armory/blender/scene.py
2015-10-30 13:23:09 +01:00

1963 lines
56 KiB
Python
Executable file

# =============================================================
#
# Open Game Engine Exchange
# http://opengex.org/
#
# Export plugin for Blender
# by Eric Lengyel
#
# Version 1.1.2.2
#
# Copyright 2015, Terathon Software LLC
#
# This software is licensed under the Creative Commons
# Attribution-ShareAlike 3.0 Unported License:
#
# http://creativecommons.org/licenses/by-sa/3.0/deed.en_US
#
# Adapted to ZBlend framework
# http://zblend.org/
# by Lubos Lenco
#
# =============================================================
bl_info = {
"name": "ZBlend format (.json)",
"description": "ZBlend Exporter",
"author": "Lubos Lenco",
"version": (1, 0, 0, 0),
"location": "File > Import-Export",
"wiki_url": "http://zblend.org/",
"category": "Import-Export"}
import bpy
import math
import json
from bpy_extras.io_utils import ExportHelper
kNodeTypeNode = 0
kNodeTypeBone = 1
kNodeTypeGeometry = 2
kNodeTypeLight = 3
kNodeTypeCamera = 4
kAnimationSampled = 0
kAnimationLinear = 1
kAnimationBezier = 2
kExportEpsilon = 1.0e-6
structIdentifier = ["node", "bone_node", "geometry_node", "light_node", "camera_node"]
subtranslationName = ["xpos", "ypos", "zpos"]
subrotationName = ["xrot", "yrot", "zrot"]
subscaleName = ["xscl", "yscl", "zscl"]
deltaSubtranslationName = ["dxpos", "dypos", "dzpos"]
deltaSubrotationName = ["dxrot", "dyrot", "dzrot"]
deltaSubscaleName = ["dxscl", "dyscl", "dzscl"]
axisName = ["x", "y", "z"]
class ExportVertex:
__slots__ = ("hash", "vertexIndex", "faceIndex", "position", "normal", "color", "texcoord0", "texcoord1")
def __init__(self):
self.color = [1.0, 1.0, 1.0]
self.texcoord0 = [0.0, 0.0]
self.texcoord1 = [0.0, 0.0]
def __eq__(self, v):
if (self.hash != v.hash):
return (False)
if (self.position != v.position):
return (False)
if (self.normal != v.normal):
return (False)
if (self.color != v.color):
return (False)
if (self.texcoord0 != v.texcoord0):
return (False)
if (self.texcoord1 != v.texcoord1):
return (False)
return (True)
def Hash(self):
h = hash(self.position[0])
h = h * 21737 + hash(self.position[1])
h = h * 21737 + hash(self.position[2])
h = h * 21737 + hash(self.normal[0])
h = h * 21737 + hash(self.normal[1])
h = h * 21737 + hash(self.normal[2])
h = h * 21737 + hash(self.color[0])
h = h * 21737 + hash(self.color[1])
h = h * 21737 + hash(self.color[2])
h = h * 21737 + hash(self.texcoord0[0])
h = h * 21737 + hash(self.texcoord0[1])
h = h * 21737 + hash(self.texcoord1[0])
h = h * 21737 + hash(self.texcoord1[1])
self.hash = h
class Object:
def to_JSON(self):
if bpy.data.worlds[0]['TargetMinimize'] == True:
return json.dumps(self, default=lambda o: o.__dict__, separators=(',',':'))
else:
return json.dumps(self, default=lambda o: o.__dict__, sort_keys=True, indent=4)
class ZBlendExporter(bpy.types.Operator, ExportHelper):
"""Export to ZBlend format"""
bl_idname = "export_scene.zblend"
bl_label = "Export ZBlend"
filename_ext = ".json"
option_export_selection = bpy.props.BoolProperty(name = "Export Selection Only", description = "Export only selected objects", default = False)
option_sample_animation = bpy.props.BoolProperty(name = "Force Sampled Animation", description = "Always export animation as per-frame samples", default = False)
def WriteColor(self, color):
return [color[0], color[1], color[2]]
def WriteMatrix(self, matrix):
return [matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0],
matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1],
matrix[0][2], matrix[1][2], matrix[2][2], matrix[3][2],
matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]]
def WriteMatrixFlat(self, matrix):
return [matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0],
matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1],
matrix[0][2], matrix[1][2], matrix[2][2], matrix[3][2],
matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]]
def WriteVector2D(self, vector):
return [vector[0], vector[1]]
def WriteVector3D(self, vector):
return [vector[0], vector[1], vector[2]]
def WriteVertexArray2D(self, vertexArray, attrib):
va = []
count = len(vertexArray)
k = 0
lineCount = count >> 3
for i in range(lineCount):
for j in range(7):
va += self.WriteVector2D(getattr(vertexArray[k], attrib))
k += 1
va += self.WriteVector2D(getattr(vertexArray[k], attrib))
k += 1
count &= 7
if (count != 0):
for j in range(count - 1):
va += self.WriteVector2D(getattr(vertexArray[k], attrib))
k += 1
va += self.WriteVector2D(getattr(vertexArray[k], attrib))
return va
def WriteVertexArray3D(self, vertexArray, attrib):
va = []
count = len(vertexArray)
k = 0
lineCount = count >> 3
for i in range(lineCount):
for j in range(7):
va += self.WriteVector3D(getattr(vertexArray[k], attrib))
k += 1
va += self.WriteVector3D(getattr(vertexArray[k], attrib))
k += 1
count &= 7
if (count != 0):
for j in range(count - 1):
va += self.WriteVector3D(getattr(vertexArray[k], attrib))
k += 1
va += self.WriteVector3D(getattr(vertexArray[k], attrib))
return va
def WriteInt(self, i):
return i
def WriteFloat(self, f):
return f
def WriteTriangle(self, triangleIndex, indexTable):
i = triangleIndex * 3
return [indexTable[i], indexTable[i + 1], indexTable[i + 2]]
def WriteTriangleArray(self, count, indexTable):
va = []
triangleIndex = 0
lineCount = count >> 4
for i in range(lineCount):
for j in range(15):
va += self.WriteTriangle(triangleIndex, indexTable)
triangleIndex += 1
va += self.WriteTriangle(triangleIndex, indexTable)
triangleIndex += 1
count &= 15
if (count != 0):
for j in range(count - 1):
va += self.WriteTriangle(triangleIndex, indexTable)
triangleIndex += 1
va += self.WriteTriangle(triangleIndex, indexTable)
return va
@staticmethod
def GetNodeType(node):
if (node.type == "MESH"):
if (len(node.data.polygons) != 0):
return (kNodeTypeGeometry)
elif (node.type == "LAMP"):
type = node.data.type
if ((type == "SUN") or (type == "POINT") or (type == "SPOT")):
return (kNodeTypeLight)
elif (node.type == "CAMERA"):
return (kNodeTypeCamera)
return (kNodeTypeNode)
@staticmethod
def GetShapeKeys(mesh):
shapeKeys = mesh.shape_keys
if ((shapeKeys) and (len(shapeKeys.key_blocks) > 1)):
return (shapeKeys)
return (None)
def FindNode(self, name):
for nodeRef in self.nodeArray.items():
if (nodeRef[0].name == name):
return (nodeRef)
return (None)
@staticmethod
def ClassifyAnimationCurve(fcurve):
linearCount = 0
bezierCount = 0
for key in fcurve.keyframe_points:
interp = key.interpolation
if (interp == "LINEAR"):
linearCount += 1
elif (interp == "BEZIER"):
bezierCount += 1
else:
return (kAnimationSampled)
if (bezierCount == 0):
return (kAnimationLinear)
elif (linearCount == 0):
return (kAnimationBezier)
return (kAnimationSampled)
@staticmethod
def AnimationKeysDifferent(fcurve):
keyCount = len(fcurve.keyframe_points)
if (keyCount > 0):
key1 = fcurve.keyframe_points[0].co[1]
for i in range(1, keyCount):
key2 = fcurve.keyframe_points[i].co[1]
if (math.fabs(key2 - key1) > kExportEpsilon):
return (True)
return (False)
@staticmethod
def AnimationTangentsNonzero(fcurve):
keyCount = len(fcurve.keyframe_points)
if (keyCount > 0):
key = fcurve.keyframe_points[0].co[1]
left = fcurve.keyframe_points[0].handle_left[1]
right = fcurve.keyframe_points[0].handle_right[1]
if ((math.fabs(key - left) > kExportEpsilon) or (math.fabs(right - key) > kExportEpsilon)):
return (True)
for i in range(1, keyCount):
key = fcurve.keyframe_points[i].co[1]
left = fcurve.keyframe_points[i].handle_left[1]
right = fcurve.keyframe_points[i].handle_right[1]
if ((math.fabs(key - left) > kExportEpsilon) or (math.fabs(right - key) > kExportEpsilon)):
return (True)
return (False)
@staticmethod
def MatricesDifferent(m1, m2):
for i in range(4):
for j in range(4):
if (math.fabs(m1[i][j] - m2[i][j]) > kExportEpsilon):
return (True)
return (False)
@staticmethod
def CollectBoneAnimation(armature, name):
path = "pose.bones[\"" + name + "\"]."
curveArray = []
if (armature.animation_data):
action = armature.animation_data.action
if (action):
for fcurve in action.fcurves:
if (fcurve.data_path.startswith(path)):
curveArray.append(fcurve)
return (curveArray)
@staticmethod
def AnimationPresent(fcurve, kind):
if (kind != kAnimationBezier):
return (ZBlendExporter.AnimationKeysDifferent(fcurve))
return ((ZBlendExporter.AnimationKeysDifferent(fcurve)) or (ZBlendExporter.AnimationTangentsNonzero(fcurve)))
@staticmethod
def DeindexMesh(mesh, materialTable):
# This function deindexes all vertex positions, colors, and texcoords.
# Three separate ExportVertex structures are created for each triangle.
vertexArray = mesh.vertices
exportVertexArray = []
faceIndex = 0
for face in mesh.tessfaces:
k1 = face.vertices[0]
k2 = face.vertices[1]
k3 = face.vertices[2]
v1 = vertexArray[k1]
v2 = vertexArray[k2]
v3 = vertexArray[k3]
exportVertex = ExportVertex()
exportVertex.vertexIndex = k1
exportVertex.faceIndex = faceIndex
exportVertex.position = v1.co
exportVertex.normal = v1.normal if (face.use_smooth) else face.normal
exportVertexArray.append(exportVertex)
exportVertex = ExportVertex()
exportVertex.vertexIndex = k2
exportVertex.faceIndex = faceIndex
exportVertex.position = v2.co
exportVertex.normal = v2.normal if (face.use_smooth) else face.normal
exportVertexArray.append(exportVertex)
exportVertex = ExportVertex()
exportVertex.vertexIndex = k3
exportVertex.faceIndex = faceIndex
exportVertex.position = v3.co
exportVertex.normal = v3.normal if (face.use_smooth) else face.normal
exportVertexArray.append(exportVertex)
materialTable.append(face.material_index)
if (len(face.vertices) == 4):
k1 = face.vertices[0]
k2 = face.vertices[2]
k3 = face.vertices[3]
v1 = vertexArray[k1]
v2 = vertexArray[k2]
v3 = vertexArray[k3]
exportVertex = ExportVertex()
exportVertex.vertexIndex = k1
exportVertex.faceIndex = faceIndex
exportVertex.position = v1.co
exportVertex.normal = v1.normal if (face.use_smooth) else face.normal
exportVertexArray.append(exportVertex)
exportVertex = ExportVertex()
exportVertex.vertexIndex = k2
exportVertex.faceIndex = faceIndex
exportVertex.position = v2.co
exportVertex.normal = v2.normal if (face.use_smooth) else face.normal
exportVertexArray.append(exportVertex)
exportVertex = ExportVertex()
exportVertex.vertexIndex = k3
exportVertex.faceIndex = faceIndex
exportVertex.position = v3.co
exportVertex.normal = v3.normal if (face.use_smooth) else face.normal
exportVertexArray.append(exportVertex)
materialTable.append(face.material_index)
faceIndex += 1
colorCount = len(mesh.tessface_vertex_colors)
if (colorCount > 0):
colorFace = mesh.tessface_vertex_colors[0].data
vertexIndex = 0
faceIndex = 0
for face in mesh.tessfaces:
cf = colorFace[faceIndex]
exportVertexArray[vertexIndex].color = cf.color1
vertexIndex += 1
exportVertexArray[vertexIndex].color = cf.color2
vertexIndex += 1
exportVertexArray[vertexIndex].color = cf.color3
vertexIndex += 1
if (len(face.vertices) == 4):
exportVertexArray[vertexIndex].color = cf.color1
vertexIndex += 1
exportVertexArray[vertexIndex].color = cf.color3
vertexIndex += 1
exportVertexArray[vertexIndex].color = cf.color4
vertexIndex += 1
faceIndex += 1
texcoordCount = len(mesh.tessface_uv_textures)
if (texcoordCount > 0):
texcoordFace = mesh.tessface_uv_textures[0].data
vertexIndex = 0
faceIndex = 0
for face in mesh.tessfaces:
tf = texcoordFace[faceIndex]
exportVertexArray[vertexIndex].texcoord0 = tf.uv1
vertexIndex += 1
exportVertexArray[vertexIndex].texcoord0 = tf.uv2
vertexIndex += 1
exportVertexArray[vertexIndex].texcoord0 = tf.uv3
vertexIndex += 1
if (len(face.vertices) == 4):
exportVertexArray[vertexIndex].texcoord0 = tf.uv1
vertexIndex += 1
exportVertexArray[vertexIndex].texcoord0 = tf.uv3
vertexIndex += 1
exportVertexArray[vertexIndex].texcoord0 = tf.uv4
vertexIndex += 1
faceIndex += 1
if (texcoordCount > 1):
texcoordFace = mesh.tessface_uv_textures[1].data
vertexIndex = 0
faceIndex = 0
for face in mesh.tessfaces:
tf = texcoordFace[faceIndex]
exportVertexArray[vertexIndex].texcoord1 = tf.uv1
vertexIndex += 1
exportVertexArray[vertexIndex].texcoord1 = tf.uv2
vertexIndex += 1
exportVertexArray[vertexIndex].texcoord1 = tf.uv3
vertexIndex += 1
if (len(face.vertices) == 4):
exportVertexArray[vertexIndex].texcoord1 = tf.uv1
vertexIndex += 1
exportVertexArray[vertexIndex].texcoord1 = tf.uv3
vertexIndex += 1
exportVertexArray[vertexIndex].texcoord1 = tf.uv4
vertexIndex += 1
faceIndex += 1
for ev in exportVertexArray:
ev.Hash()
return (exportVertexArray)
@staticmethod
def FindExportVertex(bucket, exportVertexArray, vertex):
for index in bucket:
if (exportVertexArray[index] == vertex):
return (index)
return (-1)
@staticmethod
def UnifyVertices(exportVertexArray, indexTable):
# This function looks for identical vertices having exactly the same position, normal,
# color, and texcoords. Duplicate vertices are unified, and a new index table is returned.
bucketCount = len(exportVertexArray) >> 3
if (bucketCount > 1):
# Round down to nearest power of two.
while True:
count = bucketCount & (bucketCount - 1)
if (count == 0):
break
bucketCount = count
else:
bucketCount = 1
hashTable = [[] for i in range(bucketCount)]
unifiedVertexArray = []
for i in range(len(exportVertexArray)):
ev = exportVertexArray[i]
bucket = ev.hash & (bucketCount - 1)
index = ZBlendExporter.FindExportVertex(hashTable[bucket], exportVertexArray, ev)
if (index < 0):
indexTable.append(len(unifiedVertexArray))
unifiedVertexArray.append(ev)
hashTable[bucket].append(i)
else:
indexTable.append(indexTable[index])
return (unifiedVertexArray)
def ExportBone(self, armature, bone, scene, o):
nodeRef = self.nodeArray.get(bone)
if (nodeRef):
o.type = structIdentifier[nodeRef["nodeType"]]
o.id = nodeRef["structName"]
name = bone.name
if (name != ""):
o.name = name
self.ExportBoneTransform(armature, bone, scene, o)
o.nodes = [] # TODO
for subnode in bone.children:
so = Object()
self.ExportBone(armature, subnode, scene, so)
o.nodes.append(so)
# Export any ordinary nodes that are parented to this bone.
boneSubnodeArray = self.boneParentArray.get(bone.name)
if (boneSubnodeArray):
poseBone = None
if (not bone.use_relative_parent):
poseBone = armature.pose.bones.get(bone.name)
for subnode in boneSubnodeArray:
self.ExportNode(subnode, scene, poseBone, o)
def ExportNodeSampledAnimation(self, node, scene, o):
# This function exports animation as full 4x4 matrices for each frame.
currentFrame = scene.frame_current
currentSubframe = scene.frame_subframe
animationFlag = False
m1 = node.matrix_local.copy()
for i in range(self.beginFrame, self.endFrame):
scene.frame_set(i)
m2 = node.matrix_local
if (ZBlendExporter.MatricesDifferent(m1, m2)):
animationFlag = True
break
if (animationFlag):
o.animation = Object() # TODO: multiple tracks?
o.animation.track = Object()
o.animation.track.target = "transform"
o.animation.track.time = Object()
o.animation.track.time = Object()
o.animation.track.time.values = []
for i in range(self.beginFrame, self.endFrame):
o.animation.track.time.values.append(self.WriteFloat((i - self.beginFrame) * self.frameTime))
o.animation.track.time.values.append(self.WriteFloat(self.endFrame * self.frameTime))
o.animation.track.value = Object()
o.animation.track.value.values = []
for i in range(self.beginFrame, self.endFrame):
scene.frame_set(i)
o.animation.track.value.values.append(self.WriteMatrixFlat(node.matrix_local))
scene.frame_set(self.endFrame)
o.animation.track.value.values.append(self.WriteMatrixFlat(node.matrix_local))
scene.frame_set(currentFrame, currentSubframe)
def ExportBoneSampledAnimation(self, poseBone, scene, o):
# This function exports bone animation as full 4x4 matrices for each frame.
currentFrame = scene.frame_current
currentSubframe = scene.frame_subframe
animationFlag = False
m1 = poseBone.matrix.copy()
for i in range(self.beginFrame, self.endFrame):
scene.frame_set(i)
m2 = poseBone.matrix
if (ZBlendExporter.MatricesDifferent(m1, m2)):
animationFlag = True
break
if (animationFlag):
o.animation = Object()
o.animation.track = Object()
o.animation.track.target = "transform"
o.animation.track.time = Object()
o.animation.track.time.values = []
for i in range(self.beginFrame, self.endFrame):
o.animation.track.time.values.append(self.WriteFloat((i - self.beginFrame) * self.frameTime))
o.animation.track.time.values.append(self.WriteFloat(self.endFrame * self.frameTime))
o.animation.track.value = Object()
o.animation.track.value.values = []
parent = poseBone.parent
if (parent):
for i in range(self.beginFrame, self.endFrame):
scene.frame_set(i)
o.animation.track.value.values.append(self.WriteMatrixFlat(parent.matrix.inverted() * poseBone.matrix))
scene.frame_set(self.endFrame)
o.animation.track.value.values.append(self.WriteMatrixFlat(parent.matrix.inverted() * poseBone.matrix))
else:
for i in range(self.beginFrame, self.endFrame):
scene.frame_set(i)
o.animation.track.value.values.append(self.WriteMatrixFlat(poseBone.matrix))
scene.frame_set(self.endFrame)
o.animation.track.value.values.append(self.WriteMatrixFlat(poseBone.matrix))
scene.frame_set(currentFrame, currentSubframe)
def ExportNodeTransform(self, node, scene, o):
posAnimCurve = [None, None, None]
rotAnimCurve = [None, None, None]
sclAnimCurve = [None, None, None]
posAnimKind = [0, 0, 0]
rotAnimKind = [0, 0, 0]
sclAnimKind = [0, 0, 0]
deltaPosAnimCurve = [None, None, None]
deltaRotAnimCurve = [None, None, None]
deltaSclAnimCurve = [None, None, None]
deltaPosAnimKind = [0, 0, 0]
deltaRotAnimKind = [0, 0, 0]
deltaSclAnimKind = [0, 0, 0]
positionAnimated = False
rotationAnimated = False
scaleAnimated = False
posAnimated = [False, False, False]
rotAnimated = [False, False, False]
sclAnimated = [False, False, False]
deltaPositionAnimated = False
deltaRotationAnimated = False
deltaScaleAnimated = False
deltaPosAnimated = [False, False, False]
deltaRotAnimated = [False, False, False]
deltaSclAnimated = [False, False, False]
mode = node.rotation_mode
sampledAnimation = ((self.sampleAnimationFlag) or (mode == "QUATERNION") or (mode == "AXIS_ANGLE"))
if ((not sampledAnimation) and (node.animation_data)):
action = node.animation_data.action
if (action):
for fcurve in action.fcurves:
kind = ZBlendExporter.ClassifyAnimationCurve(fcurve)
if (kind != kAnimationSampled):
if (fcurve.data_path == "location"):
for i in range(3):
if ((fcurve.array_index == i) and (not posAnimCurve[i])):
posAnimCurve[i] = fcurve
posAnimKind[i] = kind
if (ZBlendExporter.AnimationPresent(fcurve, kind)):
posAnimated[i] = True
elif (fcurve.data_path == "delta_location"):
for i in range(3):
if ((fcurve.array_index == i) and (not deltaPosAnimCurve[i])):
deltaPosAnimCurve[i] = fcurve
deltaPosAnimKind[i] = kind
if (ZBlendExporter.AnimationPresent(fcurve, kind)):
deltaPosAnimated[i] = True
elif (fcurve.data_path == "rotation_euler"):
for i in range(3):
if ((fcurve.array_index == i) and (not rotAnimCurve[i])):
rotAnimCurve[i] = fcurve
rotAnimKind[i] = kind
if (ZBlendExporter.AnimationPresent(fcurve, kind)):
rotAnimated[i] = True
elif (fcurve.data_path == "delta_rotation_euler"):
for i in range(3):
if ((fcurve.array_index == i) and (not deltaRotAnimCurve[i])):
deltaRotAnimCurve[i] = fcurve
deltaRotAnimKind[i] = kind
if (ZBlendExporter.AnimationPresent(fcurve, kind)):
deltaRotAnimated[i] = True
elif (fcurve.data_path == "scale"):
for i in range(3):
if ((fcurve.array_index == i) and (not sclAnimCurve[i])):
sclAnimCurve[i] = fcurve
sclAnimKind[i] = kind
if (ZBlendExporter.AnimationPresent(fcurve, kind)):
sclAnimated[i] = True
elif (fcurve.data_path == "delta_scale"):
for i in range(3):
if ((fcurve.array_index == i) and (not deltaSclAnimCurve[i])):
deltaSclAnimCurve[i] = fcurve
deltaSclAnimKind[i] = kind
if (ZBlendExporter.AnimationPresent(fcurve, kind)):
deltaSclAnimated[i] = True
elif ((fcurve.data_path == "rotation_axis_angle") or (fcurve.data_path == "rotation_quaternion") or (fcurve.data_path == "delta_rotation_quaternion")):
sampledAnimation = True
break
else:
sampledAnimation = True
break
positionAnimated = posAnimated[0] | posAnimated[1] | posAnimated[2]
rotationAnimated = rotAnimated[0] | rotAnimated[1] | rotAnimated[2]
scaleAnimated = sclAnimated[0] | sclAnimated[1] | sclAnimated[2]
deltaPositionAnimated = deltaPosAnimated[0] | deltaPosAnimated[1] | deltaPosAnimated[2]
deltaRotationAnimated = deltaRotAnimated[0] | deltaRotAnimated[1] | deltaRotAnimated[2]
deltaScaleAnimated = deltaSclAnimated[0] | deltaSclAnimated[1] | deltaSclAnimated[2]
if ((sampledAnimation) or ((not positionAnimated) and (not rotationAnimated) and (not scaleAnimated) and (not deltaPositionAnimated) and (not deltaRotationAnimated) and (not deltaScaleAnimated))):
# If there's no keyframe animation at all, then write the node transform as a single 4x4 matrix.
# We might still be exporting sampled animation below.
o.transform = Object()
if (sampledAnimation):
o.transform.target = "transform"
o.transform.values = self.WriteMatrix(node.matrix_local)
if (sampledAnimation):
self.ExportNodeSampledAnimation(node, scene, o)
else:
structFlag = False
deltaTranslation = node.delta_location
if (deltaPositionAnimated):
# When the delta location is animated, write the x, y, and z components separately
# so they can be targeted by different tracks having different sets of keys.
for i in range(3):
pos = deltaTranslation[i]
if ((deltaPosAnimated[i]) or (math.fabs(pos) > kExportEpsilon)):
# self.IndentWrite(B"Translation %", 0, structFlag)
# self.Write(deltaSubtranslationName[i])
# self.Write(B" (kind = \"")
# self.Write(axisName[i])
# self.Write(B"\")\n")
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float {", 1)
# self.WriteFloat(pos)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
elif ((math.fabs(deltaTranslation[0]) > kExportEpsilon) or (math.fabs(deltaTranslation[1]) > kExportEpsilon) or (math.fabs(deltaTranslation[2]) > kExportEpsilon)):
# self.IndentWrite(B"Translation\n")
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float[3] {", 1)
# self.WriteVector3D(deltaTranslation)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
translation = node.location
if (positionAnimated):
# When the location is animated, write the x, y, and z components separately
# so they can be targeted by different tracks having different sets of keys.
for i in range(3):
pos = translation[i]
if ((posAnimated[i]) or (math.fabs(pos) > kExportEpsilon)):
# self.IndentWrite(B"Translation %", 0, structFlag)
# self.Write(subtranslationName[i])
# self.Write(B" (kind = \"")
# self.Write(axisName[i])
# self.Write(B"\")\n")
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float {", 1)
# self.WriteFloat(pos)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
elif ((math.fabs(translation[0]) > kExportEpsilon) or (math.fabs(translation[1]) > kExportEpsilon) or (math.fabs(translation[2]) > kExportEpsilon)):
# self.IndentWrite(B"Translation\n")
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float[3] {", 1)
# self.WriteVector3D(translation)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
if (deltaRotationAnimated):
# When the delta rotation is animated, write three separate Euler angle rotations
# so they can be targeted by different tracks having different sets of keys.
for i in range(3):
axis = ord(mode[2 - i]) - 0x58
angle = node.delta_rotation_euler[axis]
if ((deltaRotAnimated[axis]) or (math.fabs(angle) > kExportEpsilon)):
# self.IndentWrite(B"Rotation %", 0, structFlag)
# self.Write(deltaSubrotationName[axis])
# self.Write(B" (kind = \"")
# self.Write(axisName[axis])
# self.Write(B"\")\n")
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float {", 1)
# self.WriteFloat(angle)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
else:
# When the delta rotation is not animated, write it in the representation given by
# the node's current rotation mode. (There is no axis-angle delta rotation.)
if (mode == "QUATERNION"):
quaternion = node.delta_rotation_quaternion
if ((math.fabs(quaternion[0] - 1.0) > kExportEpsilon) or (math.fabs(quaternion[1]) > kExportEpsilon) or (math.fabs(quaternion[2]) > kExportEpsilon) or (math.fabs(quaternion[3]) > kExportEpsilon)):
# self.IndentWrite(B"Rotation (kind = \"quaternion\")\n", 0, structFlag)
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float[4] {", 1)
# self.WriteQuaternion(quaternion)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
else:
for i in range(3):
axis = ord(mode[2 - i]) - 0x58
angle = node.delta_rotation_euler[axis]
if (math.fabs(angle) > kExportEpsilon):
# self.IndentWrite(B"Rotation (kind = \"", 0, structFlag)
# self.Write(axisName[axis])
# self.Write(B"\")\n")
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float {", 1)
# self.WriteFloat(angle)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
if (rotationAnimated):
# When the rotation is animated, write three separate Euler angle rotations
# so they can be targeted by different tracks having different sets of keys.
for i in range(3):
axis = ord(mode[2 - i]) - 0x58
angle = node.rotation_euler[axis]
if ((rotAnimated[axis]) or (math.fabs(angle) > kExportEpsilon)):
# self.IndentWrite(B"Rotation %", 0, structFlag)
# self.Write(subrotationName[axis])
# self.Write(B" (kind = \"")
# self.Write(axisName[axis])
# self.Write(B"\")\n")
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float {", 1)
# self.WriteFloat(angle)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
else:
# When the rotation is not animated, write it in the representation given by
# the node's current rotation mode.
if (mode == "QUATERNION"):
quaternion = node.rotation_quaternion
if ((math.fabs(quaternion[0] - 1.0) > kExportEpsilon) or (math.fabs(quaternion[1]) > kExportEpsilon) or (math.fabs(quaternion[2]) > kExportEpsilon) or (math.fabs(quaternion[3]) > kExportEpsilon)):
# self.IndentWrite(B"Rotation (kind = \"quaternion\")\n", 0, structFlag)
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float[4] {", 1)
# self.WriteQuaternion(quaternion)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
elif (mode == "AXIS_ANGLE"):
if (math.fabs(node.rotation_axis_angle[0]) > kExportEpsilon):
# self.IndentWrite(B"Rotation (kind = \"axis\")\n", 0, structFlag)
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float[4] {", 1)
# self.WriteVector4D(node.rotation_axis_angle)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
else:
for i in range(3):
axis = ord(mode[2 - i]) - 0x58
angle = node.rotation_euler[axis]
if (math.fabs(angle) > kExportEpsilon):
# self.IndentWrite(B"Rotation (kind = \"", 0, structFlag)
# self.Write(axisName[axis])
# self.Write(B"\")\n")
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float {", 1)
# self.WriteFloat(angle)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
deltaScale = node.delta_scale
if (deltaScaleAnimated):
# When the delta scale is animated, write the x, y, and z components separately
# so they can be targeted by different tracks having different sets of keys.
for i in range(3):
scl = deltaScale[i]
if ((deltaSclAnimated[i]) or (math.fabs(scl) > kExportEpsilon)):
# self.IndentWrite(B"Scale %", 0, structFlag)
# self.Write(deltaSubscaleName[i])
# self.Write(B" (kind = \"")
# self.Write(axisName[i])
# self.Write(B"\")\n")
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float {", 1)
# self.WriteFloat(scl)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
elif ((math.fabs(deltaScale[0] - 1.0) > kExportEpsilon) or (math.fabs(deltaScale[1] - 1.0) > kExportEpsilon) or (math.fabs(deltaScale[2] - 1.0) > kExportEpsilon)):
# self.IndentWrite(B"Scale\n", 0, structFlag)
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float[3] {", 1)
# self.WriteVector3D(deltaScale)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
scale = node.scale
if (scaleAnimated):
# When the scale is animated, write the x, y, and z components separately
# so they can be targeted by different tracks having different sets of keys.
for i in range(3):
scl = scale[i]
if ((sclAnimated[i]) or (math.fabs(scl) > kExportEpsilon)):
# self.IndentWrite(B"Scale %", 0, structFlag)
# self.Write(subscaleName[i])
# self.Write(B" (kind = \"")
# self.Write(axisName[i])
# self.Write(B"\")\n")
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float {", 1)
# self.WriteFloat(scl)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
elif ((math.fabs(scale[0] - 1.0) > kExportEpsilon) or (math.fabs(scale[1] - 1.0) > kExportEpsilon) or (math.fabs(scale[2] - 1.0) > kExportEpsilon)):
# self.IndentWrite(B"Scale\n", 0, structFlag)
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"float[3] {", 1)
# self.WriteVector3D(scale)
# self.Write(B"}")
# self.IndentWrite(B"}\n", 0, True)
structFlag = True
# Export the animation tracks.
#o.animation = Object()
'''
self.IndentWrite(B"Animation (begin = ", 0, True)
self.WriteFloat((action.frame_range[0] - self.beginFrame) * self.frameTime)
self.Write(B", end = ")
self.WriteFloat((action.frame_range[1] - self.beginFrame) * self.frameTime)
self.Write(B")\n")
self.IndentWrite(B"{\n")
self.indentLevel += 1
structFlag = False
if (positionAnimated):
for i in range(3):
if (posAnimated[i]):
self.ExportAnimationTrack(posAnimCurve[i], posAnimKind[i], subtranslationName[i], structFlag)
structFlag = True
if (rotationAnimated):
for i in range(3):
if (rotAnimated[i]):
self.ExportAnimationTrack(rotAnimCurve[i], rotAnimKind[i], subrotationName[i], structFlag)
structFlag = True
if (scaleAnimated):
for i in range(3):
if (sclAnimated[i]):
self.ExportAnimationTrack(sclAnimCurve[i], sclAnimKind[i], subscaleName[i], structFlag)
structFlag = True
if (deltaPositionAnimated):
for i in range(3):
if (deltaPosAnimated[i]):
self.ExportAnimationTrack(deltaPosAnimCurve[i], deltaPosAnimKind[i], deltaSubtranslationName[i], structFlag)
structFlag = True
if (deltaRotationAnimated):
for i in range(3):
if (deltaRotAnimated[i]):
self.ExportAnimationTrack(deltaRotAnimCurve[i], deltaRotAnimKind[i], deltaSubrotationName[i], structFlag)
structFlag = True
if (deltaScaleAnimated):
for i in range(3):
if (deltaSclAnimated[i]):
self.ExportAnimationTrack(deltaSclAnimCurve[i], deltaSclAnimKind[i], deltaSubscaleName[i], structFlag)
structFlag = True
'''
def ProcessBone(self, bone):
if ((self.exportAllFlag) or (bone.select)):
self.nodeArray[bone] = {"nodeType" : kNodeTypeBone, "structName" : "node" + str(len(self.nodeArray) + 1)}
for subnode in bone.children:
self.ProcessBone(subnode)
def ProcessNode(self, node):
if ((self.exportAllFlag) or (node.select)):
type = ZBlendExporter.GetNodeType(node)
self.nodeArray[node] = {"nodeType" : type, "structName" : "node" + str(len(self.nodeArray) + 1)}
if (node.parent_type == "BONE"):
boneSubnodeArray = self.boneParentArray.get(node.parent_bone)
if (boneSubnodeArray):
boneSubnodeArray.append(node)
else:
self.boneParentArray[node.parent_bone] = [node]
if (node.type == "ARMATURE"):
skeleton = node.data
if (skeleton):
for bone in skeleton.bones:
if (not bone.parent):
self.ProcessBone(bone)
for subnode in node.children:
self.ProcessNode(subnode)
def ProcessSkinnedMeshes(self):
for nodeRef in self.nodeArray.items():
if (nodeRef[1]["nodeType"] == kNodeTypeGeometry):
armature = nodeRef[0].find_armature()
if (armature):
for bone in armature.data.bones:
boneRef = self.FindNode(bone.name)
if (boneRef):
# If a node is used as a bone, then we force its type to be a bone.
boneRef[1]["nodeType"] = kNodeTypeBone
def ExportBoneTransform(self, armature, bone, scene, o):
curveArray = self.CollectBoneAnimation(armature, bone.name)
animation = ((len(curveArray) != 0) or (self.sampleAnimationFlag))
transform = bone.matrix_local.copy()
parentBone = bone.parent
if (parentBone):
transform = parentBone.matrix_local.inverted() * transform
poseBone = armature.pose.bones.get(bone.name)
if (poseBone):
transform = poseBone.matrix.copy()
parentPoseBone = poseBone.parent
if (parentPoseBone):
transform = parentPoseBone.matrix.inverted() * transform
o.transform = Object();
#if (animation):
# self.Write(B" %transform")
o.transform.values = self.WriteMatrix(transform)
if ((animation) and (poseBone)):
self.ExportBoneSampledAnimation(poseBone, scene, o)
def ExportMaterialRef(self, material, index, o):
if (not material in self.materialArray):
self.materialArray[material] = {"structName" : "material" + str(len(self.materialArray) + 1)}
o.material_refs.append(self.materialArray[material]["structName"])
def ExportNode(self, node, scene, poseBone = None, parento = None):
# This function exports a single node in the scene and includes its name,
# object reference, material references (for geometries), and transform.
# Subnodes are then exported recursively.
nodeRef = self.nodeArray.get(node)
if (nodeRef):
type = nodeRef["nodeType"]
o = Object()
o.type = structIdentifier[type]
o.id = nodeRef["structName"]
if (type == kNodeTypeGeometry):
if (node.hide_render):
o.visible = False
# Export the node's name if it has one.
name = node.name
if (name != ""):
o.name = name
# Export the object reference and material references.
object = node.data
if (type == kNodeTypeGeometry):
if (not object in self.geometryArray):
self.geometryArray[object] = {"structName" : "geometry" + str(len(self.geometryArray) + 1), "nodeTable" : [node]}
else:
self.geometryArray[object]["nodeTable"].append(node)
o.object_ref = self.geometryArray[object]["structName"]
o.material_refs = []
for i in range(len(node.material_slots)):
self.ExportMaterialRef(node.material_slots[i].material, i, o)
shapeKeys = ZBlendExporter.GetShapeKeys(object)
#if (shapeKeys):
# self.ExportMorphWeights(node, shapeKeys, scene, o)
# TODO
elif (type == kNodeTypeLight):
if (not object in self.lightArray):
self.lightArray[object] = {"structName" : "light" + str(len(self.lightArray) + 1), "nodeTable" : [node]}
else:
self.lightArray[object]["nodeTable"].append(node)
o.object_ref = self.lightArray[object]["structName"]
elif (type == kNodeTypeCamera):
if (not object in self.cameraArray):
self.cameraArray[object] = {"structName" : "camera" + str(len(self.cameraArray) + 1), "nodeTable" : [node]}
else:
self.cameraArray[object]["nodeTable"].append(node)
o.object_ref = self.cameraArray[object]["structName"]
if (poseBone):
# If the node is parented to a bone and is not relative, then undo the bone's transform.
o.transform = Object()
o.transform.values = self.WriteMatrix(poseBone.matrix.inverted())
# Export the transform. If the node is animated, then animation tracks are exported here.
self.ExportNodeTransform(node, scene, o)
if (node.type == "ARMATURE"):
skeleton = node.data
if (skeleton):
o.nodes = []
for bone in skeleton.bones:
if (not bone.parent):
co = Object() # TODO
self.ExportBone(node, bone, scene, co)
o.nodes.append(co)
if (parento == None):
self.output.nodes.append(o)
else:
parento.nodes.append(o)
if not hasattr(o, 'nodes'):
o.nodes = []
for subnode in node.children:
if (subnode.parent_type != "BONE"):
self.ExportNode(subnode, scene, None, o)
def ExportSkin(self, node, armature, exportVertexArray, om):
# This function exports all skinning data, which includes the skeleton
# and per-vertex bone influence data.
om.skin = Object()
# Write the skin bind pose transform.
om.skin.transform = Object()
om.skin.transform.values = self.WriteMatrix(node.matrix_world)
# Export the skeleton, which includes an array of bone node references
# and and array of per-bone bind pose transforms.
om.skin.skeleton = Object()
# Write the bone node reference array.
om.skin.skeleton.bone_ref_array = []
boneArray = armature.data.bones
boneCount = len(boneArray)
#self.IndentWrite(B"ref\t\t\t// ")
#self.WriteInt(boneCount)
for i in range(boneCount):
boneRef = self.FindNode(boneArray[i].name)
if (boneRef):
om.skin.skeleton.bone_ref_array.append(boneRef[1]["structName"])
else:
om.skin.skeleton.bone_ref_array.append("null")
# Write the bind pose transform array.
om.skin.skeleton.transforms = []
#self.IndentWrite(B"float[16]\t// ")
#self.WriteInt(boneCount)
for i in range(boneCount):
om.skin.skeleton.transforms.append(self.WriteMatrixFlat(armature.matrix_world * boneArray[i].matrix_local))
# Export the per-vertex bone influence data.
groupRemap = []
for group in node.vertex_groups:
groupName = group.name
for i in range(boneCount):
if (boneArray[i].name == groupName):
groupRemap.append(i)
break
else:
groupRemap.append(-1)
boneCountArray = []
boneIndexArray = []
boneWeightArray = []
meshVertexArray = node.data.vertices
for ev in exportVertexArray:
boneCount = 0
totalWeight = 0.0
for element in meshVertexArray[ev.vertexIndex].groups:
boneIndex = groupRemap[element.group]
boneWeight = element.weight
if ((boneIndex >= 0) and (boneWeight != 0.0)):
boneCount += 1
totalWeight += boneWeight
boneIndexArray.append(boneIndex)
boneWeightArray.append(boneWeight)
boneCountArray.append(boneCount)
if (totalWeight != 0.0):
normalizer = 1.0 / totalWeight
for i in range(-boneCount, 0):
boneWeightArray[i] *= normalizer
# Write the bone count array. There is one entry per vertex.
om.skin.bone_count_array = boneCountArray
#self.IndentWrite(B"unsigned_int16\t\t// ")
#self.WriteInt(len(boneCountArray))
#self.WriteIntArray(boneCountArray)
# Write the bone index array. The number of entries is the sum of the bone counts for all vertices.
om.skin.bone_index_array = boneIndexArray
# Write the bone weight array. The number of entries is the sum of the bone counts for all vertices.
om.skin.bone_weight_array = boneWeightArray
def ExportGeometry(self, objectRef, scene):
# This function exports a single geometry object.
o = Object()
o.id = objectRef[1]["structName"]
#self.WriteNodeTable(objectRef) #//
# TODO
node = objectRef[1]["nodeTable"][0]
mesh = objectRef[0]
structFlag = False;
# Save the morph state if necessary.
activeShapeKeyIndex = node.active_shape_key_index
showOnlyShapeKey = node.show_only_shape_key
currentMorphValue = []
shapeKeys = ZBlendExporter.GetShapeKeys(mesh)
if (shapeKeys):
node.active_shape_key_index = 0
node.show_only_shape_key = True
baseIndex = 0
relative = shapeKeys.use_relative
if (relative):
morphCount = 0
baseName = shapeKeys.reference_key.name
for block in shapeKeys.key_blocks:
if (block.name == baseName):
baseIndex = morphCount
break
morphCount += 1
morphCount = 0
for block in shapeKeys.key_blocks:
currentMorphValue.append(block.value)
block.value = 0.0
if (block.name != ""):
# self.IndentWrite(B"Morph (index = ", 0, structFlag)
# self.WriteInt(morphCount)
# if ((relative) and (morphCount != baseIndex)):
# self.Write(B", base = ")
# self.WriteInt(baseIndex)
# self.Write(B")\n")
# self.IndentWrite(B"{\n")
# self.IndentWrite(B"Name {string {\"", 1)
# self.Write(bytes(block.name, "UTF-8"))
# self.Write(B"\"}}\n")
# self.IndentWrite(B"}\n")
structFlag = True
morphCount += 1
shapeKeys.key_blocks[0].value = 1.0
mesh.update()
om = Object()
om.primitive = "triangles"
armature = node.find_armature()
applyModifiers = (not armature)
# Apply all modifiers to create a new mesh with tessfaces.
# We don't apply modifiers for a skinned mesh because we need the vertex positions
# before they are deformed by the armature modifier in order to export the proper
# bind pose. This does mean that modifiers preceding the armature modifier are ignored,
# but the Blender API does not provide a reasonable way to retrieve the mesh at an
# arbitrary stage in the modifier stack.
exportMesh = node.to_mesh(scene, applyModifiers, "RENDER", True, False)
# Triangulate mesh and remap vertices to eliminate duplicates.
materialTable = []
exportVertexArray = ZBlendExporter.DeindexMesh(exportMesh, materialTable)
triangleCount = len(materialTable)
indexTable = []
unifiedVertexArray = ZBlendExporter.UnifyVertices(exportVertexArray, indexTable)
vertexCount = len(unifiedVertexArray)
# Write the position array.
om.vertex_arrays = []
pa = Object()
pa.attrib = "position"
pa.size = 3
pa.values = self.WriteVertexArray3D(unifiedVertexArray, "position")
#self.WriteInt(vertexCount)
om.vertex_arrays.append(pa)
# Write the normal array.
na = Object()
na.attrib = "normal"
na.size = 3
na.values = self.WriteVertexArray3D(unifiedVertexArray, "normal")
om.vertex_arrays.append(na)
# Write the color array if it exists.
colorCount = len(exportMesh.tessface_vertex_colors)
if (colorCount > 0):
ca = Object()
ca.attrib = "color"
ca.size = 3
ca.values = self.WriteVertexArray3D(unifiedVertexArray, "color")
om.vertex_arrays.append(ca)
# Write the texcoord arrays.
texcoordCount = len(exportMesh.tessface_uv_textures)
if (texcoordCount > 0):
ta = Object()
ta.attrib = "texcoord"
ta.size = 2
ta.values = self.WriteVertexArray2D(unifiedVertexArray, "texcoord0")
om.vertex_arrays.append(ta)
if (texcoordCount > 1):
ta2 = Object()
ta2.attrib = "texcoord[1]"
ta2.size = 2
ta2.values = self.WriteVertexArray2D(unifiedVertexArray, "texcoord1")
om.vertex_arrays.append(ta2)
# If there are multiple morph targets, export them here.
'''
if (shapeKeys):
shapeKeys.key_blocks[0].value = 0.0
for m in range(1, len(currentMorphValue)):
shapeKeys.key_blocks[m].value = 1.0
mesh.update()
node.active_shape_key_index = m
morphMesh = node.to_mesh(scene, applyModifiers, "RENDER", True, False)
# Write the morph target position array.
self.IndentWrite(B"VertexArray (attrib = \"position\", morph = ", 0, True)
self.WriteInt(m)
self.Write(B")\n")
self.IndentWrite(B"{\n")
self.indentLevel += 1
self.IndentWrite(B"float[3]\t\t// ")
self.WriteInt(vertexCount)
self.IndentWrite(B"{\n", 0, True)
self.WriteMorphPositionArray3D(unifiedVertexArray, morphMesh.vertices)
self.IndentWrite(B"}\n")
self.indentLevel -= 1
self.IndentWrite(B"}\n\n")
# Write the morph target normal array.
self.IndentWrite(B"VertexArray (attrib = \"normal\", morph = ")
self.WriteInt(m)
self.Write(B")\n")
self.IndentWrite(B"{\n")
self.indentLevel += 1
self.IndentWrite(B"float[3]\t\t// ")
self.WriteInt(vertexCount)
self.IndentWrite(B"{\n", 0, True)
self.WriteMorphNormalArray3D(unifiedVertexArray, morphMesh.vertices, morphMesh.tessfaces)
self.IndentWrite(B"}\n")
self.indentLevel -= 1
self.IndentWrite(B"}\n")
bpy.data.meshes.remove(morphMesh)
'''
# Write the index arrays.
om.index_arrays = []
maxMaterialIndex = 0
for i in range(len(materialTable)):
index = materialTable[i]
if (index > maxMaterialIndex):
maxMaterialIndex = index
if (maxMaterialIndex == 0):
# There is only one material, so write a single index array.
ia = Object()
ia.size = 3
ia.values = self.WriteTriangleArray(triangleCount, indexTable)
ia.material = self.WriteInt(0)
om.index_arrays.append(ia)
else:
# If there are multiple material indexes, then write a separate index array for each one.
materialTriangleCount = [0 for i in range(maxMaterialIndex + 1)]
for i in range(len(materialTable)):
materialTriangleCount[materialTable[i]] += 1
for m in range(maxMaterialIndex + 1):
if (materialTriangleCount[m] != 0):
materialIndexTable = []
for i in range(len(materialTable)):
if (materialTable[i] == m):
k = i * 3
materialIndexTable.append(indexTable[k])
materialIndexTable.append(indexTable[k + 1])
materialIndexTable.append(indexTable[k + 2])
ia = Object()
ia.size = 3
ia.values = self.WriteTriangleArray(materialTriangleCount[m], materialIndexTable)
ia.material = self.WriteInt(m)
om.index_arrays.append(ia)
# If the mesh is skinned, export the skinning data here.
if (armature):
self.ExportSkin(node, armature, unifiedVertexArray, om)
# Restore the morph state.
if (shapeKeys):
node.active_shape_key_index = activeShapeKeyIndex
node.show_only_shape_key = showOnlyShapeKey
for m in range(len(currentMorphValue)):
shapeKeys.key_blocks[m].value = currentMorphValue[m]
mesh.update()
# Delete the new mesh that we made earlier.
bpy.data.meshes.remove(exportMesh)
o.mesh = om
self.output.geometry_objects.append(o)
def ExportLight(self, objectRef):
# This function exports a single light object.
o = Object()
o.id = objectRef[1]["structName"]
object = objectRef[0]
type = object.type
pointFlag = False
spotFlag = False
if (type == "SUN"):
o.type = "infinite"
elif (type == "POINT"):
o.type = "point"
pointFlag = True
else:
o.type = "spot"
pointFlag = True
spotFlag = True
#if (not object.use_shadow):
# self.Write(B", shadow = false")
#self.WriteNodeTable(objectRef)
# Export the light's color, and include a separate intensity if necessary.
lc = Object()
lc.attrib = "light"
lc.size = 3
lc.values = self.WriteColor(object.color)
o.color = lc
'''
intensity = object.energy
if (intensity != 1.0):
self.IndentWrite(B"Param (attrib = \"intensity\") {float {")
self.WriteFloat(intensity)
self.Write(B"}}\n")
if (pointFlag):
# Export a separate attenuation function for each type that's in use.
falloff = object.falloff_type
if (falloff == "INVERSE_LINEAR"):
self.IndentWrite(B"Atten (curve = \"inverse\")\n", 0, True)
self.IndentWrite(B"{\n")
self.IndentWrite(B"Param (attrib = \"scale\") {float {", 1)
self.WriteFloat(object.distance)
self.Write(B"}}\n")
self.IndentWrite(B"}\n")
elif (falloff == "INVERSE_SQUARE"):
self.IndentWrite(B"Atten (curve = \"inverse_square\")\n", 0, True)
self.IndentWrite(B"{\n")
self.IndentWrite(B"Param (attrib = \"scale\") {float {", 1)
self.WriteFloat(math.sqrt(object.distance))
self.Write(B"}}\n")
self.IndentWrite(B"}\n")
elif (falloff == "LINEAR_QUADRATIC_WEIGHTED"):
if (object.linear_attenuation != 0.0):
self.IndentWrite(B"Atten (curve = \"inverse\")\n", 0, True)
self.IndentWrite(B"{\n")
self.IndentWrite(B"Param (attrib = \"scale\") {float {", 1)
self.WriteFloat(object.distance)
self.Write(B"}}\n")
self.IndentWrite(B"Param (attrib = \"constant\") {float {", 1)
self.WriteFloat(1.0)
self.Write(B"}}\n")
self.IndentWrite(B"Param (attrib = \"linear\") {float {", 1)
self.WriteFloat(object.linear_attenuation)
self.Write(B"}}\n")
self.IndentWrite(B"}\n\n")
if (object.quadratic_attenuation != 0.0):
self.IndentWrite(B"Atten (curve = \"inverse_square\")\n")
self.IndentWrite(B"{\n")
self.IndentWrite(B"Param (attrib = \"scale\") {float {", 1)
self.WriteFloat(object.distance)
self.Write(B"}}\n")
self.IndentWrite(B"Param (attrib = \"constant\") {float {", 1)
self.WriteFloat(1.0)
self.Write(B"}}\n")
self.IndentWrite(B"Param (attrib = \"quadratic\") {float {", 1)
self.WriteFloat(object.quadratic_attenuation)
self.Write(B"}}\n")
self.IndentWrite(B"}\n")
if (object.use_sphere):
self.IndentWrite(B"Atten (curve = \"linear\")\n", 0, True)
self.IndentWrite(B"{\n")
self.IndentWrite(B"Param (attrib = \"end\") {float {", 1)
self.WriteFloat(object.distance)
self.Write(B"}}\n")
self.IndentWrite(B"}\n")
if (spotFlag):
# Export additional angular attenuation for spot lights.
self.IndentWrite(B"Atten (kind = \"angle\", curve = \"linear\")\n", 0, True)
self.IndentWrite(B"{\n")
endAngle = object.spot_size * 0.5
beginAngle = endAngle * (1.0 - object.spot_blend)
self.IndentWrite(B"Param (attrib = \"begin\") {float {", 1)
self.WriteFloat(beginAngle)
self.Write(B"}}\n")
self.IndentWrite(B"Param (attrib = \"end\") {float {", 1)
self.WriteFloat(endAngle)
self.Write(B"}}\n")
self.IndentWrite(B"}\n")
'''
self.output.light_objects.append(o)
def ExportCamera(self, objectRef):
# This function exports a single camera object.
o = Object()
o.id = objectRef[1]["structName"]
#self.WriteNodeTable(objectRef)
object = objectRef[0]
o.params = []
p1 = Object()
p1.attrib = "fov"
p1.value = self.WriteFloat(object.angle_x)
o.params.append(p1)
p2 = Object()
p2.attrib = "near"
p2.value = self.WriteFloat(object.clip_start)
o.params.append(p2)
p3 = Object()
p3.attrib = "far"
p3.value = self.WriteFloat(object.clip_end)
o.params.append(p3)
self.output.camera_objects.append(o)
def ExportMaterials(self):
# This function exports all of the materials used in the scene.
for materialRef in self.materialArray.items():
o = Object()
material = materialRef[0]
# If the material is unlinked, material becomes None.
if material == None:
continue
o.id = materialRef[1]["structName"]
if (material.name != ""):
o.name = material.name
intensity = material.diffuse_intensity
diffuse = [material.diffuse_color[0] * intensity, material.diffuse_color[1] * intensity, material.diffuse_color[2] * intensity]
o.colors = []
dc = Object()
dc.attrib = "diffuse"
dc.size = 3
dc.values = self.WriteColor(diffuse)
o.colors.append(dc)
intensity = material.specular_intensity
specular = [material.specular_color[0] * intensity, material.specular_color[1] * intensity, material.specular_color[2] * intensity]
'''
if ((specular[0] > 0.0) or (specular[1] > 0.0) or (specular[2] > 0.0)):
self.IndentWrite(B"Color (attrib = \"specular\") {float[3] {")
self.WriteColor(specular)
self.Write(B"}}\n")
self.IndentWrite(B"Param (attrib = \"specular_power\") {float {")
self.WriteFloat(material.specular_hardness)
self.Write(B"}}\n")
emission = material.emit
if (emission > 0.0):
self.IndentWrite(B"Color (attrib = \"emission\") {float[3] {")
self.WriteColor([emission, emission, emission])
self.Write(B"}}\n")
diffuseTexture = None
specularTexture = None
emissionTexture = None
transparencyTexture = None
normalTexture = None
for textureSlot in material.texture_slots:
if ((textureSlot) and (textureSlot.use) and (textureSlot.texture.type == "IMAGE")):
if (((textureSlot.use_map_color_diffuse) or (textureSlot.use_map_diffuse)) and (not diffuseTexture)):
diffuseTexture = textureSlot
elif (((textureSlot.use_map_color_spec) or (textureSlot.use_map_specular)) and (not specularTexture)):
specularTexture = textureSlot
elif ((textureSlot.use_map_emit) and (not emissionTexture)):
emissionTexture = textureSlot
elif ((textureSlot.use_map_translucency) and (not transparencyTexture)):
transparencyTexture = textureSlot
elif ((textureSlot.use_map_normal) and (not normalTexture)):
normalTexture = textureSlot
if (diffuseTexture):
self.ExportTexture(diffuseTexture, B"diffuse")
if (specularTexture):
self.ExportTexture(specularTexture, B"specular")
if (emissionTexture):
self.ExportTexture(emissionTexture, B"emission")
if (transparencyTexture):
self.ExportTexture(transparencyTexture, B"transparency")
if (normalTexture):
self.ExportTexture(normalTexture, B"normal")
'''
self.output.materials.append(o)
def ExportObjects(self, scene):
for objectRef in self.geometryArray.items():
self.ExportGeometry(objectRef, scene)
for objectRef in self.lightArray.items():
self.ExportLight(objectRef)
for objectRef in self.cameraArray.items():
self.ExportCamera(objectRef)
def execute(self, context):
self.output = Object()
scene = context.scene
originalFrame = scene.frame_current
originalSubframe = scene.frame_subframe
self.restoreFrame = False
self.beginFrame = scene.frame_start
self.endFrame = scene.frame_end
self.frameTime = 1.0 / (scene.render.fps_base * scene.render.fps)
self.nodeArray = {}
self.geometryArray = {}
self.lightArray = {}
self.cameraArray = {}
self.materialArray = {}
self.boneParentArray = {}
self.exportAllFlag = not self.option_export_selection
self.sampleAnimationFlag = self.option_sample_animation
for object in scene.objects:
if (not object.parent):
self.ProcessNode(object)
self.ProcessSkinnedMeshes()
self.output.nodes = []
for object in scene.objects:
if (not object.parent):
self.ExportNode(object, scene)
self.output.geometry_objects = [];
self.output.light_objects = [];
self.output.camera_objects = [];
self.ExportObjects(scene)
self.output.materials = []
self.ExportMaterials()
if (self.restoreFrame):
scene.frame_set(originalFrame, originalSubframe)
# Output
with open(self.filepath, 'w') as f:
f.write(self.output.to_JSON())
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(ZBlendExporter.bl_idname, text = "ZBlend (.json)")
def register():
bpy.utils.register_class(ZBlendExporter)
bpy.types.INFO_MT_file_export.append(menu_func)
def unregister():
bpy.types.INFO_MT_file_export.remove(menu_func)
bpy.utils.unregister_class(ZBlendExporter)
if __name__ == "__main__":
register()