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-rw-r--r--tools/export/blender25/godot_export_manager.py472
-rw-r--r--tools/export/blender25/install.txt11
-rw-r--r--tools/export/blender25/io_scene_dae/__init__.py193
-rw-r--r--tools/export/blender25/io_scene_dae/export_dae.py1724
4 files changed, 0 insertions, 2400 deletions
diff --git a/tools/export/blender25/godot_export_manager.py b/tools/export/blender25/godot_export_manager.py
deleted file mode 100644
index a249611c71..0000000000
--- a/tools/export/blender25/godot_export_manager.py
+++ /dev/null
@@ -1,472 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# Script copyright (c) Andreas Esau
-
-bl_info = {
- "name": "Godot Export Manager",
- "author": "Andreas Esau",
- "version": (1, 0),
- "blender": (2, 7, 0),
- "location": "Scene Properties > Godot Export Manager",
- "description": "Godot Export Manager uses the Better Collada Exporter to manage Export Groups and automatically export the objects groups to Collada Files.",
- "warning": "",
- "wiki_url": ("http://www.godotengine.org"),
- "tracker_url": "",
- "category": "Import-Export"}
-
-import bpy
-from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty, FloatVectorProperty, IntProperty, CollectionProperty, PointerProperty
-import os
-from bpy.app.handlers import persistent
-from mathutils import Vector, Matrix
-
-class godot_export_manager(bpy.types.Panel):
- bl_label = "Godot Export Manager"
- bl_space_type = 'PROPERTIES'
- bl_region_type = 'WINDOW'
- bl_context = "scene"
-
- bpy.types.Scene.godot_export_on_save = BoolProperty(default=False)
-
- ### draw function for all ui elements
- def draw(self, context):
- layout = self.layout
- split = self.layout.split()
- scene = bpy.data.scenes[0]
- ob = context.object
- scene = context.scene
-
- row = layout.row()
- col = row.column()
- col.prop(scene,"godot_export_on_save",text="Export Groups on save")
-
- row = layout.row()
- col = row.column(align=True)
- op = col.operator("scene.godot_add_objects_to_group",text="Add selected objects to Group",icon="COPYDOWN")
-
- op = col.operator("scene.godot_delete_objects_from_group",text="Delete selected objects from Group",icon="PASTEDOWN")
-
-
-
- row = layout.row()
- col = row.column()
- col.label(text="Export Groups:")
-
-
- row = layout.row()
- col = row.column()
-
- col.template_list("UI_List_Godot","dummy",scene, "godot_export_groups", scene, "godot_export_groups_index",rows=1,maxrows=10,type='DEFAULT')
-
- col = row.column(align=True)
- col.operator("scene.godot_add_export_group",text="",icon="ZOOMIN")
- col.operator("scene.godot_delete_export_group",text="",icon="ZOOMOUT")
- col.operator("scene.godot_export_all_groups",text="",icon="EXPORT")
-
- if len(scene.godot_export_groups) > 0:
- row = layout.row()
- col = row.column()
- group = scene.godot_export_groups[scene.godot_export_groups_index]
- col.prop(group,"name",text="Group Name")
- col.prop(group,"export_name",text="Export Name")
- col.prop(group,"export_path",text="Export Filepath")
-
- row = layout.row()
- col = row.column()
- row = layout.row()
- col = row.column()
- col.label(text="Export Settings:")
-
- col = col.row(align=True)
- col.prop(group,"apply_loc",toggle=True,icon="MAN_TRANS")
- col.prop(group,"apply_rot",toggle=True,icon="MAN_ROT")
- col.prop(group,"apply_scale",toggle=True,icon="MAN_SCALE")
-
- row = layout.row()
- col = row.column()
-
- col.prop(group,"use_include_particle_duplicates")
- col.prop(group,"use_mesh_modifiers")
- col.prop(group,"use_tangent_arrays")
- col.prop(group,"use_triangles")
- col.prop(group,"use_copy_images")
- col.prop(group,"use_active_layers")
- col.prop(group,"use_anim")
- col.prop(group,"use_anim_action_all")
- col.prop(group,"use_anim_skip_noexp")
- col.prop(group,"use_anim_optimize")
- col.prop(group,"anim_optimize_precision")
- col.prop(group,"use_metadata")
-
-### Custom template_list look
-class UI_List_Godot(bpy.types.UIList):
- def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
- ob = data
- slot = item
- col = layout.row(align=True)
-
- col.label(text=item.name,icon="GROUP")
- col.prop(item,"active",text="")
-
- op = col.operator("scene.godot_select_group_objects",text="",emboss=False,icon="RESTRICT_SELECT_OFF")
- op.idx = index
- op = col.operator("scene.godot_export_group",text="",emboss=False,icon="EXPORT")
- op.idx = index
-
-class add_objects_to_group(bpy.types.Operator):
- bl_idname = "scene.godot_add_objects_to_group"
- bl_label = "Add Objects to Group"
- bl_description = "Adds the selected Objects to the active group below."
-
- undo = BoolProperty(default=True)
-
- def execute(self,context):
- scene = context.scene
-
- objects_str = ""
- if len(scene.godot_export_groups) > 0:
- for i,object in enumerate(context.selected_objects):
- if object.name not in scene.godot_export_groups[scene.godot_export_groups_index].nodes:
- node = scene.godot_export_groups[scene.godot_export_groups_index].nodes.add()
- node.name = object.name
- if i == 0:
- objects_str += object.name
- else:
- objects_str += ", "+object.name
-
-
- self.report({'INFO'}, objects_str + " added to group." )
- if self.undo:
- bpy.ops.ed.undo_push(message="Objects added to group")
- else:
- self.report({'WARNING'}, "Create a group first." )
- return{'FINISHED'}
-
-class del_objects_from_group(bpy.types.Operator):
- bl_idname = "scene.godot_delete_objects_from_group"
- bl_label = "Delete Objects from Group"
- bl_description = "Delets the selected Objects from the active group below."
-
- def execute(self,context):
- scene = context.scene
-
- if len(scene.godot_export_groups) > 0:
-
- selected_objects = []
- for object in context.selected_objects:
- selected_objects.append(object.name)
-
- objects_str = ""
- j = 0
- for i,node in enumerate(scene.godot_export_groups[scene.godot_export_groups_index].nodes):
- if node.name in selected_objects:
- scene.godot_export_groups[scene.godot_export_groups_index].nodes.remove(i)
-
-
- if j == 0:
- objects_str += object.name
- else:
- objects_str += ", "+object.name
- j+=1
-
-
- self.report({'INFO'}, objects_str + " deleted from group." )
- bpy.ops.ed.undo_push(message="Objects deleted from group")
- else:
- self.report({'WARNING'}, "There is no group to delete from." )
- return{'FINISHED'}
-
-class select_group_objects(bpy.types.Operator):
- bl_idname = "scene.godot_select_group_objects"
- bl_label = "Select Group Objects"
- bl_description = "Will select all group Objects in the scene."
-
- idx = IntProperty()
-
- def execute(self,context):
- scene = context.scene
- for object in context.scene.objects:
- object.select = False
- for node in scene.godot_export_groups[self.idx].nodes:
- if node.name in bpy.data.objects:
- bpy.data.objects[node.name].select = True
- context.scene.objects.active = bpy.data.objects[node.name]
- return{'FINISHED'}
-
-class export_groups_autosave(bpy.types.Operator):
- bl_idname = "scene.godot_export_groups_autosave"
- bl_label = "Export All Groups"
- bl_description = "Exports all groups to Collada."
-
- def execute(self,context):
- scene = context.scene
- if scene.godot_export_on_save:
- for i in range(len(scene.godot_export_groups)):
- if scene.godot_export_groups[i].active:
- bpy.ops.scene.godot_export_group(idx=i)
- self.report({'INFO'}, "All Groups exported." )
- bpy.ops.ed.undo_push(message="Export all Groups")
- return{'FINISHED'}
-
-class export_all_groups(bpy.types.Operator):
- bl_idname = "scene.godot_export_all_groups"
- bl_label = "Export All Groups"
- bl_description = "Exports all groups to Collada."
-
- def execute(self,context):
- scene = context.scene
-
- for i in range(0,len(scene.godot_export_groups)):
- bpy.ops.scene.godot_export_group(idx=i,export_all=True)
-
- self.report({'INFO'}, "All Groups exported." )
- return{'FINISHED'}
-
-
-class export_group(bpy.types.Operator):
- bl_idname = "scene.godot_export_group"
- bl_label = "Export Group"
- bl_description = "Exports the active group to destination folder as Collada file."
-
- idx = IntProperty(default=0)
- export_all = BoolProperty(default=False)
-
-
- def copy_object_recursive(self,ob,parent,single_user = True):
- new_ob = bpy.data.objects[ob.name].copy()
- if single_user or ob.type=="ARMATURE":
- new_mesh_data = new_ob.data.copy()
- new_ob.data = new_mesh_data
- bpy.context.scene.objects.link(new_ob)
-
- if ob != parent:
- new_ob.parent = parent
- else:
- new_ob.parent = None
-
- for child in ob.children:
- self.copy_object_recursive(child,new_ob,single_user)
- new_ob.select = True
- return new_ob
-
- def delete_object(self,ob):
- if ob != None:
- for child in ob.children:
- self.delete_object(child)
- bpy.context.scene.objects.unlink(ob)
- bpy.data.objects.remove(ob)
-
- def convert_group_to_node(self,group):
- if group.dupli_group != None:
- for object in group.dupli_group.objects:
- if object.parent == None:
- object = self.copy_object_recursive(object,object,True)
- matrix = Matrix(object.matrix_local)
- object.matrix_local = Matrix()
- object.matrix_local *= group.matrix_local
- object.matrix_local *= matrix
-
- self.delete_object(group)
-
- def execute(self,context):
-
- scene = context.scene
- group = context.scene.godot_export_groups
-
- if not group[self.idx].active and self.export_all:
- return{'FINISHED'}
-
- for i,object in enumerate(group[self.idx].nodes):
- if object.name in bpy.data.objects:
- pass
- else:
- group[self.idx].nodes.remove(i)
- bpy.ops.ed.undo_push(message="Clear not existent Group Nodes.")
-
- path = group[self.idx].export_path
- if (path.find("//")==0 or path.find("\\\\")==0):
- #if relative, convert to absolute
- path = bpy.path.abspath(path)
- path = path.replace("\\","/")
-
- ### if path exists and group export name is set the group will be exported
- if os.path.exists(path) and group[self.idx].export_name != "":
-
- context.scene.layers = [True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True]
-
-
- if group[self.idx].export_name.endswith(".dae"):
- path = os.path.join(path,group[self.idx].export_name)
- else:
- path = os.path.join(path,group[self.idx].export_name+".dae")
-
- hide_select = []
- for object in context.scene.objects:
- hide_select.append(object.hide_select)
- object.hide_select = False
- object.select = False
- context.scene.objects.active = None
-
- ### make particle duplicates, parent and select them
- nodes_to_be_added = []
- if group[self.idx].use_include_particle_duplicates:
- for i,object in enumerate(group[self.idx].nodes):
- if bpy.data.objects[object.name].type != "EMPTY":
- context.scene.objects.active = bpy.data.objects[object.name]
- bpy.data.objects[object.name].select = True
- bpy.ops.object.duplicates_make_real()
- for object in context.selected_objects:
- nodes_to_be_added.append(object)
- bpy.ops.object.parent_set(type="OBJECT", keep_transform=False)
-
- for object in context.selected_objects:
- object.select = False
- bpy.data.objects[object.name].select = False
- context.scene.objects.active = None
- for object in nodes_to_be_added:
- object.select = True
-
- ### select all other nodes from the group
- for i,object in enumerate(group[self.idx].nodes):
- if bpy.data.objects[object.name].type == "EMPTY":
- self.convert_group_to_node(bpy.data.objects[object.name])
- else:
- bpy.data.objects[object.name].select = True
-
- bpy.ops.object.transform_apply(location=group[self.idx].apply_loc, rotation=group[self.idx].apply_rot, scale=group[self.idx].apply_scale)
- bpy.ops.export_scene.dae(check_existing=True, filepath=path, filter_glob="*.dae", object_types=group[self.idx].object_types, use_export_selected=group[self.idx].use_export_selected, use_mesh_modifiers=group[self.idx].use_mesh_modifiers, use_tangent_arrays=group[self.idx].use_tangent_arrays, use_triangles=group[self.idx].use_triangles, use_copy_images=group[self.idx].use_copy_images, use_active_layers=group[self.idx].use_active_layers, use_anim=group[self.idx].use_anim, use_anim_action_all=group[self.idx].use_anim_action_all, use_anim_skip_noexp=group[self.idx].use_anim_skip_noexp, use_anim_optimize=group[self.idx].use_anim_optimize, anim_optimize_precision=group[self.idx].anim_optimize_precision, use_metadata=group[self.idx].use_metadata)
-
- self.report({'INFO'}, '"'+group[self.idx].name+'"' + " Group exported." )
- msg = "Export Group "+group[self.idx].name
-
- bpy.ops.ed.undo_push(message="")
- bpy.ops.ed.undo()
- bpy.ops.ed.undo_push(message=msg)
-
- else:
- self.report({'INFO'}, "Define Export Name and Export Path." )
- return{'FINISHED'}
-
-class add_export_group(bpy.types.Operator):
- bl_idname = "scene.godot_add_export_group"
- bl_label = "Adds a new export Group"
- bl_description = "Creates a new Export Group with the selected Objects assigned to it."
-
- def execute(self,context):
- scene = context.scene
-
- item = scene.godot_export_groups.add()
- item.name = "New Group"
- for object in context.selected_objects:
- node = item.nodes.add()
- node.name = object.name
- scene.godot_export_groups_index = len(scene.godot_export_groups)-1
- bpy.ops.ed.undo_push(message="Create New Export Group")
- return{'FINISHED'}
-
-class del_export_group(bpy.types.Operator):
- bl_idname = "scene.godot_delete_export_group"
- bl_label = "Delets the selected export Group"
- bl_description = "Delets the active Export Group."
-
- def invoke(self, context, event):
- wm = context.window_manager
- return wm.invoke_confirm(self,event)
-
- def execute(self,context):
- scene = context.scene
-
- scene.godot_export_groups.remove(scene.godot_export_groups_index)
- if scene.godot_export_groups_index > 0:
- scene.godot_export_groups_index -= 1
- bpy.ops.ed.undo_push(message="Delete Export Group")
- return{'FINISHED'}
-
-class godot_node_list(bpy.types.PropertyGroup):
- name = StringProperty()
-
-class godot_export_groups(bpy.types.PropertyGroup):
- name = StringProperty(name="Group Name")
- export_name = StringProperty(name="scene_name")
- nodes = CollectionProperty(type=godot_node_list)
- export_path = StringProperty(subtype="DIR_PATH")
- active = BoolProperty(default=True,description="Export Group")
-
- object_types = EnumProperty(name="Object Types",options={'ENUM_FLAG'},items=(('EMPTY', "Empty", ""),('CAMERA', "Camera", ""),('LAMP', "Lamp", ""),('ARMATURE', "Armature", ""),('MESH', "Mesh", ""),('CURVE', "Curve", ""),),default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH','CURVE'})
-
- apply_scale = BoolProperty(name="Apply Scale",description="Apply Scale before export.",default=False)
- apply_rot = BoolProperty(name="Apply Rotation",description="Apply Rotation before export.",default=False)
- apply_loc = BoolProperty(name="Apply Location",description="Apply Location before export.",default=False)
-
- use_export_selected = BoolProperty(name="Selected Objects",description="Export only selected objects (and visible in active layers if that applies).",default=True)
- use_mesh_modifiers = BoolProperty(name="Apply Modifiers",description="Apply modifiers to mesh objects (on a copy!).",default=True)
- use_tangent_arrays = BoolProperty(name="Tangent Arrays",description="Export Tangent and Binormal arrays (for normalmapping).",default=False)
- use_triangles = BoolProperty(name="Triangulate",description="Export Triangles instead of Polygons.",default=False)
-
- use_copy_images = BoolProperty(name="Copy Images",description="Copy Images (create images/ subfolder)",default=False)
- use_active_layers = BoolProperty(name="Active Layers",description="Export only objects on the active layers.",default=True)
- use_anim = BoolProperty(name="Export Animation",description="Export keyframe animation",default=False)
- use_anim_action_all = BoolProperty(name="All Actions",description=("Export all actions for the first armature found in separate DAE files"),default=False)
- use_anim_skip_noexp = BoolProperty(name="Skip (-noexp) Actions",description="Skip exporting of actions whose name end in (-noexp). Useful to skip control animations.",default=True)
- use_anim_optimize = BoolProperty(name="Optimize Keyframes",description="Remove double keyframes",default=True)
-
- anim_optimize_precision = FloatProperty(name="Precision",description=("Tolerence for comparing double keyframes (higher for greater accuracy)"),min=1, max=16,soft_min=1, soft_max=16,default=6.0)
-
- use_metadata = BoolProperty(name="Use Metadata",default=True,options={'HIDDEN'})
- use_include_particle_duplicates = BoolProperty(name="Include Particle Duplicates",default=True)
-
-def register():
- bpy.utils.register_class(godot_export_manager)
- bpy.utils.register_class(godot_node_list)
- bpy.utils.register_class(godot_export_groups)
- bpy.utils.register_class(add_export_group)
- bpy.utils.register_class(del_export_group)
- bpy.utils.register_class(export_all_groups)
- bpy.utils.register_class(export_groups_autosave)
- bpy.utils.register_class(export_group)
- bpy.utils.register_class(add_objects_to_group)
- bpy.utils.register_class(del_objects_from_group)
- bpy.utils.register_class(select_group_objects)
- bpy.utils.register_class(UI_List_Godot)
-
- bpy.types.Scene.godot_export_groups = CollectionProperty(type=godot_export_groups)
- bpy.types.Scene.godot_export_groups_index = IntProperty(default=0,min=0)
-
-def unregister():
- bpy.utils.unregister_class(godot_export_manager)
- bpy.utils.unregister_class(godot_node_list)
- bpy.utils.unregister_class(godot_export_groups)
- bpy.utils.unregister_class(export_groups_autosave)
- bpy.utils.unregister_class(add_export_group)
- bpy.utils.unregister_class(del_export_group)
- bpy.utils.unregister_class(export_all_groups)
- bpy.utils.unregister_class(export_group)
- bpy.utils.unregister_class(add_objects_to_group)
- bpy.utils.unregister_class(del_objects_from_group)
- bpy.utils.unregister_class(select_group_objects)
- bpy.utils.unregister_class(UI_List_Godot)
-
-@persistent
-def auto_export(dummy):
- bpy.ops.scene.godot_export_groups_autosave()
-
-bpy.app.handlers.save_post.append(auto_export)
-
-if __name__ == "__main__":
- register()
diff --git a/tools/export/blender25/install.txt b/tools/export/blender25/install.txt
deleted file mode 100644
index 049af8848e..0000000000
--- a/tools/export/blender25/install.txt
+++ /dev/null
@@ -1,11 +0,0 @@
-Godot Author's Own Collada Exporter
------------------------------------
-
-1) Copy the "io_scene_dae" directory to wherever blender stores the
- scripts/addons folder (You will see many other io_scene_blahblah like
- folders). Copy the entire dir, not just the contents, make it just like
- the others.
-2) Go to Blender settings and enable the "Better Collada" plugin
-3) Enjoy proper Collada export.
-4) If it's broken, contact us.
- \ No newline at end of file
diff --git a/tools/export/blender25/io_scene_dae/__init__.py b/tools/export/blender25/io_scene_dae/__init__.py
deleted file mode 100644
index a1a0eabbbe..0000000000
--- a/tools/export/blender25/io_scene_dae/__init__.py
+++ /dev/null
@@ -1,193 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8-80 compliant>
-
-bl_info = {
- "name": "Better Collada Exporter",
- "author": "Juan Linietsky",
- "blender": (2, 5, 8),
- "api": 38691,
- "location": "File > Import-Export",
- "description": ("Export DAE Scenes, This plugin actually works better! otherwise contact me."),
- "warning": "",
- "wiki_url": ("http://www.godotengine.org"),
- "tracker_url": "",
- "support": 'OFFICIAL',
- "category": "Import-Export"}
-
-
-if "bpy" in locals():
- import imp
- if "export_dae" in locals():
- imp.reload(export_dae)
-
-
-import bpy
-from bpy.props import StringProperty, BoolProperty, FloatProperty, EnumProperty
-
-from bpy_extras.io_utils import (ExportHelper,
- path_reference_mode,
- axis_conversion,
- )
-
-
-class ExportDAE(bpy.types.Operator, ExportHelper):
- '''Selection to DAE'''
- bl_idname = "export_scene.dae"
- bl_label = "Export DAE"
- bl_options = {'PRESET'}
-
- filename_ext = ".dae"
- filter_glob = StringProperty(default="*.dae", options={'HIDDEN'})
-
- # List of operator properties, the attributes will be assigned
- # to the class instance from the operator settings before calling.
-
-
- object_types = EnumProperty(
- name="Object Types",
- options={'ENUM_FLAG'},
- items=(('EMPTY', "Empty", ""),
- ('CAMERA', "Camera", ""),
- ('LAMP', "Lamp", ""),
- ('ARMATURE', "Armature", ""),
- ('MESH', "Mesh", ""),
- ('CURVE', "Curve", ""),
- ),
- default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH','CURVE'},
- )
-
- use_export_selected = BoolProperty(
- name="Selected Objects",
- description="Export only selected objects (and visible in active layers if that applies).",
- default=False,
- )
- use_mesh_modifiers = BoolProperty(
- name="Apply Modifiers",
- description="Apply modifiers to mesh objects (on a copy!).",
- default=False,
- )
- use_tangent_arrays = BoolProperty(
- name="Tangent Arrays",
- description="Export Tangent and Binormal arrays (for normalmapping).",
- default=False,
- )
- use_triangles = BoolProperty(
- name="Triangulate",
- description="Export Triangles instead of Polygons.",
- default=False,
- )
-
- use_copy_images = BoolProperty(
- name="Copy Images",
- description="Copy Images (create images/ subfolder)",
- default=False,
- )
- use_active_layers = BoolProperty(
- name="Active Layers",
- description="Export only objects on the active layers.",
- default=True,
- )
- use_anim = BoolProperty(
- name="Export Animation",
- description="Export keyframe animation",
- default=False,
- )
- use_anim_action_all = BoolProperty(
- name="All Actions",
- description=("Export all actions for the first armature found in separate DAE files"),
- default=False,
- )
- use_anim_skip_noexp = BoolProperty(
- name="Skip (-noexp) Actions",
- description="Skip exporting of actions whose name end in (-noexp). Useful to skip control animations.",
- default=True,
- )
- use_anim_optimize = BoolProperty(
- name="Optimize Keyframes",
- description="Remove double keyframes",
- default=True,
- )
-
- anim_optimize_precision = FloatProperty(
- name="Precision",
- description=("Tolerence for comparing double keyframes "
- "(higher for greater accuracy)"),
- min=1, max=16,
- soft_min=1, soft_max=16,
- default=6.0,
- )
-
- use_metadata = BoolProperty(
- name="Use Metadata",
- default=True,
- options={'HIDDEN'},
- )
-
- @property
- def check_extension(self):
- return True#return self.batch_mode == 'OFF'
-
- def check(self, context):
- return True
- """
- isretur_def_change = super().check(context)
- return (is_xna_change or is_def_change)
- """
-
- def execute(self, context):
- if not self.filepath:
- raise Exception("filepath not set")
-
- """ global_matrix = Matrix()
-
- global_matrix[0][0] = \
- global_matrix[1][1] = \
- global_matrix[2][2] = self.global_scale
- """
-
- keywords = self.as_keywords(ignore=("axis_forward",
- "axis_up",
- "global_scale",
- "check_existing",
- "filter_glob",
- "xna_validate",
- ))
-
- from . import export_dae
- return export_dae.save(self, context, **keywords)
-
-
-def menu_func(self, context):
- self.layout.operator(ExportDAE.bl_idname, text="Better Collada (.dae)")
-
-
-def register():
- bpy.utils.register_module(__name__)
-
- bpy.types.INFO_MT_file_export.append(menu_func)
-
-
-def unregister():
- bpy.utils.unregister_module(__name__)
-
- bpy.types.INFO_MT_file_export.remove(menu_func)
-
-if __name__ == "__main__":
- register()
diff --git a/tools/export/blender25/io_scene_dae/export_dae.py b/tools/export/blender25/io_scene_dae/export_dae.py
deleted file mode 100644
index 2f7d1ddd86..0000000000
--- a/tools/export/blender25/io_scene_dae/export_dae.py
+++ /dev/null
@@ -1,1724 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# Script copyright (C) Juan Linietsky
-# Contact Info: juan@codenix.com
-
-"""
-This script is an exporter to the Khronos Collada file format.
-
-http://www.khronos.org/collada/
-"""
-
-# TODO:
-# Materials & Textures
-# Optionally export Vertex Colors
-# Morph Targets
-# Control bone removal
-# Copy textures
-# Export Keyframe Optimization
-# --
-# Morph Targets
-# Blender native material? (?)
-
-import os
-import time
-import math # math.pi
-import shutil
-import bpy
-import bmesh
-from mathutils import Vector, Matrix
-
-#according to collada spec, order matters
-S_ASSET=0
-S_IMGS=1
-S_FX=2
-S_MATS=3
-S_GEOM=4
-S_MORPH=5
-S_SKIN=6
-S_CONT=7
-S_CAMS=8
-S_LAMPS=9
-S_ANIM_CLIPS=10
-S_NODES=11
-S_ANIM=12
-
-CMP_EPSILON=0.0001
-
-def snap_tup(tup):
- ret=()
- for x in tup:
- ret+=( x-math.fmod(x,0.0001), )
-
- return tup
-
-
-def strmtx(mtx):
- s=" "
- for x in range(4):
- for y in range(4):
- s+=str(mtx[x][y])
- s+=" "
- s+=" "
- return s
-
-def numarr(a,mult=1.0):
- s=" "
- for x in a:
- s+=" "+str(x*mult)
- s+=" "
- return s
-
-def numarr_alpha(a,mult=1.0):
- s=" "
- for x in a:
- s+=" "+str(x*mult)
- if len(a) == 3:
- s+=" 1.0"
- s+=" "
- return s
-
-def strarr(arr):
- s=" "
- for x in arr:
- s+=" "+str(x)
- s+=" "
- return s
-
-class DaeExporter:
-
- def validate_id(self,d):
- if (d.find("id-")==0):
- return "z"+d
- return d
-
-
- def new_id(self,t):
- self.last_id+=1
- return "id-"+t+"-"+str(self.last_id)
-
- class Vertex:
-
- def close_to(v):
- if ( (self.vertex-v.vertex).length() > CMP_EPSILON ):
- return False
- if ( (self.normal-v.normal).length() > CMP_EPSILON ):
- return False
- if ( (self.uv-v.uv).length() > CMP_EPSILON ):
- return False
- if ( (self.uv2-v.uv2).length() > CMP_EPSILON ):
- return False
-
- return True
-
- def get_tup(self):
- tup = (self.vertex.x,self.vertex.y,self.vertex.z,self.normal.x,self.normal.y,self.normal.z)
- for t in self.uv:
- tup = tup + (t.x,t.y)
- if (self.color!=None):
- tup = tup + (self.color.x,self.color.y,self.color.z)
- if (self.tangent!=None):
- tup = tup + (self.tangent.x,self.tangent.y,self.tangent.z)
- if (self.bitangent!=None):
- tup = tup + (self.bitangent.x,self.bitangent.y,self.bitangent.z)
- for t in self.bones:
- tup = tup + (float(t),)
- for t in self.weights:
- tup = tup + (float(t),)
-
- return tup
-
- def __init__(self):
- self.vertex = Vector( (0.0,0.0,0.0) )
- self.normal = Vector( (0.0,0.0,0.0) )
- self.tangent = None
- self.bitangent = None
- self.color = None
- self.uv = []
- self.uv2 = Vector( (0.0,0.0) )
- self.bones=[]
- self.weights=[]
-
-
- def writel(self,section,indent,text):
- if (not (section in self.sections)):
- self.sections[section]=[]
- line=""
- for x in range(indent):
- line+="\t"
- line+=text
- self.sections[section].append(line)
-
-
- def export_image(self,image):
- if (image in self.image_cache):
- return self.image_cache[image]
-
- imgpath = image.filepath
- if (imgpath.find("//")==0 or imgpath.find("\\\\")==0):
- #if relative, convert to absolute
- imgpath = bpy.path.abspath(imgpath)
-
- #path is absolute, now do something!
-
- if (self.config["use_copy_images"]):
- #copy image
- basedir = os.path.dirname(self.path)+"/images"
- if (not os.path.isdir(basedir)):
- os.makedirs(basedir)
-
- if os.path.isfile(imgpath):
- dstfile=basedir+"/"+os.path.basename(imgpath)
-
- if (not os.path.isfile(dstfile)):
- shutil.copy(imgpath,dstfile)
- imgpath="images/"+os.path.basename(imgpath)
- else:
- ### if file is not found save it as png file in the destination folder
- img_tmp_path = image.filepath
- if img_tmp_path.endswith((".bmp",".rgb",".png",".jpeg",".jpg",".jp2",".tga",".cin",".dpx",".exr",".hdr",".tif")):
- image.filepath = basedir+"/"+os.path.basename(img_tmp_path)
- else:
- image.filepath = basedir+"/"+image.name+".png"
-
- dstfile=basedir+"/"+os.path.basename(image.filepath)
-
- if (not os.path.isfile(dstfile)):
-
- image.save()
- imgpath="images/"+os.path.basename(image.filepath)
- image.filepath = img_tmp_path
-
- else:
- #export relative, always, no one wants absolute paths.
- try:
- imgpath = os.path.relpath(imgpath,os.path.dirname(self.path)).replace("\\","/") # export unix compatible always
-
- except:
- pass #fails sometimes, not sure why
-
-
- imgid = self.new_id("image")
-
- print("FOR: "+imgpath)
-
-# if (not os.path.isfile(imgpath)):
-# print("NOT FILE?")
-# if imgpath.endswith((".bmp",".rgb",".png",".jpeg",".jpg",".jp2",".tga",".cin",".dpx",".exr",".hdr",".tif")):
-# imgpath="images/"+os.path.basename(imgpath)
-# else:
-# imgpath="images/"+image.name+".png"
-
- self.writel(S_IMGS,1,'<image id="'+imgid+'" name="'+image.name+'">')
- self.writel(S_IMGS,2,'<init_from>'+imgpath+'</init_from>')
- self.writel(S_IMGS,1,'</image>')
- self.image_cache[image]=imgid
- return imgid
-
- def export_material(self,material,double_sided_hint=True):
-
- if (material in self.material_cache):
- return self.material_cache[material]
-
- fxid = self.new_id("fx")
- self.writel(S_FX,1,'<effect id="'+fxid+'" name="'+material.name+'-fx">')
- self.writel(S_FX,2,'<profile_COMMON>')
-
- #Find and fetch the textures and create sources
- sampler_table={}
- diffuse_tex=None
- specular_tex=None
- emission_tex=None
- normal_tex=None
- for i in range(len(material.texture_slots)):
- ts=material.texture_slots[i]
- if (not ts):
- continue
- if (not ts.use):
- continue
- if (not ts.texture):
- continue
- if (ts.texture.type!="IMAGE"):
- continue
-
- if (ts.texture.image==None):
- continue
-
- #image
- imgid = self.export_image(ts.texture.image)
-
- #surface
- surface_sid = self.new_id("fx_surf")
- self.writel(S_FX,3,'<newparam sid="'+surface_sid+'">')
- self.writel(S_FX,4,'<surface type="2D">')
- self.writel(S_FX,5,'<init_from>'+imgid+'</init_from>') #this is sooo weird
- self.writel(S_FX,5,'<format>A8R8G8B8</format>')
- self.writel(S_FX,4,'</surface>')
- self.writel(S_FX,3,'</newparam>')
- #sampler, collada sure likes it difficult
- sampler_sid = self.new_id("fx_sampler")
- self.writel(S_FX,3,'<newparam sid="'+sampler_sid+'">')
- self.writel(S_FX,4,'<sampler2D>')
- self.writel(S_FX,5,'<source>'+surface_sid+'</source>')
- self.writel(S_FX,4,'</sampler2D>')
- self.writel(S_FX,3,'</newparam>')
- sampler_table[i]=sampler_sid
-
- if (ts.use_map_color_diffuse and diffuse_tex==None):
- diffuse_tex=sampler_sid
- if (ts.use_map_color_spec and specular_tex==None):
- specular_tex=sampler_sid
- if (ts.use_map_emit and emission_tex==None):
- emission_tex=sampler_sid
- if (ts.use_map_normal and normal_tex==None):
- normal_tex=sampler_sid
-
- self.writel(S_FX,3,'<technique sid="common">')
- shtype="blinn"
- self.writel(S_FX,4,'<'+shtype+'>')
- #ambient? from where?
-
- self.writel(S_FX,5,'<emission>')
- if (emission_tex!=None):
- self.writel(S_FX,6,'<texture texture="'+emission_tex+'" texcoord="CHANNEL1"/>')
- else:
- self.writel(S_FX,6,'<color>'+numarr_alpha(material.diffuse_color,material.emit)+' </color>') # not totally right but good enough
- self.writel(S_FX,5,'</emission>')
-
- self.writel(S_FX,5,'<ambient>')
- self.writel(S_FX,6,'<color>'+numarr_alpha(self.scene.world.ambient_color,material.ambient)+' </color>')
- self.writel(S_FX,5,'</ambient>')
-
- self.writel(S_FX,5,'<diffuse>')
- if (diffuse_tex!=None):
- self.writel(S_FX,6,'<texture texture="'+diffuse_tex+'" texcoord="CHANNEL1"/>')
- else:
- self.writel(S_FX,6,'<color>'+numarr_alpha(material.diffuse_color,material.diffuse_intensity)+'</color>')
- self.writel(S_FX,5,'</diffuse>')
-
- self.writel(S_FX,5,'<specular>')
- if (specular_tex!=None):
- self.writel(S_FX,6,'<texture texture="'+specular_tex+'" texcoord="CHANNEL1"/>')
- else:
- self.writel(S_FX,6,'<color>'+numarr_alpha(material.specular_color,material.specular_intensity)+'</color>')
- self.writel(S_FX,5,'</specular>')
-
- self.writel(S_FX,5,'<shininess>')
- self.writel(S_FX,6,'<float>'+str(material.specular_hardness)+'</float>')
- self.writel(S_FX,5,'</shininess>')
-
- self.writel(S_FX,5,'<reflective>')
- self.writel(S_FX,6,'<color>'+numarr_alpha(material.mirror_color)+'</color>')
- self.writel(S_FX,5,'</reflective>')
-
- if (material.use_transparency):
- self.writel(S_FX,5,'<transparency>')
- self.writel(S_FX,6,'<float>'+str(material.alpha)+'</float>')
- self.writel(S_FX,5,'</transparency>')
-
- self.writel(S_FX,5,'<index_of_refraction>')
- self.writel(S_FX,6,'<float>'+str(material.specular_ior)+'</float>')
- self.writel(S_FX,5,'</index_of_refraction>')
-
- self.writel(S_FX,4,'</'+shtype+'>')
-
- self.writel(S_FX,4,'<extra>')
- self.writel(S_FX,5,'<technique profile="FCOLLADA">')
- if (normal_tex):
- self.writel(S_FX,6,'<bump bumptype="NORMALMAP">')
- self.writel(S_FX,7,'<texture texture="'+normal_tex+'" texcoord="CHANNEL1"/>')
- self.writel(S_FX,6,'</bump>')
-
- self.writel(S_FX,5,'</technique>')
- self.writel(S_FX,5,'<technique profile="GOOGLEEARTH">')
- self.writel(S_FX,6,'<double_sided>'+["0","1"][double_sided_hint]+"</double_sided>")
- self.writel(S_FX,5,'</technique>')
-
- if (material.use_shadeless):
- self.writel(S_FX,5,'<technique profile="GODOT">')
- self.writel(S_FX,6,'<unshaded>1</unshaded>')
- self.writel(S_FX,5,'</technique>')
-
- self.writel(S_FX,4,'</extra>')
-
- self.writel(S_FX,3,'</technique>')
- self.writel(S_FX,2,'</profile_COMMON>')
- self.writel(S_FX,1,'</effect>')
-
- # Also export blender material in all it's glory (if set as active)
-
-
- #Material
- matid = self.new_id("material")
- self.writel(S_MATS,1,'<material id="'+matid+'" name="'+material.name+'">')
- self.writel(S_MATS,2,'<instance_effect url="#'+fxid+'"/>')
- self.writel(S_MATS,1,'</material>')
-
- self.material_cache[material]=matid
- return matid
-
-
- def export_mesh(self,node,armature=None,skeyindex=-1,skel_source=None,custom_name=None):
-
- mesh = node.data
-
-
- if (node.data in self.mesh_cache):
- return self.mesh_cache[mesh]
-
- if (skeyindex==-1 and mesh.shape_keys!=None and len(mesh.shape_keys.key_blocks)):
- values=[]
- morph_targets=[]
- md=None
- for k in range(0,len(mesh.shape_keys.key_blocks)):
- shape = node.data.shape_keys.key_blocks[k]
- values+=[shape.value] #save value
- shape.value=0
-
- mid = self.new_id("morph")
-
- for k in range(0,len(mesh.shape_keys.key_blocks)):
-
- shape = node.data.shape_keys.key_blocks[k]
- node.show_only_shape_key=True
- node.active_shape_key_index = k
- shape.value = 1.0
- mesh.update()
- """
- oldval = shape.value
- shape.value = 1.0
-
- """
- p = node.data
- v = node.to_mesh(bpy.context.scene, True, "RENDER")
- node.data = v
-# self.export_node(node,il,shape.name)
- node.data.update()
- if (armature and k==0):
- md=self.export_mesh(node,armature,k,mid,shape.name)
- else:
- md=self.export_mesh(node,None,k,None,shape.name)
-
- node.data = p
- node.data.update()
- shape.value = 0.0
- morph_targets.append(md)
-
- """
- shape.value = oldval
- """
- node.show_only_shape_key=False
- node.active_shape_key_index = 0
-
-
- self.writel(S_MORPH,1,'<controller id="'+mid+'" name="">')
- #if ("skin_id" in morph_targets[0]):
- # self.writel(S_MORPH,2,'<morph source="#'+morph_targets[0]["skin_id"]+'" method="NORMALIZED">')
- #else:
- self.writel(S_MORPH,2,'<morph source="#'+morph_targets[0]["id"]+'" method="NORMALIZED">')
-
- self.writel(S_MORPH,3,'<source id="'+mid+'-morph-targets">')
- self.writel(S_MORPH,4,'<IDREF_array id="'+mid+'-morph-targets-array" count="'+str(len(morph_targets)-1)+'">')
- marr=""
- warr=""
- for i in range(len(morph_targets)):
- if (i==0):
- continue
- elif (i>1):
- marr+=" "
-
- if ("skin_id" in morph_targets[i]):
- marr+=morph_targets[i]["skin_id"]
- else:
- marr+=morph_targets[i]["id"]
-
- warr+=" 0"
-
- self.writel(S_MORPH,5,marr)
- self.writel(S_MORPH,4,'</IDREF_array>')
- self.writel(S_MORPH,4,'<technique_common>')
- self.writel(S_MORPH,5,'<accessor source="#'+mid+'-morph-targets-array" count="'+str(len(morph_targets)-1)+'" stride="1">')
- self.writel(S_MORPH,6,'<param name="MORPH_TARGET" type="IDREF"/>')
- self.writel(S_MORPH,5,'</accessor>')
- self.writel(S_MORPH,4,'</technique_common>')
- self.writel(S_MORPH,3,'</source>')
-
- self.writel(S_MORPH,3,'<source id="'+mid+'-morph-weights">')
- self.writel(S_MORPH,4,'<float_array id="'+mid+'-morph-weights-array" count="'+str(len(morph_targets)-1)+'" >')
- self.writel(S_MORPH,5,warr)
- self.writel(S_MORPH,4,'</float_array>')
- self.writel(S_MORPH,4,'<technique_common>')
- self.writel(S_MORPH,5,'<accessor source="#'+mid+'-morph-weights-array" count="'+str(len(morph_targets)-1)+'" stride="1">')
- self.writel(S_MORPH,6,'<param name="MORPH_WEIGHT" type="float"/>')
- self.writel(S_MORPH,5,'</accessor>')
- self.writel(S_MORPH,4,'</technique_common>')
- self.writel(S_MORPH,3,'</source>')
-
- self.writel(S_MORPH,3,'<targets>')
- self.writel(S_MORPH,4,'<input semantic="MORPH_TARGET" source="#'+mid+'-morph-targets"/>')
- self.writel(S_MORPH,4,'<input semantic="MORPH_WEIGHT" source="#'+mid+'-morph-weights"/>')
- self.writel(S_MORPH,3,'</targets>')
- self.writel(S_MORPH,2,'</morph>')
- self.writel(S_MORPH,1,'</controller>')
- if (armature!=None):
-
- self.armature_for_morph[node]=armature
-
- meshdata={}
- if (armature):
- meshdata = morph_targets[0]
- meshdata["morph_id"]=mid
- else:
- meshdata["id"]=morph_targets[0]["id"]
- meshdata["morph_id"]=mid
- meshdata["material_assign"]=morph_targets[0]["material_assign"]
-
-
-
- self.mesh_cache[node.data]=meshdata
- return meshdata
-
- apply_modifiers = len(node.modifiers) and self.config["use_mesh_modifiers"]
-
- name_to_use = mesh.name
- #print("name to use: "+mesh.name)
- if (custom_name!=None and custom_name!=""):
- name_to_use=custom_name
-
- mesh=node.to_mesh(self.scene,apply_modifiers,"RENDER") #is this allright?
-
- triangulate=self.config["use_triangles"]
- if (triangulate):
- bm = bmesh.new()
- bm.from_mesh(mesh)
- bmesh.ops.triangulate(bm, faces=bm.faces)
- bm.to_mesh(mesh)
- bm.free()
-
-
- mesh.update(calc_tessface=True)
- vertices=[]
- vertex_map={}
- surface_indices={}
- materials={}
-
- materials={}
-
- si=None
- if (armature!=None):
- si=self.skeleton_info[armature]
-
- has_uv=False
- has_uv2=False
- has_weights=armature!=None
- has_tangents=self.config["use_tangent_arrays"] # could detect..
- has_colors=len(mesh.vertex_colors)
- mat_assign=[]
-
- uv_layer_count=len(mesh.uv_textures)
- if (has_tangents and len(mesh.uv_textures)):
- try:
- mesh.calc_tangents()
- except:
- self.operator.report({'WARNING'},'CalcTangets failed for mesh "'+mesh.name+'", no tangets will be exported.')
- #uv_layer_count=0
- mesh.calc_normals_split()
- has_tangents=False
-
- else:
- mesh.calc_normals_split()
- has_tangents=False
-
-
- for fi in range(len(mesh.polygons)):
- f=mesh.polygons[fi]
-
- if (not (f.material_index in surface_indices)):
- surface_indices[f.material_index]=[]
- #print("Type: "+str(type(f.material_index)))
- #print("IDX: "+str(f.material_index)+"/"+str(len(mesh.materials)))
-
- try:
- #Bizarre blender behavior i don't understand, so catching exception
- mat = mesh.materials[f.material_index]
- except:
- mat= None
-
- if (mat!=None):
- materials[f.material_index]=self.export_material( mat,mesh.show_double_sided )
- else:
- materials[f.material_index]=None #weird, has no material?
-
- indices = surface_indices[f.material_index]
- vi=[]
- #vertices always 3
- """
- if (len(f.vertices)==3):
- vi.append(0)
- vi.append(1)
- vi.append(2)
- elif (len(f.vertices)==4):
- #todo, should use shortest path
- vi.append(0)
- vi.append(1)
- vi.append(2)
- vi.append(0)
- vi.append(2)
- vi.append(3)
- """
-
- for lt in range(f.loop_total):
- loop_index = f.loop_start + lt
- ml = mesh.loops[loop_index]
- mv = mesh.vertices[ml.vertex_index]
-
- v = self.Vertex()
- v.vertex = Vector( mv.co )
-
- for xt in mesh.uv_layers:
- v.uv.append( Vector( xt.data[loop_index].uv ) )
-
- if (has_colors):
- v.color = Vector( mesh.vertex_colors[0].data[loop_index].color )
-
- v.normal = Vector( ml.normal )
-
- if (has_tangents):
- v.tangent = Vector( ml.tangent )
- v.bitangent = Vector( ml.bitangent )
-
-
- # if (armature):
- # v.vertex = node.matrix_world * v.vertex
-
- #v.color=Vertex(mv. ???
-
- if (armature!=None):
- wsum=0.0
- zero_bones=[]
-
- for vg in mv.groups:
- if vg.group >= len(node.vertex_groups):
- continue;
- name = node.vertex_groups[vg.group].name
-
- if (name in si["bone_index"]):
- #could still put the weight as 0.0001 maybe
- if (vg.weight>0.001): #blender has a lot of zero weight stuff
- v.bones.append(si["bone_index"][name])
- v.weights.append(vg.weight)
- wsum+=vg.weight
- if (wsum==0.0):
- if not self.wrongvtx_report:
- self.operator.report({'WARNING'},'Mesh for object "'+node.name+'" has unassigned weights. This may look wrong in exported model.')
- self.wrongvtx_report=True
-
- #blender can have bones assigned that weight zero so they remain local
- #this is the best it can be done?
- v.bones.append(0)
- v.weights.append(1)
-
-
-
-
- tup = v.get_tup()
- idx = 0
- if (skeyindex==-1 and tup in vertex_map): #do not optmize if using shapekeys
- idx = vertex_map[tup]
- else:
- idx = len(vertices)
- vertices.append(v)
- vertex_map[tup]=idx
-
- vi.append(idx)
-
- if (len(vi)>2):
- #only triangles and above
- indices.append(vi)
-
-
- meshid = self.new_id("mesh")
- self.writel(S_GEOM,1,'<geometry id="'+meshid+'" name="'+name_to_use+'">')
-
- self.writel(S_GEOM,2,'<mesh>')
-
-
- # Vertex Array
- self.writel(S_GEOM,3,'<source id="'+meshid+'-positions">')
- float_values=""
- for v in vertices:
- float_values+=" "+str(v.vertex.x)+" "+str(v.vertex.y)+" "+str(v.vertex.z)
- self.writel(S_GEOM,4,'<float_array id="'+meshid+'-positions-array" count="'+str(len(vertices)*3)+'">'+float_values+'</float_array>')
- self.writel(S_GEOM,4,'<technique_common>')
- self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-positions-array" count="'+str(len(vertices))+'" stride="3">')
- self.writel(S_GEOM,5,'<param name="X" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Y" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Z" type="float"/>')
- self.writel(S_GEOM,4,'</accessor>')
- self.writel(S_GEOM,4,'</technique_common>')
- self.writel(S_GEOM,3,'</source>')
-
- # Normal Array
-
- self.writel(S_GEOM,3,'<source id="'+meshid+'-normals">')
- float_values=""
- for v in vertices:
- float_values+=" "+str(v.normal.x)+" "+str(v.normal.y)+" "+str(v.normal.z)
- self.writel(S_GEOM,4,'<float_array id="'+meshid+'-normals-array" count="'+str(len(vertices)*3)+'">'+float_values+'</float_array>')
- self.writel(S_GEOM,4,'<technique_common>')
- self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-normals-array" count="'+str(len(vertices))+'" stride="3">')
- self.writel(S_GEOM,5,'<param name="X" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Y" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Z" type="float"/>')
- self.writel(S_GEOM,4,'</accessor>')
- self.writel(S_GEOM,4,'</technique_common>')
- self.writel(S_GEOM,3,'</source>')
-
- if (has_tangents):
- self.writel(S_GEOM,3,'<source id="'+meshid+'-tangents">')
- float_values=""
- for v in vertices:
- float_values+=" "+str(v.tangent.x)+" "+str(v.tangent.y)+" "+str(v.tangent.z)
- self.writel(S_GEOM,4,'<float_array id="'+meshid+'-tangents-array" count="'+str(len(vertices)*3)+'">'+float_values+'</float_array>')
- self.writel(S_GEOM,4,'<technique_common>')
- self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-tangents-array" count="'+str(len(vertices))+'" stride="3">')
- self.writel(S_GEOM,5,'<param name="X" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Y" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Z" type="float"/>')
- self.writel(S_GEOM,4,'</accessor>')
- self.writel(S_GEOM,4,'</technique_common>')
- self.writel(S_GEOM,3,'</source>')
-
- self.writel(S_GEOM,3,'<source id="'+meshid+'-bitangents">')
- float_values=""
- for v in vertices:
- float_values+=" "+str(v.bitangent.x)+" "+str(v.bitangent.y)+" "+str(v.bitangent.z)
- self.writel(S_GEOM,4,'<float_array id="'+meshid+'-bitangents-array" count="'+str(len(vertices)*3)+'">'+float_values+'</float_array>')
- self.writel(S_GEOM,4,'<technique_common>')
- self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-bitangents-array" count="'+str(len(vertices))+'" stride="3">')
- self.writel(S_GEOM,5,'<param name="X" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Y" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Z" type="float"/>')
- self.writel(S_GEOM,4,'</accessor>')
- self.writel(S_GEOM,4,'</technique_common>')
- self.writel(S_GEOM,3,'</source>')
-
-
-
- # UV Arrays
-
- for uvi in range(uv_layer_count):
-
- self.writel(S_GEOM,3,'<source id="'+meshid+'-texcoord-'+str(uvi)+'">')
- float_values=""
- for v in vertices:
- try:
- float_values+=" "+str(v.uv[uvi].x)+" "+str(v.uv[uvi].y)
- except:
- # I don't understand this weird multi-uv-layer API, but with this it seems to works
- float_values+=" 0 0 "
-
- self.writel(S_GEOM,4,'<float_array id="'+meshid+'-texcoord-'+str(uvi)+'-array" count="'+str(len(vertices)*2)+'">'+float_values+'</float_array>')
- self.writel(S_GEOM,4,'<technique_common>')
- self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-texcoord-'+str(uvi)+'-array" count="'+str(len(vertices))+'" stride="2">')
- self.writel(S_GEOM,5,'<param name="S" type="float"/>')
- self.writel(S_GEOM,5,'<param name="T" type="float"/>')
- self.writel(S_GEOM,4,'</accessor>')
- self.writel(S_GEOM,4,'</technique_common>')
- self.writel(S_GEOM,3,'</source>')
-
- # Color Arrays
-
- if (has_colors):
- self.writel(S_GEOM,3,'<source id="'+meshid+'-colors">')
- float_values=""
- for v in vertices:
- float_values+=" "+str(v.color.x)+" "+str(v.color.y)+" "+str(v.color.z)
- self.writel(S_GEOM,4,'<float_array id="'+meshid+'-colors-array" count="'+str(len(vertices)*3)+'">'+float_values+'</float_array>')
- self.writel(S_GEOM,4,'<technique_common>')
- self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-colors-array" count="'+str(len(vertices))+'" stride="3">')
- self.writel(S_GEOM,5,'<param name="X" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Y" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Z" type="float"/>')
- self.writel(S_GEOM,4,'</accessor>')
- self.writel(S_GEOM,4,'</technique_common>')
- self.writel(S_GEOM,3,'</source>')
-
- # Triangle Lists
- self.writel(S_GEOM,3,'<vertices id="'+meshid+'-vertices">')
- self.writel(S_GEOM,4,'<input semantic="POSITION" source="#'+meshid+'-positions"/>')
- self.writel(S_GEOM,3,'</vertices>')
-
- prim_type=""
- if (triangulate):
- prim_type="triangles"
- else:
- prim_type="polygons"
-
-
- for m in surface_indices:
- indices = surface_indices[m]
- mat = materials[m]
-
- if (mat!=None):
- matref = self.new_id("trimat")
- self.writel(S_GEOM,3,'<'+prim_type+' count="'+str(int(len(indices)))+'" material="'+matref+'">') # todo material
- mat_assign.append( (mat,matref) )
- else:
- self.writel(S_GEOM,3,'<'+prim_type+' count="'+str(int(len(indices)))+'">') # todo material
-
-
- self.writel(S_GEOM,4,'<input semantic="VERTEX" source="#'+meshid+'-vertices" offset="0"/>')
- self.writel(S_GEOM,4,'<input semantic="NORMAL" source="#'+meshid+'-normals" offset="0"/>')
-
- for uvi in range(uv_layer_count):
- self.writel(S_GEOM,4,'<input semantic="TEXCOORD" source="#'+meshid+'-texcoord-'+str(uvi)+'" offset="0" set="'+str(uvi)+'"/>')
-
- if (has_colors):
- self.writel(S_GEOM,4,'<input semantic="COLOR" source="#'+meshid+'-colors" offset="0"/>')
- if (has_tangents):
- self.writel(S_GEOM,4,'<input semantic="TEXTANGENT" source="#'+meshid+'-tangents" offset="0"/>')
- self.writel(S_GEOM,4,'<input semantic="TEXBINORMAL" source="#'+meshid+'-bitangents" offset="0"/>')
-
- if (triangulate):
- int_values="<p>"
- for p in indices:
- for i in p:
- int_values+=" "+str(i)
- int_values+=" </p>"
- self.writel(S_GEOM,4,int_values)
- else:
- for p in indices:
- int_values="<p>"
- for i in p:
- int_values+=" "+str(i)
- int_values+=" </p>"
- self.writel(S_GEOM,4,int_values)
-
- self.writel(S_GEOM,3,'</'+prim_type+'>')
-
-
- self.writel(S_GEOM,2,'</mesh>')
- self.writel(S_GEOM,1,'</geometry>')
-
-
- meshdata={}
- meshdata["id"]=meshid
- meshdata["material_assign"]=mat_assign
- if (skeyindex==-1):
- self.mesh_cache[node.data]=meshdata
-
-
- # Export armature data (if armature exists)
-
- if (armature!=None and (skel_source!=None or skeyindex==-1)):
-
- contid = self.new_id("controller")
-
- self.writel(S_SKIN,1,'<controller id="'+contid+'">')
- if (skel_source!=None):
- self.writel(S_SKIN,2,'<skin source="#'+skel_source+'">')
- else:
- self.writel(S_SKIN,2,'<skin source="#'+meshid+'">')
-
- self.writel(S_SKIN,3,'<bind_shape_matrix>'+strmtx(node.matrix_world)+'</bind_shape_matrix>')
- #Joint Names
- self.writel(S_SKIN,3,'<source id="'+contid+'-joints">')
- name_values=""
- for v in si["bone_names"]:
- name_values+=" "+v
-
- self.writel(S_SKIN,4,'<Name_array id="'+contid+'-joints-array" count="'+str(len(si["bone_names"]))+'">'+name_values+'</Name_array>')
- self.writel(S_SKIN,4,'<technique_common>')
- self.writel(S_SKIN,4,'<accessor source="#'+contid+'-joints-array" count="'+str(len(si["bone_names"]))+'" stride="1">')
- self.writel(S_SKIN,5,'<param name="JOINT" type="Name"/>')
- self.writel(S_SKIN,4,'</accessor>')
- self.writel(S_SKIN,4,'</technique_common>')
- self.writel(S_SKIN,3,'</source>')
- #Pose Matrices!
- self.writel(S_SKIN,3,'<source id="'+contid+'-bind_poses">')
- pose_values=""
- for v in si["bone_bind_poses"]:
- pose_values+=" "+strmtx(v)
-
- self.writel(S_SKIN,4,'<float_array id="'+contid+'-bind_poses-array" count="'+str(len(si["bone_bind_poses"])*16)+'">'+pose_values+'</float_array>')
- self.writel(S_SKIN,4,'<technique_common>')
- self.writel(S_SKIN,4,'<accessor source="#'+contid+'-bind_poses-array" count="'+str(len(si["bone_bind_poses"]))+'" stride="16">')
- self.writel(S_SKIN,5,'<param name="TRANSFORM" type="float4x4"/>')
- self.writel(S_SKIN,4,'</accessor>')
- self.writel(S_SKIN,4,'</technique_common>')
- self.writel(S_SKIN,3,'</source>')
- #Skin Weights!
- self.writel(S_SKIN,3,'<source id="'+contid+'-skin_weights">')
- skin_weights=""
- skin_weights_total=0
- for v in vertices:
- skin_weights_total+=len(v.weights)
- for w in v.weights:
- skin_weights+=" "+str(w)
-
- self.writel(S_SKIN,4,'<float_array id="'+contid+'-skin_weights-array" count="'+str(skin_weights_total)+'">'+skin_weights+'</float_array>')
- self.writel(S_SKIN,4,'<technique_common>')
- self.writel(S_SKIN,4,'<accessor source="#'+contid+'-skin_weights-array" count="'+str(skin_weights_total)+'" stride="1">')
- self.writel(S_SKIN,5,'<param name="WEIGHT" type="float"/>')
- self.writel(S_SKIN,4,'</accessor>')
- self.writel(S_SKIN,4,'</technique_common>')
- self.writel(S_SKIN,3,'</source>')
-
-
- self.writel(S_SKIN,3,'<joints>')
- self.writel(S_SKIN,4,'<input semantic="JOINT" source="#'+contid+'-joints"/>')
- self.writel(S_SKIN,4,'<input semantic="INV_BIND_MATRIX" source="#'+contid+'-bind_poses"/>')
- self.writel(S_SKIN,3,'</joints>')
- self.writel(S_SKIN,3,'<vertex_weights count="'+str(len(vertices))+'">')
- self.writel(S_SKIN,4,'<input semantic="JOINT" source="#'+contid+'-joints" offset="0"/>')
- self.writel(S_SKIN,4,'<input semantic="WEIGHT" source="#'+contid+'-skin_weights" offset="1"/>')
- vcounts=""
- vs=""
- vcount=0
- for v in vertices:
- vcounts+=" "+str(len(v.weights))
- for b in v.bones:
- vs+=" "+str(b)
- vs+=" "+str(vcount)
- vcount+=1
- self.writel(S_SKIN,4,'<vcount>'+vcounts+'</vcount>')
- self.writel(S_SKIN,4,'<v>'+vs+'</v>')
- self.writel(S_SKIN,3,'</vertex_weights>')
-
-
- self.writel(S_SKIN,2,'</skin>')
- self.writel(S_SKIN,1,'</controller>')
- meshdata["skin_id"]=contid
-
-
- return meshdata
-
-
- def export_mesh_node(self,node,il):
-
- if (node.data==None):
- return
- armature=None
- armcount=0
- for n in node.modifiers:
- if (n.type=="ARMATURE"):
- armcount+=1
-
- if (node.parent!=None):
- if (node.parent.type=="ARMATURE"):
- armature=node.parent
- if (armcount>1):
- self.operator.report({'WARNING'},'Object "'+node.name+'" refers to more than one armature! This is unsupported.')
- if (armcount==0):
- self.operator.report({'WARNING'},'Object "'+node.name+'" is child of an armature, but has no armature modifier.')
-
-
- if (armcount>0 and not armature):
- self.operator.report({'WARNING'},'Object "'+node.name+'" has armature modifier, but is not a child of an armature. This is unsupported.')
-
-
- if (node.data.shape_keys!=None):
- sk = node.data.shape_keys
- if (sk.animation_data):
- #print("HAS ANIM")
- #print("DRIVERS: "+str(len(sk.animation_data.drivers)))
- for d in sk.animation_data.drivers:
- if (d.driver):
- for v in d.driver.variables:
- for t in v.targets:
- if (t.id!=None and t.id.name in self.scene.objects):
- #print("LINKING "+str(node)+" WITH "+str(t.id.name))
- self.armature_for_morph[node]=self.scene.objects[t.id.name]
-
-
- meshdata = self.export_mesh(node,armature)
- close_controller=False
-
- if ("skin_id" in meshdata):
- close_controller=True
- self.writel(S_NODES,il,'<instance_controller url="#'+meshdata["skin_id"]+'">')
- for sn in self.skeleton_info[armature]["skeleton_nodes"]:
- self.writel(S_NODES,il+1,'<skeleton>#'+sn+'</skeleton>')
- elif ("morph_id" in meshdata):
- self.writel(S_NODES,il,'<instance_controller url="#'+meshdata["morph_id"]+'">')
- close_controller=True
- elif (armature==None):
- self.writel(S_NODES,il,'<instance_geometry url="#'+meshdata["id"]+'">')
-
-
- if (len(meshdata["material_assign"])>0):
-
- self.writel(S_NODES,il+1,'<bind_material>')
- self.writel(S_NODES,il+2,'<technique_common>')
- for m in meshdata["material_assign"]:
- self.writel(S_NODES,il+3,'<instance_material symbol="'+m[1]+'" target="#'+m[0]+'"/>')
-
- self.writel(S_NODES,il+2,'</technique_common>')
- self.writel(S_NODES,il+1,'</bind_material>')
-
- if (close_controller):
- self.writel(S_NODES,il,'</instance_controller>')
- else:
- self.writel(S_NODES,il,'</instance_geometry>')
-
-
- def export_armature_bone(self,bone,il,si):
- boneid = self.new_id("bone")
- boneidx = si["bone_count"]
- si["bone_count"]+=1
- bonesid = si["id"]+"-"+str(boneidx)
- if (bone.name in self.used_bones):
- if (self.config["use_anim_action_all"]):
- self.operator.report({'WARNING'},'Bone name "'+bone.name+'" used in more than one skeleton. Actions might export wrong.')
- else:
- self.used_bones.append(bone.name)
-
- si["bone_index"][bone.name]=boneidx
- si["bone_ids"][bone]=boneid
- si["bone_names"].append(bonesid)
- self.writel(S_NODES,il,'<node id="'+boneid+'" sid="'+bonesid+'" name="'+bone.name+'" type="JOINT">')
- il+=1
- xform = bone.matrix_local
- si["bone_bind_poses"].append((si["armature_xform"] * xform).inverted())
-
- if (bone.parent!=None):
- xform = bone.parent.matrix_local.inverted() * xform
- else:
- si["skeleton_nodes"].append(boneid)
-
- self.writel(S_NODES,il,'<matrix sid="transform">'+strmtx(xform)+'</matrix>')
- for c in bone.children:
- self.export_armature_bone(c,il,si)
- il-=1
- self.writel(S_NODES,il,'</node>')
-
-
- def export_armature_node(self,node,il):
-
- if (node.data==None):
- return
-
- self.skeletons.append(node)
-
- armature = node.data
- self.skeleton_info[node]={ "bone_count":0, "id":self.new_id("skelbones"),"name":node.name, "bone_index":{},"bone_ids":{},"bone_names":[],"bone_bind_poses":[],"skeleton_nodes":[],"armature_xform":node.matrix_world }
-
-
-
- for b in armature.bones:
- if (b.parent!=None):
- continue
- self.export_armature_bone(b,il,self.skeleton_info[node])
-
- if (node.pose):
- for b in node.pose.bones:
- for x in b.constraints:
- if (x.type=='ACTION'):
- self.action_constraints.append(x.action)
-
-
- def export_camera_node(self,node,il):
-
- if (node.data==None):
- return
-
- camera=node.data
- camid=self.new_id("camera")
- self.writel(S_CAMS,1,'<camera id="'+camid+'" name="'+camera.name+'">')
- self.writel(S_CAMS,2,'<optics>')
- self.writel(S_CAMS,3,'<technique_common>')
- if (camera.type=="PERSP"):
- self.writel(S_CAMS,4,'<perspective>')
- self.writel(S_CAMS,5,'<yfov> '+str(math.degrees(camera.angle))+' </yfov>') # I think?
- self.writel(S_CAMS,5,'<aspect_ratio> '+str(self.scene.render.resolution_x / self.scene.render.resolution_y)+' </aspect_ratio>')
- self.writel(S_CAMS,5,'<znear> '+str(camera.clip_start)+' </znear>')
- self.writel(S_CAMS,5,'<zfar> '+str(camera.clip_end)+' </zfar>')
- self.writel(S_CAMS,4,'</perspective>')
- else:
- self.writel(S_CAMS,4,'<orthographic>')
- self.writel(S_CAMS,5,'<xmag> '+str(camera.ortho_scale*0.5)+' </xmag>') # I think?
- self.writel(S_CAMS,5,'<aspect_ratio> '+str(self.scene.render.resolution_x / self.scene.render.resolution_y)+' </aspect_ratio>')
- self.writel(S_CAMS,5,'<znear> '+str(camera.clip_start)+' </znear>')
- self.writel(S_CAMS,5,'<zfar> '+str(camera.clip_end)+' </zfar>')
- self.writel(S_CAMS,4,'</orthographic>')
-
- self.writel(S_CAMS,3,'</technique_common>')
- self.writel(S_CAMS,2,'</optics>')
- self.writel(S_CAMS,1,'</camera>')
-
-
- self.writel(S_NODES,il,'<instance_camera url="#'+camid+'"/>')
-
- def export_lamp_node(self,node,il):
-
- if (node.data==None):
- return
-
- light=node.data
- lightid=self.new_id("light")
- self.writel(S_LAMPS,1,'<light id="'+lightid+'" name="'+light.name+'">')
- #self.writel(S_LAMPS,2,'<optics>')
- self.writel(S_LAMPS,3,'<technique_common>')
-
- if (light.type=="POINT"):
- self.writel(S_LAMPS,4,'<point>')
- self.writel(S_LAMPS,5,'<color>'+strarr(light.color)+'</color>')
- att_by_distance = 2.0 / light.distance # convert to linear attenuation
- self.writel(S_LAMPS,5,'<linear_attenuation>'+str(att_by_distance)+'</linear_attenuation>')
- if (light.use_sphere):
- self.writel(S_LAMPS,5,'<zfar>'+str(light.distance)+'</zfar>')
-
- self.writel(S_LAMPS,4,'</point>')
- elif (light.type=="SPOT"):
- self.writel(S_LAMPS,4,'<spot>')
- self.writel(S_LAMPS,5,'<color>'+strarr(light.color)+'</color>')
- att_by_distance = 2.0 / light.distance # convert to linear attenuation
- self.writel(S_LAMPS,5,'<linear_attenuation>'+str(att_by_distance)+'</linear_attenuation>')
- self.writel(S_LAMPS,5,'<falloff_angle>'+str(math.degrees(light.spot_size/2))+'</falloff_angle>')
- self.writel(S_LAMPS,4,'</spot>')
-
-
- else: #write a sun lamp for everything else (not supported)
- self.writel(S_LAMPS,4,'<directional>')
- self.writel(S_LAMPS,5,'<color>'+strarr(light.color)+'</color>')
- self.writel(S_LAMPS,4,'</directional>')
-
-
- self.writel(S_LAMPS,3,'</technique_common>')
- #self.writel(S_LAMPS,2,'</optics>')
- self.writel(S_LAMPS,1,'</light>')
-
-
- self.writel(S_NODES,il,'<instance_light url="#'+lightid+'"/>')
-
- def export_empty_node(self,node,il):
-
- self.writel(S_NODES,4,'<extra>')
- self.writel(S_NODES,5,'<technique profile="GODOT">')
- self.writel(S_NODES,6,'<empty_draw_type>'+node.empty_draw_type+'</empty_draw_type>')
- self.writel(S_NODES,5,'</technique>')
- self.writel(S_NODES,4,'</extra>')
-
-
- def export_curve(self,curve):
-
- splineid = self.new_id("spline")
-
- self.writel(S_GEOM,1,'<geometry id="'+splineid+'" name="'+curve.name+'">')
- self.writel(S_GEOM,2,'<spline closed="0">')
-
- points=[]
- interps=[]
- handles_in=[]
- handles_out=[]
- tilts=[]
-
- for cs in curve.splines:
-
- if (cs.type=="BEZIER"):
- for s in cs.bezier_points:
- points.append(s.co[0])
- points.append(s.co[1])
- points.append(s.co[2])
-
-
- handles_in.append(s.handle_left[0])
- handles_in.append(s.handle_left[1])
- handles_in.append(s.handle_left[2])
-
- handles_out.append(s.handle_right[0])
- handles_out.append(s.handle_right[1])
- handles_out.append(s.handle_right[2])
-
-
- tilts.append(s.tilt)
- interps.append("BEZIER")
- else:
-
- for s in cs.points:
- points.append(s.co[0])
- points.append(s.co[1])
- points.append(s.co[2])
- handles_in.append(s.co[0])
- handles_in.append(s.co[1])
- handles_in.append(s.co[2])
- handles_out.append(s.co[0])
- handles_out.append(s.co[1])
- handles_out.append(s.co[2])
- tilts.append(s.tilt)
- interps.append("LINEAR")
-
-
-
-
- self.writel(S_GEOM,3,'<source id="'+splineid+'-positions">')
- position_values=""
- for x in points:
- position_values+=" "+str(x)
- self.writel(S_GEOM,4,'<float_array id="'+splineid+'-positions-array" count="'+str(len(points))+'">'+position_values+'</float_array>')
- self.writel(S_GEOM,4,'<technique_common>')
- self.writel(S_GEOM,4,'<accessor source="#'+splineid+'-positions-array" count="'+str(len(points)/3)+'" stride="3">')
- self.writel(S_GEOM,5,'<param name="X" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Y" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Z" type="float"/>')
- self.writel(S_GEOM,4,'</accessor>')
- self.writel(S_GEOM,3,'</source>')
-
- self.writel(S_GEOM,3,'<source id="'+splineid+'-intangents">')
- intangent_values=""
- for x in handles_in:
- intangent_values+=" "+str(x)
- self.writel(S_GEOM,4,'<float_array id="'+splineid+'-intangents-array" count="'+str(len(points))+'">'+intangent_values+'</float_array>')
- self.writel(S_GEOM,4,'<technique_common>')
- self.writel(S_GEOM,4,'<accessor source="#'+splineid+'-intangents-array" count="'+str(len(points)/3)+'" stride="3">')
- self.writel(S_GEOM,5,'<param name="X" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Y" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Z" type="float"/>')
- self.writel(S_GEOM,4,'</accessor>')
- self.writel(S_GEOM,3,'</source>')
-
- self.writel(S_GEOM,3,'<source id="'+splineid+'-outtangents">')
- outtangent_values=""
- for x in handles_out:
- outtangent_values+=" "+str(x)
- self.writel(S_GEOM,4,'<float_array id="'+splineid+'-outtangents-array" count="'+str(len(points))+'">'+outtangent_values+'</float_array>')
- self.writel(S_GEOM,4,'<technique_common>')
- self.writel(S_GEOM,4,'<accessor source="#'+splineid+'-outtangents-array" count="'+str(len(points)/3)+'" stride="3">')
- self.writel(S_GEOM,5,'<param name="X" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Y" type="float"/>')
- self.writel(S_GEOM,5,'<param name="Z" type="float"/>')
- self.writel(S_GEOM,4,'</accessor>')
- self.writel(S_GEOM,3,'</source>')
-
- self.writel(S_GEOM,3,'<source id="'+splineid+'-interpolations">')
- interpolation_values=""
- for x in interps:
- interpolation_values+=" "+x
- self.writel(S_GEOM,4,'<Name_array id="'+splineid+'-interpolations-array" count="'+str(len(interps))+'">'+interpolation_values+'</Name_array>')
- self.writel(S_GEOM,4,'<technique_common>')
- self.writel(S_GEOM,4,'<accessor source="#'+splineid+'-interpolations-array" count="'+str(len(interps))+'" stride="1">')
- self.writel(S_GEOM,5,'<param name="INTERPOLATION" type="name"/>')
- self.writel(S_GEOM,4,'</accessor>')
- self.writel(S_GEOM,3,'</source>')
-
-
- self.writel(S_GEOM,3,'<source id="'+splineid+'-tilts">')
- tilt_values=""
- for x in tilts:
- tilt_values+=" "+str(x)
- self.writel(S_GEOM,4,'<float_array id="'+splineid+'-tilts-array" count="'+str(len(tilts))+'">'+tilt_values+'</float_array>')
- self.writel(S_GEOM,4,'<technique_common>')
- self.writel(S_GEOM,4,'<accessor source="#'+splineid+'-tilts-array" count="'+str(len(tilts))+'" stride="1">')
- self.writel(S_GEOM,5,'<param name="TILT" type="float"/>')
- self.writel(S_GEOM,4,'</accessor>')
- self.writel(S_GEOM,3,'</source>')
-
- self.writel(S_GEOM,3,'<control_vertices>')
- self.writel(S_GEOM,4,'<input semantic="POSITION" source="#'+splineid+'-positions"/>')
- self.writel(S_GEOM,4,'<input semantic="IN_TANGENT" source="#'+splineid+'-intangents"/>')
- self.writel(S_GEOM,4,'<input semantic="OUT_TANGENT" source="#'+splineid+'-outtangents"/>')
- self.writel(S_GEOM,4,'<input semantic="INTERPOLATION" source="#'+splineid+'-interpolations"/>')
- self.writel(S_GEOM,4,'<input semantic="TILT" source="#'+splineid+'-tilts"/>')
- self.writel(S_GEOM,3,'</control_vertices>')
-
-
- self.writel(S_GEOM,2,'</spline>')
- self.writel(S_GEOM,1,'</geometry>')
-
- return splineid
-
- def export_curve_node(self,node,il):
-
- if (node.data==None):
- return
- curveid = self.export_curve(node.data)
-
- self.writel(S_NODES,il,'<instance_geometry url="#'+curveid+'">')
- self.writel(S_NODES,il,'</instance_geometry>')
-
-
-
- def export_node(self,node,il):
- if (not node in self.valid_nodes):
- return
- prev_node = bpy.context.scene.objects.active
- bpy.context.scene.objects.active = node
-
- self.writel(S_NODES,il,'<node id="'+self.validate_id(node.name)+'" name="'+node.name+'" type="NODE">')
- il+=1
-
- self.writel(S_NODES,il,'<matrix sid="transform">'+strmtx(node.matrix_local)+'</matrix>')
- #print("NODE TYPE: "+node.type+" NAME: "+node.name)
- if (node.type=="MESH"):
- self.export_mesh_node(node,il)
- elif (node.type=="CURVE"):
- self.export_curve_node(node,il)
- elif (node.type=="ARMATURE"):
- self.export_armature_node(node,il)
- elif (node.type=="CAMERA"):
- self.export_camera_node(node,il)
- elif (node.type=="LAMP"):
- self.export_lamp_node(node,il)
- elif (node.type=="EMPTY"):
- self.export_empty_node(node,il)
-
- for x in node.children:
- self.export_node(x,il)
-
- il-=1
- self.writel(S_NODES,il,'</node>')
- bpy.context.scene.objects.active = prev_node #make previous node active again
-
- def is_node_valid(self,node):
- if (not node.type in self.config["object_types"]):
- return False
- if (self.config["use_active_layers"]):
- valid=False
- #print("NAME: "+node.name)
- for i in range(20):
- if (node.layers[i] and self.scene.layers[i]):
- valid=True
- break
- if (not valid):
- return False
-
- if (self.config["use_export_selected"] and not node.select):
- return False
-
- return True
-
-
- def export_scene(self):
-
-
- self.writel(S_NODES,0,'<library_visual_scenes>')
- self.writel(S_NODES,1,'<visual_scene id="'+self.scene_name+'" name="scene">')
-
- #validate nodes
- for obj in self.scene.objects:
- if (obj in self.valid_nodes):
- continue
- if (self.is_node_valid(obj)):
- n = obj
- while (n!=None):
- if (not n in self.valid_nodes):
- self.valid_nodes.append(n)
- n=n.parent
-
-
-
- for obj in self.scene.objects:
- if (obj in self.valid_nodes and obj.parent==None):
- self.export_node(obj,2)
-
- self.writel(S_NODES,1,'</visual_scene>')
- self.writel(S_NODES,0,'</library_visual_scenes>')
-
- def export_asset(self):
-
-
- self.writel(S_ASSET,0,'<asset>')
- # Why is this time stuff mandatory?, no one could care less...
- self.writel(S_ASSET,1,'<contributor>')
- self.writel(S_ASSET,2,'<author> Anonymous </author>') #Who made Collada, the FBI ?
- self.writel(S_ASSET,2,'<authoring_tool> Collada Exporter for Blender 2.6+, by Juan Linietsky (juan@codenix.com) </authoring_tool>') #Who made Collada, the FBI ?
- self.writel(S_ASSET,1,'</contributor>')
- self.writel(S_ASSET,1,'<created>'+time.strftime("%Y-%m-%dT%H:%M:%SZ ")+'</created>')
- self.writel(S_ASSET,1,'<modified>'+time.strftime("%Y-%m-%dT%H:%M:%SZ")+'</modified>')
- self.writel(S_ASSET,1,'<unit meter="1.0" name="meter"/>')
- self.writel(S_ASSET,1,'<up_axis>Z_UP</up_axis>')
- self.writel(S_ASSET,0,'</asset>')
-
-
- def export_animation_transform_channel(self,target,keys,matrices=True):
-
- frame_total=len(keys)
- anim_id=self.new_id("anim")
- self.writel(S_ANIM,1,'<animation id="'+anim_id+'">')
- source_frames = ""
- source_transforms = ""
- source_interps = ""
-
- for k in keys:
- source_frames += " "+str(k[0])
- if (matrices):
- source_transforms += " "+strmtx(k[1])
- else:
- source_transforms += " "+str(k[1])
-
- source_interps +=" LINEAR"
-
-
- # Time Source
- self.writel(S_ANIM,2,'<source id="'+anim_id+'-input">')
- self.writel(S_ANIM,3,'<float_array id="'+anim_id+'-input-array" count="'+str(frame_total)+'">'+source_frames+'</float_array>')
- self.writel(S_ANIM,3,'<technique_common>')
- self.writel(S_ANIM,4,'<accessor source="#'+anim_id+'-input-array" count="'+str(frame_total)+'" stride="1">')
- self.writel(S_ANIM,5,'<param name="TIME" type="float"/>')
- self.writel(S_ANIM,4,'</accessor>')
- self.writel(S_ANIM,3,'</technique_common>')
- self.writel(S_ANIM,2,'</source>')
-
- if (matrices):
- # Transform Source
- self.writel(S_ANIM,2,'<source id="'+anim_id+'-transform-output">')
- self.writel(S_ANIM,3,'<float_array id="'+anim_id+'-transform-output-array" count="'+str(frame_total*16)+'">'+source_transforms+'</float_array>')
- self.writel(S_ANIM,3,'<technique_common>')
- self.writel(S_ANIM,4,'<accessor source="#'+anim_id+'-transform-output-array" count="'+str(frame_total)+'" stride="16">')
- self.writel(S_ANIM,5,'<param name="TRANSFORM" type="float4x4"/>')
- self.writel(S_ANIM,4,'</accessor>')
- self.writel(S_ANIM,3,'</technique_common>')
- self.writel(S_ANIM,2,'</source>')
- else:
- # Value Source
- self.writel(S_ANIM,2,'<source id="'+anim_id+'-transform-output">')
- self.writel(S_ANIM,3,'<float_array id="'+anim_id+'-transform-output-array" count="'+str(frame_total)+'">'+source_transforms+'</float_array>')
- self.writel(S_ANIM,3,'<technique_common>')
- self.writel(S_ANIM,4,'<accessor source="#'+anim_id+'-transform-output-array" count="'+str(frame_total)+'" stride="1">')
- self.writel(S_ANIM,5,'<param name="X" type="float"/>')
- self.writel(S_ANIM,4,'</accessor>')
- self.writel(S_ANIM,3,'</technique_common>')
- self.writel(S_ANIM,2,'</source>')
-
- # Interpolation Source
- self.writel(S_ANIM,2,'<source id="'+anim_id+'-interpolation-output">')
- self.writel(S_ANIM,3,'<Name_array id="'+anim_id+'-interpolation-output-array" count="'+str(frame_total)+'">'+source_interps+'</Name_array>')
- self.writel(S_ANIM,3,'<technique_common>')
- self.writel(S_ANIM,4,'<accessor source="#'+anim_id+'-interpolation-output-array" count="'+str(frame_total)+'" stride="1">')
- self.writel(S_ANIM,5,'<param name="INTERPOLATION" type="Name"/>')
- self.writel(S_ANIM,4,'</accessor>')
- self.writel(S_ANIM,3,'</technique_common>')
- self.writel(S_ANIM,2,'</source>')
-
- self.writel(S_ANIM,2,'<sampler id="'+anim_id+'-sampler">')
- self.writel(S_ANIM,3,'<input semantic="INPUT" source="#'+anim_id+'-input"/>')
- self.writel(S_ANIM,3,'<input semantic="OUTPUT" source="#'+anim_id+'-transform-output"/>')
- self.writel(S_ANIM,3,'<input semantic="INTERPOLATION" source="#'+anim_id+'-interpolation-output"/>')
- self.writel(S_ANIM,2,'</sampler>')
- if (matrices):
- self.writel(S_ANIM,2,'<channel source="#'+anim_id+'-sampler" target="'+target+'/transform"/>')
- else:
- self.writel(S_ANIM,2,'<channel source="#'+anim_id+'-sampler" target="'+target+'"/>')
- self.writel(S_ANIM,1,'</animation>')
-
- return [anim_id]
-
-
- def export_animation(self,start,end,allowed=None):
-
- #Blender -> Collada frames needs a little work
- #Collada starts from 0, blender usually from 1
- #The last frame must be included also
-
- frame_orig = self.scene.frame_current
-
- frame_len = 1.0 / self.scene.render.fps
- frame_total = end - start + 1
- frame_sub = 0
- if (start>0):
- frame_sub=start*frame_len
-
- tcn = []
- xform_cache={}
- blend_cache={}
- # Change frames first, export objects last
- # This improves performance enormously
-
- #print("anim from: "+str(start)+" to "+str(end)+" allowed: "+str(allowed))
- for t in range(start,end+1):
- self.scene.frame_set(t)
- key = t * frame_len - frame_sub
-# print("Export Anim Frame "+str(t)+"/"+str(self.scene.frame_end+1))
-
- for node in self.scene.objects:
-
- if (not node in self.valid_nodes):
- continue
- if (allowed!=None and not (node in allowed)):
- if (node.type=="MESH" and node.data!=None and (node in self.armature_for_morph) and (self.armature_for_morph[node] in allowed)):
- pass #all good you pass with flying colors for morphs inside of action
- else:
- #print("fail "+str((node in self.armature_for_morph)))
- continue
- if (node.type=="MESH" and node.data!=None and node.data.shape_keys!=None and (node.data in self.mesh_cache) and len(node.data.shape_keys.key_blocks)):
- target = self.mesh_cache[node.data]["morph_id"]
- for i in range(len(node.data.shape_keys.key_blocks)):
-
- if (i==0):
- continue
-
- name=target+"-morph-weights("+str(i-1)+")"
- if (not (name in blend_cache)):
- blend_cache[name]=[]
-
- blend_cache[name].append( (key,node.data.shape_keys.key_blocks[i].value) )
-
-
- if (node.type=="MESH" and node.parent and node.parent.type=="ARMATURE"):
-
- continue #In Collada, nodes that have skin modifier must not export animation, animate the skin instead.
-
- if (len(node.constraints)>0 or node.animation_data!=None):
- #If the node has constraints, or animation data, then export a sampled animation track
- name=self.validate_id(node.name)
- if (not (name in xform_cache)):
- xform_cache[name]=[]
-
- mtx = node.matrix_world.copy()
- if (node.parent):
- mtx = node.parent.matrix_world.inverted() * mtx
-
- xform_cache[name].append( (key,mtx) )
-
- if (node.type=="ARMATURE"):
- #All bones exported for now
-
- for bone in node.data.bones:
-
- bone_name=self.skeleton_info[node]["bone_ids"][bone]
-
- if (not (bone_name in xform_cache)):
- #print("has bone: "+bone_name)
- xform_cache[bone_name]=[]
-
- posebone = node.pose.bones[bone.name]
- parent_posebone=None
-
- mtx = posebone.matrix.copy()
- if (bone.parent):
- parent_posebone=node.pose.bones[bone.parent.name]
- parent_invisible=False
-
- for i in range(3):
- if (parent_posebone.scale[i]==0.0):
- parent_invisible=True
-
- if (not parent_invisible):
- mtx = parent_posebone.matrix.inverted() * mtx
-
-
- xform_cache[bone_name].append( (key,mtx) )
-
- self.scene.frame_set(frame_orig)
-
- #export animation xml
- for nid in xform_cache:
- tcn+=self.export_animation_transform_channel(nid,xform_cache[nid],True)
- for nid in blend_cache:
- tcn+=self.export_animation_transform_channel(nid,blend_cache[nid],False)
-
- return tcn
-
- def export_animations(self):
- tmp_mat = []
- for s in self.skeletons:
- tmp_bone_mat = []
- for bone in s.pose.bones:
- tmp_bone_mat.append(Matrix(bone.matrix_basis))
- bone.matrix_basis = Matrix()
- tmp_mat.append([Matrix(s.matrix_local),tmp_bone_mat])
-
- self.writel(S_ANIM,0,'<library_animations>')
-
-
- if (self.config["use_anim_action_all"] and len(self.skeletons)):
-
- cached_actions = {}
-
- for s in self.skeletons:
- if s.animation_data and s.animation_data.action:
- cached_actions[s] = s.animation_data.action.name
-
-
- self.writel(S_ANIM_CLIPS,0,'<library_animation_clips>')
-
- for x in bpy.data.actions[:]:
- if x.users==0 or x in self.action_constraints:
- continue
- if (self.config["use_anim_skip_noexp"] and x.name.endswith("-noexp")):
- continue
-
- bones=[]
- #find bones used
- for p in x.fcurves:
- dp = str(p.data_path)
- base = "pose.bones[\""
- if (dp.find(base)==0):
- dp=dp[len(base):]
- if (dp.find('"')!=-1):
- dp=dp[:dp.find('"')]
- if (not dp in bones):
- bones.append(dp)
-
- allowed_skeletons=[]
- for i,y in enumerate(self.skeletons):
- if (y.animation_data):
- for z in y.pose.bones:
- if (z.bone.name in bones):
- if (not y in allowed_skeletons):
- allowed_skeletons.append(y)
- y.animation_data.action=x;
-
- y.matrix_local = tmp_mat[i][0]
- for j,bone in enumerate(s.pose.bones):
- bone.matrix_basis = Matrix()
-
-
- #print("allowed skeletons "+str(allowed_skeletons))
-
- #print(str(x))
-
- tcn = self.export_animation(int(x.frame_range[0]),int(x.frame_range[1]+0.5),allowed_skeletons)
- framelen=(1.0/self.scene.render.fps)
- start = x.frame_range[0]*framelen
- end = x.frame_range[1]*framelen
- #print("Export anim: "+x.name)
- self.writel(S_ANIM_CLIPS,1,'<animation_clip name="'+x.name+'" start="'+str(start)+'" end="'+str(end)+'">')
- for z in tcn:
- self.writel(S_ANIM_CLIPS,2,'<instance_animation url="#'+z+'"/>')
- self.writel(S_ANIM_CLIPS,1,'</animation_clip>')
- if (len(tcn)==0):
- self.operator.report({'WARNING'},'Animation clip "'+x.name+'" contains no tracks.')
-
-
-
- self.writel(S_ANIM_CLIPS,0,'</library_animation_clips>')
-
-
- for i,s in enumerate(self.skeletons):
- if (s.animation_data==None):
- continue
- if s in cached_actions:
- s.animation_data.action = bpy.data.actions[cached_actions[s]]
- else:
- s.animation_data.action = None
- for j,bone in enumerate(s.pose.bones):
- bone.matrix_basis = tmp_mat[i][1][j]
-
- else:
- self.export_animation(self.scene.frame_start,self.scene.frame_end)
-
-
-
- self.writel(S_ANIM,0,'</library_animations>')
-
- def export(self):
-
- self.writel(S_GEOM,0,'<library_geometries>')
- self.writel(S_CONT,0,'<library_controllers>')
- self.writel(S_CAMS,0,'<library_cameras>')
- self.writel(S_LAMPS,0,'<library_lights>')
- self.writel(S_IMGS,0,'<library_images>')
- self.writel(S_MATS,0,'<library_materials>')
- self.writel(S_FX,0,'<library_effects>')
-
-
- self.skeletons=[]
- self.action_constraints=[]
- self.export_asset()
- self.export_scene()
-
- self.writel(S_GEOM,0,'</library_geometries>')
-
- #morphs always go before skin controllers
- if S_MORPH in self.sections:
- for l in self.sections[S_MORPH]:
- self.writel(S_CONT,0,l)
- del self.sections[S_MORPH]
-
- #morphs always go before skin controllers
- if S_SKIN in self.sections:
- for l in self.sections[S_SKIN]:
- self.writel(S_CONT,0,l)
- del self.sections[S_SKIN]
-
- self.writel(S_CONT,0,'</library_controllers>')
- self.writel(S_CAMS,0,'</library_cameras>')
- self.writel(S_LAMPS,0,'</library_lights>')
- self.writel(S_IMGS,0,'</library_images>')
- self.writel(S_MATS,0,'</library_materials>')
- self.writel(S_FX,0,'</library_effects>')
-
- if (self.config["use_anim"]):
- self.export_animations()
-
- try:
- f = open(self.path,"wb")
- except:
- return False
-
- f.write(bytes('<?xml version="1.0" encoding="utf-8"?>\n',"UTF-8"))
- f.write(bytes('<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">\n',"UTF-8"))
-
-
- s=[]
- for x in self.sections.keys():
- s.append(x)
- s.sort()
- for x in s:
- for l in self.sections[x]:
- f.write(bytes(l+"\n","UTF-8"))
-
- f.write(bytes('<scene>\n',"UTF-8"))
- f.write(bytes('\t<instance_visual_scene url="#'+self.scene_name+'" />\n',"UTF-8"))
- f.write(bytes('</scene>\n',"UTF-8"))
- f.write(bytes('</COLLADA>\n',"UTF-8"))
- return True
-
- def __init__(self,path,kwargs,operator):
- self.operator=operator
- self.scene=bpy.context.scene
- self.last_id=0
- self.scene_name=self.new_id("scene")
- self.sections={}
- self.path=path
- self.mesh_cache={}
- self.curve_cache={}
- self.material_cache={}
- self.image_cache={}
- self.skeleton_info={}
- self.config=kwargs
- self.valid_nodes=[]
- self.armature_for_morph={}
- self.used_bones=[]
- self.wrongvtx_report=False
-
-
-
-
-
-
-
-def save(operator, context,
- filepath="",
- use_selection=False,
- **kwargs
- ):
-
- exp = DaeExporter(filepath,kwargs,operator)
- exp.export()
-
-
-
- return {'FINISHED'} # so the script wont run after we have batch exported.
-
-