Fixed branch for Blender 3.6 release #104626

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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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@ -157,7 +157,7 @@ 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
@ -166,14 +166,13 @@ 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)
@ -342,9 +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))
@ -355,15 +352,14 @@ 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()
@ -380,7 +376,7 @@ class _3ds_array(object):
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.
# outputs the number of items, not all of the actual items
def __str__(self):
return '(%d items)' % len(self.values)
@ -583,7 +579,7 @@ def make_material_texture_chunk(chunk_id, texslots, pct):
0x40 activates alpha source, 0x80 activates tinting, 0x100 ignores alpha, 0x200 activates RGB tint.
Bits 0x80, 0x100, and 0x200 are only used with TEXMAP, TEX2MAP, and SPECMAP chunks.
0x40, when used with a TEXMAP, TEX2MAP, or SPECMAP chunk must be accompanied with a tint bit,
either 0x100 or 0x200, tintcolor will be processed if colorchunks are present"""
either 0x100 or 0x200, tintcolor will be processed if tintflags are present"""
mapflags = 0
if texslot.extension == 'EXTEND':
@ -632,9 +628,8 @@ 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 3DS exporter did so far, afaik most readers will just skip
# over 2nd textures.
# 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:
add_texslot(slot)
@ -685,9 +680,9 @@ 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 +724,8 @@ 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)
@ -849,8 +844,7 @@ 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
@ -861,7 +855,6 @@ def remove_face_uv(verts, tri_list):
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:
@ -869,11 +862,9 @@ def remove_face_uv(verts, tri_list):
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 coordinate 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()
@ -884,22 +875,21 @@ 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
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 +993,30 @@ 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))
@ -1200,15 +1190,15 @@ 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))
@ -1233,7 +1223,7 @@ def save(operator,
'''
# 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 +1260,7 @@ 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 +1281,7 @@ 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!
@ -1300,14 +1290,14 @@ 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 = {}
# 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:
@ -1318,7 +1308,7 @@ def save(operator,
translation[ob.name] = ob.location
# 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
@ -1327,12 +1317,11 @@ 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:
@ -1345,7 +1334,7 @@ def save(operator,
i += i
# Create chunks for all empties:
# 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:
@ -1408,7 +1397,7 @@ def save(operator,
object_chunk.add_subchunk(camera_chunk)
object_info.add_subchunk(object_chunk)
# Add main object info chunk to primary chunk:
# Add main object info chunk to primary chunk
primary.add_subchunk(object_info)
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
@ -1416,27 +1405,27 @@ def save(operator,
primary.add_subchunk(kfdata)
'''
# At this point, the chunk hierarchy is completely built.
# Check the size:
# At this point, the chunk hierarchy is completely built
# Check the size
primary.get_size()
# Open the file for writing:
# Open the file for writing
file = open(filepath, 'wb')
# Recursively write the chunks to file:
# Recursively write the chunks to file
primary.write(file)
# Close the file:
# Close the file
file.close()
# Clear name mapping vars, could make locals too
del name_unique[:]
name_mapping.clear()
# Debugging only: report the exporting time:
# Debugging only: report the exporting time
print("3ds export time: %.2f" % (time.time() - duration))
# Debugging only: dump the chunk hierarchy:
# Debugging only: dump the chunk hierarchy
# primary.dump()
return {'FINISHED'}