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| # ##### 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) Bob Holcomb | |
| # Contributors: Campbell Barton, Bob Holcomb, Richard Lärkäng, Damien McGinnes, Mark Stijnman | |
| """ | |
| Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen) and using information | |
| from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode. | |
| """ | |
| ###################################################### | |
| # Data Structures | |
| ###################################################### | |
| #Some of the chunks that we will export | |
| #----- Primary Chunk, at the beginning of each file | |
| PRIMARY = 0x4D4D | |
| #------ Main Chunks | |
| OBJECTINFO = 0x3D3D # This gives the version of the mesh and is found right before the material and object information | |
| VERSION = 0x0002 # This gives the version of the .3ds file | |
| KFDATA = 0xB000 # This is the header for all of the key frame info | |
| #------ sub defines of OBJECTINFO | |
| MATERIAL = 45055 # 0xAFFF // This stored the texture info | |
| OBJECT = 16384 # 0x4000 // This stores the faces, vertices, etc... | |
| #>------ sub defines of MATERIAL | |
| MATNAME = 0xA000 # This holds the material name | |
| MATAMBIENT = 0xA010 # Ambient color of the object/material | |
| MATDIFFUSE = 0xA020 # This holds the color of the object/material | |
| MATSPECULAR = 0xA030 # SPecular color of the object/material | |
| MATSHINESS = 0xA040 # ?? | |
| MAT_DIFFUSEMAP = 0xA200 # This is a header for a new diffuse texture | |
| MAT_OPACMAP = 0xA210 # head for opacity map | |
| MAT_BUMPMAP = 0xA230 # read for normal map | |
| MAT_SPECMAP = 0xA204 # read for specularity map | |
| #>------ sub defines of MAT_???MAP | |
| MATMAPFILE = 0xA300 # This holds the file name of a texture | |
| MAT_MAP_TILING = 0xa351 # 2nd bit (from LSB) is mirror UV flag | |
| MAT_MAP_USCALE = 0xA354 # U axis scaling | |
| MAT_MAP_VSCALE = 0xA356 # V axis scaling | |
| MAT_MAP_UOFFSET = 0xA358 # U axis offset | |
| MAT_MAP_VOFFSET = 0xA35A # V axis offset | |
| MAT_MAP_ANG = 0xA35C # UV rotation around the z-axis in rad | |
| RGB1 = 0x0011 | |
| RGB2 = 0x0012 | |
| #>------ sub defines of OBJECT | |
| OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object | |
| OBJECT_LIGHT = 0x4600 # This lets un know we are reading a light object | |
| OBJECT_CAMERA = 0x4700 # This lets un know we are reading a camera object | |
| #>------ sub defines of CAMERA | |
| OBJECT_CAM_RANGES = 0x4720 # The camera range values | |
| #>------ sub defines of OBJECT_MESH | |
| OBJECT_VERTICES = 0x4110 # The objects vertices | |
| OBJECT_FACES = 0x4120 # The objects faces | |
| OBJECT_MATERIAL = 0x4130 # This is found if the object has a material, either texture map or color | |
| OBJECT_UV = 0x4140 # The UV texture coordinates | |
| OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix | |
| #>------ sub defines of KFDATA | |
| KFDATA_KFHDR = 0xB00A | |
| KFDATA_KFSEG = 0xB008 | |
| KFDATA_KFCURTIME = 0xB009 | |
| KFDATA_OBJECT_NODE_TAG = 0xB002 | |
| #>------ sub defines of OBJECT_NODE_TAG | |
| OBJECT_NODE_ID = 0xB030 | |
| OBJECT_NODE_HDR = 0xB010 | |
| OBJECT_PIVOT = 0xB013 | |
| OBJECT_INSTANCE_NAME = 0xB011 | |
| POS_TRACK_TAG = 0xB020 | |
| ROT_TRACK_TAG = 0xB021 | |
| SCL_TRACK_TAG = 0xB022 | |
| import struct | |
| # So 3ds max can open files, limit names to 12 in length | |
| # this is very annoying for filenames! | |
| name_unique = [] # stores str, ascii only | |
| name_mapping = {} # stores {orig: byte} mapping | |
| def sane_name(name): | |
| name_fixed = name_mapping.get(name) | |
| if name_fixed is not None: | |
| return name_fixed | |
| # strip non ascii chars | |
| new_name_clean = new_name = name.encode("ASCII", "replace").decode("ASCII")[:12] | |
| i = 0 | |
| while new_name in name_unique: | |
| new_name = new_name_clean + ".%.3d" % i | |
| i += 1 | |
| # note, appending the 'str' version. | |
| name_unique.append(new_name) | |
| name_mapping[name] = new_name = new_name.encode("ASCII", "replace") | |
| return new_name | |
| # size defines: | |
| SZ_SHORT = 2 | |
| SZ_INT = 4 | |
| SZ_FLOAT = 4 | |
| class _3ds_ushort(object): | |
| """Class representing a short (2-byte integer) for a 3ds file. | |
| *** This looks like an unsigned short H is unsigned from the struct docs - Cam***""" | |
| __slots__ = ("value", ) | |
| def __init__(self, val=0): | |
| self.value = val | |
| def get_size(self): | |
| return SZ_SHORT | |
| def write(self, file): | |
| file.write(struct.pack("<H", self.value)) | |
| def __str__(self): | |
| return str(self.value) | |
| class _3ds_uint(object): | |
| """Class representing an int (4-byte integer) for a 3ds file.""" | |
| __slots__ = ("value", ) | |
| def __init__(self, val): | |
| self.value = val | |
| def get_size(self): | |
| return SZ_INT | |
| def write(self, file): | |
| file.write(struct.pack("<I", self.value)) | |
| def __str__(self): | |
| return str(self.value) | |
| class _3ds_float(object): | |
| """Class representing a 4-byte IEEE floating point number for a 3ds file.""" | |
| __slots__ = ("value", ) | |
| def __init__(self, val): | |
| self.value = val | |
| def get_size(self): | |
| return SZ_FLOAT | |
| def write(self, file): | |
| file.write(struct.pack("<f", self.value)) | |
| def __str__(self): | |
| return str(self.value) | |
| class _3ds_string(object): | |
| """Class representing a zero-terminated string for a 3ds file.""" | |
| __slots__ = ("value", ) | |
| def __init__(self, val): | |
| assert(type(val) == bytes) | |
| self.value = val | |
| def get_size(self): | |
| return (len(self.value) + 1) | |
| def write(self, file): | |
| binary_format = "<%ds" % (len(self.value) + 1) | |
| file.write(struct.pack(binary_format, self.value)) | |
| def __str__(self): | |
| return str(self.value) | |
| class _3ds_point_3d(object): | |
| """Class representing a three-dimensional point for a 3ds file.""" | |
| __slots__ = "x", "y", "z" | |
| def __init__(self, point): | |
| self.x, self.y, self.z = point | |
| def get_size(self): | |
| return 3 * SZ_FLOAT | |
| def write(self, file): | |
| file.write(struct.pack('<3f', self.x, self.y, self.z)) | |
| def __str__(self): | |
| return '(%f, %f, %f)' % (self.x, self.y, self.z) | |
| # Used for writing a track | |
| ''' | |
| class _3ds_point_4d(object): | |
| """Class representing a four-dimensional point for a 3ds file, for instance a quaternion.""" | |
| __slots__ = "x","y","z","w" | |
| def __init__(self, point=(0.0,0.0,0.0,0.0)): | |
| self.x, self.y, self.z, self.w = point | |
| def get_size(self): | |
| return 4*SZ_FLOAT | |
| def write(self,file): | |
| data=struct.pack('<4f', self.x, self.y, self.z, self.w) | |
| file.write(data) | |
| def __str__(self): | |
| return '(%f, %f, %f, %f)' % (self.x, self.y, self.z, self.w) | |
| ''' | |
| class _3ds_point_uv(object): | |
| """Class representing a UV-coordinate for a 3ds file.""" | |
| __slots__ = ("uv", ) | |
| def __init__(self, point): | |
| self.uv = point | |
| def get_size(self): | |
| return 2 * SZ_FLOAT | |
| def write(self, file): | |
| data = struct.pack('<2f', self.uv[0], self.uv[1]) | |
| file.write(data) | |
| def __str__(self): | |
| return '(%g, %g)' % self.uv | |
| class _3ds_rgb_color(object): | |
| """Class representing a (24-bit) rgb color for a 3ds file.""" | |
| __slots__ = "r", "g", "b" | |
| def __init__(self, col): | |
| self.r, self.g, self.b = col | |
| def get_size(self): | |
| return 3 | |
| def write(self, file): | |
| file.write(struct.pack('<3B', int(255 * self.r), int(255 * self.g), int(255 * self.b))) | |
| def __str__(self): | |
| return '{%f, %f, %f}' % (self.r, self.g, self.b) | |
| class _3ds_face(object): | |
| """Class representing a face for a 3ds file.""" | |
| __slots__ = ("vindex", ) | |
| def __init__(self, vindex): | |
| self.vindex = vindex | |
| def get_size(self): | |
| return 4 * SZ_SHORT | |
| # no need to validate every face vert. the oversized array will | |
| # catch this problem | |
| def write(self, file): | |
| # The last zero is only used by 3d studio | |
| file.write(struct.pack("<4H", self.vindex[0], self.vindex[1], self.vindex[2], 0)) | |
| def __str__(self): | |
| return "[%d %d %d]" % (self.vindex[0], self.vindex[1], self.vindex[2]) | |
| class _3ds_array(object): | |
| """Class representing an array of variables for a 3ds file. | |
| Consists of a _3ds_ushort to indicate the number of items, followed by the items themselves. | |
| """ | |
| __slots__ = "values", "size" | |
| def __init__(self): | |
| self.values = [] | |
| self.size = SZ_SHORT | |
| # add an item: | |
| def add(self, item): | |
| self.values.append(item) | |
| self.size += item.get_size() | |
| def get_size(self): | |
| return self.size | |
| def validate(self): | |
| return len(self.values) <= 65535 | |
| def write(self, file): | |
| _3ds_ushort(len(self.values)).write(file) | |
| for value in self.values: | |
| value.write(file) | |
| # To not overwhelm the output in a dump, a _3ds_array only | |
| # outputs the number of items, not all of the actual items. | |
| def __str__(self): | |
| return '(%d items)' % len(self.values) | |
| class _3ds_named_variable(object): | |
| """Convenience class for named variables.""" | |
| __slots__ = "value", "name" | |
| def __init__(self, name, val=None): | |
| self.name = name | |
| self.value = val | |
| def get_size(self): | |
| if self.value is None: | |
| return 0 | |
| else: | |
| return self.value.get_size() | |
| def write(self, file): | |
| if self.value is not None: | |
| self.value.write(file) | |
| def dump(self, indent): | |
| if self.value is not None: | |
| print(indent * " ", | |
| self.name if self.name else "[unnamed]", | |
| " = ", | |
| self.value) | |
| #the chunk class | |
| class _3ds_chunk(object): | |
| """Class representing a chunk in a 3ds file. | |
| Chunks contain zero or more variables, followed by zero or more subchunks. | |
| """ | |
| __slots__ = "ID", "size", "variables", "subchunks" | |
| def __init__(self, chunk_id=0): | |
| self.ID = _3ds_ushort(chunk_id) | |
| self.size = _3ds_uint(0) | |
| self.variables = [] | |
| self.subchunks = [] | |
| def add_variable(self, name, var): | |
| """Add a named variable. | |
| The name is mostly for debugging purposes.""" | |
| self.variables.append(_3ds_named_variable(name, var)) | |
| def add_subchunk(self, chunk): | |
| """Add a subchunk.""" | |
| self.subchunks.append(chunk) | |
| def get_size(self): | |
| """Calculate the size of the chunk and return it. | |
| The sizes of the variables and subchunks are used to determine this chunk\'s size.""" | |
| tmpsize = self.ID.get_size() + self.size.get_size() | |
| for variable in self.variables: | |
| tmpsize += variable.get_size() | |
| for subchunk in self.subchunks: | |
| tmpsize += subchunk.get_size() | |
| self.size.value = tmpsize | |
| return self.size.value | |
| def validate(self): | |
| for var in self.variables: | |
| func = getattr(var.value, "validate", None) | |
| if (func is not None) and not func(): | |
| return False | |
| for chunk in self.subchunks: | |
| func = getattr(chunk, "validate", None) | |
| if (func is not None) and not func(): | |
| return False | |
| return True | |
| def write(self, file): | |
| """Write the chunk to a file. | |
| Uses the write function of the variables and the subchunks to do the actual work.""" | |
| #write header | |
| self.ID.write(file) | |
| self.size.write(file) | |
| for variable in self.variables: | |
| variable.write(file) | |
| for subchunk in self.subchunks: | |
| subchunk.write(file) | |
| def dump(self, indent=0): | |
| """Write the chunk to a file. | |
| Dump is used for debugging purposes, to dump the contents of a chunk to the standard output. | |
| Uses the dump function of the named variables and the subchunks to do the actual work.""" | |
| print(indent * " ", | |
| "ID=%r" % hex(self.ID.value), | |
| "size=%r" % self.get_size()) | |
| for variable in self.variables: | |
| variable.dump(indent + 1) | |
| for subchunk in self.subchunks: | |
| subchunk.dump(indent + 1) | |
| ###################################################### | |
| # EXPORT | |
| ###################################################### | |
| def get_material_image_texslots(material): | |
| # blender utility func. | |
| if material: | |
| return [s for s in material.texture_paint_slots if s and s.texture.type == 'IMAGE' and s.texture.image] | |
| return [] | |
| """ | |
| images = [] | |
| if material: | |
| for mtex in material.getTextures(): | |
| if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE: | |
| image = mtex.tex.image | |
| if image: | |
| images.append(image) # maye want to include info like diffuse, spec here. | |
| return images | |
| """ | |
| def make_material_subchunk(chunk_id, color): | |
| """Make a material subchunk. | |
| Used for color subchunks, such as diffuse color or ambient color subchunks.""" | |
| mat_sub = _3ds_chunk(chunk_id) | |
| col1 = _3ds_chunk(RGB1) | |
| col1.add_variable("color1", _3ds_rgb_color(color)) | |
| mat_sub.add_subchunk(col1) | |
| # optional: | |
| #col2 = _3ds_chunk(RGB1) | |
| #col2.add_variable("color2", _3ds_rgb_color(color)) | |
| #mat_sub.add_subchunk(col2) | |
| return mat_sub | |
| def make_material_texture_chunk(chunk_id, texslots, tess_uv_image=None): | |
| """Make Material Map texture chunk given a seq. of `MaterialTextureSlot`'s | |
| `tess_uv_image` is optionally used as image source if the slots are | |
| empty. No additional filtering for mapping modes is done, all | |
| slots are written "as is". | |
| """ | |
| mat_sub = _3ds_chunk(chunk_id) | |
| has_entry = False | |
| import bpy | |
| def add_texslot(texslot): | |
| texture = texslot.texture | |
| image = texture.image | |
| filename = bpy.path.basename(image.filepath) | |
| mat_sub_file = _3ds_chunk(MATMAPFILE) | |
| mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename))) | |
| mat_sub.add_subchunk(mat_sub_file) | |
| maptile = 0 | |
| # no perfect mapping for mirror modes - 3DS only has uniform mirror w. repeat=2 | |
| if texture.extension == 'REPEAT' and (texture.use_mirror_x and texture.repeat_x > 1) \ | |
| or (texture.use_mirror_y and texture.repeat_y > 1): | |
| maptile |= 0x2 | |
| # CLIP maps to 3DS' decal flag | |
| elif texture.extension == 'CLIP': | |
| maptile |= 0x10 | |
| mat_sub_tile = _3ds_chunk(MAT_MAP_TILING) | |
| mat_sub_tile.add_variable("maptiling", _3ds_ushort(maptile)) | |
| mat_sub.add_subchunk(mat_sub_tile) | |
| mat_sub_uscale = _3ds_chunk(MAT_MAP_USCALE) | |
| mat_sub_uscale.add_variable("mapuscale", _3ds_float(texslot.scale[0])) | |
| mat_sub.add_subchunk(mat_sub_uscale) | |
| mat_sub_vscale = _3ds_chunk(MAT_MAP_VSCALE) | |
| mat_sub_vscale.add_variable("mapuscale", _3ds_float(texslot.scale[1])) | |
| mat_sub.add_subchunk(mat_sub_vscale) | |
| mat_sub_uoffset = _3ds_chunk(MAT_MAP_UOFFSET) | |
| mat_sub_uoffset.add_variable("mapuoffset", _3ds_float(texslot.offset[0])) | |
| mat_sub.add_subchunk(mat_sub_uoffset) | |
| mat_sub_voffset = _3ds_chunk(MAT_MAP_VOFFSET) | |
| mat_sub_voffset.add_variable("mapvoffset", _3ds_float(texslot.offset[1])) | |
| mat_sub.add_subchunk(mat_sub_voffset) | |
| # store all textures for this mapto in order. This at least is what | |
| # the 3DS exporter did so far, afaik most readers will just skip | |
| # over 2nd textures. | |
| for slot in texslots: | |
| add_texslot(slot) | |
| has_entry = True | |
| # image from tess. UV face - basically the code above should handle | |
| # this already. No idea why its here so keep it :-) | |
| if tess_uv_image and not has_entry: | |
| has_entry = True | |
| filename = bpy.path.basename(tess_uv_image.filepath) | |
| mat_sub_file = _3ds_chunk(MATMAPFILE) | |
| mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename))) | |
| mat_sub.add_subchunk(mat_sub_file) | |
| return mat_sub if has_entry else None | |
| def make_material_chunk(material, image): | |
| """Make a material chunk out of a blender material.""" | |
| material_chunk = _3ds_chunk(MATERIAL) | |
| name = _3ds_chunk(MATNAME) | |
| name_str = material.name if material else "None" | |
| if image: | |
| name_str += image.name | |
| name.add_variable("name", _3ds_string(sane_name(name_str))) | |
| material_chunk.add_subchunk(name) | |
| if not material: | |
| material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0.0, 0.0, 0.0))) | |
| material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (0.8, 0.8, 0.8))) | |
| material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1.0, 1.0, 1.0))) | |
| else: | |
| material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, material.line_color[:3])) | |
| material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color[:3])) | |
| material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color[:])) | |
| slots = get_material_image_texslots(material) # can be None | |
| if slots: | |
| spec = [s for s in slots if s.use_map_specular or s.use_map_color_spec] | |
| matmap = make_material_texture_chunk(MAT_SPECMAP, spec) | |
| if matmap: | |
| material_chunk.add_subchunk(matmap) | |
| alpha = [s for s in slots if s.use_map_alpha] | |
| matmap = make_material_texture_chunk(MAT_OPACMAP, alpha) | |
| if matmap: | |
| material_chunk.add_subchunk(matmap) | |
| normal = [s for s in slots if s.use_map_normal] | |
| matmap = make_material_texture_chunk(MAT_BUMPMAP, normal) | |
| if matmap: | |
| material_chunk.add_subchunk(matmap) | |
| # make sure no textures are lost. Everything that doesn't fit | |
| # into a channel is exported as diffuse texture with a | |
| # warning. | |
| diffuse = [] | |
| for s in slots: | |
| if s.use_map_color_diffuse: | |
| diffuse.append(s) | |
| elif not (s in normal or s in alpha or s in spec): | |
| print('\nwarning: failed to map texture to 3DS map channel, assuming diffuse') | |
| diffuse.append(s) | |
| if diffuse: | |
| matmap = make_material_texture_chunk(MAT_DIFFUSEMAP, diffuse, image) | |
| if matmap: | |
| material_chunk.add_subchunk(matmap) | |
| return material_chunk | |
| class tri_wrapper(object): | |
| """Class representing a triangle. | |
| Used when converting faces to triangles""" | |
| __slots__ = "vertex_index", "mat", "image", "faceuvs", "offset" | |
| def __init__(self, vindex=(0, 0, 0), mat=None, image=None, faceuvs=None): | |
| self.vertex_index = vindex | |
| self.mat = mat | |
| self.image = image | |
| self.faceuvs = faceuvs | |
| self.offset = [0, 0, 0] # offset indices | |
| def extract_triangles(mesh): | |
| """Extract triangles from a mesh.""" | |
| mesh.calc_loop_triangles() | |
| tri_list = [] | |
| do_uv = bool(mesh.uv_layers) | |
| img = None | |
| for i, face in enumerate(mesh.loop_triangles): | |
| f_v = face.vertices | |
| uf = mesh.uv_layers.active.data if do_uv else None | |
| if do_uv: | |
| t_lp = mesh.loop_triangles.loops | |
| # image is no longer part of meshUV | |
| #img = uf.image if uf else None | |
| #if img is not None: | |
| #img = img.name | |
| def v_key(loop): | |
| return (uf[loop].uv[:]) | |
| if len(f_v) == 3: | |
| new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img) | |
| if (do_uv): | |
| new_tri.faceuvs = v_key(t_lp[0]), v_key(t_lp[1]), v_key(t_lp[2]) | |
| tri_list.append(new_tri) | |
| return tri_list | |
| def remove_face_uv(verts, tri_list): | |
| """Remove face UV coordinates from a list of triangles. | |
| Since 3ds files only support one pair of uv coordinates for each vertex, face uv coordinates | |
| need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when | |
| there are multiple uv coordinates per vertex.""" | |
| # initialize a list of UniqueLists, one per vertex: | |
| #uv_list = [UniqueList() for i in xrange(len(verts))] | |
| unique_uvs = [{} for i in range(len(verts))] | |
| # for each face uv coordinate, add it to the UniqueList of the vertex | |
| for tri in tri_list: | |
| for i in range(3): | |
| # store the index into the UniqueList for future reference: | |
| # offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i]))) | |
| context_uv_vert = unique_uvs[tri.vertex_index[i]] | |
| uvkey = tri.faceuvs[i] | |
| offset_index__uv_3ds = context_uv_vert.get(uvkey) | |
| if not offset_index__uv_3ds: | |
| offset_index__uv_3ds = context_uv_vert[uvkey] = len(context_uv_vert), _3ds_point_uv(uvkey) | |
| tri.offset[i] = offset_index__uv_3ds[0] | |
| # At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it | |
| # only once. | |
| # Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the | |
| # faces refer to the new face indices: | |
| vert_index = 0 | |
| vert_array = _3ds_array() | |
| uv_array = _3ds_array() | |
| index_list = [] | |
| for i, vert in enumerate(verts): | |
| index_list.append(vert_index) | |
| pt = _3ds_point_3d(vert.co) # reuse, should be ok | |
| uvmap = [None] * len(unique_uvs[i]) | |
| for ii, uv_3ds in unique_uvs[i].values(): | |
| # add a vertex duplicate to the vertex_array for every uv associated with this vertex: | |
| vert_array.add(pt) | |
| # add the uv coordinate to the uv array: | |
| # This for loop does not give uv's ordered by ii, so we create a new map | |
| # and add the uv's later | |
| # uv_array.add(uv_3ds) | |
| uvmap[ii] = uv_3ds | |
| # Add the uv's in the correct order | |
| for uv_3ds in uvmap: | |
| # add the uv coordinate to the uv array: | |
| uv_array.add(uv_3ds) | |
| vert_index += len(unique_uvs[i]) | |
| # Make sure the triangle vertex indices now refer to the new vertex list: | |
| for tri in tri_list: | |
| for i in range(3): | |
| tri.offset[i] += index_list[tri.vertex_index[i]] | |
| tri.vertex_index = tri.offset | |
| return vert_array, uv_array, tri_list | |
| def make_faces_chunk(tri_list, mesh, materialDict): | |
| """Make a chunk for the faces. | |
| Also adds subchunks assigning materials to all faces.""" | |
| materials = mesh.materials | |
| if not materials: | |
| mat = None | |
| face_chunk = _3ds_chunk(OBJECT_FACES) | |
| face_list = _3ds_array() | |
| if mesh.uv_layers: | |
| # Gather materials used in this mesh - mat/image pairs | |
| unique_mats = {} | |
| for i, tri in enumerate(tri_list): | |
| face_list.add(_3ds_face(tri.vertex_index)) | |
| if materials: | |
| mat = materials[tri.mat] | |
| if mat: | |
| mat = mat.name | |
| img = tri.image | |
| try: | |
| context_mat_face_array = unique_mats[mat, img][1] | |
| except: | |
| name_str = mat if mat else "None" | |
| if img: | |
| name_str += img | |
| context_mat_face_array = _3ds_array() | |
| unique_mats[mat, img] = _3ds_string(sane_name(name_str)), context_mat_face_array | |
| context_mat_face_array.add(_3ds_ushort(i)) | |
| # obj_material_faces[tri.mat].add(_3ds_ushort(i)) | |
| face_chunk.add_variable("faces", face_list) | |
| for mat_name, mat_faces in unique_mats.values(): | |
| obj_material_chunk = _3ds_chunk(OBJECT_MATERIAL) | |
| obj_material_chunk.add_variable("name", mat_name) | |
| obj_material_chunk.add_variable("face_list", mat_faces) | |
| face_chunk.add_subchunk(obj_material_chunk) | |
| else: | |
| obj_material_faces = [] | |
| obj_material_names = [] | |
| for m in materials: | |
| if m: | |
| obj_material_names.append(_3ds_string(sane_name(m.name))) | |
| obj_material_faces.append(_3ds_array()) | |
| n_materials = len(obj_material_names) | |
| for i, tri in enumerate(tri_list): | |
| face_list.add(_3ds_face(tri.vertex_index)) | |
| if (tri.mat < n_materials): | |
| obj_material_faces[tri.mat].add(_3ds_ushort(i)) | |
| face_chunk.add_variable("faces", face_list) | |
| for i in range(n_materials): | |
| obj_material_chunk = _3ds_chunk(OBJECT_MATERIAL) | |
| obj_material_chunk.add_variable("name", obj_material_names[i]) | |
| obj_material_chunk.add_variable("face_list", obj_material_faces[i]) | |
| face_chunk.add_subchunk(obj_material_chunk) | |
| return face_chunk | |
| def make_vert_chunk(vert_array): | |
| """Make a vertex chunk out of an array of vertices.""" | |
| vert_chunk = _3ds_chunk(OBJECT_VERTICES) | |
| vert_chunk.add_variable("vertices", vert_array) | |
| return vert_chunk | |
| def make_uv_chunk(uv_array): | |
| """Make a UV chunk out of an array of UVs.""" | |
| uv_chunk = _3ds_chunk(OBJECT_UV) | |
| uv_chunk.add_variable("uv coords", uv_array) | |
| return uv_chunk | |
| def make_matrix_4x3_chunk(matrix): | |
| matrix_chunk = _3ds_chunk(OBJECT_TRANS_MATRIX) | |
| for vec in matrix.col: | |
| for f in vec[:3]: | |
| matrix_chunk.add_variable("matrix_f", _3ds_float(f)) | |
| return matrix_chunk | |
| def make_mesh_chunk(mesh, matrix, materialDict): | |
| """Make a chunk out of a Blender mesh.""" | |
| # Extract the triangles from the mesh: | |
| tri_list = extract_triangles(mesh) | |
| if mesh.uv_layers: | |
| # Remove the face UVs and convert it to vertex UV: | |
| vert_array, uv_array, tri_list = remove_face_uv(mesh.vertices, tri_list) | |
| else: | |
| # Add the vertices to the vertex array: | |
| vert_array = _3ds_array() | |
| for vert in mesh.vertices: | |
| vert_array.add(_3ds_point_3d(vert.co)) | |
| # no UV at all: | |
| uv_array = None | |
| # create the chunk: | |
| mesh_chunk = _3ds_chunk(OBJECT_MESH) | |
| # add vertex chunk: | |
| mesh_chunk.add_subchunk(make_vert_chunk(vert_array)) | |
| # add faces chunk: | |
| mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh, materialDict)) | |
| # if available, add uv chunk: | |
| if uv_array: | |
| mesh_chunk.add_subchunk(make_uv_chunk(uv_array)) | |
| mesh_chunk.add_subchunk(make_matrix_4x3_chunk(matrix)) | |
| return mesh_chunk | |
| ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX | |
| def make_kfdata(start=0, stop=0, curtime=0): | |
| """Make the basic keyframe data chunk""" | |
| kfdata = _3ds_chunk(KFDATA) | |
| kfhdr = _3ds_chunk(KFDATA_KFHDR) | |
| kfhdr.add_variable("revision", _3ds_ushort(0)) | |
| # Not really sure what filename is used for, but it seems it is usually used | |
| # to identify the program that generated the .3ds: | |
| kfhdr.add_variable("filename", _3ds_string("Blender")) | |
| kfhdr.add_variable("animlen", _3ds_uint(stop-start)) | |
| kfseg = _3ds_chunk(KFDATA_KFSEG) | |
| kfseg.add_variable("start", _3ds_uint(start)) | |
| kfseg.add_variable("stop", _3ds_uint(stop)) | |
| kfcurtime = _3ds_chunk(KFDATA_KFCURTIME) | |
| kfcurtime.add_variable("curtime", _3ds_uint(curtime)) | |
| kfdata.add_subchunk(kfhdr) | |
| kfdata.add_subchunk(kfseg) | |
| kfdata.add_subchunk(kfcurtime) | |
| return kfdata | |
| def make_track_chunk(ID, obj): | |
| """Make a chunk for track data. | |
| Depending on the ID, this will construct a position, rotation or scale track.""" | |
| track_chunk = _3ds_chunk(ID) | |
| track_chunk.add_variable("track_flags", _3ds_ushort()) | |
| track_chunk.add_variable("unknown", _3ds_uint()) | |
| track_chunk.add_variable("unknown", _3ds_uint()) | |
| track_chunk.add_variable("nkeys", _3ds_uint(1)) | |
| # Next section should be repeated for every keyframe, but for now, animation is not actually supported. | |
| track_chunk.add_variable("tcb_frame", _3ds_uint(0)) | |
| track_chunk.add_variable("tcb_flags", _3ds_ushort()) | |
| if obj.type=='Empty': | |
| if ID==POS_TRACK_TAG: | |
| # position vector: | |
| track_chunk.add_variable("position", _3ds_point_3d(obj.getLocation())) | |
| elif ID==ROT_TRACK_TAG: | |
| # rotation (quaternion, angle first, followed by axis): | |
| q = obj.getEuler().to_quaternion() # XXX, todo! | |
| track_chunk.add_variable("rotation", _3ds_point_4d((q.angle, q.axis[0], q.axis[1], q.axis[2]))) | |
| elif ID==SCL_TRACK_TAG: | |
| # scale vector: | |
| track_chunk.add_variable("scale", _3ds_point_3d(obj.getSize())) | |
| else: | |
| # meshes have their transformations applied before | |
| # exporting, so write identity transforms here: | |
| if ID==POS_TRACK_TAG: | |
| # position vector: | |
| track_chunk.add_variable("position", _3ds_point_3d((0.0,0.0,0.0))) | |
| elif ID==ROT_TRACK_TAG: | |
| # rotation (quaternion, angle first, followed by axis): | |
| track_chunk.add_variable("rotation", _3ds_point_4d((0.0, 1.0, 0.0, 0.0))) | |
| elif ID==SCL_TRACK_TAG: | |
| # scale vector: | |
| track_chunk.add_variable("scale", _3ds_point_3d((1.0, 1.0, 1.0))) | |
| return track_chunk | |
| def make_kf_obj_node(obj, name_to_id): | |
| """Make a node chunk for a Blender object. | |
| Takes the Blender object as a parameter. Object id's are taken from the dictionary name_to_id. | |
| Blender Empty objects are converted to dummy nodes.""" | |
| name = obj.name | |
| # main object node chunk: | |
| kf_obj_node = _3ds_chunk(KFDATA_OBJECT_NODE_TAG) | |
| # chunk for the object id: | |
| obj_id_chunk = _3ds_chunk(OBJECT_NODE_ID) | |
| # object id is from the name_to_id dictionary: | |
| obj_id_chunk.add_variable("node_id", _3ds_ushort(name_to_id[name])) | |
| # object node header: | |
| obj_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR) | |
| # object name: | |
| if obj.type == 'Empty': | |
| # Empties are called "$$$DUMMY" and use the OBJECT_INSTANCE_NAME chunk | |
| # for their name (see below): | |
| obj_node_header_chunk.add_variable("name", _3ds_string("$$$DUMMY")) | |
| else: | |
| # Add the name: | |
| obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name))) | |
| # Add Flag variables (not sure what they do): | |
| obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0)) | |
| obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0)) | |
| # Check parent-child relationships: | |
| parent = obj.parent | |
| if (parent is None) or (parent.name not in name_to_id): | |
| # If no parent, or the parents name is not in the name_to_id dictionary, | |
| # parent id becomes -1: | |
| obj_node_header_chunk.add_variable("parent", _3ds_ushort(-1)) | |
| else: | |
| # Get the parent's id from the name_to_id dictionary: | |
| obj_node_header_chunk.add_variable("parent", _3ds_ushort(name_to_id[parent.name])) | |
| # Add pivot chunk: | |
| obj_pivot_chunk = _3ds_chunk(OBJECT_PIVOT) | |
| obj_pivot_chunk.add_variable("pivot", _3ds_point_3d(obj.getLocation())) | |
| kf_obj_node.add_subchunk(obj_pivot_chunk) | |
| # add subchunks for object id and node header: | |
| kf_obj_node.add_subchunk(obj_id_chunk) | |
| kf_obj_node.add_subchunk(obj_node_header_chunk) | |
| # Empty objects need to have an extra chunk for the instance name: | |
| if obj.type == 'Empty': | |
| obj_instance_name_chunk = _3ds_chunk(OBJECT_INSTANCE_NAME) | |
| obj_instance_name_chunk.add_variable("name", _3ds_string(sane_name(name))) | |
| kf_obj_node.add_subchunk(obj_instance_name_chunk) | |
| # Add track chunks for position, rotation and scale: | |
| kf_obj_node.add_subchunk(make_track_chunk(POS_TRACK_TAG, obj)) | |
| kf_obj_node.add_subchunk(make_track_chunk(ROT_TRACK_TAG, obj)) | |
| kf_obj_node.add_subchunk(make_track_chunk(SCL_TRACK_TAG, obj)) | |
| return kf_obj_node | |
| ''' | |
| def save(operator, | |
| context, filepath="", | |
| use_selection=True, | |
| global_matrix=None, | |
| ): | |
| import bpy | |
| import mathutils | |
| import time | |
| from bpy_extras.io_utils import create_derived_objects, free_derived_objects | |
| """Save the Blender scene to a 3ds file.""" | |
| # Time the export | |
| time1 = time.clock() | |
| #Blender.Window.WaitCursor(1) | |
| if global_matrix is None: | |
| global_matrix = mathutils.Matrix() | |
| if bpy.ops.object.mode_set.poll(): | |
| bpy.ops.object.mode_set(mode='OBJECT') | |
| # Initialize the main chunk (primary): | |
| primary = _3ds_chunk(PRIMARY) | |
| # Add version chunk: | |
| version_chunk = _3ds_chunk(VERSION) | |
| version_chunk.add_variable("version", _3ds_uint(3)) | |
| primary.add_subchunk(version_chunk) | |
| # init main object info chunk: | |
| object_info = _3ds_chunk(OBJECTINFO) | |
| ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX | |
| # init main key frame data chunk: | |
| kfdata = make_kfdata() | |
| ''' | |
| # Make a list of all materials used in the selected meshes (use a dictionary, | |
| # each material is added once): | |
| materialDict = {} | |
| mesh_objects = [] | |
| scene = context.scene | |
| layer = context.view_layer | |
| #depsgraph = context.evaluated_depsgraph_get() | |
| if use_selection: | |
| objects = (ob for ob in scene.objects if not ob.hide_viewport and ob.select_get(view_layer=layer)) | |
| else: | |
| objects = (ob for ob in scene.objects if not ob.hide_viewport) | |
| for ob in objects: | |
| # get derived objects | |
| free, derived = create_derived_objects(scene, ob) | |
| if derived is None: | |
| continue | |
| for ob_derived, mat in derived: | |
| if ob.type not in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}: | |
| continue | |
| #ob_derived_eval = ob_derived.evaluated_get(depsgraph) | |
| try: | |
| data = ob_derived.to_mesh() | |
| except: | |
| data = None | |
| if data: | |
| matrix = global_matrix @ mat | |
| data.transform(matrix) | |
| mesh_objects.append((ob_derived, data, matrix)) | |
| mat_ls = data.materials | |
| mat_ls_len = len(mat_ls) | |
| # get material/image tuples. | |
| if data.uv_layers: | |
| if not mat_ls: | |
| mat = mat_name = None | |
| for f, uf in zip(data.polygons, data.uv_layers.active.data): | |
| if mat_ls: | |
| mat_index = f.material_index | |
| if mat_index >= mat_ls_len: | |
| mat_index = f.material_index = 0 | |
| mat = mat_ls[mat_index] | |
| mat_name = None if mat is None else mat.name | |
| # else there already set to none | |
| # image no longer part of meshUV | |
| #img = uf.image | |
| #img_name = None if img is None else img.name | |
| materialDict.setdefault((mat_name, None), (mat, None)) | |
| else: | |
| for mat in mat_ls: | |
| if mat: # material may be None so check its not. | |
| materialDict.setdefault((mat.name, None), (mat, None)) | |
| # Why 0 Why! | |
| for f in data.polygons: | |
| if f.material_index >= mat_ls_len: | |
| f.material_index = 0 | |
| ob_derived_eval.to_mesh_clear() | |
| if free: | |
| free_derived_objects(ob) | |
| # Make material chunks for all materials used in the meshes: | |
| for mat_and_image in materialDict.values(): | |
| object_info.add_subchunk(make_material_chunk(mat_and_image[0], mat_and_image[1])) | |
| # Give all objects a unique ID and build a dictionary from object name to object id: | |
| """ | |
| name_to_id = {} | |
| for ob, data in mesh_objects: | |
| name_to_id[ob.name]= len(name_to_id) | |
| #for ob in empty_objects: | |
| # name_to_id[ob.name]= len(name_to_id) | |
| """ | |
| # Create object chunks for all meshes: | |
| i = 0 | |
| for ob, blender_mesh, matrix in mesh_objects: | |
| # create a new object chunk | |
| object_chunk = _3ds_chunk(OBJECT) | |
| # set the object name | |
| object_chunk.add_variable("name", _3ds_string(sane_name(ob.name))) | |
| # make a mesh chunk out of the mesh: | |
| object_chunk.add_subchunk(make_mesh_chunk(blender_mesh, matrix, materialDict)) | |
| # ensure the mesh has no over sized arrays | |
| # skip ones that do!, otherwise we cant write since the array size wont | |
| # fit into USHORT. | |
| if object_chunk.validate(): | |
| object_info.add_subchunk(object_chunk) | |
| else: | |
| operator.report({'WARNING'}, "Object %r can't be written into a 3DS file") | |
| ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX | |
| # make a kf object node for the object: | |
| kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id)) | |
| ''' | |
| if not blender_mesh.users: | |
| bpy.data.meshes.remove(blender_mesh) | |
| #blender_mesh.vertices = None | |
| i += i | |
| # Create chunks for all empties: | |
| ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX | |
| for ob in empty_objects: | |
| # Empties only require a kf object node: | |
| kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id)) | |
| pass | |
| ''' | |
| # Add main object info chunk to primary chunk: | |
| primary.add_subchunk(object_info) | |
| ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX | |
| # Add main keyframe data chunk to primary chunk: | |
| primary.add_subchunk(kfdata) | |
| ''' | |
| # At this point, the chunk hierarchy is completely built. | |
| # Check the size: | |
| primary.get_size() | |
| # Open the file for writing: | |
| file = open(filepath, 'wb') | |
| # Recursively write the chunks to file: | |
| primary.write(file) | |
| # Close the file: | |
| file.close() | |
| # Clear name mapping vars, could make locals too | |
| del name_unique[:] | |
| name_mapping.clear() | |
| # Debugging only: report the exporting time: | |
| #Blender.Window.WaitCursor(0) | |
| print("3ds export time: %.2f" % (time.clock() - time1)) | |
| # Debugging only: dump the chunk hierarchy: | |
| #primary.dump() | |
| return {'FINISHED'} |