diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2016-07-10 19:15:35 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2016-07-10 19:15:35 +0200 |
commit | da3ad668259aa03caeae5904154e77481c1dba6b (patch) | |
tree | 01889b2f67b385c8c89d22077741a21d5ab4b28c | |
parent | bba89aef3b01d96a0a14e93d9f78b068d3f3f8ca (diff) |
Remove Better Collada Exporter, now in its own repo
See https://github.com/godotengine/collada-exporter for the new upstream location.
-rw-r--r-- | tools/export/blender25/godot_export_manager.py | 576 | ||||
-rw-r--r-- | tools/export/blender25/install.txt | 11 | ||||
-rw-r--r-- | tools/export/blender25/io_scene_dae/__init__.py | 192 | ||||
-rw-r--r-- | tools/export/blender25/io_scene_dae/export_dae.py | 1923 |
4 files changed, 0 insertions, 2702 deletions
diff --git a/tools/export/blender25/godot_export_manager.py b/tools/export/blender25/godot_export_manager.py deleted file mode 100644 index c91f55b51c..0000000000 --- a/tools/export/blender25/godot_export_manager.py +++ /dev/null @@ -1,576 +0,0 @@ -# ##### 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 ##### - -# Script copyright (c) Andreas Esau - -import bpy -from bpy.props import (StringProperty, BoolProperty, EnumProperty, - FloatProperty, IntProperty, CollectionProperty) -import os -from bpy.app.handlers import persistent -from mathutils import Matrix - -bl_info = { - "name": "Godot Export Manager", - "author": "Andreas Esau", - "version": (1, 0), - "blender": (2, 7, 0), - "location": "Scene Properties > Godot Export Manager", - "description": "Godot Export Manager uses the Better Collada Exporter" - "to manage Export Groups and automatically export the objects groups" - "to Collada Files.", - "warning": "", - "wiki_url": ("http://www.godotengine.org"), - "tracker_url": "", - "category": "Import-Export"} - - -class godot_export_manager(bpy.types.Panel): - bl_label = "Godot Export Manager" - bl_space_type = 'PROPERTIES' - bl_region_type = 'WINDOW' - bl_context = "scene" - - bpy.types.Scene.godot_export_on_save = BoolProperty(default=False) - - def draw(self, context): - """ Draw function for all ui elements """ - layout = self.layout - split = self.layout.split() - scene = bpy.data.scenes[0] - ob = context.object - scene = context.scene - - row = layout.row() - col = row.column() - col.prop(scene, "godot_export_on_save", text="Export Groups on save") - - row = layout.row() - col = row.column(align=True) - op = col.operator("scene.godot_add_objects_to_group", - text="Add selected objects to Group", - icon="COPYDOWN") - - op = col.operator("scene.godot_delete_objects_from_group", - text="Delete selected objects from Group", - icon="PASTEDOWN") - - row = layout.row() - col = row.column() - col.label(text="Export Groups:") - - row = layout.row() - col = row.column() - - col.template_list("UI_List_Godot", "dummy", scene, - "godot_export_groups", scene, - "godot_export_groups_index", rows=1, maxrows=10, - type='DEFAULT') - - col = row.column(align=True) - col.operator("scene.godot_add_export_group", text="", icon="ZOOMIN") - col.operator("scene.godot_delete_export_group", text="", - icon="ZOOMOUT") - col.operator("scene.godot_export_all_groups", text="", icon="EXPORT") - - if len(scene.godot_export_groups) > 0: - row = layout.row() - col = row.column() - group = scene.godot_export_groups[scene.godot_export_groups_index] - col.prop(group, "name", text="Group Name") - col.prop(group, "export_name", text="Export Name") - col.prop(group, "export_path", text="Export Filepath") - - row = layout.row() - col = row.column() - row = layout.row() - col = row.column() - col.label(text="Export Settings:") - - col = col.row(align=True) - col.prop(group, "apply_loc", toggle=True, icon="MAN_TRANS") - col.prop(group, "apply_rot", toggle=True, icon="MAN_ROT") - col.prop(group, "apply_scale", toggle=True, icon="MAN_SCALE") - - row = layout.row() - col = row.column() - - col.prop(group, "use_include_particle_duplicates") - col.prop(group, "use_mesh_modifiers") - col.prop(group, "use_tangent_arrays") - col.prop(group, "use_triangles") - col.prop(group, "use_copy_images") - col.prop(group, "use_active_layers") - col.prop(group, "use_anim") - col.prop(group, "use_anim_action_all") - col.prop(group, "use_anim_skip_noexp") - col.prop(group, "use_anim_optimize") - col.prop(group, "anim_optimize_precision") - col.prop(group, "use_metadata") - - -class UI_List_Godot(bpy.types.UIList): - """ Custom template_list look """ - def draw_item(self, context, layout, data, item, icon, active_data, - active_propname, index): - ob = data - slot = item - col = layout.row(align=True) - - col.label(text=item.name, icon="GROUP") - col.prop(item, "active", text="") - - op = col.operator("scene.godot_select_group_objects", - text="", emboss=False, icon="RESTRICT_SELECT_OFF") - op.idx = index - op = col.operator("scene.godot_export_group", text="", emboss=False, - icon="EXPORT") - op.idx = index - - -class add_objects_to_group(bpy.types.Operator): - bl_idname = "scene.godot_add_objects_to_group" - bl_label = "Add Objects to Group" - bl_description = "Adds the selected Objects to the active group below." - - undo = BoolProperty(default=True) - - def execute(self, context): - scene = context.scene - - objects_str = "" - if len(scene.godot_export_groups) > 0: - for i, object in enumerate(context.selected_objects): - if object.name not in scene.godot_export_groups[ - scene.godot_export_groups_index].nodes: - node = scene.godot_export_groups[ - scene.godot_export_groups_index].nodes.add() - node.name = object.name - if i == 0: - objects_str += object.name - else: - objects_str += ", "+object.name - - self.report({'INFO'}, objects_str + " added to group.") - if self.undo: - bpy.ops.ed.undo_push(message="Objects added to group") - else: - self.report({'WARNING'}, "Create a group first.") - - return {'FINISHED'} - - -class del_objects_from_group(bpy.types.Operator): - bl_idname = "scene.godot_delete_objects_from_group" - bl_label = "Delete Objects from Group" - bl_description = "Delets the selected Objects from the active group below." - - def execute(self, context): - scene = context.scene - - if len(scene.godot_export_groups) > 0: - - selected_objects = [] - for object in context.selected_objects: - selected_objects.append(object.name) - - objects_str = "" - j = 0 - for i, node in enumerate(scene.godot_export_groups[ - scene.godot_export_groups_index].nodes): - if node.name in selected_objects: - scene.godot_export_groups[ - scene.godot_export_groups_index].nodes.remove(i) - - if j == 0: - objects_str += object.name - else: - objects_str += ", "+object.name - j += 1 - - self.report({'INFO'}, objects_str + " deleted from group.") - bpy.ops.ed.undo_push(message="Objects deleted from group") - else: - self.report({'WARNING'}, "There is no group to delete from.") - - return {'FINISHED'} - - -class select_group_objects(bpy.types.Operator): - bl_idname = "scene.godot_select_group_objects" - bl_label = "Select Group Objects" - bl_description = "Will select all group Objects in the scene." - - idx = IntProperty() - - def execute(self, context): - scene = context.scene - for object in context.scene.objects: - object.select = False - for node in scene.godot_export_groups[self.idx].nodes: - if node.name in bpy.data.objects: - bpy.data.objects[node.name].select = True - context.scene.objects.active = bpy.data.objects[node.name] - - return {'FINISHED'} - - -class export_groups_autosave(bpy.types.Operator): - bl_idname = "scene.godot_export_groups_autosave" - bl_label = "Export All Groups" - bl_description = "Exports all groups to Collada." - - def execute(self, context): - scene = context.scene - if scene.godot_export_on_save: - for i in range(len(scene.godot_export_groups)): - if scene.godot_export_groups[i].active: - bpy.ops.scene.godot_export_group(idx=i) - self.report({'INFO'}, "All Groups exported.") - bpy.ops.ed.undo_push(message="Export all Groups") - - return {'FINISHED'} - - -class export_all_groups(bpy.types.Operator): - bl_idname = "scene.godot_export_all_groups" - bl_label = "Export All Groups" - bl_description = "Exports all groups to Collada." - - def execute(self, context): - scene = context.scene - - for i in range(0, len(scene.godot_export_groups)): - bpy.ops.scene.godot_export_group(idx=i, export_all=True) - - self.report({'INFO'}, "All Groups exported.") - - return {'FINISHED'} - - -class export_group(bpy.types.Operator): - bl_idname = "scene.godot_export_group" - bl_label = "Export Group" - bl_description = "Exports the active group to destination folder"\ - " as Collada file." - - idx = IntProperty(default=0) - export_all = BoolProperty(default=False) - - def copy_object_recursive(self, ob, parent, single_user=True): - new_ob = bpy.data.objects[ob.name].copy() - if single_user or ob.type == "ARMATURE": - new_mesh_data = new_ob.data.copy() - new_ob.data = new_mesh_data - bpy.context.scene.objects.link(new_ob) - - if ob != parent: - new_ob.parent = parent - else: - new_ob.parent = None - - for child in ob.children: - self.copy_object_recursive(child, new_ob, single_user) - new_ob.select = True - - return new_ob - - def delete_object(self, ob): - if ob is not None: - for child in ob.children: - self.delete_object(child) - bpy.context.scene.objects.unlink(ob) - bpy.data.objects.remove(ob) - - def convert_group_to_node(self, group): - if group.dupli_group is not None: - for object in group.dupli_group.objects: - if object.parent is None: - object = self.copy_object_recursive(object, object, True) - matrix = Matrix(object.matrix_local) - object.matrix_local = Matrix() - object.matrix_local *= group.matrix_local - object.matrix_local *= matrix - - self.delete_object(group) - - def execute(self, context): - - scene = context.scene - group = context.scene.godot_export_groups - - if not group[self.idx].active and self.export_all: - return{'FINISHED'} - - for i, object in enumerate(group[self.idx].nodes): - if object.name in bpy.data.objects: - pass - else: - group[self.idx].nodes.remove(i) - bpy.ops.ed.undo_push(message="Clear not existent Group Nodes.") - - path = group[self.idx].export_path - if (path.find("//") == 0 or path.find("\\\\") == 0): - # If relative, convert to absolute - path = bpy.path.abspath(path) - path = path.replace("\\", "/") - - # If path exists and group export name is set the group will be - # exported - if os.path.exists(path) and group[self.idx].export_name != "": - - context.scene.layers = [True] * 20 - - if group[self.idx].export_name.endswith(".dae"): - path = os.path.join(path, group[self.idx].export_name) - else: - path = os.path.join(path, group[self.idx].export_name+".dae") - - hide_select = [] - for object in context.scene.objects: - hide_select.append(object.hide_select) - object.hide_select = False - object.select = False - context.scene.objects.active = None - - # Make particle duplicates, parent and select them - nodes_to_be_added = [] - if group[self.idx].use_include_particle_duplicates: - for i, object in enumerate(group[self.idx].nodes): - if bpy.data.objects[object.name].type != "EMPTY": - context.scene.objects.active = bpy.data.objects[ - object.name] - bpy.data.objects[object.name].select = True - bpy.ops.object.duplicates_make_real() - for object in context.selected_objects: - nodes_to_be_added.append(object) - bpy.ops.object.parent_set(type="OBJECT", - keep_transform=False) - - for object in context.selected_objects: - object.select = False - bpy.data.objects[object.name].select = False - context.scene.objects.active = None - for object in nodes_to_be_added: - object.select = True - - # Select all other nodes from the group - for i, object in enumerate(group[self.idx].nodes): - if bpy.data.objects[object.name].type == "EMPTY": - self.convert_group_to_node(bpy.data.objects[object.name]) - else: - bpy.data.objects[object.name].select = True - - bpy.ops.object.transform_apply(location=group[self.idx].apply_loc, - rotation=group[self.idx].apply_rot, - scale=group[self.idx].apply_scale) - bpy.ops.export_scene.dae( - check_existing=True, filepath=path, filter_glob="*.dae", - object_types=group[self.idx].object_types, - use_export_selected=group[self.idx].use_export_selected, - use_mesh_modifiers=group[self.idx].use_mesh_modifiers, - use_tangent_arrays=group[self.idx].use_tangent_arrays, - use_triangles=group[self.idx].use_triangles, - use_copy_images=group[self.idx].use_copy_images, - use_active_layers=group[self.idx].use_active_layers, - use_anim=group[self.idx].use_anim, - use_anim_action_all=group[self.idx].use_anim_action_all, - use_anim_skip_noexp=group[self.idx].use_anim_skip_noexp, - use_anim_optimize=group[self.idx].use_anim_optimize, - anim_optimize_precision=group[ - self.idx].anim_optimize_precision, - use_metadata=group[self.idx].use_metadata) - - self.report({'INFO'}, - '"' + group[self.idx].name + '" Group exported.') - msg = "Export Group "+group[self.idx].name - - bpy.ops.ed.undo_push(message="") - bpy.ops.ed.undo() - bpy.ops.ed.undo_push(message=msg) - - else: - self.report({'INFO'}, "Define Export Name and Export Path.") - - return{'FINISHED'} - - -class add_export_group(bpy.types.Operator): - bl_idname = "scene.godot_add_export_group" - bl_label = "Adds a new export Group" - bl_description = "Creates a new Export Group with the selected"\ - " Objects assigned to it." - - def execute(self, context): - scene = context.scene - - item = scene.godot_export_groups.add() - item.name = "New Group" - for object in context.selected_objects: - node = item.nodes.add() - node.name = object.name - scene.godot_export_groups_index = len(scene.godot_export_groups)-1 - bpy.ops.ed.undo_push(message="Create New Export Group") - - return{'FINISHED'} - - -class del_export_group(bpy.types.Operator): - bl_idname = "scene.godot_delete_export_group" - bl_label = "Delets the selected export Group" - bl_description = "Delets the active Export Group." - - def invoke(self, context, event): - wm = context.window_manager - - return wm.invoke_confirm(self, event) - - def execute(self, context): - scene = context.scene - - scene.godot_export_groups.remove(scene.godot_export_groups_index) - if scene.godot_export_groups_index > 0: - scene.godot_export_groups_index -= 1 - bpy.ops.ed.undo_push(message="Delete Export Group") - - return {'FINISHED'} - - -class godot_node_list(bpy.types.PropertyGroup): - name = StringProperty() - - -class godot_export_groups(bpy.types.PropertyGroup): - name = StringProperty(name="Group Name") - export_name = StringProperty(name="scene_name") - nodes = CollectionProperty(type=godot_node_list) - export_path = StringProperty(subtype="DIR_PATH") - active = BoolProperty(default=True, description="Export Group") - - object_types = EnumProperty(name="Object Types", options={'ENUM_FLAG'}, - items=(('EMPTY', "Empty", ""), - ('CAMERA', "Camera", ""), - ('LAMP', "Lamp", ""), - ('ARMATURE', "Armature", ""), - ('MESH', "Mesh", ""), - ('CURVE', "Curve", ""), ), - default={'EMPTY', 'CAMERA', 'LAMP', - 'ARMATURE', 'MESH', 'CURVE'}) - - apply_scale = BoolProperty(name="Apply Scale", - description="Apply Scale before export.", - default=False) - apply_rot = BoolProperty(name="Apply Rotation", - description="Apply Rotation before export.", - default=False) - apply_loc = BoolProperty(name="Apply Location", - description="Apply Location before export.", - default=False) - - use_export_selected = BoolProperty(name="Selected Objects", - description="Export only selected" - "objects (and visible in active layers " - "if that applies).", default=True) - use_mesh_modifiers = BoolProperty(name="Apply Modifiers", - description="Apply modifiers to mesh" - " objects (on a copy!).", default=True) - use_tangent_arrays = BoolProperty(name="Tangent Arrays", - description="Export Tangent and Binormal" - " arrays (for normalmapping).", - default=False) - use_triangles = BoolProperty(name="Triangulate", - description="Export Triangles instead of" - " Polygons.", default=False) - - use_copy_images = BoolProperty(name="Copy Images", - description="Copy Images (create images/ " - "subfolder)", default=False) - use_active_layers = BoolProperty(name="Active Layers", - description="Export only objects on the" - " active layers.", default=True) - use_anim = BoolProperty(name="Export Animation", - description="Export keyframe animation", - default=False) - use_anim_action_all = BoolProperty(name="All Actions", - description=("Export all actions for " - "the first armature found" - " in separate DAE files"), - default=False) - use_anim_skip_noexp = BoolProperty(name="Skip (-noexp) Actions", - description="Skip exporting of" - " actions whose name end in (-noexp)." - " Useful to skip control animations.", - default=True) - use_anim_optimize = BoolProperty(name="Optimize Keyframes", - description="Remove double keyframes", - default=True) - - anim_optimize_precision = FloatProperty( - name="Precision", description=("Tolerence for comparing double " - "keyframes (higher for greater " - "accuracy)"), min=1, max=16, - soft_min=1, soft_max=16, default=6.0) - - use_metadata = BoolProperty(name="Use Metadata", default=True, - options={'HIDDEN'}) - use_include_particle_duplicates = BoolProperty( - name="Include Particle Duplicates", default=True) - - -def register(): - bpy.utils.register_class(godot_export_manager) - bpy.utils.register_class(godot_node_list) - bpy.utils.register_class(godot_export_groups) - bpy.utils.register_class(add_export_group) - bpy.utils.register_class(del_export_group) - bpy.utils.register_class(export_all_groups) - bpy.utils.register_class(export_groups_autosave) - bpy.utils.register_class(export_group) - bpy.utils.register_class(add_objects_to_group) - bpy.utils.register_class(del_objects_from_group) - bpy.utils.register_class(select_group_objects) - bpy.utils.register_class(UI_List_Godot) - - bpy.types.Scene.godot_export_groups = CollectionProperty( - type=godot_export_groups) - bpy.types.Scene.godot_export_groups_index = IntProperty(default=0, min=0) - - -def unregister(): - bpy.utils.unregister_class(godot_export_manager) - bpy.utils.unregister_class(godot_node_list) - bpy.utils.unregister_class(godot_export_groups) - bpy.utils.unregister_class(export_groups_autosave) - bpy.utils.unregister_class(add_export_group) - bpy.utils.unregister_class(del_export_group) - bpy.utils.unregister_class(export_all_groups) - bpy.utils.unregister_class(export_group) - bpy.utils.unregister_class(add_objects_to_group) - bpy.utils.unregister_class(del_objects_from_group) - bpy.utils.unregister_class(select_group_objects) - bpy.utils.unregister_class(UI_List_Godot) - - -@persistent -def auto_export(dummy): - bpy.ops.scene.godot_export_groups_autosave() - -bpy.app.handlers.save_post.append(auto_export) - -if __name__ == "__main__": - register() diff --git a/tools/export/blender25/install.txt b/tools/export/blender25/install.txt deleted file mode 100644 index 049af8848e..0000000000 --- a/tools/export/blender25/install.txt +++ /dev/null @@ -1,11 +0,0 @@ -Godot Author's Own Collada Exporter ------------------------------------ - -1) Copy the "io_scene_dae" directory to wherever blender stores the - scripts/addons folder (You will see many other io_scene_blahblah like - folders). Copy the entire dir, not just the contents, make it just like - the others. -2) Go to Blender settings and enable the "Better Collada" plugin -3) Enjoy proper Collada export. -4) If it's broken, contact us. -
\ No newline at end of file diff --git a/tools/export/blender25/io_scene_dae/__init__.py b/tools/export/blender25/io_scene_dae/__init__.py deleted file mode 100644 index 0b82e1537b..0000000000 --- a/tools/export/blender25/io_scene_dae/__init__.py +++ /dev/null @@ -1,192 +0,0 @@ -# ##### 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 ##### - -# <pep8-80 compliant> - -import bpy -from bpy.props import StringProperty, BoolProperty, FloatProperty, EnumProperty - -from bpy_extras.io_utils import ExportHelper -bl_info = { - "name": "Better Collada Exporter", - "author": "Juan Linietsky", - "blender": (2, 5, 8), - "api": 38691, - "location": "File > Import-Export", - "description": ("Export DAE Scenes, This plugin actually works better! " - "otherwise contact me."), - "warning": "", - "wiki_url": ("http://www.godotengine.org"), - "tracker_url": "", - "support": 'OFFICIAL', - "category": "Import-Export"} - -if "bpy" in locals(): - import imp - if "export_dae" in locals(): - imp.reload(export_dae) - - -class ExportDAE(bpy.types.Operator, ExportHelper): - '''Selection to DAE''' - bl_idname = "export_scene.dae" - bl_label = "Export DAE" - bl_options = {'PRESET'} - - filename_ext = ".dae" - filter_glob = StringProperty(default="*.dae", options={'HIDDEN'}) - - # List of operator properties, the attributes will be assigned - # to the class instance from the operator settings before calling. - - object_types = EnumProperty( - name="Object Types", - options={'ENUM_FLAG'}, - items=(('EMPTY', "Empty", ""), - ('CAMERA', "Camera", ""), - ('LAMP', "Lamp", ""), - ('ARMATURE', "Armature", ""), - ('MESH', "Mesh", ""), - ('CURVE', "Curve", ""), - ), - default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH', 'CURVE'}, - ) - - use_export_selected = BoolProperty( - name="Selected Objects", - description="Export only selected objects (and visible in active " - "layers if that applies).", - default=False, - ) - use_mesh_modifiers = BoolProperty( - name="Apply Modifiers", - description="Apply modifiers to mesh objects (on a copy!).", - default=False, - ) - use_tangent_arrays = BoolProperty( - name="Tangent Arrays", - description="Export Tangent and Binormal arrays " - "(for normalmapping).", - default=False, - ) - use_triangles = BoolProperty( - name="Triangulate", - description="Export Triangles instead of Polygons.", - default=False, - ) - - use_copy_images = BoolProperty( - name="Copy Images", - description="Copy Images (create images/ subfolder)", - default=False, - ) - use_active_layers = BoolProperty( - name="Active Layers", - description="Export only objects on the active layers.", - default=True, - ) - use_anim = BoolProperty( - name="Export Animation", - description="Export keyframe animation", - default=False, - ) - use_anim_action_all = BoolProperty( - name="All Actions", - description=("Export all actions for the first armature found " - "in separate DAE files"), - default=False, - ) - use_anim_skip_noexp = BoolProperty( - name="Skip (-noexp) Actions", - description="Skip exporting of actions whose name end in (-noexp)." - " Useful to skip control animations.", - default=True, - ) - use_anim_optimize = BoolProperty( - name="Optimize Keyframes", - description="Remove double keyframes", - default=True, - ) - - anim_optimize_precision = FloatProperty( - name="Precision", - description=("Tolerence for comparing double keyframes " - "(higher for greater accuracy)"), - min=1, max=16, - soft_min=1, soft_max=16, - default=6.0, - ) - - use_metadata = BoolProperty( - name="Use Metadata", - default=True, - options={'HIDDEN'}, - ) - - @property - def check_extension(self): - # return self.batch_mode == 'OFF' - return True - - def check(self, context): - return True - """ - isretur_def_change = super().check(context) - return (is_xna_change or is_def_change) - """ - - def execute(self, context): - if not self.filepath: - raise Exception("filepath not set") - - """ global_matrix = Matrix() - - global_matrix[0][0] = \ - global_matrix[1][1] = \ - global_matrix[2][2] = self.global_scale - """ - - keywords = self.as_keywords(ignore=("axis_forward", - "axis_up", - "global_scale", - "check_existing", - "filter_glob", - "xna_validate", - )) - - from . import export_dae - return export_dae.save(self, context, **keywords) - - -def menu_func(self, context): - self.layout.operator(ExportDAE.bl_idname, text="Better Collada (.dae)") - - -def register(): - bpy.utils.register_module(__name__) - - bpy.types.INFO_MT_file_export.append(menu_func) - - -def unregister(): - bpy.utils.unregister_module(__name__) - - bpy.types.INFO_MT_file_export.remove(menu_func) - -if __name__ == "__main__": - register() diff --git a/tools/export/blender25/io_scene_dae/export_dae.py b/tools/export/blender25/io_scene_dae/export_dae.py deleted file mode 100644 index 9f8458c0da..0000000000 --- a/tools/export/blender25/io_scene_dae/export_dae.py +++ /dev/null @@ -1,1923 +0,0 @@ -# ##### 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. |