/usr/share/pyshared/soya/blender2cal3d.py is in python-soya 0.15~rc1-10.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 | # -*- indent-tabs-mode: t -*-
#!BPY
"""
Name: 'Cal3D'
Blender: 241
Group: 'Export'
Tip: 'Export armature/bone/mesh/action data to the Cal3D format.'
"""
# blender2cal3D.py
# Copyright (C) 2003-2004 Jean-Baptiste LAMY -- jibalamy@free.fr
# Copyright (C) 2004 Matthias Braun -- matze@braunis.de
#
# 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
__version__ = "0.14"
__author__ = "Jean-Baptiste 'Jiba' Lamy"
__email__ = "jibalamy@free.fr"
__url__ = "Soya3d's homepage http://home.gna.org/oomadness/en/soya/"
__bpydoc__ = """This script is a Blender => Cal3D converter.
(See http://blender.org and http://cal3d.sourceforge.net)
USAGE
To install it, place the script in your $HOME/.blender/scripts directory.
Then open the File->Export->Cal3d menu. And select the filename of the .cfg file.
The exporter will create a set of other files with same prefix (ie. bla.cfg, bla.xsf,
bla_Action1.xaf, bla_Action2.xaf, ...).
You should be able to open the .cfg file in cal3d_miniviewer.
NOT (YET) SUPPORTED
- Rotation, translation, or stretching Blender objects is still quite
buggy, so AVOID MOVING / ROTATING / RESIZING OBJECTS (either mesh or armature) !
Instead, edit the object (with tab), select all points / bones (with "a"),
and move / rotate / resize them.
- no support for exporting springs yet
- no support for exporting material colors (most games should only use images
I think...)
KNOWN ISSUES
- Cal3D versions <=0.9.1 have a bug where animations aren't played when the root bone
is not animated
- Cal3D versions <=0.9.1 have a bug where objects that aren't influenced by any bones
are not drawn (fixed in Cal3D CVS)
NOTES
It requires a very recent version of Blender (tested with 2.41).
Build a model follows a few rules:
- Use only a single armature
- Use only a single rootbone (Cal3D doesn't support floating bones)
- Use only locrot keys (Cal3D doesn't support bone's size change)
- Don't try to create child/parent constructs in blender object, that gets exported
incorrectly at the moment
- Objects or animations whose names start by "_" are not exported (hidden object)
It can be run in batch mode, as following :
blender model.blend -P blender2cal3d.py --blender2cal3d FILENAME=model.cfg EXPORT_FOR_SOYA=1
You can pass as many parameters as you want at the end, "EXPORT_FOR_SOYA=1" is just an
exemple. The parameters are the same than below.
Logging is sent through python logger instance. you can control verbosity by changing
log.set_level(DEBUG|WARNING|ERROR|CRITICAL). to print to it use log.debug(),
log.warning(), log.error() and log.critical(). the logger breaks normal operation
by printing _all_ info messages. ( log.info() ). Output is sent to stdout and to
a blender text.
Psyco support, turned off by default. can speed up export by 25% on my tests.
Turned off by default.
hotshot_export function to see profile. just replace export with hotshot export
to see.
Any vertices found without influence are placed into a vertex group called
"_no_inf". [FIXME] i need to stop this for batch more
running under gui mode the last export dir is saved into the blender registry
and called back again.
"""
# Parameters :
# Filename to export to (if "", display a file selector dialog).
FILENAME = ""
# True (=1) to export for the Soya 3D engine
# (http://oomadness.tuxfamily.org/en/soya).
# (=> rotate meshes and skeletons so as X is right, Y is top and -Z is front)
EXPORT_FOR_SOYA = 0
# Enables LODs computation. LODs computation is quite slow, and the algo is
# surely not optimal :-(
LODS = 0
# Scale the model (not supported by Soya).
SCALE = 1.0
# Set to 1 if you want to prefix all filename with the model name
# (e.g. knight_walk.xaf instead of walk.xaf)
PREFIX_FILE_WITH_MODEL_NAME = 0
# Set to 0 to use Cal3D binary format
XML = 1
# Configuration text buffer
CONFIG_TEXT = ""
# Allows to replace a material by another
MATERIAL_MAP = {}
# Flip the UV texture coordinates
FLIP_TEXTURE_COORDS = 1
MESSAGES = ""
# See also BASE_MATRIX below, if you want to rotate/scale/translate the model at
# the exportation.
#########################################################################################
# Code starts here.
# The script should be quite re-useable for writing another Blender animation exporter.
# Most of the hell of it is to deal with Blender's head-tail-roll bone's definition.
import sys, os, os.path, struct, math, string
try:
import psyco
psyco.full()
except:
print "* Blender2Cal3D * (Psyco not found)"
import Blender, Blender.Scene
from Blender import Registry
from Blender.Window import DrawProgressBar
from Blender import Draw, BGL
import logging
reload(logging)
import types
import textwrap
# HACK -- it seems that some Blender versions don't define sys.argv,
# which may crash Python if a warning occurs.
if not hasattr(sys, "argv"): sys.argv = ["???"]
# our own logger class. it works just the same as a normal logger except
# all info messages get show.
class Logger(logging.Logger):
def __init__(self,name,level=logging.NOTSET):
logging.Logger.__init__(self,name,level)
self.has_warnings=False
self.has_errors=False
self.has_critical=False
def info(self,msg,*args,**kwargs):
apply(self._log,(logging.INFO,msg,args),kwargs)
def warning(self,msg,*args,**kwargs):
logging.Logger.warning(self,msg,*args,**kwargs)
self.has_warnings=True
def error(self,msg,*args,**kwargs):
logging.Logger.error(self,msg,*args,**kwargs)
self.has_errors=True
def critical(self,msg,*args,**kwargs):
logging.Logger.critical(self,msg,*args,**kwargs)
self.has_errors=True
# should be able to make this print to stdout in realtime and save MESSAGES
# as well. perhaps also have a log to file option
class LogHandler(logging.StreamHandler):
def __init__(self):
logging.StreamHandler.__init__(self,sys.stdout)
if "blender2cal3d_log" not in Blender.Text.Get():
self.outtext=Blender.Text.New("blender2cal3d_log")
else:
self.outtext=Blender.Text.Get('blender2cal3d_log')
self.outtext.clear()
self.lastmsg=''
def emit(self,record):
# print to stdout and to a new blender text object
msg=self.format(record)
if msg==self.lastmsg:
return
self.lastmsg=msg
self.outtext.write("%s\n" %msg)
logging.StreamHandler.emit(self,record)
"""
try:
msg=self.format(record)
if not hasattr(types,"UnicodeType"):
self.stream.write("%s\n" % msg)
else:
try:
self.stream.write("%s\n" % msg)
except UnicodeError:
self.stream.write("%s\n" % msg.encode("UTF-8"))
self.flush()
except:
self.handleError(record)
"""
logging.setLoggerClass(Logger)
log=logging.getLogger('blender2cal3d')
handler=LogHandler()
formatter=logging.Formatter('%(levelname)s %(message)s')
handler.setFormatter(formatter)
log.addHandler(handler)
# set this to minimum output level. eg. logging.DEBUG, logging.WARNING, logging.ERROR
# logging.CRITICAL. logging.INFO will make little difference as these always get
# output'd
log.setLevel(logging.WARNING)
log.info("Starting...")
# transforms a blender to a cal3d quaternion notation (x,y,z,w)
def blender2cal3dquat(q):
return [q.x, q.y, q.z, q.w]
def quaternion2matrix(q):
xx = q[0] * q[0]
yy = q[1] * q[1]
zz = q[2] * q[2]
xy = q[0] * q[1]
xz = q[0] * q[2]
yz = q[1] * q[2]
wx = q[3] * q[0]
wy = q[3] * q[1]
wz = q[3] * q[2]
return [[1.0 - 2.0 * (yy + zz), 2.0 * (xy + wz), 2.0 * (xz - wy), 0.0],
[ 2.0 * (xy - wz), 1.0 - 2.0 * (xx + zz), 2.0 * (yz + wx), 0.0],
[ 2.0 * (xz + wy), 2.0 * (yz - wx), 1.0 - 2.0 * (xx + yy), 0.0],
[0.0 , 0.0 , 0.0 , 1.0]]
# def matrix2quaternion(m):
# s = math.sqrt(abs(m[0][0] + m[1][1] + m[2][2] + m[3][3]))
# if s == 0.0:
# x = abs(m[2][1] - m[1][2])
# y = abs(m[0][2] - m[2][0])
# z = abs(m[1][0] - m[0][1])
# if (x >= y) and (x >= z): return 1.0, 0.0, 0.0, 0.0
# elif (y >= x) and (y >= z): return 0.0, 1.0, 0.0, 0.0
# else: return 0.0, 0.0, 1.0, 0.0
# return quaternion_normalize([
# -(m[2][1] - m[1][2]) / (2.0 * s),
# -(m[0][2] - m[2][0]) / (2.0 * s),
# -(m[1][0] - m[0][1]) / (2.0 * s),
# 0.5 * s,
# ])
def matrix2quaternion(m):
t = m[0][0] + m[1][1] + m[2][2] + m[3][3]
if t > 0.00000001:
s = math.sqrt(t) * 2
return quaternion_normalize([
-(m[2][1] - m[1][2]) / s,
-(m[0][2] - m[2][0]) / s,
-(m[1][0] - m[0][1]) / s,
0.25 * s,
])
else:
if (m[0][0] > m[1][1]) and (m[0][0] > m[2][2]):
s = math.sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]) * 2
return quaternion_normalize([
0.25 * s,
-(m[1][0] + m[0][1]) / s,
-(m[0][2] + m[2][0]) / s,
-(m[2][1] - m[1][2]) / s,
])
elif m[1][1] > m[2][2]:
s = math.sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]) * 2
return quaternion_normalize([
-(m[1][0] + m[0][1]) / s,
0.25 * s,
-(m[2][1] + m[1][2]) / s,
-(m[0][2] - m[2][0]) / s,
])
else:
s = math.sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]) * 2
return quaternion_normalize([
-(m[0][2] + m[2][0]) / s,
-(m[2][1] + m[1][2]) / s,
0.25 * s,
-(m[1][0] - m[0][1]) / s,
])
def quaternion_normalize(q):
l = math.sqrt(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3])
return q[0] / l, q[1] / l, q[2] / l, q[3] / l
# multiplies 2 quaternions in x,y,z,w notation
def quaternion_multiply(q1, q2):
return [
q2[3] * q1[0] + q2[0] * q1[3] + q2[1] * q1[2] - q2[2] * q1[1],
q2[3] * q1[1] + q2[1] * q1[3] + q2[2] * q1[0] - q2[0] * q1[2],
q2[3] * q1[2] + q2[2] * q1[3] + q2[0] * q1[1] - q2[1] * q1[0],
q2[3] * q1[3] - q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2],
]
def matrix_translate(m, v):
m[3][0] += v[0]
m[3][1] += v[1]
m[3][2] += v[2]
return m
def matrix_multiply(b, a):
return [ [
a[0][0] * b[0][0] + a[0][1] * b[1][0] + a[0][2] * b[2][0],
a[0][0] * b[0][1] + a[0][1] * b[1][1] + a[0][2] * b[2][1],
a[0][0] * b[0][2] + a[0][1] * b[1][2] + a[0][2] * b[2][2],
0.0,
], [
a[1][0] * b[0][0] + a[1][1] * b[1][0] + a[1][2] * b[2][0],
a[1][0] * b[0][1] + a[1][1] * b[1][1] + a[1][2] * b[2][1],
a[1][0] * b[0][2] + a[1][1] * b[1][2] + a[1][2] * b[2][2],
0.0,
], [
a[2][0] * b[0][0] + a[2][1] * b[1][0] + a[2][2] * b[2][0],
a[2][0] * b[0][1] + a[2][1] * b[1][1] + a[2][2] * b[2][1],
a[2][0] * b[0][2] + a[2][1] * b[1][2] + a[2][2] * b[2][2],
0.0,
], [
a[3][0] * b[0][0] + a[3][1] * b[1][0] + a[3][2] * b[2][0] + b[3][0],
a[3][0] * b[0][1] + a[3][1] * b[1][1] + a[3][2] * b[2][1] + b[3][1],
a[3][0] * b[0][2] + a[3][1] * b[1][2] + a[3][2] * b[2][2] + b[3][2],
1.0,
] ]
def matrix_invert(m):
det = (m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])
- m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2])
+ m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]))
if det == 0.0: return None
det = 1.0 / det
r = [ [
det * (m[1][1] * m[2][2] - m[2][1] * m[1][2]),
- det * (m[0][1] * m[2][2] - m[2][1] * m[0][2]),
det * (m[0][1] * m[1][2] - m[1][1] * m[0][2]),
0.0,
], [
- det * (m[1][0] * m[2][2] - m[2][0] * m[1][2]),
det * (m[0][0] * m[2][2] - m[2][0] * m[0][2]),
- det * (m[0][0] * m[1][2] - m[1][0] * m[0][2]),
0.0
], [
det * (m[1][0] * m[2][1] - m[2][0] * m[1][1]),
- det * (m[0][0] * m[2][1] - m[2][0] * m[0][1]),
det * (m[0][0] * m[1][1] - m[1][0] * m[0][1]),
0.0,
] ]
r.append([
-(m[3][0] * r[0][0] + m[3][1] * r[1][0] + m[3][2] * r[2][0]),
-(m[3][0] * r[0][1] + m[3][1] * r[1][1] + m[3][2] * r[2][1]),
-(m[3][0] * r[0][2] + m[3][1] * r[1][2] + m[3][2] * r[2][2]),
1.0,
])
return r
def matrix_rotate_x(angle):
cos = math.cos(math.radians(angle))
sin = math.sin(math.radians(angle))
return [
[1.0, 0.0, 0.0, 0.0],
[0.0, cos, sin, 0.0],
[0.0, -sin, cos, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
def matrix_rotate_y(angle):
cos = math.cos(math.radians(angle))
sin = math.sin(math.radians(angle))
return [
[cos, 0.0, -sin, 0.0],
[0.0, 1.0, 0.0, 0.0],
[sin, 0.0, cos, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
def matrix_rotate_z(angle):
cos = math.cos(math.radians(angle))
sin = math.sin(math.radians(angle))
return [
[ cos, sin, 0.0, 0.0],
[-sin, cos, 0.0, 0.0],
[ 0.0, 0.0, 1.0, 0.0],
[ 0.0, 0.0, 0.0, 1.0],
]
def matrix_rotate(axis, angle):
vx = axis[0]
vy = axis[1]
vz = axis[2]
vx2 = vx * vx
vy2 = vy * vy
vz2 = vz * vz
cos = math.cos(math.radians(angle))
sin = math.sin(math.radians(angle))
co1 = 1.0 - cos
return [
[vx2 * co1 + cos, vx * vy * co1 + vz * sin, vz * vx * co1 - vy * sin, 0.0],
[vx * vy * co1 - vz * sin, vy2 * co1 + cos, vy * vz * co1 + vx * sin, 0.0],
[vz * vx * co1 + vy * sin, vy * vz * co1 - vx * sin, vz2 * co1 + cos, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
def matrix_scale(fx, fy, fz):
return [
[ fx, 0.0, 0.0, 0.0],
[0.0, fy, 0.0, 0.0],
[0.0, 0.0, fz, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
def point_by_matrix(p, m):
return [p[0] * m[0][0] + p[1] * m[1][0] + p[2] * m[2][0] + m[3][0],
p[0] * m[0][1] + p[1] * m[1][1] + p[2] * m[2][1] + m[3][1],
p[0] * m[0][2] + p[1] * m[1][2] + p[2] * m[2][2] + m[3][2]]
def point_distance(p1, p2):
return math.sqrt((p2[0] - p1[0]) ** 2 + (p2[1] - p1[1]) ** 2 + (p2[2] - p1[2]) ** 2)
def vector_add(v1, v2):
return [v1[0]+v2[0], v1[1]+v2[1], v1[2]+v2[2]]
def vector_sub(v1, v2):
return [v1[0]-v2[0], v1[1]-v2[1], v1[2]-v2[2]]
def vector_by_matrix(p, m):
return [p[0] * m[0][0] + p[1] * m[1][0] + p[2] * m[2][0],
p[0] * m[0][1] + p[1] * m[1][1] + p[2] * m[2][1],
p[0] * m[0][2] + p[1] * m[1][2] + p[2] * m[2][2]]
def vector_length(v):
return math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])
def vector_normalize(v):
l = math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])
if l: return v[0] / l, v[1] / l, v[2] / l
else: return v
def vector_dotproduct(v1, v2):
return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]
def vector_crossproduct(v1, v2):
return [
v1[1] * v2[2] - v1[2] * v2[1],
v1[2] * v2[0] - v1[0] * v2[2],
v1[0] * v2[1] - v1[1] * v2[0],
]
def vector_angle(v1, v2):
s = vector_length(v1) * vector_length(v2)
f = vector_dotproduct(v1, v2) / s
if f >= 1.0: return 0.0
if f <= -1.0: return math.pi / 2.0
return math.atan(-f / math.sqrt(1.0 - f * f)) + math.pi / 2.0
def blender_bone2matrix(head, tail, roll):
# Convert bone rest state (defined by bone.head, bone.tail and bone.roll)
# to a matrix (the more standard notation).
# Taken from blenkernel/intern/armature.c in Blender source.
# See also DNA_armature_types.h:47.
target = [0.0, 1.0, 0.0]
delta = [tail[0] - head[0], tail[1] - head[1], tail[2] - head[2]]
nor = vector_normalize(delta)
axis = vector_crossproduct(target, nor)
if vector_dotproduct(axis, axis) > 0.0000000000001:
axis = vector_normalize(axis)
theta = math.acos(vector_dotproduct(target, nor))
bMatrix = matrix_rotate(axis, math.degrees(theta))
else:
if vector_dotproduct(target, nor) > 0.0: updown = 1.0
else: updown = -1.0
# Quoted from Blender source : "I think this should work ..."
bMatrix = [
[updown, 0.0, 0.0, 0.0],
[0.0, updown, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
rMatrix = matrix_rotate(nor, roll)
return matrix_multiply(rMatrix, bMatrix)
# Hack for having the model rotated right.
# Put in BASE_MATRIX your own rotation if you need some.
BASE_MATRIX = None
# Cal3D data structures
CAL3D_VERSION = 910
NEXT_MATERIAL_ID = 0
class Material:
def __init__(self, map_filename = None):
self.ambient_r = 255
self.ambient_g = 255
self.ambient_b = 255
self.ambient_a = 255
self.diffuse_r = 255
self.diffuse_g = 255
self.diffuse_b = 255
self.diffuse_a = 255
self.specular_r = 255
self.specular_g = 255
self.specular_b = 255
self.specular_a = 255
self.shininess = 1.0
log.debug("Material with name %s",map_filename)
if map_filename: self.maps_filenames = [map_filename]
else: self.maps_filenames = []
MATERIALS[map_filename] = self
global NEXT_MATERIAL_ID
self.id = NEXT_MATERIAL_ID
NEXT_MATERIAL_ID += 1
# old cal3d format
def to_cal3d(self):
s = "CRF\0" + struct.pack("iBBBBBBBBBBBBfi", CAL3D_VERSION, self.ambient_r, self.ambient_g, self.ambient_b, self.ambient_a, self.diffuse_r, self.diffuse_g, self.diffuse_b, self.diffuse_a, self.specular_r, self.specular_g, self.specular_b, self.specular_a, self.shininess, len(self.maps_filenames))
for map_filename in self.maps_filenames:
s += struct.pack("i", len(map_filename) + 1)
s += map_filename + "\0"
return s
# new xml format
def to_cal3d_xml(self):
s = "<?xml version=\"1.0\"?>\n"
s += "<HEADER MAGIC=\"XRF\" VERSION=\"%i\"/>\n" % CAL3D_VERSION
s += "<MATERIAL NUMMAPS=\"" + str(len(self.maps_filenames)) + "\">\n"
s += " <AMBIENT>" + str(self.ambient_r) + " " + str(self.ambient_g) + " " + str(self.ambient_b) + " " + str(self.ambient_a) + "</AMBIENT>\n";
s += " <DIFFUSE>" + str(self.diffuse_r) + " " + str(self.diffuse_g) + " " + str(self.diffuse_b) + " " + str(self.diffuse_a) + "</DIFFUSE>\n";
s += " <SPECULAR>" + str(self.specular_r) + " " + str(self.specular_g) + " " + str(self.specular_b) + " " + str(self.specular_a) + "</SPECULAR>\n";
s += " <SHININESS>" + str(self.shininess) + "</SHININESS>\n";
for map_filename in self.maps_filenames:
s += " <MAP>" + map_filename + "</MAP>\n";
s += "</MATERIAL>\n";
return s
MATERIALS = {}
class Mesh:
def __init__(self, name):
name=string.replace(name,'.','_')
self.name = name
self.submeshes = []
self.next_submesh_id = 0
def to_cal3d(self):
s = "CMF\0" + struct.pack("ii", CAL3D_VERSION, len(self.submeshes))
s += "".join(map(SubMesh.to_cal3d, self.submeshes))
return s
def to_cal3d_xml(self):
s = "<?xml version=\"1.0\"?>\n"
s += "<HEADER MAGIC=\"XMF\" VERSION=\"%i\"/>\n" % CAL3D_VERSION
s += "<MESH NUMSUBMESH=\"%i\">\n" % len(self.submeshes)
s += "".join(map(SubMesh.to_cal3d_xml, self.submeshes))
s += "</MESH>\n"
return s
class SubMesh:
def __init__(self, mesh, material):
self.material = material
self.vertices = []
self.faces = []
self.nb_lodsteps = 0
self.springs = []
self.next_vertex_id = 0
self.mesh = mesh
self.id = mesh.next_submesh_id
mesh.next_submesh_id += 1
mesh.submeshes.append(self)
def compute_lods(self):
"""Computes LODs info for Cal3D (there's no Blender related stuff here)."""
log.info("Start LODs computation...")
vertex2faces = {}
for face in self.faces:
for vertex in (face.vertex1, face.vertex2, face.vertex3):
l = vertex2faces.get(vertex)
if not l: vertex2faces[vertex] = [face]
else: l.append(face)
couple_treated = {}
couple_collapse_factor = []
for face in self.faces:
for a, b in ((face.vertex1, face.vertex2), (face.vertex1, face.vertex3), (face.vertex2, face.vertex3)):
a = a.cloned_from or a
b = b.cloned_from or b
if a.id > b.id: a, b = b, a
if not couple_treated.has_key((a, b)):
# The collapse factor is simply the distance between the 2 points :-(
# This should be improved !!
if vector_dotproduct(a.normal, b.normal) < 0.9: continue
couple_collapse_factor.append((point_distance(a.loc, b.loc), a, b))
couple_treated[a, b] = 1
couple_collapse_factor.sort()
collapsed = {}
new_vertices = []
new_faces = []
for factor, v1, v2 in couple_collapse_factor:
# Determines if v1 collapses to v2 or v2 to v1.
# We choose to keep the vertex which is on the smaller number of faces, since
# this one has more chance of being in an extrimity of the body.
# Though heuristic, this rule yields very good results in practice.
if len(vertex2faces[v1]) < len(vertex2faces[v2]): v2, v1 = v1, v2
elif len(vertex2faces[v1]) == len(vertex2faces[v2]):
if collapsed.get(v1, 0): v2, v1 = v1, v2 # v1 already collapsed, try v2
if (not collapsed.get(v1, 0)) and (not collapsed.get(v2, 0)):
collapsed[v1] = 1
collapsed[v2] = 1
# Check if v2 is already colapsed
while v2.collapse_to: v2 = v2.collapse_to
common_faces = filter(vertex2faces[v1].__contains__, vertex2faces[v2])
v1.collapse_to = v2
v1.face_collapse_count = len(common_faces)
for clone in v1.clones:
# Find the clone of v2 that correspond to this clone of v1
possibles = []
for face in vertex2faces[clone]:
possibles.append(face.vertex1)
possibles.append(face.vertex2)
possibles.append(face.vertex3)
clone.collapse_to = v2
for vertex in v2.clones:
if vertex in possibles:
clone.collapse_to = vertex
break
clone.face_collapse_count = 0
new_vertices.append(clone)
# HACK -- all faces get collapsed with v1 (and no faces are collapsed with v1's
# clones). This is why we add v1 in new_vertices after v1's clones.
# This hack has no other incidence that consuming a little few memory for the
# extra faces if some v1's clone are collapsed but v1 is not.
new_vertices.append(v1)
self.nb_lodsteps += 1 + len(v1.clones)
new_faces.extend(common_faces)
for face in common_faces:
face.can_collapse = 1
# Updates vertex2faces
vertex2faces[face.vertex1].remove(face)
vertex2faces[face.vertex2].remove(face)
vertex2faces[face.vertex3].remove(face)
vertex2faces[v2].extend(vertex2faces[v1])
new_vertices.extend(filter(lambda vertex: not vertex.collapse_to, self.vertices))
new_vertices.reverse() # Cal3D want LODed vertices at the end
for i in range(len(new_vertices)): new_vertices[i].id = i
self.vertices = new_vertices
new_faces.extend(filter(lambda face: not face.can_collapse, self.faces))
new_faces.reverse() # Cal3D want LODed faces at the end
self.faces = new_faces
log.info("LODs computed : %s vertices can be removed (from a total of %s)." % (self.nb_lodsteps, len(self.vertices)))
def rename_vertices(self, new_vertices):
"""Rename (change ID) of all vertices, such as self.vertices == new_vertices."""
for i in range(len(new_vertices)): new_vertices[i].id = i
self.vertices = new_vertices
def to_cal3d(self):
s = struct.pack("iiiiii", self.material.id, len(self.vertices), len(self.faces), self.nb_lodsteps, len(self.springs), len(self.material.maps_filenames))
s += "".join(map(Vertex.to_cal3d, self.vertices))
s += "".join(map(Spring.to_cal3d, self.springs))
s += "".join(map(Face .to_cal3d, self.faces))
return s
def to_cal3d_xml(self):
s = " <SUBMESH NUMVERTICES=\"%i\" NUMFACES=\"%i\" MATERIAL=\"%i\" " % \
(len(self.vertices), len(self.faces), self.material.id)
s += "NUMLODSTEPS=\"%i\" NUMSPRINGS=\"%i\" NUMTEXCOORDS=\"%i\">\n" % \
(self.nb_lodsteps, len(self.springs),
len(self.material.maps_filenames))
s += "".join(map(Vertex.to_cal3d_xml, self.vertices))
s += "".join(map(Spring.to_cal3d_xml, self.springs))
s += "".join(map(Face.to_cal3d_xml, self.faces))
s += " </SUBMESH>\n"
return s
class Vertex:
def __init__(self, submesh, loc, normal):
self.loc = loc
self.normal = normal
self.collapse_to = None
self.face_collapse_count = 0
self.maps = []
self.influences = []
self.weight = None
self.cloned_from = None
self.clones = []
self.submesh = submesh
self.id = submesh.next_vertex_id
submesh.next_vertex_id += 1
submesh.vertices.append(self)
def to_cal3d(self):
if self.collapse_to: collapse_id = self.collapse_to.id
else: collapse_id = -1
s = struct.pack("ffffffii", self.loc[0], self.loc[1], self.loc[2], self.normal[0], self.normal[1], self.normal[2], collapse_id, self.face_collapse_count)
s += "".join(map(Map.to_cal3d, self.maps))
s += struct.pack("i", len(self.influences))
s += "".join(map(Influence.to_cal3d, self.influences))
if not self.weight is None: s += struct.pack("f", len(self.weight))
return s
def to_cal3d_xml(self):
if self.collapse_to:
collapse_id = self.collapse_to.id
else:
collapse_id = -1
s = " <VERTEX ID=\"%i\" NUMINFLUENCES=\"%i\">\n" % \
(self.id, len(self.influences))
s += " <POS>%f %f %f</POS>\n" % (self.loc[0], self.loc[1], self.loc[2])
s += " <NORM>%f %f %f</NORM>\n" % \
(self.normal[0], self.normal[1], self.normal[2])
if collapse_id != -1:
s += " <COLLAPSEID>%i</COLLAPSEID>\n" % collapse_id
s += " <COLLAPSECOUNT>%i</COLLAPSECOUNT>\n" % \
self.face_collapse_count
s += "".join(map(Map.to_cal3d_xml, self.maps))
s += "".join(map(Influence.to_cal3d_xml, self.influences))
if not self.weight is None:
s += " <PHYSIQUE>%f</PHYSIQUE>\n" % len(self.weight)
s += " </VERTEX>\n"
return s
class Map:
def __init__(self, u, v):
self.u = u
self.v = v
def to_cal3d(self):
return struct.pack("ff", self.u, self.v)
def to_cal3d_xml(self):
return " <TEXCOORD>%f %f</TEXCOORD>\n" % (self.u, self.v)
class Influence:
def __init__(self, bone, weight):
self.bone = bone
self.weight = weight
def to_cal3d(self):
return struct.pack("if", self.bone.id, self.weight)
def to_cal3d_xml(self):
return " <INFLUENCE ID=\"%i\">%f</INFLUENCE>\n" % \
(self.bone.id, self.weight)
class Spring:
def __init__(self, vertex1, vertex2):
self.vertex1 = vertex1
self.vertex2 = vertex2
self.spring_coefficient = 0.0
self.main_looplength = 0.0
def to_cal3d(self):
return struct.pack("iiff", self.vertex1.id, self.vertex2.id, self.spring_coefficient, self.main_looplength)
def to_cal3d_xml(self):
return " <SPRING VERTEXID=\"%i %i\" COEF=\"%f\" LENGTH=\"%f\"/>\n" % \
(self.vertex1.id, self.vertex2.id, self.spring_coefficient,
self.main_looplength)
class Face:
def __init__(self, submesh, vertex1, vertex2, vertex3):
self.vertex1 = vertex1
self.vertex2 = vertex2
self.vertex3 = vertex3
self.can_collapse = 0
self.submesh = submesh
submesh.faces.append(self)
def to_cal3d(self):
return struct.pack("iii", self.vertex1.id, self.vertex2.id, self.vertex3.id)
def to_cal3d_xml(self):
return " <FACE VERTEXID=\"%i %i %i\"/>\n" % \
(self.vertex1.id, self.vertex2.id, self.vertex3.id)
class Skeleton:
def __init__(self):
self.bones = []
self.next_bone_id = 0
def to_cal3d(self):
s = "CSF\0" + struct.pack("ii", CAL3D_VERSION, len(self.bones))
s += "".join(map(Bone.to_cal3d, self.bones))
return s
def to_cal3d_xml(self):
s = "<?xml version=\"1.0\"?>\n"
s += "<HEADER MAGIC=\"XSF\" VERSION=\"%i\"/>\n" % CAL3D_VERSION
s += "<SKELETON NUMBONES=\"%i\">\n" % len(self.bones)
s += "".join(map(Bone.to_cal3d_xml, self.bones))
s += "</SKELETON>\n"
return s
BONES = {}
class Bone:
def __init__(self, skeleton, parent, name, loc, rot):
self.parent = parent
name=string.replace(name,'.','_')
self.name = name
self.loc = loc
self.rot = rot
self.children = []
self.matrix = self.local_matrix = matrix_translate(quaternion2matrix(rot), loc)
if parent:
self.matrix = matrix_multiply(parent.matrix, self.matrix)
parent.children.append(self)
# lloc and lrot are the bone => model space transformation (translation and rotation).
# They are probably specific to Cal3D.
m = matrix_invert(self.matrix)
self.lloc = m[3][0], m[3][1], m[3][2]
self.lrot = matrix2quaternion(m)
self.skeleton = skeleton
self.id = skeleton.next_bone_id
skeleton.next_bone_id += 1
skeleton.bones.append(self)
BONES[name] = self
def to_cal3d(self):
s = struct.pack("i", len(self.name) + 1) + self.name + "\0"
# We need to negate quaternion W value, but why ?
s += struct.pack("ffffffffffffff", self.loc[0], self.loc[1], self.loc[2], self.rot[0], self.rot[1], self.rot[2], -self.rot[3], self.lloc[0], self.lloc[1], self.lloc[2], self.lrot[0], self.lrot[1], self.lrot[2], -self.lrot[3])
if self.parent: s += struct.pack("i", self.parent.id)
else: s += struct.pack("i", -1)
s += struct.pack("i", len(self.children))
s += "".join(map(lambda bone: struct.pack("i", bone.id), self.children))
return s
def to_cal3d_xml(self):
s = " <BONE ID=\"%i\" NAME=\"%s\" NUMCHILD=\"%i\">\n" % \
(self.id, self.name, len(self.children))
# We need to negate quaternion W value, but why ?
s += " <TRANSLATION>%f %f %f</TRANSLATION>\n" % \
(self.loc[0], self.loc[1], self.loc[2])
s += " <ROTATION>%f %f %f %f</ROTATION>\n" % \
(self.rot[0], self.rot[1], self.rot[2], -self.rot[3])
s += " <LOCALTRANSLATION>%f %f %f</LOCALTRANSLATION>\n" % \
(self.lloc[0], self.lloc[1], self.lloc[2])
s += " <LOCALROTATION>%f %f %f %f</LOCALROTATION>\n" % \
(self.lrot[0], self.lrot[1], self.lrot[2], -self.lrot[3])
if self.parent:
s += " <PARENTID>%i</PARENTID>\n" % self.parent.id
else:
s += " <PARENTID>%i</PARENTID>\n" % -1
s += "".join(map(lambda bone: " <CHILDID>%i</CHILDID>\n" % bone.id,
self.children))
s += " </BONE>\n"
return s
class Animation:
def __init__(self, name, duration = 0.0):
name=string.replace(name,'.','_')
self.name = name
self.duration = duration
self.tracks = {} # Map bone names to tracks
def to_cal3d(self):
s = "CAF\0" + struct.pack("ifi", CAL3D_VERSION, self.duration, len(self.tracks))
s += "".join(map(Track.to_cal3d, self.tracks.values()))
return s
def to_cal3d_xml(self):
s = "<?xml version=\"1.0\"?>\n"
s += "<HEADER MAGIC=\"XAF\" VERSION=\"%i\"/>\n" % CAL3D_VERSION
s += "<ANIMATION DURATION=\"%f\" NUMTRACKS=\"%i\">\n" % \
(self.duration, len(self.tracks))
s += "".join(map(Track.to_cal3d_xml, self.tracks.values()))
s += "</ANIMATION>\n"
return s
class Track:
def __init__(self, animation, bone):
self.bone = bone
self.keyframes = []
self.animation = animation
animation.tracks[bone.name] = self
def to_cal3d(self):
s = struct.pack("ii", self.bone.id, len(self.keyframes))
s += "".join(map(KeyFrame.to_cal3d, self.keyframes))
return s
def to_cal3d_xml(self):
s = " <TRACK BONEID=\"%i\" NUMKEYFRAMES=\"%i\">\n" % \
(self.bone.id, len(self.keyframes))
s += "".join(map(KeyFrame.to_cal3d_xml, self.keyframes))
s += " </TRACK>\n"
return s
class KeyFrame:
def __init__(self, track, time, loc, rot):
self.time = time
self.loc = loc
self.rot = rot
self.track = track
track.keyframes.append(self)
def to_cal3d(self):
# We need to negate quaternion W value, but why ?
return struct.pack("ffffffff", self.time, self.loc[0], self.loc[1], self.loc[2], self.rot[0], self.rot[1], self.rot[2], -self.rot[3])
def to_cal3d_xml(self):
s = " <KEYFRAME TIME=\"%f\">\n" % self.time
s += " <TRANSLATION>%f %f %f</TRANSLATION>\n" % \
(self.loc[0], self.loc[1], self.loc[2])
# We need to negate quaternion W value, but why ?
s += " <ROTATION>%f %f %f %f</ROTATION>\n" % \
(self.rot[0], self.rot[1], self.rot[2], -self.rot[3])
s += " </KEYFRAME>\n"
return s
def export(filename):
global MESSAGES
if EXPORT_FOR_SOYA:
global BASE_MATRIX
BASE_MATRIX = matrix_rotate_x(-90.0)
# Get the scene
scene = Blender.Scene.getCurrent()
# ---- Export skeleton (=armature) ----------------------------------------
if Blender.mode == 'interactive': DrawProgressBar(0.0,'Exporting skeleton...')
skeleton = Skeleton()
foundarmature = False
for obj in Blender.Scene.GetCurrent().getChildren(): #Blender.Object.Get():
data = obj.getData()
if type(data) is not Blender.Types.ArmatureType:
continue
if foundarmature == True:
log.error("Found multiple armatures! '" + obj.getName() + "' ignored.\n")
continue
foundarmature = True
matrix = obj.getMatrix()
if BASE_MATRIX:
matrix = matrix_multiply(BASE_MATRIX, matrix)
def treat_bone(b, parent = None):
head = b.head["BONESPACE"]
tail = b.tail["BONESPACE"]
# Turns the Blender's head-tail-roll notation into a quaternion
quat = matrix2quaternion(blender_bone2matrix(head, tail, b.roll["BONESPACE"]))
if parent:
# Compute the translation from the parent bone's head to the child
# bone's head, in the parent bone coordinate system.
# The translation is parent_tail - parent_head + child_head,
# but parent_tail and parent_head must be converted from the parent's parent
# system coordinate into the parent system coordinate.
parent_invert_transform = matrix_invert(quaternion2matrix(parent.rot))
parent_head = vector_by_matrix(parent.head, parent_invert_transform)
parent_tail = vector_by_matrix(parent.tail, parent_invert_transform)
#ploc = vector_add(head, b.getLoc())
parentheadtotail = vector_sub(parent_tail, parent_head)
# hmm this should be handled by the IPos, but isn't for non-animated
# bones which are transformed in the pose mode...
#loc = vector_add(ploc, parentheadtotail)
#rot = quaternion_multiply(blender2cal3dquat(b.getQuat()), quat)
loc = parentheadtotail
rot = quat
log.debug("Parented Bone: %s",b.name)
bone = Bone(skeleton, parent, b.name, loc, rot)
else:
# Apply the armature's matrix to the root bones
head = point_by_matrix(head, matrix)
tail = point_by_matrix(tail, matrix)
quat = matrix2quaternion(matrix_multiply(matrix, quaternion2matrix(quat))) # Probably not optimal
# loc = vector_add(head, b.getLoc())
# rot = quaternion_multiply(blender2cal3dquat(b.getQuat()), quat)
loc = head
rot = quat
log.debug("Non Parented Bone: %s",b.name)
# Here, the translation is simply the head vector
bone = Bone(skeleton, None, b.name, loc, rot)
bone.head = head
bone.tail = tail
if b.hasChildren():
for child in b.children:
treat_bone(child, bone)
foundroot = False
for b in data.bones.values():
# child bones are handled in treat_bone
if b.parent != None:
continue
if foundroot == True:
log.warning("Warning: Found multiple root-bones, this may not be supported in cal3d.")
#print "Ignoring bone '" + b.name + "' and it's childs."
#continue
treat_bone(b)
foundroot = True
# ---- Export Mesh data ---------------------------------------------------
if Blender.mode == 'interactive': DrawProgressBar(0.3,'Exporting meshes...')
meshes = []
for obj in Blender.Scene.GetCurrent().getChildren(): #Blender.Object.Get():
data = obj.getData()
if (type(data) is Blender.Types.NMeshType) and data.faces:
mesh_name = obj.getName()
if mesh_name[0]=='_': continue
log.debug("Mesh: %s",mesh_name)
mesh = Mesh(mesh_name)
meshes.append(mesh)
matrix = obj.getMatrix()
if BASE_MATRIX:
matrix = matrix_multiply(BASE_MATRIX, matrix)
faces = data.faces
while faces:
image = faces[0].image
if image:
image_filename = image and image.filename
image_name = os.path.splitext(os.path.basename(image_filename))[0]
if MATERIAL_MAP.has_key(image_name):
image_filename2 = os.path.join(os.path.dirname(image_filename), MATERIAL_MAP[image_name] + os.path.splitext(image_filename)[1])
else: image_filename2 = image_filename
material = MATERIALS.get(image_filename2) or Material(image_filename2)
outputuv = len(material.maps_filenames) > 0
else:
image_filename = "default"
image_name = ""
image_filename2 = ""
material = MATERIALS.get("default") or Material("default")
outputuv = len(material.maps_filenames) > 0
# TODO add material color support here
submesh = SubMesh(mesh, material)
vertices = {}
for face in faces[:]:
if (face.image and face.image.filename) == image_filename:
faces.remove(face)
if not face.smooth:
try:
p1 = face.v[0].co
p2 = face.v[1].co
p3 = face.v[2].co
except IndexError:
log.error("You have faces with less that three verticies!")
continue
normal = vector_normalize(vector_by_matrix(vector_crossproduct(
[p3[0] - p2[0], p3[1] - p2[1], p3[2] - p2[2]],
[p1[0] - p2[0], p1[1] - p2[1], p1[2] - p2[2]],
), matrix))
face_vertices = []
for i in range(len(face.v)):
vertex = vertices.get(face.v[i].index)
if not vertex:
coord = point_by_matrix (face.v[i].co, matrix)
if face.smooth:
normal = vector_normalize(vector_by_matrix(face.v[i].no, matrix))
vertex = vertices[face.v[i].index] = Vertex(submesh, coord, normal)
influences = data.getVertexInfluences(face.v[i].index)
# should this really be a warning? (well currently enabled,
# because blender has some bugs where it doesn't return
# influences in python api though they are set, and because
# cal3d<=0.9.1 had bugs where objects without influences
# aren't drawn.
if not influences:
log.error("A vertex of object '%s' has no influences.\n(This occurs on objects placed in an invisible layer, you can fix it by using a single layer)\n. The vertex has been added to a vertex group called _no_inf" % obj.getName())
if '_no_inf' not in data.getVertGroupNames():
data.addVertGroup('_no_inf')
data.assignVertsToGroup('_no_inf',[face.v[i].index],0.5,'add')
# sum of influences is not always 1.0 in Blender ?!?!
sum = 0.0
for bone_name, weight in influences:
sum += weight
for bone_name, weight in influences:
bone_name=string.replace(bone_name,'.','_')
if bone_name=='':
log.critical('Found bone with no name which influences %s' % obj.getName())
continue
if bone_name not in BONES:
log.error("Couldn't find bone '%s' which influences object '%s'.\n" % (bone_name, obj.getName()))
continue
vertex.influences.append(Influence(BONES[bone_name], weight / sum))
elif not face.smooth:
# We cannot share vertex for non-smooth faces, since Cal3D does not
# support vertex sharing for 2 vertices with different normals.
# => we must clone the vertex.
old_vertex = vertex
vertex = Vertex(submesh, vertex.loc, normal)
vertex.cloned_from = old_vertex
vertex.influences = old_vertex.influences
old_vertex.clones.append(vertex)
if data.hasFaceUV():
uv = [face.uv[i][0], face.uv[i][1]]
if FLIP_TEXTURE_COORDS: uv[1] = -uv[1]
if not vertex.maps:
if outputuv: vertex.maps.append(Map(*uv))
elif (vertex.maps[0].u != uv[0]) or (vertex.maps[0].v != uv[1]):
# This vertex can be shared for Blender, but not for Cal3D !!!
# Cal3D does not support vertex sharing for 2 vertices with
# different UV texture coodinates.
# => we must clone the vertex.
for clone in vertex.clones:
if (clone.maps[0].u == uv[0]) and (clone.maps[0].v == uv[1]):
vertex = clone
break
else: # Not yet cloned...
old_vertex = vertex
vertex = Vertex(submesh, vertex.loc, vertex.normal)
vertex.cloned_from = old_vertex
vertex.influences = old_vertex.influences
if outputuv: vertex.maps.append(Map(*uv))
old_vertex.clones.append(vertex)
face_vertices.append(vertex)
# Split faces with more than 3 vertices
for i in range(1, len(face.v) - 1):
Face(submesh, face_vertices[0], face_vertices[i], face_vertices[i + 1])
# Computes LODs info
if LODS:
submesh.compute_lods()
# ---- Export animations --------------------------------------------------
if Blender.mode == 'interactive': DrawProgressBar(0.7,'Exporting animations...')
ANIMATIONS = {}
for a in Blender.Armature.NLA.GetActions().iteritems():
animation_name = a[0]
log.debug( "Animation: %s",animation_name)
animation = Animation(animation_name)
animation.duration = 0.0
for b in a[1].getAllChannelIpos().iteritems():
bone_name = string.replace(b[0],'.','_')
if bone_name not in BONES:
log.error("No Bone '" + bone_name + "' defined (from Animation '" + animation_name + "' ?!?\n")
continue
bone = BONES[bone_name]
track = Track(animation, bone)
track.finished = 0
animation.tracks[bone_name] = track
ipo = b[1]
times = []
# SideNote: MatzeB: Ipo.getCurve(curvename) is broken in blender 2.33 and
# below if the Ipo comes from an Action, so only use Ipo.getCurves()!
# also blender upto 2.33a had a bug where IpoCurve.evaluate was not
# exposed to the python interface :-/
#run 1: we need to find all time values where we need to produce keyframes
for curve in ipo.getCurves():
curve_name = curve.getName()
if curve_name not in ["QuatW", "QuatX", "QuatY", "QuatZ", "LocX", "LocY", "LocZ"]:
log.error("Curve type %s not supported in Action '%s' Bone '%s'.\n"\
% (curve_name, animation_name, bone_name))
for p in curve.getPoints():
time = p.getPoints() [0]
if time not in times:
times.append(time)
times.sort()
# run2: now create keyframes
for time in times:
cal3dtime = (time-1) / 25.0 # assume 25FPS by default
if cal3dtime > animation.duration:
animation.duration = cal3dtime
trans = [0, 0, 0]
quat = [0, 0, 0, 0]
for curve in ipo.getCurves():
val = curve.evaluate(time)
if curve.getName() == "LocX": trans[0] = val
if curve.getName() == "LocY": trans[1] = val
if curve.getName() == "LocZ": trans[2] = val
if curve.getName() == "QuatW": quat[3] = val
if curve.getName() == "QuatX": quat[0] = val
if curve.getName() == "QuatY": quat[1] = val
if curve.getName() == "QuatZ": quat[2] = val
log.debug('Curve: %s' % curve.getName())
if quat==[0,0,0,0]:
log.critical('You are using just Loc keys. You must use LocRot keys instead.')
continue
transt = vector_by_matrix(trans, bone.local_matrix)
loc = vector_add(bone.loc, transt)
rot = quaternion_multiply(quat, bone.rot)
try:
rot = quaternion_normalize(rot)
except:
import traceback
log.error('quaternion_normalize failed')
KeyFrame(track, cal3dtime, loc, rot)
if animation.duration <= 0:
log.warning("Ignoring Animation '" + animation_name + \
"': duration is 0.")
continue
ANIMATIONS[animation_name] = animation
# Save all data
if filename.endswith(".cfg"):
filename = os.path.splitext(filename)[0]
BASENAME = os.path.basename(filename)
DIRNAME = os.path.dirname(filename)
try: os.makedirs(DIRNAME)
except: pass
if PREFIX_FILE_WITH_MODEL_NAME: PREFIX = BASENAME + "_"
else: PREFIX = ""
if XML: FORMAT_PREFIX = "x"; encode = lambda x: x.to_cal3d_xml()
else: FORMAT_PREFIX = "c"; encode = lambda x: x.to_cal3d()
#print DIRNAME + " - " + BASENAME
cfg = open(os.path.join(DIRNAME, BASENAME + ".cfg"), "wb")
print >> cfg, "# Cal3D model exported from Blender with blender2cal3d.py"
print >> cfg
if SCALE != 1.0:
print >> cfg, "scale=%s" % SCALE
print >> cfg
filename = BASENAME + "." + FORMAT_PREFIX + "sf"
open(os.path.join(DIRNAME, filename), "wb").write(encode(skeleton))
print >> cfg, "skeleton=%s" % filename
print >> cfg
for animation in ANIMATIONS.values():
if not animation.name.startswith("_"):
if animation.duration: # Cal3D does not support animation with only one state
filename = PREFIX + animation.name + "." + FORMAT_PREFIX + "af"
open(os.path.join(DIRNAME, filename), "wb").write(encode(animation))
print >> cfg, "animation=%s" % filename
print >> cfg
for mesh in meshes:
if not mesh.name.startswith("_"):
filename = PREFIX + mesh.name + "." + FORMAT_PREFIX + "mf"
open(os.path.join(DIRNAME, filename), "wb").write(encode(mesh))
print >> cfg, "mesh=%s" % filename
print >> cfg
materials = MATERIALS.values()
materials.sort(lambda a, b: cmp(a.id, b.id))
for material in materials:
if material.maps_filenames:
filename = PREFIX + os.path.splitext(os.path.basename(material.maps_filenames[0]))[0] + "." + FORMAT_PREFIX + "rf"
else:
filename = PREFIX + "plain." + FORMAT_PREFIX + "rf"
open(os.path.join(DIRNAME, filename), "wb").write(encode(material))
print >> cfg, "material=%s" % filename
print >> cfg
try:
glob_params = Blender.Text.get("soya_params").asLines()
for glob_param in glob_params:
print >> cfg, glob_param
except: pass
if CONFIG_TEXT:
for line in Blender.Text.get(CONFIG_TEXT).asLines():
if not line.startswith("material_"):
print >> cfg, line
# Remove soya cached data -- they need to be re-computed, since the model have changed
for filename in os.listdir(DIRNAME):
if filename.startswith("neighbors"):
os.remove(os.path.join(DIRNAME, filename))
log.info("Saved to '%s.cfg'" % BASENAME)
log.info("Done.")
if Blender.mode == 'interactive': DrawProgressBar(1.0,'Done!')
class BlenderGui:
def __init__(self):
text="""A log has been written to a blender text window. Change this window type to
a text window and you will be able to select the file."""
text=textwrap.wrap(text,40)
text+=['']
if log.has_critical:
text+=['There were critical errors!!!!']
elif log.has_errors:
text+=['There were errors!']
elif log.has_warnings:
text+=['There were warnings']
# add any more text before here
text.reverse()
self.msg=text
Blender.Draw.Register(self.gui, self.event, self.button_event)
def gui(self,):
quitbutton = Blender.Draw.Button("Exit", 1, 0, 0, 100, 20, "Close Window")
y=35
for line in self.msg:
BGL.glRasterPos2i(10,y)
Blender.Draw.Text(line)
y+=15
def event(self,evt, val):
if evt == Blender.Draw.ESCKEY:
Blender.Draw.Exit()
return
def button_event(self,evt):
if evt == 1:
Blender.Draw.Exit()
return
def hotshot_export(filename):
import hotshot,hotshot.stats
prof=hotshot.Profile('blender2cal3d.prof')
print prof.runcall(export,filename)
prof.close()
stats=hotshot.stats.load('blender2cal3d.prof')
stats.strip_dirs()
stats.sort_stats('time','calls')
stats.print_stats()
# Main script
def fs_callback(filename):
save_to_registry(filename)
#hotshot_export(filename)
export(filename)
BlenderGui()
def save_to_registry(filename):
dir,name=os.path.split(filename)
d={'default_path':dir,
}
log.info('storing %s to registry' % str(d))
Registry.SetKey('blender2cal3d',d)
def get_from_registry():
d=Registry.GetKey('blender2cal3d')
if d:
log.info('got %s from registry' % str(d))
return d['default_path']
else:
return ''
# Check for batch mode
if "--blender2cal3d" in sys.argv:
args = sys.argv[sys.argv.index("--blender2cal3d") + 1:]
for arg in args:
attr, val = arg.split("=")
try: val = int(val)
except:
try: val = float(val)
except: pass
globals()[attr] = val
if CONFIG_TEXT:
for line in Blender.Text.get(CONFIG_TEXT).asLines():
if line.startswith("material_"):
old, new = line[9:].split("=")
MATERIAL_MAP[old] = new
log.info("Maps material %s to %s" % (old, new))
export(FILENAME)
Blender.Quit()
else:
if FILENAME: fs_callback(FILENAME)
else:
defaultname = Blender.Get("filename")
if defaultname.endswith(".blend"):
defaultname = defaultname[0:len(defaultname)-len(".blend")] + ".cfg"
dir,name=os.path.split(defaultname)
lastpath=get_from_registry()
defaultname=os.path.join(lastpath,name)
Blender.Window.FileSelector(fs_callback, "Cal3D Export", defaultname)
|