Fixed branch for Blender 3.6 release #104626

Closed
Sebastian Sille wants to merge 22 commits from (deleted):blender-v3.6-release into blender-v3.6-release

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
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@ -150,7 +150,7 @@ def sane_name(name):
if name_fixed is not None:
return name_fixed
# strip non ascii chars
# Strip non ascii chars
new_name_clean = new_name = name.encode("ASCII", "replace").decode("ASCII")[:12]
i = 0
@ -158,7 +158,7 @@ def sane_name(name):
new_name = new_name_clean + '.%.3d' % i
i += 1
# note, appending the 'str' version
# Note, appending the 'str' version
name_unique.append(new_name)
name_mapping[name] = new_name = new_name.encode("ASCII", "replace")
return new_name
@ -167,14 +167,13 @@ 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
class _3ds_ushort(object):
"""Class representing a short (2-byte integer) for a 3ds file.
*** This looks like an unsigned short H is unsigned from the struct docs - Cam***"""
"""Class representing a short (2-byte integer) for a 3ds file."""
__slots__ = ("value", )
def __init__(self, val=0):
@ -308,7 +307,7 @@ class _3ds_float_color(object):
return 3 * SZ_FLOAT
def write(self, file):
file.write(struct.pack('3f', self.r, self.g, self.b))
file.write(struct.pack('<3f', self.r, self.g, self.b))
def __str__(self):
return '{%f, %f, %f}' % (self.r, self.g, self.b)
@ -342,7 +341,7 @@ 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))
@ -353,15 +352,15 @@ class _3ds_face(object):
class _3ds_array(object):
"""Class representing an array of variables for a 3ds file.
Consists of a _3ds_ushort to indicate the number of items, followed by the items themselves.
"""
Consists of a _3ds_ushort 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
# Add an item
def add(self, item):
self.values.append(item)
self.size += item.get_size()
@ -409,11 +408,11 @@ class _3ds_named_variable(object):
self.value)
# the chunk class
# 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.
"""
Chunks contain zero or more variables, followed by zero or more subchunks."""
__slots__ = "ID", "size", "variables", "subchunks"
def __init__(self, chunk_id=0):
@ -461,7 +460,7 @@ class _3ds_chunk(object):
"""Write the chunk to a file.
Uses the write function of the variables and the subchunks to do the actual work."""
# write header
# Write header
self.ID.write(file)
self.size.write(file)
for variable in self.variables:
@ -515,7 +514,7 @@ def make_material_subchunk(chunk_id, color):
col1 = _3ds_chunk(RGB1)
col1.add_variable("color1", _3ds_rgb_color(color))
mat_sub.add_subchunk(col1)
# optional:
# Optional
# col2 = _3ds_chunk(RGBI)
# col2.add_variable("color2", _3ds_rgb_color(color))
# mat_sub.add_subchunk(col2)
@ -528,7 +527,7 @@ def make_percent_subchunk(chunk_id, percent):
pcti = _3ds_chunk(PCT)
pcti.add_variable("percent", _3ds_ushort(int(round(percent * 100, 0))))
pct_sub.add_subchunk(pcti)
# optional:
# Optional
# pctf = _3ds_chunk(PCTF)
# pctf.add_variable("pctfloat", _3ds_float(round(percent, 6)))
# pct_sub.add_subchunk(pctf)
@ -629,7 +628,7 @@ def make_material_texture_chunk(chunk_id, texslots, pct):
rgb.add_variable("mapcolor", _3ds_rgb_color(spec if texslot.socket_dst.identifier == 'Specular' else base))
mat_sub.add_subchunk(rgb)
# store all textures for this mapto in order. This at least is what the
# Store all textures for this mapto in order. This at least is what the
# 3DS exporter did so far, afaik most readers will just skip over 2nd textures
for slot in texslots:
if slot.image is not None:
@ -731,7 +730,7 @@ def make_material_chunk(material, image):
if matmap:
material_chunk.add_subchunk(matmap)
# make sure no textures are lost. Everything that doesn't fit
# Make sure no textures are lost. Everything that doesn't fit
# into a channel is exported as secondary texture
diffuse = []
@ -758,7 +757,7 @@ def make_material_chunk(material, image):
material_chunk.add_subchunk(make_percent_subchunk(MATTRANS, 1 - material.diffuse_color[3]))
material_chunk.add_subchunk(shading)
slots = [get_material_image(material)] # can be None
slots = [get_material_image(material)] # Can be None
if image:
material_chunk.add_subchunk(make_texture_chunk(MAT_DIFFUSEMAP, slots))
@ -781,7 +780,7 @@ class tri_wrapper(object):
self.ma = ma
self.image = image
self.faceuvs = faceuvs
self.offset = [0, 0, 0] # offset indices
self.offset = [0, 0, 0] # Offset indices
self.flag = flag
self.group = group
@ -849,19 +848,19 @@ 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
# 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 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)
@ -880,17 +879,15 @@ def remove_face_uv(verts, tri_list):
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:
# 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
# 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
# Add uv's in the correct order and add coordinates to the uv array
for uv_3ds in uvmap:
# add the uv coordinate to the uv array
uv_array.add(uv_3ds)
vert_index += len(unique_uvs[i])
@ -1010,23 +1007,21 @@ def make_mesh_chunk(ob, mesh, matrix, materialDict, translation):
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 and faces 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 available, add uv chunk
if uv_array:
mesh_chunk.add_subchunk(make_uv_chunk(uv_array))
# create transformation matrix chunk
# Create transformation matrix chunk
matrix_chunk = _3ds_chunk(OBJECT_TRANS_MATRIX)
obj_matrix = matrix.transposed().to_3x3()
@ -1257,7 +1252,7 @@ def make_object_node(ob, translation, rotation, scale):
obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0x0040))
# Flags2 defines bit 0x01 for display path, bit 0x02 use autosmooth, bit 0x04 object frozen
# Flags2 defines bit 0x01 for display path, bit 0x02 use autosmooth, bit 0x04 object frozen,
# bit 0x10 for motion blur, bit 0x20 for material morph and bit 0x40 for mesh morph
if ob.type == 'MESH' and ob.data.use_auto_smooth:
obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0x02))
@ -1525,8 +1520,7 @@ def save(operator,
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)
# Make a list of all materials used in the selected meshes (use dictionary, each material is added once)
materialDict = {}
mesh_objects = []
@ -1540,7 +1534,7 @@ def save(operator,
camera_objects = [ob for ob in objects if ob.type == 'CAMERA']
for ob in objects:
# get derived objects
# Get derived objects
derived_dict = bpy_extras.io_utils.create_derived_objects(depsgraph, [ob])
derived = derived_dict.get(ob)
@ -1563,7 +1557,7 @@ 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
@ -1575,7 +1569,7 @@ def save(operator,
ma_index = f.material_index = 0
ma = ma_ls[ma_index]
ma_name = None if ma is None else ma.name
# else there already set to none
# Else there already set to none
img = get_uv_image(ma)
img_name = None if img is None else img.name
@ -1584,7 +1578,7 @@ 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!
@ -1620,16 +1614,16 @@ def save(operator,
# Create object chunks for all meshes
i = 0
for ob, mesh, matrix in mesh_objects:
# create a new object chunk
# Create a new object chunk
object_chunk = _3ds_chunk(OBJECT)
# set the object name
# 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!
# 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)
@ -1649,12 +1643,12 @@ def save(operator,
# Create light object chunks
for ob in light_objects:
object_chunk = _3ds_chunk(OBJECT)
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)
energy_factor = _3ds_chunk(LIGHT_MULTIPLIER)
@ -1699,12 +1693,12 @@ def save(operator,
# Create camera object chunks
for ob in camera_objects:
object_chunk = _3ds_chunk(OBJECT)
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])
focus_x = ob.location[0] + (ob.location[1] * math.tan(ob.rotation_euler[2]))
@ -1730,7 +1724,7 @@ def save(operator,
if write_keyframe:
primary.add_subchunk(kfdata)
# At this point, the chunk hierarchy is completely built.
# At this point, the chunk hierarchy is completely built
# Check the size
primary.get_size()