godot/tools/export/blender25/io_scene_dae/export_dae.py
2016-07-09 12:25:21 +02:00

1923 lines
75 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
# Script copyright (C) Juan Linietsky
# Contact Info: juan@codenix.com
"""
This script is an exporter to the Khronos Collada file format.
http://www.khronos.org/collada/
"""
# TODO:
# Materials & Textures
# Optionally export Vertex Colors
# Morph Targets
# Control bone removal
# Copy textures
# Export Keyframe Optimization
# --
# Morph Targets
# Blender native material? (?)
import os
import time
import math # math.pi
import shutil
import bpy
import bmesh
from mathutils import Vector, Matrix
# According to collada spec, order matters
S_ASSET = 0
S_IMGS = 1
S_FX = 2
S_MATS = 3
S_GEOM = 4
S_MORPH = 5
S_SKIN = 6
S_CONT = 7
S_CAMS = 8
S_LAMPS = 9
S_ANIM_CLIPS = 10
S_NODES = 11
S_ANIM = 12
CMP_EPSILON = 0.0001
def snap_tup(tup):
ret = ()
for x in tup:
ret += (x - math.fmod(x, 0.0001), )
return tup
def strmtx(mtx):
s = " "
for x in range(4):
for y in range(4):
s += str(mtx[x][y])
s += " "
s += " "
return s
def numarr(a, mult=1.0):
s = " "
for x in a:
s += " " + str(x * mult)
s += " "
return s
def numarr_alpha(a, mult=1.0):
s = " "
for x in a:
s += " " + str(x * mult)
if len(a) == 3:
s += " 1.0"
s += " "
return s
def strarr(arr):
s = " "
for x in arr:
s += " " + str(x)
s += " "
return s
class DaeExporter:
def validate_id(self, d):
if (d.find("id-") == 0):
return "z" + d
return d
def new_id(self, t):
self.last_id += 1
return "id-" + t + "-" + str(self.last_id)
class Vertex:
def close_to(self, v):
if self.vertex - v.vertex.length() > CMP_EPSILON:
return False
if self.normal - v.normal.length() > CMP_EPSILON:
return False
if self.uv - v.uv.length() > CMP_EPSILON:
return False
if self.uv2 - v.uv2.length() > CMP_EPSILON:
return False
return True
def get_tup(self):
tup = (self.vertex.x, self.vertex.y, self.vertex.z, self.normal.x,
self.normal.y, self.normal.z)
for t in self.uv:
tup = tup + (t.x, t.y)
if self.color is not None:
tup = tup + (self.color.x, self.color.y, self.color.z)
if self.tangent is not None:
tup = tup + (self.tangent.x, self.tangent.y, self.tangent.z)
if self.bitangent is not None:
tup = tup + (self.bitangent.x, self.bitangent.y,
self.bitangent.z)
for t in self.bones:
tup = tup + (float(t), )
for t in self.weights:
tup = tup + (float(t), )
return tup
def __init__(self):
self.vertex = Vector((0.0, 0.0, 0.0))
self.normal = Vector((0.0, 0.0, 0.0))
self.tangent = None
self.bitangent = None
self.color = None
self.uv = []
self.uv2 = Vector((0.0, 0.0))
self.bones = []
self.weights = []
def writel(self, section, indent, text):
if (not (section in self.sections)):
self.sections[section] = []
line = ""
for x in range(indent):
line += "\t"
line += text
self.sections[section].append(line)
def export_image(self, image):
if (image in self.image_cache):
return self.image_cache[image]
imgpath = image.filepath
if (imgpath.find("//") == 0 or imgpath.find("\\\\") == 0):
# If relative, convert to absolute
imgpath = bpy.path.abspath(imgpath)
# Path is absolute, now do something!
if (self.config["use_copy_images"]):
# copy image
basedir = os.path.dirname(self.path) + "/images"
if (not os.path.isdir(basedir)):
os.makedirs(basedir)
if os.path.isfile(imgpath):
dstfile = basedir + "/" + os.path.basename(imgpath)
if not os.path.isfile(dstfile):
shutil.copy(imgpath, dstfile)
imgpath = "images/" + os.path.basename(imgpath)
else:
# If file is not found save it as png file in the destination
# folder
img_tmp_path = image.filepath
if img_tmp_path.endswith((".bmp", ".rgb", ".png", ".jpeg",
".jpg", ".jp2", ".tga", ".cin",
".dpx", ".exr", ".hdr", ".tif")):
image.filepath = basedir + "/" + \
os.path.basename(img_tmp_path)
else:
image.filepath = basedir + "/" + image.name + ".png"
dstfile = basedir + "/" + os.path.basename(image.filepath)
if not os.path.isfile(dstfile):
image.save()
imgpath = "images/" + os.path.basename(image.filepath)
image.filepath = img_tmp_path
else:
# Export relative, always, no one wants absolute paths.
try:
# Export unix compatible always
imgpath = os.path.relpath(
imgpath, os.path.dirname(self.path)).replace("\\", "/")
except:
# Fails sometimes, not sure why
pass
imgid = self.new_id("image")
print("FOR: " + imgpath)
# if (not os.path.isfile(imgpath)):
# print("NOT FILE?")
# if imgpath.endswith((".bmp", ".rgb", ".png", ".jpeg", ".jpg",
# ".jp2", ".tga", ".cin", ".dpx", ".exr",
# ".hdr", ".tif")):
# imgpath="images/"+os.path.basename(imgpath)
# else:
# imgpath="images/"+image.name+".png"
self.writel(S_IMGS, 1, '<image id="' + imgid +
'" name="' + image.name + '">')
self.writel(S_IMGS, 2, '<init_from>' + imgpath + '</init_from>')
self.writel(S_IMGS, 1, '</image>')
self.image_cache[image] = imgid
return imgid
def export_material(self, material, double_sided_hint=True):
if (material in self.material_cache):
return self.material_cache[material]
fxid = self.new_id("fx")
self.writel(S_FX, 1, '<effect id="' + fxid + '" name="' +
material.name + '-fx">')
self.writel(S_FX, 2, '<profile_COMMON>')
# Find and fetch the textures and create sources
sampler_table = {}
diffuse_tex = None
specular_tex = None
emission_tex = None
normal_tex = None
for i in range(len(material.texture_slots)):
ts = material.texture_slots[i]
if not ts:
continue
if not ts.use:
continue
if not ts.texture:
continue
if ts.texture.type != "IMAGE":
continue
if ts.texture.image is None:
continue
# Image
imgid = self.export_image(ts.texture.image)
# Surface
surface_sid = self.new_id("fx_surf")
self.writel(S_FX, 3, '<newparam sid="' + surface_sid + '">')
self.writel(S_FX, 4, '<surface type="2D">')
# This is sooo weird
self.writel(S_FX, 5, '<init_from>' + imgid + '</init_from>')
self.writel(S_FX, 5, '<format>A8R8G8B8</format>')
self.writel(S_FX, 4, '</surface>')
self.writel(S_FX, 3, '</newparam>')
# Sampler, collada sure likes it difficult
sampler_sid = self.new_id("fx_sampler")
self.writel(S_FX, 3, '<newparam sid="' + sampler_sid + '">')
self.writel(S_FX, 4, '<sampler2D>')
self.writel(S_FX, 5, '<source>' + surface_sid + '</source>')
self.writel(S_FX, 4, '</sampler2D>')
self.writel(S_FX, 3, '</newparam>')
sampler_table[i] = sampler_sid
if ts.use_map_color_diffuse and diffuse_tex is None:
diffuse_tex = sampler_sid
if ts.use_map_color_spec and specular_tex is None:
specular_tex = sampler_sid
if ts.use_map_emit and emission_tex is None:
emission_tex = sampler_sid
if ts.use_map_normal and normal_tex is None:
normal_tex = sampler_sid
self.writel(S_FX, 3, '<technique sid="common">')
shtype = "blinn"
self.writel(S_FX, 4, '<' + shtype + '>')
# Ambient? from where?
self.writel(S_FX, 5, '<emission>')
if emission_tex is not None:
self.writel(S_FX, 6, '<texture texture="' + emission_tex +
'" texcoord="CHANNEL1"/>')
else:
self.writel(S_FX, 6, '<color>' +
numarr_alpha(material.diffuse_color, material.emit) +
' </color>') # not totally right but good enough
self.writel(S_FX, 5, '</emission>')
self.writel(S_FX, 5, '<ambient>')
self.writel(S_FX, 6, '<color>' +
numarr_alpha(self.scene.world.ambient_color,
material.ambient) + ' </color>')
self.writel(S_FX, 5, '</ambient>')
self.writel(S_FX, 5, '<diffuse>')
if diffuse_tex is not None:
self.writel(S_FX, 6, '<texture texture="' + diffuse_tex +
'" texcoord="CHANNEL1"/>')
else:
self.writel(S_FX, 6,
'<color>' + numarr_alpha(material.diffuse_color,
material.diffuse_intensity) +
'</color>')
self.writel(S_FX, 5, '</diffuse>')
self.writel(S_FX, 5, '<specular>')
if specular_tex is not None:
self.writel(S_FX, 6, '<texture texture="' + specular_tex +
'" texcoord="CHANNEL1"/>')
else:
self.writel(S_FX, 6, '<color>' + numarr_alpha(
material.specular_color, material.specular_intensity) +
'</color>')
self.writel(S_FX, 5, '</specular>')
self.writel(S_FX, 5, '<shininess>')
self.writel(S_FX, 6, '<float>' + str(material.specular_hardness) +
'</float>')
self.writel(S_FX, 5, '</shininess>')
self.writel(S_FX, 5, '<reflective>')
self.writel(S_FX, 6, '<color>' + numarr_alpha(material.mirror_color) +
'</color>')
self.writel(S_FX, 5, '</reflective>')
if (material.use_transparency):
self.writel(S_FX, 5, '<transparency>')
self.writel(S_FX, 6, '<float>' + str(material.alpha) + '</float>')
self.writel(S_FX, 5, '</transparency>')
self.writel(S_FX, 5, '<index_of_refraction>')
self.writel(S_FX, 6, '<float>' + str(material.specular_ior) +
'</float>')
self.writel(S_FX, 5, '</index_of_refraction>')
self.writel(S_FX, 4, '</' + shtype + '>')
self.writel(S_FX, 4, '<extra>')
self.writel(S_FX, 5, '<technique profile="FCOLLADA">')
if (normal_tex):
self.writel(S_FX, 6, '<bump bumptype="NORMALMAP">')
self.writel(S_FX, 7, '<texture texture="' + normal_tex +
'" texcoord="CHANNEL1"/>')
self.writel(S_FX, 6, '</bump>')
self.writel(S_FX, 5, '</technique>')
self.writel(S_FX, 5, '<technique profile="GOOGLEEARTH">')
self.writel(S_FX, 6, '<double_sided>' + ["0", "1"][double_sided_hint] +
"</double_sided>")
self.writel(S_FX, 5, '</technique>')
if (material.use_shadeless):
self.writel(S_FX, 5, '<technique profile="GODOT">')
self.writel(S_FX, 6, '<unshaded>1</unshaded>')
self.writel(S_FX, 5, '</technique>')
self.writel(S_FX, 4, '</extra>')
self.writel(S_FX, 3, '</technique>')
self.writel(S_FX, 2, '</profile_COMMON>')
self.writel(S_FX, 1, '</effect>')
# Also export blender material in all it's glory (if set as active)
# Material
matid = self.new_id("material")
self.writel(S_MATS, 1, '<material id="' + matid + '" name="' +
material.name + '">')
self.writel(S_MATS, 2, '<instance_effect url="#' + fxid + '"/>')
self.writel(S_MATS, 1, '</material>')
self.material_cache[material] = matid
return matid
def export_mesh(self, node, armature=None, skeyindex=-1, skel_source=None,
custom_name=None):
mesh = node.data
if (node.data in self.mesh_cache):
return self.mesh_cache[mesh]
if (skeyindex == -1 and mesh.shape_keys is not None and len(
mesh.shape_keys.key_blocks)):
values = []
morph_targets = []
md = None
for k in range(0, len(mesh.shape_keys.key_blocks)):
shape = node.data.shape_keys.key_blocks[k]
values += [shape.value] # save value
shape.value = 0
mid = self.new_id("morph")
for k in range(0, len(mesh.shape_keys.key_blocks)):
shape = node.data.shape_keys.key_blocks[k]
node.show_only_shape_key = True
node.active_shape_key_index = k
shape.value = 1.0
mesh.update()
"""
oldval = shape.value
shape.value = 1.0
"""
p = node.data
v = node.to_mesh(bpy.context.scene, True, "RENDER")
node.data = v
# self.export_node(node, il, shape.name)
node.data.update()
if (armature and k == 0):
md = self.export_mesh(node, armature, k, mid, shape.name)
else:
md = self.export_mesh(node, None, k, None, shape.name)
node.data = p
node.data.update()
shape.value = 0.0
morph_targets.append(md)
"""
shape.value = oldval
"""
node.show_only_shape_key = False
node.active_shape_key_index = 0
self.writel(S_MORPH, 1, '<controller id="' + mid + '" name="">')
# if ("skin_id" in morph_targets[0]):
# self.writel(S_MORPH, 2, '<morph source="#'+morph_targets[0][
# "skin_id"]+'" method="NORMALIZED">')
# else:
self.writel(S_MORPH, 2, '<morph source="#' +
morph_targets[0]["id"] + '" method="NORMALIZED">')
self.writel(S_MORPH, 3, '<source id="' + mid + '-morph-targets">')
self.writel(S_MORPH, 4, '<IDREF_array id="' + mid +
'-morph-targets-array" count="' +
str(len(morph_targets) - 1) + '">')
marr = ""
warr = ""
for i in range(len(morph_targets)):
if (i == 0):
continue
elif (i > 1):
marr += " "
if ("skin_id" in morph_targets[i]):
marr += morph_targets[i]["skin_id"]
else:
marr += morph_targets[i]["id"]
warr += " 0"
self.writel(S_MORPH, 5, marr)
self.writel(S_MORPH, 4, '</IDREF_array>')
self.writel(S_MORPH, 4, '<technique_common>')
self.writel(S_MORPH, 5, '<accessor source="#' + mid +
'-morph-targets-array" count="' +
str(len(morph_targets) - 1) + '" stride="1">')
self.writel(
S_MORPH, 6, '<param name="MORPH_TARGET" type="IDREF"/>')
self.writel(S_MORPH, 5, '</accessor>')
self.writel(S_MORPH, 4, '</technique_common>')
self.writel(S_MORPH, 3, '</source>')
self.writel(S_MORPH, 3, '<source id="' + mid + '-morph-weights">')
self.writel(S_MORPH, 4, '<float_array id="' + mid +
'-morph-weights-array" count="' +
str(len(morph_targets) - 1) + '" >')
self.writel(S_MORPH, 5, warr)
self.writel(S_MORPH, 4, '</float_array>')
self.writel(S_MORPH, 4, '<technique_common>')
self.writel(S_MORPH, 5, '<accessor source="#' + mid +
'-morph-weights-array" count="' +
str(len(morph_targets) - 1) + '" stride="1">')
self.writel(
S_MORPH, 6, '<param name="MORPH_WEIGHT" type="float"/>')
self.writel(S_MORPH, 5, '</accessor>')
self.writel(S_MORPH, 4, '</technique_common>')
self.writel(S_MORPH, 3, '</source>')
self.writel(S_MORPH, 3, '<targets>')
self.writel(
S_MORPH, 4, '<input semantic="MORPH_TARGET" source="#' + mid +
'-morph-targets"/>')
self.writel(
S_MORPH, 4, '<input semantic="MORPH_WEIGHT" source="#' + mid +
'-morph-weights"/>')
self.writel(S_MORPH, 3, '</targets>')
self.writel(S_MORPH, 2, '</morph>')
self.writel(S_MORPH, 1, '</controller>')
if armature is not None:
self.armature_for_morph[node] = armature
meshdata = {}
if (armature):
meshdata = morph_targets[0]
meshdata["morph_id"] = mid
else:
meshdata["id"] = morph_targets[0]["id"]
meshdata["morph_id"] = mid
meshdata["material_assign"] = morph_targets[
0]["material_assign"]
self.mesh_cache[node.data] = meshdata
return meshdata
apply_modifiers = len(node.modifiers) and self.config[
"use_mesh_modifiers"]
name_to_use = mesh.name
# print("name to use: "+mesh.name)
if (custom_name is not None and custom_name != ""):
name_to_use = custom_name
mesh = node.to_mesh(self.scene, apply_modifiers,
"RENDER") # is this allright?
triangulate = self.config["use_triangles"]
if (triangulate):
bm = bmesh.new()
bm.from_mesh(mesh)
bmesh.ops.triangulate(bm, faces=bm.faces)
bm.to_mesh(mesh)
bm.free()
mesh.update(calc_tessface=True)
vertices = []
vertex_map = {}
surface_indices = {}
materials = {}
materials = {}
si = None
if armature is not None:
si = self.skeleton_info[armature]
has_uv = False
has_uv2 = False
has_weights = armature is not None
has_tangents = self.config["use_tangent_arrays"] # could detect..
has_colors = len(mesh.vertex_colors)
mat_assign = []
uv_layer_count = len(mesh.uv_textures)
if has_tangents and len(mesh.uv_textures):
try:
mesh.calc_tangents()
except:
self.operator.report(
{'WARNING'}, 'CalcTangets failed for mesh "' + mesh.name +
'", no tangets will be exported.')
# uv_layer_count=0
mesh.calc_normals_split()
has_tangents = False
else:
mesh.calc_normals_split()
has_tangents = False
for fi in range(len(mesh.polygons)):
f = mesh.polygons[fi]
if not (f.material_index in surface_indices):
surface_indices[f.material_index] = []
# print("Type: " + str(type(f.material_index)))
# print("IDX: " + str(f.material_index) + "/" + str(
# len(mesh.materials)))
try:
# Bizarre blender behavior i don't understand,
# so catching exception
mat = mesh.materials[f.material_index]
except:
mat = None
if (mat is not None):
materials[f.material_index] = self.export_material(
mat, mesh.show_double_sided)
else:
# weird, has no material?
materials[f.material_index] = None
indices = surface_indices[f.material_index]
vi = []
# Vertices always 3
"""
if (len(f.vertices)==3):
vi.append(0)
vi.append(1)
vi.append(2)
elif (len(f.vertices)==4):
#todo, should use shortest path
vi.append(0)
vi.append(1)
vi.append(2)
vi.append(0)
vi.append(2)
vi.append(3)
"""
for lt in range(f.loop_total):
loop_index = f.loop_start + lt
ml = mesh.loops[loop_index]
mv = mesh.vertices[ml.vertex_index]
v = self.Vertex()
v.vertex = Vector(mv.co)
for xt in mesh.uv_layers:
v.uv.append(Vector(xt.data[loop_index].uv))
if (has_colors):
v.color = Vector(
mesh.vertex_colors[0].data[loop_index].color)
v.normal = Vector(ml.normal)
if (has_tangents):
v.tangent = Vector(ml.tangent)
v.bitangent = Vector(ml.bitangent)
# if (armature):
# v.vertex = node.matrix_world * v.vertex
# v.color=Vertex(mv. ???
if armature is not None:
wsum = 0.0
zero_bones = []
for vg in mv.groups:
if vg.group >= len(node.vertex_groups):
continue
name = node.vertex_groups[vg.group].name
if (name in si["bone_index"]):
# could still put the weight as 0.0001 maybe
# blender has a lot of zero weight stuff
if (vg.weight > 0.001):
v.bones.append(si["bone_index"][name])
v.weights.append(vg.weight)
wsum += vg.weight
if (wsum == 0.0):
if not self.wrongvtx_report:
self.operator.report(
{'WARNING'}, 'Mesh for object "' + node.name +
'" has unassigned weights. '
'This may look wrong in exported model.')
self.wrongvtx_report = True
# blender can have bones assigned that weight zero
# so they remain local
# this is the best it can be done?
v.bones.append(0)
v.weights.append(1)
tup = v.get_tup()
idx = 0
# do not optmize if using shapekeys
if (skeyindex == -1 and tup in vertex_map):
idx = vertex_map[tup]
else:
idx = len(vertices)
vertices.append(v)
vertex_map[tup] = idx
vi.append(idx)
if (len(vi) > 2):
# only triangles and above
indices.append(vi)
meshid = self.new_id("mesh")
self.writel(S_GEOM, 1, '<geometry id="' + meshid +
'" name="' + name_to_use + '">')
self.writel(S_GEOM, 2, '<mesh>')
# Vertex Array
self.writel(S_GEOM, 3, '<source id="' + meshid + '-positions">')
float_values = ""
for v in vertices:
float_values += " " + str(v.vertex.x) + " " + \
str(v.vertex.y) + " " + str(v.vertex.z)
self.writel(S_GEOM, 4, '<float_array id="' + meshid +
'-positions-array" count="' +
str(len(vertices) * 3) + '">' + float_values +
'</float_array>')
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(S_GEOM, 4, '<accessor source="#' + meshid +
'-positions-array" count="' + str(len(vertices)) +
'" stride="3">')
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 4, '</technique_common>')
self.writel(S_GEOM, 3, '</source>')
# Normal Array
self.writel(S_GEOM, 3, '<source id="' + meshid + '-normals">')
float_values = ""
for v in vertices:
float_values += " " + str(v.normal.x) + " " + \
str(v.normal.y) + " " + str(v.normal.z)
self.writel(S_GEOM, 4, '<float_array id="' + meshid +
'-normals-array" count="' +
str(len(vertices) * 3) + '">' + float_values +
'</float_array>')
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(S_GEOM, 4, '<accessor source="#' + meshid +
'-normals-array" count="' + str(len(vertices)) +
'" stride="3">')
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 4, '</technique_common>')
self.writel(S_GEOM, 3, '</source>')
if (has_tangents):
self.writel(S_GEOM, 3, '<source id="' + meshid + '-tangents">')
float_values = ""
for v in vertices:
float_values += " " + \
str(v.tangent.x) + " " + \
str(v.tangent.y) + " " + str(v.tangent.z)
self.writel(S_GEOM, 4, '<float_array id="' + meshid +
'-tangents-array" count="' +
str(len(vertices) * 3) + '">' + float_values +
'</float_array>')
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(S_GEOM, 4, '<accessor source="#' + meshid +
'-tangents-array" count="' + str(len(vertices)) +
'" stride="3">')
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 4, '</technique_common>')
self.writel(S_GEOM, 3, '</source>')
self.writel(S_GEOM, 3, '<source id="' + meshid + '-bitangents">')
float_values = ""
for v in vertices:
float_values += " " + \
str(v.bitangent.x) + " " + \
str(v.bitangent.y) + " " + str(v.bitangent.z)
self.writel(S_GEOM, 4, '<float_array id="' + meshid +
'-bitangents-array" count="' +
str(len(vertices) * 3) + '">' + float_values +
'</float_array>')
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(S_GEOM, 4, '<accessor source="#' + meshid +
'-bitangents-array" count="' + str(len(vertices)) +
'" stride="3">')
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 4, '</technique_common>')
self.writel(S_GEOM, 3, '</source>')
# UV Arrays
for uvi in range(uv_layer_count):
self.writel(S_GEOM, 3, '<source id="' + meshid +
'-texcoord-' + str(uvi) + '">')
float_values = ""
for v in vertices:
try:
float_values += " " + \
str(v.uv[uvi].x) + " " + str(v.uv[uvi].y)
except:
# I don't understand this weird multi-uv-layer API, but
# with this it seems to works
float_values += " 0 0 "
self.writel(S_GEOM, 4, '<float_array id="' + meshid +
'-texcoord-' + str(uvi) +
'-array" count="' + str(len(vertices) * 2) + '">' +
float_values + '</float_array>')
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(S_GEOM, 4, '<accessor source="#' + meshid +
'-texcoord-' +
str(uvi) + '-array" count="' + str(len(vertices)) +
'" stride="2">')
self.writel(S_GEOM, 5, '<param name="S" type="float"/>')
self.writel(S_GEOM, 5, '<param name="T" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 4, '</technique_common>')
self.writel(S_GEOM, 3, '</source>')
# Color Arrays
if (has_colors):
self.writel(S_GEOM, 3, '<source id="' + meshid + '-colors">')
float_values = ""
for v in vertices:
float_values += " " + \
str(v.color.x) + " " + \
str(v.color.y) + " " + str(v.color.z)
self.writel(S_GEOM, 4, '<float_array id="' + meshid +
'-colors-array" count="' +
str(len(vertices) * 3) + '">' + float_values +
'</float_array>')
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(S_GEOM, 4, '<accessor source="#' + meshid +
'-colors-array" count="' + str(len(vertices)) +
'" stride="3">')
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 4, '</technique_common>')
self.writel(S_GEOM, 3, '</source>')
# Triangle Lists
self.writel(S_GEOM, 3, '<vertices id="' + meshid + '-vertices">')
self.writel(
S_GEOM, 4, '<input semantic="POSITION" source="#' + meshid +
'-positions"/>')
self.writel(S_GEOM, 3, '</vertices>')
prim_type = ""
if (triangulate):
prim_type = "triangles"
else:
prim_type = "polygons"
for m in surface_indices:
indices = surface_indices[m]
mat = materials[m]
if (mat is not None):
matref = self.new_id("trimat")
self.writel(S_GEOM, 3, '<' + prim_type + ' count="' + str(
int(len(indices))) + '" material="' + matref +
'">') # todo material
mat_assign.append((mat, matref))
else:
self.writel(S_GEOM, 3, '<' + prim_type + ' count="' +
str(int(len(indices))) + '">') # todo material
self.writel(S_GEOM, 4, '<input semantic="VERTEX" source="#' +
meshid + '-vertices" offset="0"/>')
self.writel(S_GEOM, 4, '<input semantic="NORMAL" source="#' +
meshid + '-normals" offset="0"/>')
for uvi in range(uv_layer_count):
self.writel(S_GEOM, 4, '<input semantic="TEXCOORD" source="#' +
meshid +
'-texcoord-' + str(uvi) + '" offset="0" set="' +
str(uvi) + '"/>')
if (has_colors):
self.writel(S_GEOM, 4, '<input semantic="COLOR" source="#' +
meshid + '-colors" offset="0"/>')
if (has_tangents):
self.writel(S_GEOM, 4,
'<input semantic="TEXTANGENT" source="#' +
meshid + '-tangents" offset="0"/>')
self.writel(S_GEOM, 4,
'<input semantic="TEXBINORMAL" source="#' +
meshid + '-bitangents" offset="0"/>')
if (triangulate):
int_values = "<p>"
for p in indices:
for i in p:
int_values += " " + str(i)
int_values += " </p>"
self.writel(S_GEOM, 4, int_values)
else:
for p in indices:
int_values = "<p>"
for i in p:
int_values += " " + str(i)
int_values += " </p>"
self.writel(S_GEOM, 4, int_values)
self.writel(S_GEOM, 3, '</' + prim_type + '>')
self.writel(S_GEOM, 2, '</mesh>')
self.writel(S_GEOM, 1, '</geometry>')
meshdata = {}
meshdata["id"] = meshid
meshdata["material_assign"] = mat_assign
if (skeyindex == -1):
self.mesh_cache[node.data] = meshdata
# Export armature data (if armature exists)
if (armature is not None and (
skel_source is not None or skeyindex == -1)):
contid = self.new_id("controller")
self.writel(S_SKIN, 1, '<controller id="' + contid + '">')
if (skel_source is not None):
self.writel(S_SKIN, 2, '<skin source="#' + skel_source + '">')
else:
self.writel(S_SKIN, 2, '<skin source="#' + meshid + '">')
self.writel(S_SKIN, 3, '<bind_shape_matrix>' +
strmtx(node.matrix_world) + '</bind_shape_matrix>')
# Joint Names
self.writel(S_SKIN, 3, '<source id="' + contid + '-joints">')
name_values = ""
for v in si["bone_names"]:
name_values += " " + v
self.writel(S_SKIN, 4, '<Name_array id="' + contid +
'-joints-array" count="' +
str(len(si["bone_names"])) + '">' + name_values +
'</Name_array>')
self.writel(S_SKIN, 4, '<technique_common>')
self.writel(S_SKIN, 4, '<accessor source="#' + contid +
'-joints-array" count="' + str(len(si["bone_names"])) +
'" stride="1">')
self.writel(S_SKIN, 5, '<param name="JOINT" type="Name"/>')
self.writel(S_SKIN, 4, '</accessor>')
self.writel(S_SKIN, 4, '</technique_common>')
self.writel(S_SKIN, 3, '</source>')
# Pose Matrices!
self.writel(S_SKIN, 3, '<source id="' + contid + '-bind_poses">')
pose_values = ""
for v in si["bone_bind_poses"]:
pose_values += " " + strmtx(v)
self.writel(S_SKIN, 4, '<float_array id="' + contid +
'-bind_poses-array" count="' +
str(len(si["bone_bind_poses"]) * 16) + '">' +
pose_values + '</float_array>')
self.writel(S_SKIN, 4, '<technique_common>')
self.writel(S_SKIN, 4, '<accessor source="#' + contid +
'-bind_poses-array" count="' +
str(len(si["bone_bind_poses"])) + '" stride="16">')
self.writel(S_SKIN, 5, '<param name="TRANSFORM" type="float4x4"/>')
self.writel(S_SKIN, 4, '</accessor>')
self.writel(S_SKIN, 4, '</technique_common>')
self.writel(S_SKIN, 3, '</source>')
# Skin Weights!
self.writel(S_SKIN, 3, '<source id="' + contid + '-skin_weights">')
skin_weights = ""
skin_weights_total = 0
for v in vertices:
skin_weights_total += len(v.weights)
for w in v.weights:
skin_weights += " " + str(w)
self.writel(S_SKIN, 4, '<float_array id="' + contid +
'-skin_weights-array" count="' +
str(skin_weights_total) + '">' + skin_weights +
'</float_array>')
self.writel(S_SKIN, 4, '<technique_common>')
self.writel(S_SKIN, 4, '<accessor source="#' + contid +
'-skin_weights-array" count="' +
str(skin_weights_total) + '" stride="1">')
self.writel(S_SKIN, 5, '<param name="WEIGHT" type="float"/>')
self.writel(S_SKIN, 4, '</accessor>')
self.writel(S_SKIN, 4, '</technique_common>')
self.writel(S_SKIN, 3, '</source>')
self.writel(S_SKIN, 3, '<joints>')
self.writel(
S_SKIN, 4, '<input semantic="JOINT" source="#' + contid +
'-joints"/>')
self.writel(
S_SKIN, 4, '<input semantic="INV_BIND_MATRIX" source="#' +
contid + '-bind_poses"/>')
self.writel(S_SKIN, 3, '</joints>')
self.writel(S_SKIN, 3, '<vertex_weights count="' +
str(len(vertices)) + '">')
self.writel(S_SKIN, 4, '<input semantic="JOINT" source="#' +
contid + '-joints" offset="0"/>')
self.writel(S_SKIN, 4, '<input semantic="WEIGHT" source="#' +
contid + '-skin_weights" offset="1"/>')
vcounts = ""
vs = ""
vcount = 0
for v in vertices:
vcounts += " " + str(len(v.weights))
for b in v.bones:
vs += " " + str(b)
vs += " " + str(vcount)
vcount += 1
self.writel(S_SKIN, 4, '<vcount>' + vcounts + '</vcount>')
self.writel(S_SKIN, 4, '<v>' + vs + '</v>')
self.writel(S_SKIN, 3, '</vertex_weights>')
self.writel(S_SKIN, 2, '</skin>')
self.writel(S_SKIN, 1, '</controller>')
meshdata["skin_id"] = contid
return meshdata
def export_mesh_node(self, node, il):
if (node.data is None):
return
armature = None
armcount = 0
for n in node.modifiers:
if (n.type == "ARMATURE"):
armcount += 1
if (node.parent is not None):
if (node.parent.type == "ARMATURE"):
armature = node.parent
if (armcount > 1):
self.operator.report({'WARNING'}, 'Object "' + node.name +
'" refers to more than one armature! '
'This is unsupported.')
if (armcount == 0):
self.operator.report({'WARNING'}, 'Object "' + node.name +
'" is child of an armature, but has '
'no armature modifier.')
if (armcount > 0 and not armature):
self.operator.report({'WARNING'}, 'Object "' + node.name +
'" has armature modifier, but is not a child '
'of an armature. This is unsupported.')
if (node.data.shape_keys is not None):
sk = node.data.shape_keys
if (sk.animation_data):
# print("HAS ANIM")
# print("DRIVERS: "+str(len(sk.animation_data.drivers)))
for d in sk.animation_data.drivers:
if (d.driver):
for v in d.driver.variables:
for t in v.targets:
if (t.id is not None and
t.id.name in self.scene.objects):
# print("LINKING " + str(node) + " WITH " +
# str(t.id.name))
self.armature_for_morph[
node] = self.scene.objects[t.id.name]
meshdata = self.export_mesh(node, armature)
close_controller = False
if ("skin_id" in meshdata):
close_controller = True
self.writel(S_NODES, il, '<instance_controller url="#' +
meshdata["skin_id"] + '">')
for sn in self.skeleton_info[armature]["skeleton_nodes"]:
self.writel(S_NODES, il + 1, '<skeleton>#' +
sn + '</skeleton>')
elif ("morph_id" in meshdata):
self.writel(S_NODES, il, '<instance_controller url="#' +
meshdata["morph_id"] + '">')
close_controller = True
elif (armature is None):
self.writel(S_NODES, il, '<instance_geometry url="#' +
meshdata["id"] + '">')
if (len(meshdata["material_assign"]) > 0):
self.writel(S_NODES, il + 1, '<bind_material>')
self.writel(S_NODES, il + 2, '<technique_common>')
for m in meshdata["material_assign"]:
self.writel(S_NODES, il + 3, '<instance_material symbol="' +
m[1] + '" target="#' + m[0] + '"/>')
self.writel(S_NODES, il + 2, '</technique_common>')
self.writel(S_NODES, il + 1, '</bind_material>')
if (close_controller):
self.writel(S_NODES, il, '</instance_controller>')
else:
self.writel(S_NODES, il, '</instance_geometry>')
def export_armature_bone(self, bone, il, si):
boneid = self.new_id("bone")
boneidx = si["bone_count"]
si["bone_count"] += 1
bonesid = si["id"] + "-" + str(boneidx)
if (bone.name in self.used_bones):
if (self.config["use_anim_action_all"]):
self.operator.report({'WARNING'}, 'Bone name "' + bone.name +
'" used in more than one skeleton. '
'Actions might export wrong.')
else:
self.used_bones.append(bone.name)
si["bone_index"][bone.name] = boneidx
si["bone_ids"][bone] = boneid
si["bone_names"].append(bonesid)
self.writel(S_NODES, il, '<node id="' + boneid + '" sid="' +
bonesid + '" name="' + bone.name + '" type="JOINT">')
il += 1
xform = bone.matrix_local
si["bone_bind_poses"].append((si["armature_xform"] * xform).inverted())
if (bone.parent is not None):
xform = bone.parent.matrix_local.inverted() * xform
else:
si["skeleton_nodes"].append(boneid)
self.writel(S_NODES, il, '<matrix sid="transform">' +
strmtx(xform) + '</matrix>')
for c in bone.children:
self.export_armature_bone(c, il, si)
il -= 1
self.writel(S_NODES, il, '</node>')
def export_armature_node(self, node, il):
if (node.data is None):
return
self.skeletons.append(node)
armature = node.data
self.skeleton_info[node] = {
"bone_count": 0,
"id": self.new_id("skelbones"),
"name": node.name, "bone_index": {},
"bone_ids": {}, "bone_names": [], "bone_bind_poses": [],
"skeleton_nodes": [],
"armature_xform": node.matrix_world}
for b in armature.bones:
if (b.parent is not None):
continue
self.export_armature_bone(b, il, self.skeleton_info[node])
if (node.pose):
for b in node.pose.bones:
for x in b.constraints:
if (x.type == 'ACTION'):
self.action_constraints.append(x.action)
def export_camera_node(self, node, il):
if (node.data is None):
return
camera = node.data
camid = self.new_id("camera")
self.writel(S_CAMS, 1, '<camera id="' + camid +
'" name="' + camera.name + '">')
self.writel(S_CAMS, 2, '<optics>')
self.writel(S_CAMS, 3, '<technique_common>')
if (camera.type == "PERSP"):
self.writel(S_CAMS, 4, '<perspective>')
self.writel(S_CAMS, 5, '<yfov> ' +
# I think?
str(math.degrees(camera.angle)) + ' </yfov>')
self.writel(S_CAMS, 5, '<aspect_ratio> ' +
str(self.scene.render.resolution_x /
self.scene.render.resolution_y) +
' </aspect_ratio>')
self.writel(S_CAMS, 5, '<znear> ' +
str(camera.clip_start) + ' </znear>')
self.writel(S_CAMS, 5, '<zfar> ' +
str(camera.clip_end) + ' </zfar>')
self.writel(S_CAMS, 4, '</perspective>')
else:
self.writel(S_CAMS, 4, '<orthographic>')
self.writel(S_CAMS, 5, '<xmag> ' +
str(camera.ortho_scale * 0.5) + ' </xmag>') # I think?
self.writel(S_CAMS, 5, '<aspect_ratio> ' + str(
self.scene.render.resolution_x /
self.scene.render.resolution_y) + ' </aspect_ratio>')
self.writel(S_CAMS, 5, '<znear> ' +
str(camera.clip_start) + ' </znear>')
self.writel(S_CAMS, 5, '<zfar> ' +
str(camera.clip_end) + ' </zfar>')
self.writel(S_CAMS, 4, '</orthographic>')
self.writel(S_CAMS, 3, '</technique_common>')
self.writel(S_CAMS, 2, '</optics>')
self.writel(S_CAMS, 1, '</camera>')
self.writel(S_NODES, il, '<instance_camera url="#' + camid + '"/>')
def export_lamp_node(self, node, il):
if (node.data is None):
return
light = node.data
lightid = self.new_id("light")
self.writel(S_LAMPS, 1, '<light id="' + lightid +
'" name="' + light.name + '">')
# self.writel(S_LAMPS, 2, '<optics>')
self.writel(S_LAMPS, 3, '<technique_common>')
if (light.type == "POINT"):
self.writel(S_LAMPS, 4, '<point>')
self.writel(S_LAMPS, 5, '<color>' +
strarr(light.color) + '</color>')
# convert to linear attenuation
att_by_distance = 2.0 / light.distance
self.writel(S_LAMPS, 5, '<linear_attenuation>' +
str(att_by_distance) + '</linear_attenuation>')
if (light.use_sphere):
self.writel(S_LAMPS, 5, '<zfar>' +
str(light.distance) + '</zfar>')
self.writel(S_LAMPS, 4, '</point>')
elif (light.type == "SPOT"):
self.writel(S_LAMPS, 4, '<spot>')
self.writel(S_LAMPS, 5, '<color>' +
strarr(light.color) + '</color>')
# convert to linear attenuation
att_by_distance = 2.0 / light.distance
self.writel(S_LAMPS, 5, '<linear_attenuation>' +
str(att_by_distance) + '</linear_attenuation>')
self.writel(S_LAMPS, 5, '<falloff_angle>' +
str(math.degrees(light.spot_size / 2)) +
'</falloff_angle>')
self.writel(S_LAMPS, 4, '</spot>')
else: # write a sun lamp for everything else (not supported)
self.writel(S_LAMPS, 4, '<directional>')
self.writel(S_LAMPS, 5, '<color>' +
strarr(light.color) + '</color>')
self.writel(S_LAMPS, 4, '</directional>')
self.writel(S_LAMPS, 3, '</technique_common>')
# self.writel(S_LAMPS, 2, '</optics>')
self.writel(S_LAMPS, 1, '</light>')
self.writel(S_NODES, il, '<instance_light url="#' + lightid + '"/>')
def export_empty_node(self, node, il):
self.writel(S_NODES, 4, '<extra>')
self.writel(S_NODES, 5, '<technique profile="GODOT">')
self.writel(S_NODES, 6, '<empty_draw_type>' +
node.empty_draw_type + '</empty_draw_type>')
self.writel(S_NODES, 5, '</technique>')
self.writel(S_NODES, 4, '</extra>')
def export_curve(self, curve):
splineid = self.new_id("spline")
self.writel(S_GEOM, 1, '<geometry id="' +
splineid + '" name="' + curve.name + '">')
self.writel(S_GEOM, 2, '<spline closed="0">')
points = []
interps = []
handles_in = []
handles_out = []
tilts = []
for cs in curve.splines:
if (cs.type == "BEZIER"):
for s in cs.bezier_points:
points.append(s.co[0])
points.append(s.co[1])
points.append(s.co[2])
handles_in.append(s.handle_left[0])
handles_in.append(s.handle_left[1])
handles_in.append(s.handle_left[2])
handles_out.append(s.handle_right[0])
handles_out.append(s.handle_right[1])
handles_out.append(s.handle_right[2])
tilts.append(s.tilt)
interps.append("BEZIER")
else:
for s in cs.points:
points.append(s.co[0])
points.append(s.co[1])
points.append(s.co[2])
handles_in.append(s.co[0])
handles_in.append(s.co[1])
handles_in.append(s.co[2])
handles_out.append(s.co[0])
handles_out.append(s.co[1])
handles_out.append(s.co[2])
tilts.append(s.tilt)
interps.append("LINEAR")
self.writel(S_GEOM, 3, '<source id="' + splineid + '-positions">')
position_values = ""
for x in points:
position_values += " " + str(x)
self.writel(S_GEOM, 4, '<float_array id="' + splineid +
'-positions-array" count="' +
str(len(points)) + '">' + position_values +
'</float_array>')
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(S_GEOM, 4, '<accessor source="#' + splineid +
'-positions-array" count="' + str(len(points) / 3) +
'" stride="3">')
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 3, '</source>')
self.writel(S_GEOM, 3, '<source id="' + splineid + '-intangents">')
intangent_values = ""
for x in handles_in:
intangent_values += " " + str(x)
self.writel(S_GEOM, 4, '<float_array id="' + splineid +
'-intangents-array" count="' +
str(len(points)) + '">' + intangent_values +
'</float_array>')
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(S_GEOM, 4, '<accessor source="#' + splineid +
'-intangents-array" count="' + str(len(points) / 3) +
'" stride="3">')
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 3, '</source>')
self.writel(S_GEOM, 3, '<source id="' + splineid + '-outtangents">')
outtangent_values = ""
for x in handles_out:
outtangent_values += " " + str(x)
self.writel(S_GEOM, 4, '<float_array id="' + splineid +
'-outtangents-array" count="' +
str(len(points)) + '">' + outtangent_values +
'</float_array>')
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(S_GEOM, 4, '<accessor source="#' + splineid +
'-outtangents-array" count="' + str(len(points) / 3) +
'" stride="3">')
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 3, '</source>')
self.writel(S_GEOM, 3, '<source id="' + splineid + '-interpolations">')
interpolation_values = ""
for x in interps:
interpolation_values += " " + x
self.writel(S_GEOM, 4, '<Name_array id="' + splineid +
'-interpolations-array" count="' +
str(len(interps)) + '">' + interpolation_values +
'</Name_array>')
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(S_GEOM, 4, '<accessor source="#' + splineid +
'-interpolations-array" count="' + str(len(interps)) +
'" stride="1">')
self.writel(S_GEOM, 5, '<param name="INTERPOLATION" type="name"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 3, '</source>')
self.writel(S_GEOM, 3, '<source id="' + splineid + '-tilts">')
tilt_values = ""
for x in tilts:
tilt_values += " " + str(x)
self.writel(S_GEOM, 4, '<float_array id="' + splineid +
'-tilts-array" count="' +
str(len(tilts)) + '">' + tilt_values + '</float_array>')
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(S_GEOM, 4, '<accessor source="#' + splineid +
'-tilts-array" count="' + str(len(tilts)) +
'" stride="1">')
self.writel(S_GEOM, 5, '<param name="TILT" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 3, '</source>')
self.writel(S_GEOM, 3, '<control_vertices>')
self.writel(
S_GEOM, 4, '<input semantic="POSITION" source="#' + splineid +
'-positions"/>')
self.writel(S_GEOM, 4, '<input semantic="IN_TANGENT" source="#' +
splineid + '-intangents"/>')
self.writel(S_GEOM, 4, '<input semantic="OUT_TANGENT" source="#' +
splineid + '-outtangents"/>')
self.writel(S_GEOM, 4, '<input semantic="INTERPOLATION" source="#' +
splineid + '-interpolations"/>')
self.writel(S_GEOM, 4, '<input semantic="TILT" source="#' +
splineid + '-tilts"/>')
self.writel(S_GEOM, 3, '</control_vertices>')
self.writel(S_GEOM, 2, '</spline>')
self.writel(S_GEOM, 1, '</geometry>')
return splineid
def export_curve_node(self, node, il):
if (node.data is None):
return
curveid = self.export_curve(node.data)
self.writel(S_NODES, il, '<instance_geometry url="#' + curveid + '">')
self.writel(S_NODES, il, '</instance_geometry>')
def export_node(self, node, il):
if (node not in self.valid_nodes):
return
prev_node = bpy.context.scene.objects.active
bpy.context.scene.objects.active = node
self.writel(S_NODES, il, '<node id="' + self.validate_id(node.name) +
'" name="' + node.name + '" type="NODE">')
il += 1
self.writel(S_NODES, il, '<matrix sid="transform">' +
strmtx(node.matrix_local) + '</matrix>')
# print("NODE TYPE: "+node.type+" NAME: "+node.name)
if (node.type == "MESH"):
self.export_mesh_node(node, il)
elif (node.type == "CURVE"):
self.export_curve_node(node, il)
elif (node.type == "ARMATURE"):
self.export_armature_node(node, il)
elif (node.type == "CAMERA"):
self.export_camera_node(node, il)
elif (node.type == "LAMP"):
self.export_lamp_node(node, il)
elif (node.type == "EMPTY"):
self.export_empty_node(node, il)
for x in node.children:
self.export_node(x, il)
il -= 1
self.writel(S_NODES, il, '</node>')
# make previous node active again
bpy.context.scene.objects.active = prev_node
def is_node_valid(self, node):
if (node.type not in self.config["object_types"]):
return False
if (self.config["use_active_layers"]):
valid = False
# print("NAME: "+node.name)
for i in range(20):
if (node.layers[i] and self.scene.layers[i]):
valid = True
break
if (not valid):
return False
if (self.config["use_export_selected"] and not node.select):
return False
return True
def export_scene(self):
self.writel(S_NODES, 0, '<library_visual_scenes>')
self.writel(S_NODES, 1, '<visual_scene id="' +
self.scene_name + '" name="scene">')
# validate nodes
for obj in self.scene.objects:
if (obj in self.valid_nodes):
continue
if (self.is_node_valid(obj)):
n = obj
while (n is not None):
if (n not in self.valid_nodes):
self.valid_nodes.append(n)
n = n.parent
for obj in self.scene.objects:
if (obj in self.valid_nodes and obj.parent is None):
self.export_node(obj, 2)
self.writel(S_NODES, 1, '</visual_scene>')
self.writel(S_NODES, 0, '</library_visual_scenes>')
def export_asset(self):
self.writel(S_ASSET, 0, '<asset>')
# Why is this time stuff mandatory?, no one could care less...
self.writel(S_ASSET, 1, '<contributor>')
# Who made Collada, the FBI ?
self.writel(S_ASSET, 2, '<author> Anonymous </author>')
# Who made Collada, the FBI ?
self.writel(
S_ASSET, 2, '<authoring_tool> Collada Exporter for Blender 2.6+, '
'by Juan Linietsky (juan@codenix.com) </authoring_tool>')
self.writel(S_ASSET, 1, '</contributor>')
self.writel(S_ASSET, 1, '<created>' +
time.strftime("%Y-%m-%dT%H:%M:%SZ ") + '</created>')
self.writel(S_ASSET, 1, '<modified>' +
time.strftime("%Y-%m-%dT%H:%M:%SZ") + '</modified>')
self.writel(S_ASSET, 1, '<unit meter="1.0" name="meter"/>')
self.writel(S_ASSET, 1, '<up_axis>Z_UP</up_axis>')
self.writel(S_ASSET, 0, '</asset>')
def export_animation_transform_channel(self, target, keys, matrices=True):
frame_total = len(keys)
anim_id = self.new_id("anim")
self.writel(S_ANIM, 1, '<animation id="' + anim_id + '">')
source_frames = ""
source_transforms = ""
source_interps = ""
for k in keys:
source_frames += " " + str(k[0])
if (matrices):
source_transforms += " " + strmtx(k[1])
else:
source_transforms += " " + str(k[1])
source_interps += " LINEAR"
# Time Source
self.writel(S_ANIM, 2, '<source id="' + anim_id + '-input">')
self.writel(S_ANIM, 3, '<float_array id="' + anim_id +
'-input-array" count="' +
str(frame_total) + '">' + source_frames + '</float_array>')
self.writel(S_ANIM, 3, '<technique_common>')
self.writel(S_ANIM, 4, '<accessor source="#' + anim_id +
'-input-array" count="' + str(frame_total) +
'" stride="1">')
self.writel(S_ANIM, 5, '<param name="TIME" type="float"/>')
self.writel(S_ANIM, 4, '</accessor>')
self.writel(S_ANIM, 3, '</technique_common>')
self.writel(S_ANIM, 2, '</source>')
if (matrices):
# Transform Source
self.writel(S_ANIM, 2, '<source id="' +
anim_id + '-transform-output">')
self.writel(S_ANIM, 3, '<float_array id="' + anim_id +
'-transform-output-array" count="' +
str(frame_total * 16) + '">' + source_transforms +
'</float_array>')
self.writel(S_ANIM, 3, '<technique_common>')
self.writel(S_ANIM, 4, '<accessor source="#' + anim_id +
'-transform-output-array" count="' + str(frame_total) +
'" stride="16">')
self.writel(S_ANIM, 5, '<param name="TRANSFORM" type="float4x4"/>')
self.writel(S_ANIM, 4, '</accessor>')
self.writel(S_ANIM, 3, '</technique_common>')
self.writel(S_ANIM, 2, '</source>')
else:
# Value Source
self.writel(S_ANIM, 2, '<source id="' +
anim_id + '-transform-output">')
self.writel(S_ANIM, 3, '<float_array id="' + anim_id +
'-transform-output-array" count="' +
str(frame_total) + '">' + source_transforms +
'</float_array>')
self.writel(S_ANIM, 3, '<technique_common>')
self.writel(S_ANIM, 4, '<accessor source="#' + anim_id +
'-transform-output-array" count="' + str(frame_total) +
'" stride="1">')
self.writel(S_ANIM, 5, '<param name="X" type="float"/>')
self.writel(S_ANIM, 4, '</accessor>')
self.writel(S_ANIM, 3, '</technique_common>')
self.writel(S_ANIM, 2, '</source>')
# Interpolation Source
self.writel(S_ANIM, 2, '<source id="' +
anim_id + '-interpolation-output">')
self.writel(S_ANIM, 3, '<Name_array id="' + anim_id +
'-interpolation-output-array" count="' +
str(frame_total) + '">' + source_interps + '</Name_array>')
self.writel(S_ANIM, 3, '<technique_common>')
self.writel(S_ANIM, 4, '<accessor source="#' + anim_id +
'-interpolation-output-array" count="' + str(frame_total) +
'" stride="1">')
self.writel(S_ANIM, 5, '<param name="INTERPOLATION" type="Name"/>')
self.writel(S_ANIM, 4, '</accessor>')
self.writel(S_ANIM, 3, '</technique_common>')
self.writel(S_ANIM, 2, '</source>')
self.writel(S_ANIM, 2, '<sampler id="' + anim_id + '-sampler">')
self.writel(S_ANIM, 3, '<input semantic="INPUT" source="#' +
anim_id + '-input"/>')
self.writel(S_ANIM, 3, '<input semantic="OUTPUT" source="#' +
anim_id + '-transform-output"/>')
self.writel(S_ANIM, 3, '<input semantic="INTERPOLATION" source="#' +
anim_id + '-interpolation-output"/>')
self.writel(S_ANIM, 2, '</sampler>')
if (matrices):
self.writel(S_ANIM, 2, '<channel source="#' + anim_id +
'-sampler" target="' + target + '/transform"/>')
else:
self.writel(S_ANIM, 2, '<channel source="#' +
anim_id + '-sampler" target="' + target + '"/>')
self.writel(S_ANIM, 1, '</animation>')
return [anim_id]
def export_animation(self, start, end, allowed=None):
# Blender -> Collada frames needs a little work
# Collada starts from 0, blender usually from 1
# The last frame must be included also
frame_orig = self.scene.frame_current
frame_len = 1.0 / self.scene.render.fps
frame_total = end - start + 1
frame_sub = 0
if (start > 0):
frame_sub = start * frame_len
tcn = []
xform_cache = {}
blend_cache = {}
# Change frames first, export objects last
# This improves performance enormously
# print("anim from: " + str(start) + " to " + str(end) + " allowed: " +
# str(allowed))
for t in range(start, end + 1):
self.scene.frame_set(t)
key = t * frame_len - frame_sub
# print("Export Anim Frame "+str(t)+"/"+str(self.scene.frame_end+1))
for node in self.scene.objects:
if (node not in self.valid_nodes):
continue
if (allowed is not None and not (node in allowed)):
if (node.type == "MESH" and node.data is not None and
(node in self.armature_for_morph) and (
self.armature_for_morph[node] in allowed)):
# all good you pass with flying colors for morphs
# inside of action
pass
else:
# print("fail "+str((node in self.armature_for_morph)))
continue
if (node.type == "MESH" and node.data is not None and
node.data.shape_keys is not None and (
node.data in self.mesh_cache) and len(
node.data.shape_keys.key_blocks)):
target = self.mesh_cache[node.data]["morph_id"]
for i in range(len(node.data.shape_keys.key_blocks)):
if (i == 0):
continue
name = target + "-morph-weights(" + str(i - 1) + ")"
if (not (name in blend_cache)):
blend_cache[name] = []
blend_cache[name].append(
(key, node.data.shape_keys.key_blocks[i].value))
if (node.type == "MESH" and node.parent and
node.parent.type == "ARMATURE"):
# In Collada, nodes that have skin modifier must not export
# animation, animate the skin instead.
continue
if (len(node.constraints) > 0 or
node.animation_data is not None):
# If the node has constraints, or animation data, then
# export a sampled animation track
name = self.validate_id(node.name)
if (not (name in xform_cache)):
xform_cache[name] = []
mtx = node.matrix_world.copy()
if (node.parent):
mtx = node.parent.matrix_world.inverted() * mtx
xform_cache[name].append((key, mtx))
if (node.type == "ARMATURE"):
# All bones exported for now
for bone in node.data.bones:
bone_name = self.skeleton_info[node]["bone_ids"][bone]
if (not (bone_name in xform_cache)):
# print("has bone: " + bone_name)
xform_cache[bone_name] = []
posebone = node.pose.bones[bone.name]
parent_posebone = None
mtx = posebone.matrix.copy()
if (bone.parent):
parent_posebone = node.pose.bones[bone.parent.name]
parent_invisible = False
for i in range(3):
if (parent_posebone.scale[i] == 0.0):
parent_invisible = True
if (not parent_invisible):
mtx = parent_posebone.matrix.inverted() * mtx
xform_cache[bone_name].append((key, mtx))
self.scene.frame_set(frame_orig)
# export animation xml
for nid in xform_cache:
tcn += self.export_animation_transform_channel(
nid, xform_cache[nid], True)
for nid in blend_cache:
tcn += self.export_animation_transform_channel(
nid, blend_cache[nid], False)
return tcn
def export_animations(self):
tmp_mat = []
for s in self.skeletons:
tmp_bone_mat = []
for bone in s.pose.bones:
tmp_bone_mat.append(Matrix(bone.matrix_basis))
bone.matrix_basis = Matrix()
tmp_mat.append([Matrix(s.matrix_local), tmp_bone_mat])
self.writel(S_ANIM, 0, '<library_animations>')
if (self.config["use_anim_action_all"] and len(self.skeletons)):
cached_actions = {}
for s in self.skeletons:
if s.animation_data and s.animation_data.action:
cached_actions[s] = s.animation_data.action.name
self.writel(S_ANIM_CLIPS, 0, '<library_animation_clips>')
for x in bpy.data.actions[:]:
if x.users == 0 or x in self.action_constraints:
continue
if (self.config["use_anim_skip_noexp"] and
x.name.endswith("-noexp")):
continue
bones = []
# find bones used
for p in x.fcurves:
dp = str(p.data_path)
base = "pose.bones[\""
if (dp.find(base) == 0):
dp = dp[len(base):]
if (dp.find('"') != -1):
dp = dp[:dp.find('"')]
if (dp not in bones):
bones.append(dp)
allowed_skeletons = []
for i, y in enumerate(self.skeletons):
if (y.animation_data):
for z in y.pose.bones:
if (z.bone.name in bones):
if (y not in allowed_skeletons):
allowed_skeletons.append(y)
y.animation_data.action = x
y.matrix_local = tmp_mat[i][0]
for j, bone in enumerate(s.pose.bones):
bone.matrix_basis = Matrix()
# print("allowed skeletons "+str(allowed_skeletons))
# print(str(x))
tcn = self.export_animation(int(x.frame_range[0]), int(
x.frame_range[1] + 0.5), allowed_skeletons)
framelen = (1.0 / self.scene.render.fps)
start = x.frame_range[0] * framelen
end = x.frame_range[1] * framelen
# print("Export anim: "+x.name)
self.writel(
S_ANIM_CLIPS, 1, '<animation_clip name="' + x.name +
'" start="' + str(start) + '" end="' + str(end) + '">')
for z in tcn:
self.writel(S_ANIM_CLIPS, 2,
'<instance_animation url="#' + z + '"/>')
self.writel(S_ANIM_CLIPS, 1, '</animation_clip>')
if (len(tcn) == 0):
self.operator.report(
{'WARNING'}, 'Animation clip "' + x.name +
'" contains no tracks.')
self.writel(S_ANIM_CLIPS, 0, '</library_animation_clips>')
for i, s in enumerate(self.skeletons):
if (s.animation_data is None):
continue
if s in cached_actions:
s.animation_data.action = bpy.data.actions[
cached_actions[s]]
else:
s.animation_data.action = None
for j, bone in enumerate(s.pose.bones):
bone.matrix_basis = tmp_mat[i][1][j]
else:
self.export_animation(self.scene.frame_start, self.scene.frame_end)
self.writel(S_ANIM, 0, '</library_animations>')
def export(self):
self.writel(S_GEOM, 0, '<library_geometries>')
self.writel(S_CONT, 0, '<library_controllers>')
self.writel(S_CAMS, 0, '<library_cameras>')
self.writel(S_LAMPS, 0, '<library_lights>')
self.writel(S_IMGS, 0, '<library_images>')
self.writel(S_MATS, 0, '<library_materials>')
self.writel(S_FX, 0, '<library_effects>')
self.skeletons = []
self.action_constraints = []
self.export_asset()
self.export_scene()
self.writel(S_GEOM, 0, '</library_geometries>')
# morphs always go before skin controllers
if S_MORPH in self.sections:
for l in self.sections[S_MORPH]:
self.writel(S_CONT, 0, l)
del self.sections[S_MORPH]
# morphs always go before skin controllers
if S_SKIN in self.sections:
for l in self.sections[S_SKIN]:
self.writel(S_CONT, 0, l)
del self.sections[S_SKIN]
self.writel(S_CONT, 0, '</library_controllers>')
self.writel(S_CAMS, 0, '</library_cameras>')
self.writel(S_LAMPS, 0, '</library_lights>')
self.writel(S_IMGS, 0, '</library_images>')
self.writel(S_MATS, 0, '</library_materials>')
self.writel(S_FX, 0, '</library_effects>')
if (self.config["use_anim"]):
self.export_animations()
try:
f = open(self.path, "wb")
except:
return False
f.write(bytes('<?xml version="1.0" encoding="utf-8"?>\n', "UTF-8"))
f.write(bytes(
'<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" '
'version="1.4.1">\n', "UTF-8"))
s = []
for x in self.sections.keys():
s.append(x)
s.sort()
for x in s:
for l in self.sections[x]:
f.write(bytes(l + "\n", "UTF-8"))
f.write(bytes('<scene>\n', "UTF-8"))
f.write(bytes('\t<instance_visual_scene url="#' +
self.scene_name + '" />\n', "UTF-8"))
f.write(bytes('</scene>\n', "UTF-8"))
f.write(bytes('</COLLADA>\n', "UTF-8"))
return True
def __init__(self, path, kwargs, operator):
self.operator = operator
self.scene = bpy.context.scene
self.last_id = 0
self.scene_name = self.new_id("scene")
self.sections = {}
self.path = path
self.mesh_cache = {}
self.curve_cache = {}
self.material_cache = {}
self.image_cache = {}
self.skeleton_info = {}
self.config = kwargs
self.valid_nodes = []
self.armature_for_morph = {}
self.used_bones = []
self.wrongvtx_report = False
def save(operator, context, filepath="", use_selection=False, **kwargs):
exp = DaeExporter(filepath, kwargs, operator)
exp.export()
return {'FINISHED'} # so the script wont run after we have batch exported.