diff options
author | Juan Linietsky <reduzio@gmail.com> | 2014-02-15 21:16:33 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-02-15 21:16:33 -0300 |
commit | 8c1731b67995add31361ae526b0e6af76346181e (patch) | |
tree | f96080fdbb6e0f0f3fcc12bf10fc92928f0310cb /tools/export | |
parent | 9afdb3e0ad5bfbdafe307212f5d4ebcc7c3ac852 (diff) |
-project settings are saved when changed
-load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D
-fix how documentation is generated, built in doc browser should be always up to date
-copypaste, scrolling, etc in builtin doc
-built-in scripts get saved now (though debugger may not always work on them)
-Theme can be set to controls as a property
Diffstat (limited to 'tools/export')
-rw-r--r-- | tools/export/blender25/install.txt | 23 | ||||
-rw-r--r-- | tools/export/export_lua.py | 209 | ||||
-rw-r--r-- | tools/export/godot_export.py | 1842 |
3 files changed, 23 insertions, 2051 deletions
diff --git a/tools/export/blender25/install.txt b/tools/export/blender25/install.txt new file mode 100644 index 0000000000..b245bbf3df --- /dev/null +++ b/tools/export/blender25/install.txt @@ -0,0 +1,23 @@ +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 "Khronos Collada" plugin +3) Enjoy proper Collada export. +4) If it's broken, you can: + a) Flame the Blender developers in their mailing list for changing + the API every month. + b) Flame the Blender developers for not giving a home to this script + and mantaining it themselves, instead choosing to use the huge, + bloated and buggy OpenCollada based implementation that is as big + as Blender itself, while this script is a little over 1000 lines + of code, works better and has more features. + c) Cry to the poor Godot developers who are busy enough to fix it, + because they are good people and will fix it for you anyway (submit + an issue to github). + d) Be a Hero, save the day, fix it yourself and submit a pull request to + github with the changes. +
\ No newline at end of file diff --git a/tools/export/export_lua.py b/tools/export/export_lua.py deleted file mode 100644 index 6f9bafd611..0000000000 --- a/tools/export/export_lua.py +++ /dev/null @@ -1,209 +0,0 @@ - -def tw(f,t,st): - for x in range(t): - f.write("\t") - nl = True - if st[-1] == "#": - nl = False - st = st[:-1] - f.write(st) - if nl: - f.write("\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, t, 'type = "string",') - - elif (type(value)==bool): - - - if (value): - tw(f, tab, 'value = true,') - else: - tw(f, tab, 'value = false,') - - tw(f, t, 'type = "bool",') - - elif (type(value)==int): - - tw(f, t, 'type = "int",') - tw(f, tab, 'value = %d,' % value) - - elif (type(value)==float): - - tw(f, t, 'type = "real",') - tw(f, tab, 'value = %f,' % value) - - elif (type(value)==dict): - - tw(f, t, '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, "},") - - - -def write_node_lua(f,tab,tree,path): - - tw(f, tab, '{ type = "%s",') - - 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(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") - - - - - - diff --git a/tools/export/godot_export.py b/tools/export/godot_export.py deleted file mode 100644 index 0503fa6521..0000000000 --- a/tools/export/godot_export.py +++ /dev/null @@ -1,1842 +0,0 @@ -#!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) |