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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /tools/export/godot_export.py
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
GODOT IS OPEN SOURCE
Diffstat (limited to 'tools/export/godot_export.py')
-rw-r--r--tools/export/godot_export.py1842
1 files changed, 1842 insertions, 0 deletions
diff --git a/tools/export/godot_export.py b/tools/export/godot_export.py
new file mode 100644
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+++ b/tools/export/godot_export.py
@@ -0,0 +1,1842 @@
+#!BPY
+# -*- coding: utf-8 -*-
+"""
+Name: 'godot export (.xml)...'
+Blender: 241
+Group: 'Export'
+Tooltip: 'Godot exporter'
+"""
+
+
+godot_revision="$Rev: 2068 $"
+
+VERSION = "1.0"
+
+import os
+import Blender
+import math
+from Blender.BGL import *
+
+MAX_WEIGHTS_PER_VERTEX = 4
+
+class ExporterData:
+ def __init__(self, fname):
+
+ self.resource_list=[]
+ self.mesh_caches={}
+ self.material_caches={}
+ self.filename = fname
+
+class ObjectTree:
+
+
+ def add(self,p_prop,p_val):
+ self._properties+=[(p_prop,p_val)]
+
+ def __init__(self,p_parent,p_type,p_name=""):
+ self._parent=p_parent
+ self._name=p_name
+ self._type=p_type
+ self._properties=[]
+ self._children=[]
+ self._resource=False
+ self._res_path=""
+ self._bone_map=None
+
+
+def get_root_objects(scene):
+ objs=[]
+ for x in list(scene.objects):
+ parent = x.getParent()
+ if (parent==None):
+ objs+=[x]
+ return objs
+
+def get_children_objects(scene,node):
+ objs=[]
+ for x in list(scene.objects):
+ if (x.getParent()==None or x.getParent().getName()!=node.getName()):
+ continue
+ objs+=[x]
+
+ return objs
+
+
+def convert_matrix(m):
+
+ mat = m.copy()
+
+
+# Invert Z by Y, including position, but leave [2][2] alone, which is done by mirroring
+#
+
+ for col in range(4):
+ tmp = mat[col][1]
+ mat[col][1] = mat[col][2]
+ mat[col][2] = tmp
+
+ for row in range(4):
+ tmp = mat[1][row]
+ mat[1][row] = mat[2][row]
+ mat[2][row] = tmp
+
+
+ mat[2][0]=-mat[2][0]
+ mat[2][1]=-mat[2][1]
+ mat[2][3]=-mat[2][3]
+ mat[0][2]=-mat[0][2]
+ mat[1][2]=-mat[1][2]
+ mat[3][2]=-mat[3][2]
+
+ return mat
+
+
+def eq_vec(a,b):
+ return (a.distance_to(b)<0.0001)
+
+def eq_uv(a,b):
+ return (a.distance_to(b)<0.0001)
+
+def add_vec(a,b):
+ return Vector3( (a.x+b.x, a.y+b.y, a.z+b.z ) )
+
+def sub_vec(a,b):
+ return Vector3( (a.x-b.x, a.y-b.y, a.z-b.z ) )
+
+def mul_vec(a,b):
+ return Vector3( (a.x*b.x, a.y*b.y, a.z*b.z ) )
+
+def dot_vec(a,b):
+ return a.x*b.x + a.y*b.y + a.z*b.z
+
+def cross_vec(a,b):
+ x = (a.y * b.z) - (a.z * b.y);
+ y = (a.z * b.x) - (a.x * b.z);
+ z = (a.x * b.y) - (a.y * b.x);
+ return Vector3( (x,y,z) )
+
+def mul_vecs(a,s):
+ return Vector3( (a.x*s, a.y*s, a.z*s) )
+
+
+def div_vecs(a,s):
+ return Vector3( (a.x/s, a.y/s, a.z/s) )
+
+
+class Color:
+ def average(self):
+ return (self.r+self.g+self.b)/3.0
+
+ def __init__(self,tup):
+
+ self.r=0
+ self.g=0
+ self.b=0
+ self.a=1.0
+
+ if (len(tup)>=1):
+ self.r=tup[0]
+ if (len(tup)>=2):
+ self.g=tup[1]
+ if (len(tup)>=3):
+ self.b=tup[2]
+ if (len(tup)>=4):
+ self.a=tup[3]
+
+
+
+
+class Vector3:
+
+ def distance_to(self,v):
+ return math.sqrt( (self.x-v.x)**2 + (self.y-v.y)**2 + (self.z-v.z)**2 );
+ def length(self):
+ return math.sqrt( self.x**2 + self.y**2 + self.z**2 )
+ def normalize(self):
+ l=self.length()
+ if (l==0.0):
+ return
+ self.x/=l
+ self.y/=l
+ self.z/=l
+
+ def __init__(self,tup):
+ self.x=0
+ self.y=0
+ self.z=0
+
+ if (len(tup)>=1):
+ self.x=tup[0]
+ if (len(tup)>=2):
+ self.y=tup[1]
+ if (len(tup)>=3):
+ self.z=tup[2]
+
+
+class Matrix4x3:
+
+ def invert(self):
+
+ self.m[0][1], self.m[1][0]=self.m[1][0], self.m[0][1]
+ self.m[0][2], self.m[2][0]=self.m[2][0], self.m[0][2]
+ self.m[1][2], self.m[2][1]=self.m[2][1], self.m[1][2]
+
+ x= -self.m[0][3];
+ y= -self.m[1][3];
+ z= -self.m[2][3];
+
+ self.m[0][3]= (self.m[0][0]*x ) + ( self.m[1][0]*y ) + ( self.m[2][0]*z );
+ self.m[1][3]= (self.m[0][1]*x ) + ( self.m[1][1]*y ) + ( self.m[2][1]*z );
+ self.m[2][3]= (self.m[0][2]*x ) + ( self.m[1][2]*y ) + ( self.m[2][2]*z );
+
+ def mult_by(self,mat):
+
+ new_m=Matrix4x3()
+ for j in range(4):
+ for i in range(3):
+ ab = 0;
+ for k in range(3):
+ ab += self.m[i][k] * mat.m[k][j];
+
+ new_m.m[i][j]=ab;
+ self.m=new_m.m
+ """
+ def mult_by(mat):
+ res=Matrix4x3()
+ res.elements[0][0] =solf.m[0][0] * self.m[0][0] +solf.m[0][1] * self.m[1][0] +solf.m[0][2] * self.m[2][0];
+ res.elements[0][1] =solf.m[0][0] * self.m[0][1] +solf.m[0][1] * self.m[1][1] +solf.m[0][2] * self.m[2][1];
+ res.elements[0][2] =solf.m[0][0] * self.m[0][2] +solf.m[0][1] * self.m[1][2] +solf.m[0][2] * self.m[2][2];
+
+ res.elements[1][0] =solf.m[1][0] * self.m[0][0] +solf.m[1][1] * self.m[1][0] +solf.m[1][2] * self.m[2][0];
+ res.elements[1][1] =solf.m[1][0] * self.m[0][1] +solf.m[1][1] * self.m[1][1] +solf.m[1][2] * self.m[2][1];
+ res.elements[1][2] =solf.m[1][0] * self.m[0][2] +solf.m[1][1] * self.m[1][2] +solf.m[1][2] * self.m[2][2];
+
+ res.elements[2][0] =solf.m[2][0] * self.m[0][0] +solf.m[2][1] * self.m[1][0] +solf.m[2][2] * self.m[2][0];
+ res.elements[2][1] =solf.m[2][0] * self.m[0][1] +solf.m[2][1] * self.m[1][1] +solf.m[2][2] * self.m[2][1];
+ res.elements[2][2] =solf.m[2][0] * self.m[0][2] +solf.m[2][1] * self.m[1][2] +solf.m[2][2] * self.m[2][2];
+ """
+ def xform(self,vec):
+
+ x=self.m[0][0] * vec.x + self.m[0][1] * vec.y + self.m[0][2] * vec.z + self.m[0][3]
+ y=self.m[1][0] * vec.x + self.m[1][1] * vec.y + self.m[1][2] * vec.z + self.m[1][3]
+ z=self.m[2][0] * vec.x + self.m[2][1] * vec.y + self.m[2][2] * vec.z + self.m[2][3]
+ return Vector3( (x,y,z ) )
+
+ def xform_basis(self,vec):
+
+ x=self.m[0][0] * vec.x + self.m[0][1] * vec.y + self.m[0][2] * vec.z
+ y=self.m[1][0] * vec.x + self.m[1][1] * vec.y + self.m[1][2] * vec.z
+ z=self.m[2][0] * vec.x + self.m[2][1] * vec.y + self.m[2][2] * vec.z
+ return Vector3( (x,y,z ) )
+
+ def copy(self):
+ ret=Matrix4x3();
+ for i in range(3):
+ for j in range(4):
+ ret.m[i][j]=self.m[i][j]
+ return ret;
+
+ def setBlenderMatrix(self,bm):
+ for i in range(3):
+ for j in range(3):
+ self.m[i][j]=bm[i][j]
+
+ self.m[i][3]=bm[3][i] #weird
+
+ def getBlenderMatrix(self):
+ bm=Blender.Mathutils.Matrix([0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,1])
+ for i in range(3):
+ for j in range(3):
+ bm[i][j]=self.m[i][j]
+
+ bm[3][i]=self.m[i][3] #weird
+
+ return bm;
+
+ def getPos(self):
+ return Vector3( (self.m[0][3], self.m[1][3], self.m[2][3]) )
+ def getScale(self):
+ norm=((\
+ Vector3((self.m[0][0], self.m[0][1], self.m[0][2])).length(),\
+ Vector3((self.m[1][0], self.m[1][1], self.m[1][2])).length(),\
+ Vector3((self.m[2][0], self.m[2][1], self.m[2][2])).length()\
+ ))
+ return Vector3(norm)
+
+ def scale(self,s):
+ self.m[0][0]*=s.x;
+ self.m[0][1]*=s.x;
+ self.m[0][2]*=s.x;
+ self.m[0][3]*=s.x;
+ self.m[1][0]*=s.y;
+ self.m[1][1]*=s.y;
+ self.m[1][2]*=s.y;
+ self.m[1][3]*=s.y;
+ self.m[2][0]*=s.z;
+ self.m[2][1]*=s.z;
+ self.m[2][2]*=s.z;
+ self.m[2][3]*=s.z;
+
+ def scale3x3(self,s):
+ self.m[0][0]*=s.x;
+ self.m[0][1]*=s.x;
+ self.m[0][2]*=s.x;
+ self.m[1][0]*=s.y;
+ self.m[1][1]*=s.y;
+ self.m[1][2]*=s.y;
+ self.m[2][0]*=s.z;
+ self.m[2][1]*=s.z;
+ self.m[2][2]*=s.z;
+
+ def clearScale(self):
+ s=self.getScale();
+ s.x=1.0/s.x
+ s.y=1.0/s.y
+ s.z=1.0/s.z
+ self.scale3x3(s)
+ def set_rotation( self, p_axis, p_phi ):
+ axis_sq = Vector3([p_axis.x*p_axis.x,p_axis.y*p_axis.y,p_axis.z*p_axis.z])
+
+ cosine= math.cos(p_phi);
+ sine= math.sin(p_phi);
+
+ self.m[0][0] = axis_sq.x + cosine * ( 1.0 - axis_sq.x );
+ self.m[0][1] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine;
+ self.m[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine;
+
+ self.m[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) - p_axis.z * sine;
+ self.m[1][1] = axis_sq.y + cosine * ( 1.0 - axis_sq.y );
+ self.m[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine;
+
+ self.m[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine;
+ self.m[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine;
+ self.m[2][2] = axis_sq.z + cosine * ( 1.0 - axis_sq.z );
+
+ def __init__(self):
+ self.m=[[1,0,0,0],[0,1,0,0],[0,0,1,0]]
+
+
+class Quat:
+
+ def distance_to(self,v):
+ return math.sqrt( (self.x-v.x)**2 + (self.y-v.y)**2 + (self.z-v.z)**2+ (self.w-v.w)**2 );
+
+ def __init__(self,p_mat):
+ """
+ q=mat.getBlenderMatrix().toQuat();
+ self.x=q.x;
+ self.y=q.y;
+ self.z=q.z;
+ self.w=q.w;
+ """
+
+ mat=p_mat.copy()
+#create quaternion from 4x3 matrix
+
+ trace = mat.m[0][0] + mat.m[1][1] + mat.m[2][2];
+ temp=[0,0,0,0];
+
+ if (trace > 0) :
+
+ s =math.sqrt(trace + 1.0);
+ temp[3]=(s * 0.5);
+ s = 0.5 / s;
+
+ temp[0]=((mat.m[2][1] - mat.m[1][2]) * s);
+ temp[1]=((mat.m[0][2] - mat.m[2][0]) * s);
+ temp[2]=((mat.m[1][0] - mat.m[0][1]) * s);
+
+ else :
+
+ i=int()
+ if (mat.m[0][0] < mat.m[1][1]):
+ if (mat.m[1][1] < mat.m[2][2]):
+ i=2
+ else:
+ i=1
+ else:
+ if (mat.m[0][0] < mat.m[2][2]):
+ i=2
+ else:
+ i=0
+
+ j = (i + 1) % 3;
+ k = (i + 2) % 3;
+
+ s = math.sqrt(mat.m[i][i] - mat.m[j][j] - mat.m[k][k] + 1.0);
+ temp[i] = s * 0.5;
+ s = 0.5 / s;
+
+ temp[3] = (mat.m[k][j] - mat.m[j][k]) * s;
+ temp[j] = (mat.m[j][i] + mat.m[i][j]) * s;
+ temp[k] = (mat.m[k][i] + mat.m[i][k]) * s;
+
+ self.x=temp[0]
+ self.y=temp[1]
+ self.z=temp[2]
+ self.w=temp[3]
+
+def snap_vec(vec):
+ ret=()
+ for x in vec:
+ ret+=( x-math.fmod(x,0.0001), )
+
+ return vec
+
+class Surface:
+
+
+ def write_to_res(self,res,i):
+ prep="surfaces/"+str(i)+"/"
+ format={}
+ format["primitive"]=4 # triangles
+ format["array_len"]=len(self._verts)
+ format["index_array_len"]=len(self._indices)
+
+ res.add(prep+"format",format)
+
+ if (self._material!=None):
+ res.add(prep+"material",self._material)
+ res.add(prep+"vertex_array",self._verts)
+ res.add(prep+"normal_array",self._normals)
+ res.add(prep+"index_array",self._indices)
+ format_str="vin"
+
+ if (len(self._tangents)):
+ res.add(prep+"tangent_array",self._tangents)
+ format_str+="t"
+
+ if (len(self._colors)):
+ res.add(prep+"color_array",self._colors)
+ format_str+="c"
+
+ if (len(self._uvs)):
+ res.add(prep+"tex_uv_array",self._uvs)
+ format_str+="u"
+
+ if (len(self._bone_indices)):
+ res.add(prep+"bone_array",self._bone_indices)
+ format_str+="b"
+
+ if (len(self._weights)):
+ res.add(prep+"weights_array",self._weights)
+ format_str+="w"
+
+ # binormals....
+ format["format"]=format_str
+
+# convert vertices to be compatile with Y_UP
+
+ def fix_vertex_axis(self,v):
+
+ return Vector3( (v.x, v.z, -v.y) );
+
+ def convert(self,applymatrix=None):
+
+ # STEP 1 fix coordinates
+ for i in range(len(self._verts)):
+ self._verts[i]=self.fix_vertex_axis(self._verts[i])
+ self._normals[i]=self.fix_vertex_axis(self._normals[i])
+ if (applymatrix):
+ for i in range(len(self._verts)):
+ self._verts[i]=applymatrix.xform( self._verts[i] )
+ self._normals[i]=applymatrix.xform_basis( self._normals[i] )
+
+ # STEP 2 fix indices
+
+ for i in range(len(self._indices)/3):
+ aux=self._indices[i*3+1]
+ self._indices[i*3+1]=self._indices[i*3+2]
+ self._indices[i*3+2]=aux
+
+ # STEP 4 compute binormals
+ if (len(self._uvs)):
+
+ tangents=[ Vector3( (0,0,0 ) ) ] * len(self._verts)
+ binormals=[ Vector3( (0,0,0 ) ) ] * len(self._verts)
+ for i in range(len(self._indices)/3):
+
+ v1 = self._verts[ self._indices[i*3+0] ]
+ v2 = self._verts[ self._indices[i*3+1] ]
+ v3 = self._verts[ self._indices[i*3+2] ]
+
+ w1 = self._uvs[ self._indices[i*3+0] ]
+ w2 = self._uvs[ self._indices[i*3+1] ]
+ w3 = self._uvs[ self._indices[i*3+2] ]
+
+
+ x1 = v2.x - v1.x
+ x2 = v3.x - v1.x
+ y1 = v2.y - v1.y
+ y2 = v3.y - v1.y
+ z1 = v2.z - v1.z
+ z2 = v3.z - v1.z
+
+ s1 = w2.x - w1.x
+ s2 = w3.x - w1.x
+ t1 = w2.y - w1.y
+ t2 = w3.y - w1.y
+
+ r = (s1 * t2 - s2 * t1);
+ if (r==0):
+ binormal=Vector3((0,0,0))
+ tangent=Vector3((0,0,0))
+ else:
+ tangent = Vector3(((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
+ (t2 * z1 - t1 * z2) * r))
+ binormal = Vector3(((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
+ (s1 * z2 - s2 * z1) * r))
+
+ tangents[ self._indices[i*3+0] ] = add_vec( tangents[ self._indices[i*3+0] ], tangent )
+ binormals[ self._indices[i*3+0] ] = add_vec( binormals[ self._indices[i*3+0] ], binormal )
+ tangents[ self._indices[i*3+1] ] = add_vec( tangents[ self._indices[i*3+1] ], tangent )
+ binormals[ self._indices[i*3+1] ] = add_vec( binormals[ self._indices[i*3+1] ], binormal )
+ tangents[ self._indices[i*3+2] ] = add_vec( tangents[ self._indices[i*3+2] ], tangent )
+ binormals[ self._indices[i*3+2] ] = add_vec( binormals[ self._indices[i*3+2] ], binormal )
+
+
+ for i in range(len(tangents)):
+
+ T = tangents[i]
+ T.normalize()
+ B = binormals[i]
+ B.normalize()
+ N=self._normals[i]
+ Tp = T #sub_vec( T, mul_vecs( N, dot_vec( N, T ) ) )
+ #Tp.normalize()
+ Bx = cross_vec( N, Tp )
+ if (dot_vec( Bx, B )<0):
+ Bw=-1.0
+ else:
+ Bw=1.0
+
+ self._tangents.append(float(Tp.x))
+ self._tangents.append(float(Tp.y))
+ self._tangents.append(float(Tp.z))
+ self._tangents.append(float(Bw))
+
+
+
+ def _insertVertex(self,face,i):
+
+ index_key=snap_vec((face.v[i].co.x,face.v[i].co.z,face.v[i].co.y))
+ v=Vector3(face.v[i].co)
+
+ if (face.smooth):
+ index_key+=snap_vec((face.v[i].no[0],face.v[i].no[1],face.v[i].no[2]))
+ else:
+ index_key+=snap_vec((face.no[0],face.no[1],face.no[2]))
+
+
+ uv=None
+ if (self._has_uv):
+ uv=face.uv[i]
+ uv=Vector3((uv[0],1.0-uv[1],0)) #save as vector3
+ index_key+=snap_vec((uv.x,uv.y))
+
+ index=-1
+ if (face.smooth and index_key in self._index_cache):
+ index=self._index_cache[index_key]
+
+
+ if (index==-1):
+#no similar vertex exists, so create a new one
+ self._verts+=[v]
+ if (face.smooth):
+ self._normals+=[Vector3(face.v[i].no)]
+ else:
+ self._normals+=[Vector3(face.no)]
+ if (self._has_uv):
+ self._uvs+=[uv]
+ if (self._has_color):
+ self._colors+=[Color((face.col[i].r/255.0,face.col[i].g/255.0,face.col[i].b/255.0,face.col[i].a/255.0))]
+
+ if (self._vertex_weights!=None):
+ for j in xrange(4):
+ self._bone_indices.append( self._vertex_weights[face.v[i].index][j*2+0] )
+ self._weights.append( self._vertex_weights[face.v[i].index][j*2+1] )
+
+ index=len(self._verts)-1
+ self._index_cache[index_key]=index
+
+ self._indices+=[index]
+
+
+
+
+
+
+ def insertFace(self,face):
+
+ if (len(face.v)>=3):
+ self._insertVertex(face,0)
+ self._insertVertex(face,1)
+ self._insertVertex(face,2)
+ if (len(face.v)>=4):
+ self._insertVertex(face,2)
+ self._insertVertex(face,3)
+ self._insertVertex(face,0)
+
+ def __init__(self):
+ self._mat=0
+ self._verts=[]
+ self._normals=[]
+ self._tangents=[]
+ self._colors=[]
+ self._indices=[]
+ self._uvs=[]
+ self._has_uv=False
+ self._bone_indices=[]
+ self._weights=[]
+ self._vertex_weights=[]
+ self._has_color=False
+ self._material=None
+ self._index_cache={}
+
+
+def make_material(mat,twosided_hint,exporter):
+
+
+ if (mat.getName() in exporter.material_caches):
+ # todo, find twosided and add it
+ #if (twosided_hint):
+ # material_caches[mat.getName()]._two_sided=True
+ return exporter.material_caches[mat.getName()]
+
+
+ print("doesn't have it")
+
+ res=ObjectTree(None,"FixedMaterial")
+ res._resource=True
+ res.add("resource/name",mat.getName())
+#color
+ diffuse_col = Color(mat.getRGBCol())
+ diffuse_col.a = 1.0 # mat.getAlpha() this doesn't work..
+ res.add("params/diffuse",diffuse_col)
+ spec_col = Color(mat.getSpecCol())
+ spec_col.r *= mat.getSpec()
+ spec_col.g *= mat.getSpec()
+ spec_col.b *= mat.getSpec()
+ res.add("params/specular",spec_col)
+
+ res.add("params/specular_exp",mat.getHardness())
+ res.add("params/emission",Color([mat.getEmit(),mat.getEmit(),mat.getEmit()]))
+#flags
+ res.add("flags/unshaded",bool(mat.getMode()&Blender.Material.Modes['SHADELESS']))
+ res.add("flags/wireframe",bool(mat.getMode()&Blender.Material.Modes['WIRE']))
+ res.add("flags/double_sided",bool(twosided_hint))
+#textures
+
+ have_primary=False
+ have_detail=False
+ detail_mix=1.0
+ default_diffuse = Color((1,1,1,1))
+ default_spec = Color((1,1,1,1))
+ gen_mode=0
+
+ for tx in mat.textures:
+ if (tx==None):
+ continue
+ if (tx.tex.image==None):
+ continue
+ #gen_mode=0
+ coord_mode=0
+
+ if (tx.texco&Blender.Texture.TexCo['REFL']):
+ gen_mode=1 # reflection
+ coord_mode=3
+ elif (tx.texco&Blender.Texture.TexCo['WIN']):
+ gen_mode=2 # reflection
+ coord_mode=3
+ layer=""
+
+ if (tx.mtCol and not have_primary):
+ layer="textures/diffuse"
+ have_primary=True
+ elif (tx.mtCol and have_primary and not have_detail):
+ layer="textures/detail"
+ detail_mix = tx.colfac
+ print("colfac: "+str(tx.colfac));
+ have_detail=True
+ elif (tx.mtNor):
+ layer="textures/normal"
+ elif (tx.mtSpec):
+ layer="textures/specular"
+
+ if (layer==""):
+ continue
+
+ img_file = tx.tex.image.getFilename()
+
+ #Agregado por Ariel, trajo muchos problemas, lo saco.
+ #img_file = Blender.sys.expandpath(tx.tex.image.getFilename())
+ #exp_dir = os.path.dirname(exporter.filename)
+ #img_file = os.path.relpath(os.path.abspath(img_file), exp_dir)
+
+ img_file = img_file.replace("\\", "/")
+
+ res.add(layer+"_tc",coord_mode)
+ tex_res = ObjectTree(None,"Texture")
+ tex_res._resource=True
+ tex_res._res_path=img_file
+
+ res.add(layer,tex_res)
+
+
+ if (have_detail):
+ res.add("params/detail_mix",detail_mix)
+ if (gen_mode!=0):
+ res.add("tex_gen",gen_mode)
+
+ res._res_path="local://"+str(len(exporter.resource_list))
+
+ exporter.resource_list.append(res)
+
+ res_ref = ObjectTree(None,"Material")
+ res_ref._resource=True
+ res_ref._res_path=res._res_path
+
+
+ exporter.material_caches[mat.getName()]=res_ref
+ return res
+
+def make_mesh_vertex_weights(node,skeleton):
+
+ mesh = node.getData()
+ verts=[]
+
+ groups=mesh.getVertGroupNames()
+ if (len(groups)==0):
+ return None
+
+ idx=0
+ for x in mesh.verts:
+ influences = mesh.getVertexInfluences(idx)
+ inflist=[]
+ for inf in influences:
+ name=inf[0]
+ if (not name in skeleton._bone_map):
+ continue # no bone for group, ignore
+ bone_idx=skeleton._bone_map[name]
+ inflist.append( float(bone_idx) )
+ inflist.append( inf[1] )
+
+ verts.append(inflist)
+ idx+=1
+
+
+ for i in xrange(len(verts)):
+
+ swaps=1
+ while( swaps > 0 ):
+
+ swaps=0
+ for j in xrange(len(verts[i])/2-1):
+ #small dirty bubblesort
+ if (verts[i][j*2+1] < verts[i][(j+1)*2+1]):
+
+ verts[i][j*2],verts[i][(j+1)*2]=verts[i][(j+1)*2],verts[i][j*2]
+
+ verts[i][j*2+1],verts[i][(j+1)*2+1]=verts[i][(j+1)*2+1],verts[i][j*2+1]
+
+ swaps+=1
+
+ if ((len(verts[i])/2)>MAX_WEIGHTS_PER_VERTEX):
+ #more than 4 weights, sort by most significant to least significant
+ new_arr=[]
+
+ for j in xrange(MAX_WEIGHTS_PER_VERTEX*2):
+ new_arr+=[verts[i][j]]
+
+ verts[i]=new_arr
+
+ #make all the weights add up to 1
+ max_w=0.0
+ count=len(verts[i])/2
+
+ for j in range(count):
+ #small dirty bubblesort
+ max_w+=verts[i][j*2+1]
+
+ if (max_w>0.0):
+ mult=1/max_w
+ for j in range(count):
+ verts[i][j*2+1]*=mult
+ #fill up empty slots
+ while ((len(verts[i])/2)<MAX_WEIGHTS_PER_VERTEX):
+ verts[i]+=[0,0] # add empty index
+
+ return verts
+
+
+
+def make_mesh(node,mesh,skeleton,exporter,applymatrix):
+
+
+ mesh_res=ObjectTree(None,"Mesh")
+ mesh_res._resource=True
+ mesh_res.add("resource/name",mesh.name)
+
+
+ #bake faces and surfaces
+
+ weights=None
+
+ if (skeleton!=None):
+ weights=make_mesh_vertex_weights(node,skeleton)
+
+ surfaces={}
+
+ for f in mesh.faces:
+ if (not f.mat in surfaces):
+ surfaces[f.mat]=Surface()
+ surfaces[f.mat]._vertex_weights=weights
+ surfaces[f.mat]._has_uv=mesh.hasFaceUV()
+ surfaces[f.mat]._has_color=mesh.hasVertexColours()
+ surfaces[f.mat]._mat=f.mat
+
+ surfaces[f.mat].insertFace(f)
+ #bake materials
+
+ for s in surfaces.values():
+ if (s._mat<0 or s._mat>=len(mesh.materials)):
+ continue
+ s._material=make_material(mesh.materials[s._mat],(mesh.mode&Blender.Mesh.Modes['TWOSIDED'])!=0,exporter)
+
+ #write surfaces
+ surf_idx=1
+ for x in surfaces.values():
+ x.convert(applymatrix)
+ x.write_to_res(mesh_res,surf_idx)
+ surf_idx+=1
+
+
+ mesh_res._res_path="local://"+str(len(exporter.resource_list))
+
+ exporter.resource_list.append(mesh_res)
+
+ res_ref = ObjectTree(None,"Mesh")
+ res_ref._resource=True
+ res_ref._res_path=mesh_res._res_path
+
+ return mesh_res
+
+def write_mesh(scene, node, tree,exporter):
+
+
+ mesh = node.getData()
+ tree._type="MeshInstance"
+
+ skeleton=tree
+
+ #find a skeleton
+
+ while( skeleton!=None and skeleton._type!="Skeleton" ):
+ skeleton=skeleton._parent
+
+ mat=get_local_matrix(node)
+
+ applymatrix=None
+
+ if (skeleton):
+ applymatrix=mat
+ else:
+ tree.add("transform/local",mat)
+
+ #is mesh cached
+ if (skeleton==None and mesh.name in exporter.mesh_caches):
+
+ global last_local
+
+ tree.add("mesh/mesh",exporter.mesh_caches[mesh.name])
+ return tree
+
+ #make mesh
+
+ mesh_res = make_mesh(node,mesh,skeleton,exporter,applymatrix)
+ tree.add("mesh/mesh",mesh_res)
+
+ if (skeleton==None):
+ exporter.mesh_caches[mesh.name]=mesh_res
+
+
+
+ return tree
+
+def write_armature_bone(bone,tree):
+
+ idx=len(tree._bone_map)
+ parent_idx=-1
+ if (bone.parent != None):
+ parent_idx = tree._bone_map[ bone.parent.name ]
+
+ prop="bones/"+str(idx)+"/"
+ mat = Matrix4x3()
+
+ mat.setBlenderMatrix( convert_matrix(bone.matrix['ARMATURESPACE']) )
+ if (bone.parent!=None):
+ mat_parent=Matrix4x3()
+ #mat_parent.scale(scale)
+ mat_parent.setBlenderMatrix( convert_matrix( bone.parent.matrix['ARMATURESPACE'] ))
+ mat_parent.invert()
+
+ mat.setBlenderMatrix( mat.getBlenderMatrix() * mat_parent.getBlenderMatrix() )
+
+ else:
+
+ pass; #mat.scale(scale)
+
+ tree.add(prop+"name",bone.name)
+ tree.add(prop+"parent",parent_idx)
+ tree.add(prop+"rest",mat)
+
+ tree._bone_map[ bone.name ] = idx # map bone to idx
+
+ for x in bone.children:
+
+ write_armature_bone(x,tree)
+
+
+
+def write_armature(scene, node, tree,exporter):
+
+ mat=get_local_matrix(node)
+ tree.add("transform/local",mat)
+
+ mesh = node.getData()
+ tree._type="Skeleton"
+ tree._bone_map={}
+ bone_map={}
+
+ for x in node.data.bones.values():
+
+ if (x.parent != None):
+ continue
+
+ write_armature_bone(x,tree)
+ return tree
+
+
+def write_camera(scene, node, tree,exporter):
+
+
+ mesh = node.getData()
+ tree._type="Camera"
+
+ mat=get_local_matrix(node)
+ tree.add("transform/local",mat)
+
+ return tree
+
+def write_empty(scene, node, tree,exporter):
+
+ mat=get_local_matrix(node)
+ tree.add("transform/local",mat)
+ tree._type="Spatial"
+
+ return tree
+
+
+
+writers = {"Mesh": write_mesh, "Armature":write_armature, "Empty":write_empty, "Camera":write_camera }
+
+
+def get_local_matrix(node):
+
+ mat_bm=node.getMatrix('worldspace').copy()
+
+ if (node.getParent()!=None):
+ mat_parent_bm=node.getParent().getMatrix('worldspace').copy()
+ mat_parent_bm.invert()
+
+ mat_bm = mat_bm * mat_parent_bm
+
+
+ if (node.getType()=="Camera"):
+ mat2=Matrix4x3()
+ mat2.set_rotation(Vector3([1,0,0]),-math.pi/2.0)
+ mat2bm = mat2.getBlenderMatrix()
+ mat_bm = mat2bm * mat_bm
+
+ mat=Matrix4x3()
+ mat.setBlenderMatrix(convert_matrix(mat_bm))
+
+ return mat
+
+
+def get_unscaled_matrix(node):
+
+ mat_bm=convert_matrix(node.getMatrix('worldspace'))
+ mat=Matrix4x3()
+ mat.setBlenderMatrix(mat_bm)
+ scale=mat.getScale()
+# print("--"+node.getName()+" "+str(scale.x)+","+str(scale.y)+","+str(scale.z))
+# print(mat.m)
+ mat.clearScale()
+# print(mat.getBlenderMatrix().determinant());
+
+ if (node.getParent()!=None):
+ mat_parent_bm=convert_matrix(node.getParent().getMatrix('worldspace'))
+
+ mat_parent=Matrix4x3()
+ mat_parent.setBlenderMatrix(mat_parent_bm)
+ mat_parent.clearScale()
+ mat_parent.invert()
+ mat_scale=mat.getScale()
+ mat_parent_scale=mat.getScale()
+
+ if (False and node.getName()=="Cylinder.002"):
+
+ print("Morth1? "+str(mat.m[0][0]*mat.m[1][0]+mat.m[0][1]*mat.m[1][1]+mat.m[0][2]*mat.m[1][2]))
+ print("Morth2? "+str(mat.m[0][0]*mat.m[2][0]+mat.m[0][1]*mat.m[2][1]+mat.m[0][2]*mat.m[2][2]))
+ print("Morth3? "+str(mat.m[1][0]*mat.m[2][0]+mat.m[1][1]*mat.m[2][1]+mat.m[1][2]*mat.m[2][2]))
+ print("North1? "+str(mat_parent.m[0][0]*mat_parent.m[1][0]+mat_parent.m[0][1]*mat_parent.m[1][1]+mat_parent.m[0][2]*mat_parent.m[1][2]))
+ print("North2? "+str(mat_parent.m[0][0]*mat_parent.m[2][0]+mat_parent.m[0][1]*mat_parent.m[2][1]+mat_parent.m[0][2]*mat_parent.m[2][2]))
+ print("North3? "+str(mat_parent.m[1][0]*mat_parent.m[2][0]+mat_parent.m[1][1]*mat_parent.m[2][1]+mat_parent.m[1][2]*mat_parent.m[2][2]))
+ print(mat_parent.getBlenderMatrix().determinant());
+
+ #print(m
+ #print(m
+
+ mat_bm = mat.getBlenderMatrix();
+ mat_parent_bm = mat_parent.getBlenderMatrix();
+ mat_bm = mat_bm * mat_parent_bm
+ mat.setBlenderMatrix(mat_bm)
+ """
+ mat_parent.mult_by(mat)
+ mat=mat_parent
+ """
+ """
+ print("scale_mat "+str(mat_scale.x)+","+str(mat_scale.y)+","+str(mat_scale.z))
+ print("scale_mat_parent "+str(mat_parent_scale.x)+","+str(mat_parent_scale.y)+","+str(mat_parent_scale.z))
+
+ print("orth1? "+str(mat.m[0][0]*mat.m[1][0]+mat.m[0][1]*mat.m[1][1]+mat.m[0][2]*mat.m[1][2]))
+ print("orth2? "+str(mat.m[0][0]*mat.m[2][0]+mat.m[0][1]*mat.m[2][1]+mat.m[0][2]*mat.m[2][2]))
+ print("orth3? "+str(mat.m[1][0]*mat.m[2][0]+mat.m[1][1]*mat.m[2][1]+mat.m[1][2]*mat.m[2][2]))
+ """
+ #print(m
+ #print(mat.m)
+ wscale=mat.getScale()
+
+ return mat,scale
+
+def write_object(scene,node,tree,exporter):
+
+ tree_node=ObjectTree(tree,"",node.getName())
+
+ if writers.has_key(node.getType()):
+ tree_node=writers[node.getType()](scene,node, tree_node,exporter)
+ else:
+ tree_node=None#write_dummy(node,tree)
+
+ if (tree_node != None):
+
+ for node in get_children_objects(scene,node):
+ write_object(scene, node, tree_node,exporter)
+
+ tree._children+=[tree_node]
+
+
+def export_scene(filename):
+
+ exporter = ExporterData(filename)
+ scene = None
+ object = None
+
+ scene = Blender.Scene.GetCurrent()
+ if not scene:
+ return
+ tree = ObjectTree(None,"Spatial","Scene")
+ write_scene(scene, tree,exporter)
+
+ if widget_values["export_lua"]:
+ write_godot_lua(tree, filename)
+ else:
+ write_godot_xml(tree,filename,exporter)
+
+def write_scene(scene, tree,exporter):
+
+ tree._name=scene.getName()
+ for node in get_root_objects(scene):
+ write_object(scene,node, tree,exporter )
+
+""" --------- """
+""" ANIMATION """
+""" --------- """
+
+class Animation:
+ class Track:
+
+ def insertKey(self,time,mat):
+
+ ofs = mat.getPos()
+ rot = Quat(mat)
+ scale = mat.getScale();
+
+ self.xform_keys.append( time )
+ self.xform_keys.append( 1.0 ) # transition
+ self.xform_keys.append( ofs.x )
+ self.xform_keys.append( ofs.y )
+ self.xform_keys.append( ofs.z )
+
+ self.xform_keys.append( -rot.x )
+ self.xform_keys.append( -rot.y )
+ self.xform_keys.append( -rot.z )
+ self.xform_keys.append( rot.w )
+
+ self.xform_keys.append( scale.x )
+ self.xform_keys.append( scale.y )
+ self.xform_keys.append( scale.z )
+
+
+ def _optimized(self,arr):
+ _new=[]
+ #remove irrelevant keys
+ for i in range( len(arr) ):
+ if (i>0 and i<(len(arr)-1) and eq_vec(arr[i]["value"],arr[i+1]["value"]) and eq_vec(arr[i]["value"],arr[i-1]["value"])):
+ continue
+ _new.append(arr[i])
+
+ return _new
+ def optimize(self):
+ #self.loc_keys=self._optimized(self.loc_keys)
+ #self.rot_keys=self._optimized(self.rot_keys)
+ #self.scale_keys=self._optimized(self.scale_keys)
+ pass
+
+ def _get_track_array3(self,keys):
+ _arr=[]
+ for x in keys:
+ _arr.append(x["time"])
+ v=x["value"]
+ _arr.append(v.x)
+ _arr.append(v.y)
+ _arr.append(v.z)
+ return _arr;
+
+ def _get_track_array4(self,keys):
+ _arr=[]
+ for x in keys:
+ _arr.append(x["time"])
+ v=x["value"]
+ _arr.append(-v.x)
+ _arr.append(-v.y)
+ _arr.append(-v.z)
+ _arr.append(v.w)
+ return _arr;
+
+
+
+ def write_to_res(self,res,i):
+ prep="tracks/"+str(i)+"/"
+ res.add(prep+"type","transform")
+ res.add(prep+"path",self.path)
+
+ res.add(prep+"keys",self.xform_keys)
+
+
+ def __init__(self):
+ self.xform_keys=[]
+ self.path=""
+
+ def make_res(self):
+
+ res = ObjectTree(None,"Animation")
+ res._resource=True
+ res.add("length",self.length);
+ res.add("loop",self.loop);
+ idx=0
+ for t in self.tracks.values():
+ t.optimize()
+ t.write_to_res(res,idx)
+ idx=idx+1
+ return res
+
+ def __init__(self):
+ self.tracks={}
+ self.fps=30
+ self.length=0
+
+
+def write_animation_bone(scene,node,anim,path,bone,frame):
+
+ rest = convert_matrix(bone.matrix['ARMATURESPACE'])
+
+
+ if (bone.parent!=None):
+
+ rest_parent = convert_matrix( bone.parent.matrix['ARMATURESPACE'] )
+ rest_parent.invert()
+ rest = rest * rest_parent
+
+ bone_path = path+":"+bone.name;
+
+ if (bone_path not in anim.tracks):
+ t = Animation.Track()
+ t.path=bone_path
+ anim.tracks[bone_path] = t
+ else:
+ t=anim.tracks[bone_path]
+
+ pose_bone = node.getPose().bones[bone.name]
+
+
+ pose = convert_matrix(pose_bone.poseMatrix)
+
+ if (bone.parent!=None):
+
+ mat_parent=convert_matrix( pose_bone.parent.poseMatrix )
+ mat_parent.invert()
+
+ pose = pose * mat_parent
+
+ # pose should actually be the transform from pose to rest
+
+ rest.invert()
+ pose = pose * rest
+
+ mat43 = Matrix4x3()
+ mat43.setBlenderMatrix(pose)
+
+ t.insertKey(frame/float(anim.fps),mat43)
+
+
+
+def write_animation_armature(scene,node,anim,path,frame):
+
+ for x in node.data.bones.values():
+
+ write_animation_bone(scene,node,anim,path,x,frame)
+
+
+def write_animation_object(scene,node,anim,path,frame,parent_type):
+
+ if not writers.has_key(node.getType()):
+ return
+
+
+ new_path=path+node.getName()
+
+ if (path!=""):
+ path=path+"/"+node.getName()
+ else:
+ path=node.getName()
+
+ if (node.getType()=="Armature" or node.getIpo()!=None):
+ #only export if it has animation
+ if (path not in anim.tracks):
+ t = Animation.Track()
+ t.path=path
+ anim.tracks[path] = t
+ else:
+ t=anim.tracks[path]
+
+
+ if (parent_type!="Armature"):
+ t.insertKey(frame/float(anim.fps),get_local_matrix(node))
+
+ if (node.getType()=="Armature"):
+ write_animation_armature(scene,node,anim,path,frame)
+ return # children of armature will not be animated
+
+
+ for node in get_children_objects(scene,node):
+ write_animation_object(scene, node, anim, path, frame, node.getType())
+
+
+def write_animation(scene, anim, frame):
+
+ for node in get_root_objects(scene):
+ write_animation_object(scene,node, anim,"",frame,"")
+
+def export_animation(filename, end_frame = -1, loop = None):
+
+ anim = Animation()
+ anim.fps=Blender.Scene.GetCurrent().getRenderingContext().fps
+
+ if loop == None:
+ anim.loop=widget_values["anim_loop"]
+ else:
+ anim.loop = loop
+
+ print("end_frame param: %d"%end_frame)
+ if end_frame == -1:
+ end_frame = Blender.Get("endframe")
+
+ anim.length=(end_frame-Blender.Get("staframe")+1)/float(anim.fps)
+ print("frames "+str((end_frame-Blender.Get("staframe")+1)))
+ print("start: %d, end %d, fps %d, length %f" % (Blender.Get("staframe"), end_frame, anim.fps, anim.length));
+
+ scene = Blender.Scene.GetCurrent()
+ if not scene:
+ return
+
+ for frame in range( Blender.Get('staframe'), end_frame+1):
+ Blender.Set("curframe",frame)
+ write_animation(scene,anim,frame)
+
+ anim_res = anim.make_res()
+ res_name = filename
+
+ if(res_name.rfind(".")!=-1):
+ res_name=res_name[:res_name.rfind(".")]
+ if(res_name.rfind("/")!=-1):
+ res_name=res_name[res_name.rfind("/")+1:]
+ if(res_name.rfind("\\")!=-1):
+ res_name=res_name[res_name.rfind("\\")+1:]
+
+ anim_res.add("resource/name",res_name)
+
+ if widget_values['export_lua']:
+ write_godot_lua(anim_res,filename)
+ else:
+ write_godot_xml(anim_res,filename,None)
+
+""" -------------- """
+""" SERIALIZATION """
+""" ------------- """
+
+def tw(f,t,st):
+ for x in range(t):
+ f.write("\t")
+ nl = True
+ if len(st) > 0 and st[-1] == "#":
+ nl = False
+ st = st[:-1]
+ f.write(st)
+ if nl:
+ f.write("\n")
+
+def write_property_godot(f,tab,name,value):
+
+# print(str(value))
+# print(type(value))
+ if (type(value)==str):
+
+ tw(f,tab,'<string name="'+name+'">')
+ value=value.replace('"','\\&quot;')
+ tw(f,tab+1,'"'+value+'"');
+ tw(f,tab,'</string>')
+ elif (type(value)==bool):
+ tw(f,tab,'<bool name="'+name+'">')
+ if (value):
+ tw(f,tab+1,'True');
+ else:
+ tw(f,tab+1,'False');
+ tw(f,tab,'</bool>')
+ elif (type(value)==int):
+ tw(f,tab,'<int name="'+name+'">')
+ tw(f,tab+1,str(value));
+ tw(f,tab,'</int>')
+ elif (type(value)==float):
+ tw(f,tab,'<real name="'+name+'">')
+ tw(f,tab+1,str(value));
+ tw(f,tab,'</real>')
+ elif (type(value)==dict):
+ tw(f,tab,'<dictionary name="'+name+'">')
+ for x in value:
+ write_property_godot(f,tab+1,"key",x)
+ write_property_godot(f,tab+1,"value",value[x])
+ tw(f,tab,'</dictionary>')
+ elif (isinstance(value,ObjectTree)):
+ if (not value._resource):
+ print("ERROR: Not a resource!!")
+ return
+ if (value._res_path!=""):
+
+ tw(f,tab,'<resource name="'+name+'" resource_type="'+value._type+'" path="'+value._res_path+'">')
+ tw(f,tab,'</resource>')
+ else:
+ tw(f,tab,'<resource name="'+name+'" resource_type="'+value._type+'">')
+ tw(f,tab+1,'<object type="'+value._type+'">')
+ tw(f,tab+2,'<resource>')
+
+ for x in value._properties:
+ write_property_godot(f,tab+3,x[0],x[1])
+
+ tw(f,tab+2,'</resource>')
+ tw(f,tab+1,'</object>')
+ tw(f,tab,'</resource>')
+ elif (isinstance(value,Color)):
+ tw(f,tab,'<color name="'+name+'">')
+ tw(f,tab+1,str(value.r)+", "+str(value.g)+", "+str(value.b)+", "+str(value.a));
+ tw(f,tab,'</color>')
+ elif (isinstance(value,Vector3)):
+ tw(f,tab,'<vector3 name="'+name+'">')
+ tw(f,tab+1,str(value.x)+", "+str(value.y)+", "+str(value.z));
+ tw(f,tab,'</vector3>')
+ elif (isinstance(value,Quat)):
+ tw(f,tab,'<quaternion name="'+name+'">')
+ tw(f,tab+1,str(-value.x)+", "+str(-value.y)+", "+str(-value.z)+", "+str(value.w));
+ tw(f,tab,'</quaternion>')
+ elif (isinstance(value,Matrix4x3)): # wtf, blender matrix?
+ tw(f,tab,'<transform name="'+name+'" >')
+ s=""
+ for i in range(3):
+ for j in range(3):
+ s+=", "+str(value.m[j][i])
+
+ for i in range(3):
+ s+=", "+str(value.m[i][3])
+ s=s[1:]
+ tw(f,tab+1,s);
+ tw(f,tab,'</transform>')
+
+ elif (type(value)==list):
+ if (len(value)==0):
+ return
+ first=value[0]
+ if (type(first)==int):
+
+ tw(f,tab,'<int_array name="'+name+'" len="'+str(len(value))+'">')
+ arr=""
+ for i in range(len(value)):
+ if (i>0):
+ arr+=", "
+ arr+=str(value[i])
+ tw(f,tab+1,arr)
+ tw(f,tab,'</int_array>')
+ elif (type(first)==float):
+
+ tw(f,tab,'<real_array name="'+name+'" len="'+str(len(value))+'">')
+ arr=""
+ for i in range(len(value)):
+ if (i>0):
+ arr+=", "
+ arr+=str(value[i])
+ tw(f,tab+1,arr)
+ tw(f,tab,'</real_array>')
+ elif (type(first)==str):
+
+ tw(f,tab,'<string_array name="'+name+'" len="'+str(len(value))+'">')
+ arr=""
+ for i in range(len(value)):
+ if (i>0):
+ arr+=", "
+ arr+=str('"'+value[i]+'"')
+ tw(f,tab+1,arr)
+ tw(f,tab,'</string_array>')
+ elif (isinstance(first,Vector3)):
+
+ tw(f,tab,'<vector3_array name="'+name+'" len="'+str(len(value))+'">')
+ arr=""
+ for i in range(len(value)):
+ if (i>0):
+ arr+=", "
+ arr+=str(str(value[i].x)+','+str(value[i].y)+','+str(value[i].z))
+ tw(f,tab+1,arr)
+ tw(f,tab,'</vector3_array>')
+ elif (isinstance(first,Color)):
+
+ tw(f,tab,'<color_array name="'+name+'" len="'+str(len(value))+'">')
+ arr=""
+ for i in range(len(value)):
+ if (i>0):
+ arr+=", "
+ arr+=str(str(value[i].r)+','+str(value[i].g)+','+str(value[i].b)+','+str(value[i].a))
+ tw(f,tab+1,arr)
+ tw(f,tab,'</color_array>')
+ elif (type(first)==dict):
+
+ tw(f,tab,'<array name="'+name+'" len="'+str(len(value))+'">')
+ for i in range(len(value)):
+ write_property_godot(f,tab+1,str(i+1),value[i])
+ tw(f,tab,'</array>')
+
+
+
+def write_node_godot(f,tab,tree,path,root=False):
+
+ if (root or not tree._resource):
+ tw(f,tab,'<object type="'+tree._type+'">')
+ tw(f,tab+1,'<dictionary name="__xml_meta__" type="dictionary">')
+ write_property_godot(f,tab+3,"key","name")
+ write_property_godot(f,tab+3,"value",tree._name)
+ if (path!=""):
+ write_property_godot(f,tab+3,"key","path")
+ write_property_godot(f,tab+3,"value",path)
+
+ tw(f,tab+1,'</dictionary>')
+ else:
+ if (tree._res_path!=""):
+ tw(f,tab,'<resource type="'+tree._type+'" path="'+tree._res_path+'">')
+ else:
+ tw(f,tab,'<resource type="'+tree._type+'">')
+
+
+ for x in tree._properties:
+ write_property_godot(f,tab+1,x[0],x[1])
+
+ if (root or not tree._resource):
+ tw(f,tab,'</object>')
+ else:
+ tw(f,tab,'</resource>')
+
+ if (path==""):
+ path="."
+ else:
+ if (path=="."):
+ path=tree._name
+ else:
+ path=path+"/"+tree._name
+ #path="."
+
+ for x in tree._children:
+ write_node_godot(f,tab,x,path)
+
+def write_godot_xml(tree,fname,exporter):
+
+ f=open(fname,"wb")
+ f.write('<?xml version="1.0" encoding="UTF-8" ?>\n')
+ if (not tree._resource):
+ f.write('<object_file magic="SCENE" version="0.99">\n')
+ else:
+ f.write('<object_file magic="RESOURCE" version="0.99">\n')
+
+ tab=1
+
+ if (exporter!=None):
+ for x in exporter.resource_list:
+ write_node_godot(f,tab,x,"")
+
+ write_node_godot(f,tab,tree,"",True)
+ f.write('</object_file>\n')
+
+
+def write_property_lua(f, tab, name, value, pref = ""):
+
+ tw(f, tab, '%s{ name = "%s",' % (pref, name))
+ tab = tab + 1
+
+ if (type(value)==str):
+
+ tw(f, tab, 'value = "%s",' % value)
+ tw(f, tab, 'type = "string",')
+
+ elif (type(value)==bool):
+
+
+ if (value):
+ tw(f, tab, 'value = true,')
+ else:
+ tw(f, tab, 'value = false,')
+
+ tw(f, tab, 'type = "bool",')
+
+ elif (type(value)==int):
+
+ tw(f, tab, 'type = "int",')
+ tw(f, tab, 'value = %d,' % value)
+
+ elif (type(value)==float):
+
+ tw(f, tab, 'type = "real",')
+ tw(f, tab, 'value = %f,' % value)
+
+ elif (type(value)==dict):
+
+ tw(f, tab, 'type = "dictionary",')
+ for x in value:
+ write_property_lua(f,tab,x,value[x])
+
+ elif (isinstance(value,ObjectTree)):
+ if (not value._resource):
+ print("ERROR: Not a resource!!")
+ tw(f, tab-1, "},")
+ return
+
+ tw(f, tab, 'type = "resource",')
+ tw(f, tab, 'resource_type = "%s",' % value._type)
+
+ if (value._res_path!=""):
+
+ tw(f, tab, 'path = "%s",' % value._res_path)
+
+ else:
+
+ tw(f, tab, "value = {")
+ tab = tab + 1
+ tw(f, tab, 'type = "%s",' % value._type)
+
+ for x in value._properties:
+ write_property_lua(f,tab,x[0],x[1])
+
+ tab = tab - 1
+ tw(f, tab, "},")
+
+ elif (isinstance(value,Color)):
+
+ tw(f, tab, 'type = "color",')
+ tw(f, tab, 'value = { %.20f, %.20f, %.20f, %.20f },' % (value.r, value.g, value.b, value.a))
+
+ elif (isinstance(value,Vector3)):
+
+ tw(f, tab, 'type = "vector3",')
+ tw(f, tab, 'value = { %.20f, %.20f, %.20f },' % (value.x, value.y, value.z))
+
+ elif (isinstance(value,Quat)):
+
+ tw(f, tab, 'type = "quaternion",')
+ tw(f, tab, 'value = { %.20f, %.20f, %.20f, %.20f },' % (-value.x, -value.y, -value.z, value.w))
+
+ elif (isinstance(value,Matrix4x3)): # wtf, blender matrix?
+
+ tw(f, tab, 'type = "transform",')
+ tw(f, tab, 'value = { #')
+ for i in range(3):
+ for j in range(3):
+ f.write("%.20f, " % value.m[j][i])
+
+ for i in range(3):
+ f.write("%.20f, " % value.m[i][3])
+
+ f.write("},\n")
+
+ elif (type(value)==list):
+ if (len(value)==0):
+ tw(f, tab-1, "},")
+ return
+ first=value[0]
+ if (type(first)==int):
+
+ tw(f, tab, 'type = "int_array",')
+ tw(f, tab, 'value = { #')
+ for i in range(len(value)):
+ f.write("%d, " % value[i])
+ f.write(" },\n")
+
+ elif (type(first)==float):
+
+ tw(f, tab, 'type = "real_array",')
+ tw(f, tab, 'value = { #')
+ for i in range(len(value)):
+ f.write("%.20f, " % value[i])
+ f.write(" },\n")
+
+
+ elif (type(first)==str):
+
+ tw(f, tab, 'type = "string_array",')
+ tw(f, tab, 'value = { #')
+ for i in range(len(value)):
+ f.write('"%s", ' % value[i])
+ f.write(" },\n")
+
+ elif (isinstance(first,Vector3)):
+
+ tw(f, tab, 'type = "vector3_array",')
+ tw(f, tab, 'value = { #')
+ for i in range(len(value)):
+ f.write("{ %.20f, %.20f, %.20f }, " % (value[i].x, value[i].y, value[i].z))
+ f.write(" },\n")
+
+ elif (isinstance(first,Color)):
+
+ tw(f, tab, 'type = "color_array",')
+ tw(f, tab, 'value = { #')
+ for i in range(len(value)):
+ f.write("{ %.20f, %.20f, %.20f, %.20f }, " % (value[i].r, value[i].g, value[i].b, value[i].a))
+ f.write(" },\n")
+
+ elif (type(first)==dict):
+
+ tw(f, tab, 'type = "dict_array",')
+ tw(f, tab, 'value = {')
+
+ for i in range(len(value)):
+ write_property_lua(f,tab+1,str(i+1),value[i])
+
+ tw(f, tab, '},')
+
+
+ tw(f, tab-1, "},")
+
+
+""" -------------- """
+""" SERIALIZATION LUA """
+""" ------------- """
+
+def write_node_lua(f,tab,tree,path):
+
+ tw(f, tab, '{ type = "%s",' % tree._type)
+
+ if not tree._resource:
+ tw(f, tab+1, 'meta = {')
+ write_property_lua(f, tab+3, "name", tree._name)
+ if path != "":
+ write_property_lua(f, tab+3, "path", path)
+ tw(f, tab+1, '},')
+
+ tw(f, tab+1, "properties = {")
+ for x in tree._properties:
+ write_property_lua(f,tab+2,x[0],x[1])
+ tw(f, tab+1, "},")
+
+ tw(f, tab, '},')
+
+
+ if (path==""):
+ path="."
+ else:
+ if (path=="."):
+ path=tree._name
+ else:
+ path=path+"/"+tree._name
+ #path="."
+ for x in tree._children:
+ write_node_lua(f,tab,x,path)
+
+def write_godot_lua(tree,fname):
+ f=open(fname,"wb")
+ f.write("return {\n")
+
+ f.write('\tmagic = "SCENE",\n')
+ tab = 1
+
+ write_node_lua(f,tab,tree,"")
+
+ f.write("}\n\n")
+
+
+widget_values={}
+
+def action_path_change_callback(event, val):
+
+ def callback(fname):
+ widget_values["actions_scheme"] = fname
+ Blender.Window.FileSelector(callback, "Save Action Scheme Name", widget_values["actions_scheme"])
+
+def scene_path_change_callback(event,val):
+
+ def callback(fname):
+ widget_values["scene_path"]=fname
+
+ Blender.Window.FileSelector(callback, "Save Scene XML",widget_values["scene_path"])
+
+def scene_export_callback(event,val):
+ export_scene( widget_values["scene_path"] )
+
+def scene_lamps_cameras_changed(event,val):
+
+ widget_values["scene_lamps_cameras"]=val
+
+def anim_path_change_callback(event,val):
+
+ def callback(fname):
+ widget_values["anim_path"]=fname
+
+ Blender.Window.FileSelector(callback, "Save Anim XML",widget_values["anim_path"])
+
+def is_number(n):
+
+ try:
+ int(n)
+ except:
+ return False
+ return True
+
+def action_export_callback(event, val):
+
+ import string
+
+ idx = widget_values["actions_scheme"].rfind(".")
+ if idx == -1:
+ pref = widget_values["actions_scheme"]
+ ext = ".xml"
+ else:
+ pref = widget_values["actions_scheme"][:idx]
+ ext = widget_values["actions_scheme"][idx:]
+
+ print("scheme is ", pref, ext)
+
+ actions = Blender.Armature.NLA.GetActions()
+ for k in actions.keys():
+
+ l = string.split(k, "$");
+ if len(l) <= 1:
+ continue
+
+ loop = 1
+ endf = 0
+ for v in l:
+ if v == "nl":
+ loop = 0
+ if is_number(v):
+ endf = int(v)
+
+ if endf == 0:
+ continue
+
+ fname = pref + l[0] + ext
+ print("fname is "+fname)
+
+ objects = Blender.Object.Get()
+ for o in objects:
+ if o.getType() == "Armature":
+ actions[k].setActive(o)
+
+ print("writing with duration "+str(endf))
+ export_animation(fname, endf, loop)
+
+def anim_export_callback(event,val):
+ export_animation( widget_values["anim_path"] )
+
+def anim_fps_changed(event,val):
+
+ widget_values["anim_fps"]=val
+
+def anim_selected_changed(event,val):
+
+ widget_values["anim_selected"]=val
+
+def anim_loop_changed(event,val):
+
+ widget_values["anim_loop"]=val
+
+def export_lua_changed(event, val):
+ widget_values["export_lua"] = val
+
+def close_script(event,val):
+#force a bug, because otherwise blender won't unload the script
+ Blender.Draw.Exit()
+
+def draw():
+ Blender.Draw.Label("Godot Export v."+VERSION+"."+godot_revision+" (c) 2008 Juan Linietsky, Ariel Manzur.", 10,260,400,10);
+ Blender.Draw.Label("Export Scene", 20,200,150,10);
+ Blender.Draw.String(widget_values["scene_path"], 10,40, 170, 300, 20, "",398)
+ Blender.Draw.Button("Choose", 0,340, 170, 70, 20, "",scene_path_change_callback)
+ Blender.Draw.Button("Export", 0,410, 170, 70, 20, "",scene_export_callback)
+ Blender.Draw.Toggle("Lamps & Cameras", 0,40, 140, 140, 20, widget_values["scene_lamps_cameras"],"",scene_lamps_cameras_changed)
+
+ Blender.Draw.Label("Export Animation", 20,120,150,10);
+ Blender.Draw.String(widget_values["anim_path"], 11, 40, 90, 300, 20, "",398)
+ Blender.Draw.Button("Choose", 0,340, 90, 70, 20, "",anim_path_change_callback)
+ Blender.Draw.Button("Export", 0,410, 90, 70, 20, "",anim_export_callback)
+ Blender.Draw.Slider("FPS: ", 0, 40, 60, 120, 20,widget_values["anim_fps"],1,60,0,"",anim_fps_changed)
+ Blender.Draw.Toggle("Only Selected", 0,180, 60, 120, 20, widget_values["anim_selected"],"",anim_selected_changed)
+ Blender.Draw.Toggle("Loop", 0,320, 60, 60, 20, widget_values["anim_loop"],"",anim_loop_changed)
+ Blender.Draw.Toggle("Export Lua", 0, 400, 60, 60, 20, widget_values["export_lua"], "", export_lua_changed)
+
+ Blender.Draw.Label("Export Actions", 20,45,150,10);
+ Blender.Draw.Label("Prefix", 40, 20, 50, 10)
+ Blender.Draw.String(widget_values["actions_scheme"], 0, 40, 20, 300, 20, "",398)
+ Blender.Draw.Button("Choose", 0,340, 20, 70, 20, "",action_path_change_callback)
+ Blender.Draw.Button("Export", 0,410, 20, 70, 20, "",action_export_callback)
+# # Blender.Draw.Button("Close", 0,410, 20, 70, 20, "",close_script)
+
+widget_values["scene_path"]="scene.xml"
+widget_values["anim_path"]="animation.xres"
+widget_values["anim_fps"]=25
+widget_values["anim_selected"]=0
+widget_values["anim_loop"]=1
+widget_values["scene_lamps_cameras"]=0
+widget_values["export_lua"]=0
+widget_values["actions_scheme"] = "action_.xml"
+
+def event(ev, val):
+ return None
+
+def button_event(ev):
+ return None
+
+Blender.Draw.Register(draw, event, button_event)