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-rw-r--r--tools/export/blender25/install.txt23
-rw-r--r--tools/export/export_lua.py209
-rw-r--r--tools/export/godot_export.py1842
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('"','\\&quot;')
- tw(f,tab+1,'"'+value+'"');
- tw(f,tab,'</string>')
- elif (type(value)==bool):
- tw(f,tab,'<bool name="'+name+'">')
- if (value):
- tw(f,tab+1,'True');
- else:
- tw(f,tab+1,'False');
- tw(f,tab,'</bool>')
- elif (type(value)==int):
- tw(f,tab,'<int name="'+name+'">')
- tw(f,tab+1,str(value));
- tw(f,tab,'</int>')
- elif (type(value)==float):
- tw(f,tab,'<real name="'+name+'">')
- tw(f,tab+1,str(value));
- tw(f,tab,'</real>')
- elif (type(value)==dict):
- tw(f,tab,'<dictionary name="'+name+'">')
- for x in value:
- write_property_godot(f,tab+1,"key",x)
- write_property_godot(f,tab+1,"value",value[x])
- tw(f,tab,'</dictionary>')
- elif (isinstance(value,ObjectTree)):
- if (not value._resource):
- print("ERROR: Not a resource!!")
- return
- if (value._res_path!=""):
-
- tw(f,tab,'<resource name="'+name+'" resource_type="'+value._type+'" path="'+value._res_path+'">')
- tw(f,tab,'</resource>')
- else:
- tw(f,tab,'<resource name="'+name+'" resource_type="'+value._type+'">')
- tw(f,tab+1,'<object type="'+value._type+'">')
- tw(f,tab+2,'<resource>')
-
- for x in value._properties:
- write_property_godot(f,tab+3,x[0],x[1])
-
- tw(f,tab+2,'</resource>')
- tw(f,tab+1,'</object>')
- tw(f,tab,'</resource>')
- elif (isinstance(value,Color)):
- tw(f,tab,'<color name="'+name+'">')
- tw(f,tab+1,str(value.r)+", "+str(value.g)+", "+str(value.b)+", "+str(value.a));
- tw(f,tab,'</color>')
- elif (isinstance(value,Vector3)):
- tw(f,tab,'<vector3 name="'+name+'">')
- tw(f,tab+1,str(value.x)+", "+str(value.y)+", "+str(value.z));
- tw(f,tab,'</vector3>')
- elif (isinstance(value,Quat)):
- tw(f,tab,'<quaternion name="'+name+'">')
- tw(f,tab+1,str(-value.x)+", "+str(-value.y)+", "+str(-value.z)+", "+str(value.w));
- tw(f,tab,'</quaternion>')
- elif (isinstance(value,Matrix4x3)): # wtf, blender matrix?
- tw(f,tab,'<transform name="'+name+'" >')
- s=""
- for i in range(3):
- for j in range(3):
- s+=", "+str(value.m[j][i])
-
- for i in range(3):
- s+=", "+str(value.m[i][3])
- s=s[1:]
- tw(f,tab+1,s);
- tw(f,tab,'</transform>')
-
- elif (type(value)==list):
- if (len(value)==0):
- return
- first=value[0]
- if (type(first)==int):
-
- tw(f,tab,'<int_array name="'+name+'" len="'+str(len(value))+'">')
- arr=""
- for i in range(len(value)):
- if (i>0):
- arr+=", "
- arr+=str(value[i])
- tw(f,tab+1,arr)
- tw(f,tab,'</int_array>')
- elif (type(first)==float):
-
- tw(f,tab,'<real_array name="'+name+'" len="'+str(len(value))+'">')
- arr=""
- for i in range(len(value)):
- if (i>0):
- arr+=", "
- arr+=str(value[i])
- tw(f,tab+1,arr)
- tw(f,tab,'</real_array>')
- elif (type(first)==str):
-
- tw(f,tab,'<string_array name="'+name+'" len="'+str(len(value))+'">')
- arr=""
- for i in range(len(value)):
- if (i>0):
- arr+=", "
- arr+=str('"'+value[i]+'"')
- tw(f,tab+1,arr)
- tw(f,tab,'</string_array>')
- elif (isinstance(first,Vector3)):
-
- tw(f,tab,'<vector3_array name="'+name+'" len="'+str(len(value))+'">')
- arr=""
- for i in range(len(value)):
- if (i>0):
- arr+=", "
- arr+=str(str(value[i].x)+','+str(value[i].y)+','+str(value[i].z))
- tw(f,tab+1,arr)
- tw(f,tab,'</vector3_array>')
- elif (isinstance(first,Color)):
-
- tw(f,tab,'<color_array name="'+name+'" len="'+str(len(value))+'">')
- arr=""
- for i in range(len(value)):
- if (i>0):
- arr+=", "
- arr+=str(str(value[i].r)+','+str(value[i].g)+','+str(value[i].b)+','+str(value[i].a))
- tw(f,tab+1,arr)
- tw(f,tab,'</color_array>')
- elif (type(first)==dict):
-
- tw(f,tab,'<array name="'+name+'" len="'+str(len(value))+'">')
- for i in range(len(value)):
- write_property_godot(f,tab+1,str(i+1),value[i])
- tw(f,tab,'</array>')
-
-
-
-def write_node_godot(f,tab,tree,path,root=False):
-
- if (root or not tree._resource):
- tw(f,tab,'<object type="'+tree._type+'">')
- tw(f,tab+1,'<dictionary name="__xml_meta__" type="dictionary">')
- write_property_godot(f,tab+3,"key","name")
- write_property_godot(f,tab+3,"value",tree._name)
- if (path!=""):
- write_property_godot(f,tab+3,"key","path")
- write_property_godot(f,tab+3,"value",path)
-
- tw(f,tab+1,'</dictionary>')
- else:
- if (tree._res_path!=""):
- tw(f,tab,'<resource type="'+tree._type+'" path="'+tree._res_path+'">')
- else:
- tw(f,tab,'<resource type="'+tree._type+'">')
-
-
- for x in tree._properties:
- write_property_godot(f,tab+1,x[0],x[1])
-
- if (root or not tree._resource):
- tw(f,tab,'</object>')
- else:
- tw(f,tab,'</resource>')
-
- if (path==""):
- path="."
- else:
- if (path=="."):
- path=tree._name
- else:
- path=path+"/"+tree._name
- #path="."
-
- for x in tree._children:
- write_node_godot(f,tab,x,path)
-
-def write_godot_xml(tree,fname,exporter):
-
- f=open(fname,"wb")
- f.write('<?xml version="1.0" encoding="UTF-8" ?>\n')
- if (not tree._resource):
- f.write('<object_file magic="SCENE" version="0.99">\n')
- else:
- f.write('<object_file magic="RESOURCE" version="0.99">\n')
-
- tab=1
-
- if (exporter!=None):
- for x in exporter.resource_list:
- write_node_godot(f,tab,x,"")
-
- write_node_godot(f,tab,tree,"",True)
- f.write('</object_file>\n')
-
-
-def write_property_lua(f, tab, name, value, pref = ""):
-
- tw(f, tab, '%s{ name = "%s",' % (pref, name))
- tab = tab + 1
-
- if (type(value)==str):
-
- tw(f, tab, 'value = "%s",' % value)
- tw(f, tab, 'type = "string",')
-
- elif (type(value)==bool):
-
-
- if (value):
- tw(f, tab, 'value = true,')
- else:
- tw(f, tab, 'value = false,')
-
- tw(f, tab, 'type = "bool",')
-
- elif (type(value)==int):
-
- tw(f, tab, 'type = "int",')
- tw(f, tab, 'value = %d,' % value)
-
- elif (type(value)==float):
-
- tw(f, tab, 'type = "real",')
- tw(f, tab, 'value = %f,' % value)
-
- elif (type(value)==dict):
-
- tw(f, tab, 'type = "dictionary",')
- for x in value:
- write_property_lua(f,tab,x,value[x])
-
- elif (isinstance(value,ObjectTree)):
- if (not value._resource):
- print("ERROR: Not a resource!!")
- tw(f, tab-1, "},")
- return
-
- tw(f, tab, 'type = "resource",')
- tw(f, tab, 'resource_type = "%s",' % value._type)
-
- if (value._res_path!=""):
-
- tw(f, tab, 'path = "%s",' % value._res_path)
-
- else:
-
- tw(f, tab, "value = {")
- tab = tab + 1
- tw(f, tab, 'type = "%s",' % value._type)
-
- for x in value._properties:
- write_property_lua(f,tab,x[0],x[1])
-
- tab = tab - 1
- tw(f, tab, "},")
-
- elif (isinstance(value,Color)):
-
- tw(f, tab, 'type = "color",')
- tw(f, tab, 'value = { %.20f, %.20f, %.20f, %.20f },' % (value.r, value.g, value.b, value.a))
-
- elif (isinstance(value,Vector3)):
-
- tw(f, tab, 'type = "vector3",')
- tw(f, tab, 'value = { %.20f, %.20f, %.20f },' % (value.x, value.y, value.z))
-
- elif (isinstance(value,Quat)):
-
- tw(f, tab, 'type = "quaternion",')
- tw(f, tab, 'value = { %.20f, %.20f, %.20f, %.20f },' % (-value.x, -value.y, -value.z, value.w))
-
- elif (isinstance(value,Matrix4x3)): # wtf, blender matrix?
-
- tw(f, tab, 'type = "transform",')
- tw(f, tab, 'value = { #')
- for i in range(3):
- for j in range(3):
- f.write("%.20f, " % value.m[j][i])
-
- for i in range(3):
- f.write("%.20f, " % value.m[i][3])
-
- f.write("},\n")
-
- elif (type(value)==list):
- if (len(value)==0):
- tw(f, tab-1, "},")
- return
- first=value[0]
- if (type(first)==int):
-
- tw(f, tab, 'type = "int_array",')
- tw(f, tab, 'value = { #')
- for i in range(len(value)):
- f.write("%d, " % value[i])
- f.write(" },\n")
-
- elif (type(first)==float):
-
- tw(f, tab, 'type = "real_array",')
- tw(f, tab, 'value = { #')
- for i in range(len(value)):
- f.write("%.20f, " % value[i])
- f.write(" },\n")
-
-
- elif (type(first)==str):
-
- tw(f, tab, 'type = "string_array",')
- tw(f, tab, 'value = { #')
- for i in range(len(value)):
- f.write('"%s", ' % value[i])
- f.write(" },\n")
-
- elif (isinstance(first,Vector3)):
-
- tw(f, tab, 'type = "vector3_array",')
- tw(f, tab, 'value = { #')
- for i in range(len(value)):
- f.write("{ %.20f, %.20f, %.20f }, " % (value[i].x, value[i].y, value[i].z))
- f.write(" },\n")
-
- elif (isinstance(first,Color)):
-
- tw(f, tab, 'type = "color_array",')
- tw(f, tab, 'value = { #')
- for i in range(len(value)):
- f.write("{ %.20f, %.20f, %.20f, %.20f }, " % (value[i].r, value[i].g, value[i].b, value[i].a))
- f.write(" },\n")
-
- elif (type(first)==dict):
-
- tw(f, tab, 'type = "dict_array",')
- tw(f, tab, 'value = {')
-
- for i in range(len(value)):
- write_property_lua(f,tab+1,str(i+1),value[i])
-
- tw(f, tab, '},')
-
-
- tw(f, tab-1, "},")
-
-
-""" -------------- """
-""" SERIALIZATION LUA """
-""" ------------- """
-
-def write_node_lua(f,tab,tree,path):
-
- tw(f, tab, '{ type = "%s",' % tree._type)
-
- if not tree._resource:
- tw(f, tab+1, 'meta = {')
- write_property_lua(f, tab+3, "name", tree._name)
- if path != "":
- write_property_lua(f, tab+3, "path", path)
- tw(f, tab+1, '},')
-
- tw(f, tab+1, "properties = {")
- for x in tree._properties:
- write_property_lua(f,tab+2,x[0],x[1])
- tw(f, tab+1, "},")
-
- tw(f, tab, '},')
-
-
- if (path==""):
- path="."
- else:
- if (path=="."):
- path=tree._name
- else:
- path=path+"/"+tree._name
- #path="."
- for x in tree._children:
- write_node_lua(f,tab,x,path)
-
-def write_godot_lua(tree,fname):
- f=open(fname,"wb")
- f.write("return {\n")
-
- f.write('\tmagic = "SCENE",\n')
- tab = 1
-
- write_node_lua(f,tab,tree,"")
-
- f.write("}\n\n")
-
-
-widget_values={}
-
-def action_path_change_callback(event, val):
-
- def callback(fname):
- widget_values["actions_scheme"] = fname
- Blender.Window.FileSelector(callback, "Save Action Scheme Name", widget_values["actions_scheme"])
-
-def scene_path_change_callback(event,val):
-
- def callback(fname):
- widget_values["scene_path"]=fname
-
- Blender.Window.FileSelector(callback, "Save Scene XML",widget_values["scene_path"])
-
-def scene_export_callback(event,val):
- export_scene( widget_values["scene_path"] )
-
-def scene_lamps_cameras_changed(event,val):
-
- widget_values["scene_lamps_cameras"]=val
-
-def anim_path_change_callback(event,val):
-
- def callback(fname):
- widget_values["anim_path"]=fname
-
- Blender.Window.FileSelector(callback, "Save Anim XML",widget_values["anim_path"])
-
-def is_number(n):
-
- try:
- int(n)
- except:
- return False
- return True
-
-def action_export_callback(event, val):
-
- import string
-
- idx = widget_values["actions_scheme"].rfind(".")
- if idx == -1:
- pref = widget_values["actions_scheme"]
- ext = ".xml"
- else:
- pref = widget_values["actions_scheme"][:idx]
- ext = widget_values["actions_scheme"][idx:]
-
- print("scheme is ", pref, ext)
-
- actions = Blender.Armature.NLA.GetActions()
- for k in actions.keys():
-
- l = string.split(k, "$");
- if len(l) <= 1:
- continue
-
- loop = 1
- endf = 0
- for v in l:
- if v == "nl":
- loop = 0
- if is_number(v):
- endf = int(v)
-
- if endf == 0:
- continue
-
- fname = pref + l[0] + ext
- print("fname is "+fname)
-
- objects = Blender.Object.Get()
- for o in objects:
- if o.getType() == "Armature":
- actions[k].setActive(o)
-
- print("writing with duration "+str(endf))
- export_animation(fname, endf, loop)
-
-def anim_export_callback(event,val):
- export_animation( widget_values["anim_path"] )
-
-def anim_fps_changed(event,val):
-
- widget_values["anim_fps"]=val
-
-def anim_selected_changed(event,val):
-
- widget_values["anim_selected"]=val
-
-def anim_loop_changed(event,val):
-
- widget_values["anim_loop"]=val
-
-def export_lua_changed(event, val):
- widget_values["export_lua"] = val
-
-def close_script(event,val):
-#force a bug, because otherwise blender won't unload the script
- Blender.Draw.Exit()
-
-def draw():
- Blender.Draw.Label("Godot Export v."+VERSION+"."+godot_revision+" (c) 2008 Juan Linietsky, Ariel Manzur.", 10,260,400,10);
- Blender.Draw.Label("Export Scene", 20,200,150,10);
- Blender.Draw.String(widget_values["scene_path"], 10,40, 170, 300, 20, "",398)
- Blender.Draw.Button("Choose", 0,340, 170, 70, 20, "",scene_path_change_callback)
- Blender.Draw.Button("Export", 0,410, 170, 70, 20, "",scene_export_callback)
- Blender.Draw.Toggle("Lamps & Cameras", 0,40, 140, 140, 20, widget_values["scene_lamps_cameras"],"",scene_lamps_cameras_changed)
-
- Blender.Draw.Label("Export Animation", 20,120,150,10);
- Blender.Draw.String(widget_values["anim_path"], 11, 40, 90, 300, 20, "",398)
- Blender.Draw.Button("Choose", 0,340, 90, 70, 20, "",anim_path_change_callback)
- Blender.Draw.Button("Export", 0,410, 90, 70, 20, "",anim_export_callback)
- Blender.Draw.Slider("FPS: ", 0, 40, 60, 120, 20,widget_values["anim_fps"],1,60,0,"",anim_fps_changed)
- Blender.Draw.Toggle("Only Selected", 0,180, 60, 120, 20, widget_values["anim_selected"],"",anim_selected_changed)
- Blender.Draw.Toggle("Loop", 0,320, 60, 60, 20, widget_values["anim_loop"],"",anim_loop_changed)
- Blender.Draw.Toggle("Export Lua", 0, 400, 60, 60, 20, widget_values["export_lua"], "", export_lua_changed)
-
- Blender.Draw.Label("Export Actions", 20,45,150,10);
- Blender.Draw.Label("Prefix", 40, 20, 50, 10)
- Blender.Draw.String(widget_values["actions_scheme"], 0, 40, 20, 300, 20, "",398)
- Blender.Draw.Button("Choose", 0,340, 20, 70, 20, "",action_path_change_callback)
- Blender.Draw.Button("Export", 0,410, 20, 70, 20, "",action_export_callback)
-# # Blender.Draw.Button("Close", 0,410, 20, 70, 20, "",close_script)
-
-widget_values["scene_path"]="scene.xml"
-widget_values["anim_path"]="animation.xres"
-widget_values["anim_fps"]=25
-widget_values["anim_selected"]=0
-widget_values["anim_loop"]=1
-widget_values["scene_lamps_cameras"]=0
-widget_values["export_lua"]=0
-widget_values["actions_scheme"] = "action_.xml"
-
-def event(ev, val):
- return None
-
-def button_event(ev):
- return None
-
-Blender.Draw.Register(draw, event, button_event)