.angle, ob_rot.axis[0], ob_rot.axis[1], ob_rot.axis[2])))
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elif ID==SCL_TRACK_TAG: # Scale vector:
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elif ID==SCL_TRACK_TAG: # Scale vector
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track_chunk.add_variable("scale", _3ds_point_3d(ob_size))
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elif ID==ROLL_TRACK_TAG: # Roll angle:
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elif ID==ROLL_TRACK_TAG: # Roll angle
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track_chunk.add_variable("roll", _3ds_float(round(math.degrees(ob.rotation_euler[1]), 4)))
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elif ID==COL_TRACK_TAG: # Color values:
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elif ID==COL_TRACK_TAG: # Color values
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track_chunk.add_variable("color", _3ds_float_color(ob.data.color))
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elif ID==FOV_TRACK_TAG: # Field of view:
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elif ID==FOV_TRACK_TAG: # Field of view
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track_chunk.add_variable("fov", _3ds_float(round(math.degrees(ob.data.angle), 4)))
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elif ID==HOTSPOT_TRACK_TAG: # Hotspot:
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elif ID==HOTSPOT_TRACK_TAG: # Hotspot
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beam_angle = math.degrees(ob.data.spot_size)
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track_chunk.add_variable("hotspot", _3ds_float(round(beam_angle-(ob.data.spot_blend*math.floor(beam_angle)), 4)))
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elif ID==FALLOFF_TRACK_TAG: # Falloff:
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elif ID==FALLOFF_TRACK_TAG: # Falloff
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track_chunk.add_variable("falloff", _3ds_float(round(math.degrees(ob.data.spot_size), 4)))
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return track_chunk
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@ -1241,15 +1240,15 @@ def make_object_node(ob, translation, rotation, scale):
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obj_node = _3ds_chunk(LIGHT_NODE_TAG)
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if ob.data.type == 'SPOT':
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obj_node = _3ds_chunk(SPOT_NODE_TAG)
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else: # Main object node chunk:
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else: # Main object node chunk
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obj_node = _3ds_chunk(OBJECT_NODE_TAG)
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# Object node header with object name:
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# Object node header with object name
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obj_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR)
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parent = ob.parent
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if ob.type == 'EMPTY': # Forcing to use the real name for empties
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# Empties called $$$DUMMY and use OBJECT_INSTANCE_NAME chunk as name.
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# Empties called $$$DUMMY and use OBJECT_INSTANCE_NAME chunk as name
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obj_node_header_chunk.add_variable("name", _3ds_string(b"$$$DUMMY"))
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obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0x4000))
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obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0))
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@ -1302,7 +1301,7 @@ def make_object_node(ob, translation, rotation, scale):
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obj_morph_smooth.add_variable("angle", _3ds_float(round(ob.data.auto_smooth_angle, 6)))
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obj_node.add_subchunk(obj_morph_smooth)
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# Add track chunks for color, position, rotation and scale:
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# Add track chunks for color, position, rotation and scale
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if parent is None:
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ob_pos = translation[name]
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ob_rot = rotation[name]
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@ -1340,7 +1339,7 @@ def make_target_node(ob, translation, rotation, scale):
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elif ob.type == 'LIGHT': # Add spot target
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tar_node = _3ds_chunk(LTARGET_NODE_TAG)
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# Object node header with object name:
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# Object node header with object name
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tar_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR)
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# Targets get the same name as the object, flags1 is usually 0x0010 and parent ROOT_OBJECT
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tar_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
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@ -1348,7 +1347,7 @@ def make_target_node(ob, translation, rotation, scale):
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tar_node_header_chunk.add_variable("flags2", _3ds_ushort(0))
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tar_node_header_chunk.add_variable("parent", _3ds_ushort(ROOT_OBJECT))
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# Add subchunk for node header:
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# Add subchunk for node header
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tar_node.add_subchunk(tar_node_header_chunk)
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# Calculate target position
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@ -1361,7 +1360,7 @@ def make_target_node(ob, translation, rotation, scale):
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target_y = ob_pos[1]+(ob_pos[0]*math.tan(math.radians(90)-ob_rot[2]))
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target_z = -1*diagonal*math.tan(math.radians(90)-ob_rot[0])
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# Add track chunks for target position:
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# Add track chunks for target position
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track_chunk = _3ds_chunk(POS_TRACK_TAG)
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if ob.animation_data and ob.animation_data.action:
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@ -1416,7 +1415,7 @@ def make_ambient_node(world):
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amb_node = _3ds_chunk(AMBIENT_NODE_TAG)
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track_chunk = _3ds_chunk(COL_TRACK_TAG)
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# Object node header, name is "$AMBIENT$" for ambient nodes:
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# Object node header, name is "$AMBIENT$" for ambient nodes
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amb_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR)
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amb_node_header_chunk.add_variable("name", _3ds_string(b"$AMBIENT$"))
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amb_node_header_chunk.add_variable("flags1", _3ds_ushort(0x4000)) # Flags1 0x4000 for empty objects
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@ -1468,8 +1467,8 @@ def make_ambient_node(world):
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def save(operator,
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context, filepath="",
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use_selection=True,
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write_keyframe=True,
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use_selection=False,
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write_keyframe=False,
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global_matrix=None,
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):
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@ -1723,34 +1722,34 @@ def save(operator,
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kfdata.add_subchunk(make_object_node(ob, translation, rotation, scale))
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kfdata.add_subchunk(make_target_node(ob, translation, rotation, scale))
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# Add main object info chunk to primary chunk:
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# Add main object info chunk to primary chunk
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primary.add_subchunk(object_info)
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# Add main keyframe data chunk to primary chunk:
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# Add main keyframe data chunk to primary chunk
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if write_keyframe:
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primary.add_subchunk(kfdata)
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# At this point, the chunk hierarchy is completely built.
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# Check the size:
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# Check the size
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primary.get_size()
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# Open the file for writing:
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# Open the file for writing
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file = open(filepath, 'wb')
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# Recursively write the chunks to file:
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# Recursively write the chunks to file
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primary.write(file)
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# Close the file:
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# Close the file
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file.close()
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# Clear name mapping vars, could make locals too
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del name_unique[:]
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name_mapping.clear()
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# Debugging only: report the exporting time:
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# Debugging only: report the exporting time
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print("3ds export time: %.2f" % (time.time() - duration))
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# Debugging only: dump the chunk hierarchy:
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# Debugging only: dump the chunk hierarchy
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# primary.dump()
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return {'FINISHED'}
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|
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Reference in New Issue
Block a user