diff options
author | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
commit | 0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch) | |
tree | 276c4d099e178eb67fbd14f61d77b05e3808e9e3 /tools/export/godot_export.py | |
parent | 0e49da1687bc8192ed210947da52c9e5c5f301bb (diff) |
GODOT IS OPEN SOURCE
Diffstat (limited to 'tools/export/godot_export.py')
-rw-r--r-- | tools/export/godot_export.py | 1842 |
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 index 0000000000..0503fa6521 --- /dev/null +++ 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('"','\\"') + 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) |