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Copy path3ds_export_tmf.py
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3ds_export_tmf.py
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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 #####
bl_info = {
"name": "Export 3DS for TrackMania Forever",
"author": "Glauco Bacchi, Campbell Barton, Bob Holcomb, Richard Lärkäng, Damien McGinnes, Mark Stijnman, Sergey Savkin",
"version": (1, 0, 5),
"blender": (2, 81, 0),
"location": "File > Export > 3DS for TMF (.3ds)",
"description": "Export 3DS model for TrackMania Forever (.3ds)",
"warning": "",
"wiki_url": "",
"category": "Import-Export"
}
import bpy
import bpy_extras
import time
import struct
import math
import mathutils
import bmesh
###### EXPORT OPERATOR #######
class Export_tmf(bpy.types.Operator, bpy_extras.io_utils.ExportHelper):
"""Export 3DS model for Trackmania Forever"""
bl_idname = "export_scene.tmf"
bl_label = "Export 3DS for TMF (.3ds)"
filename_ext = ".3ds"
filter_glob : bpy.props.StringProperty(
default="*.3ds",
options={'HIDDEN'},
)
use_selection : bpy.props.BoolProperty(
name="Selection Only",
description="Export selected objects only",
default=False,
)
def execute(self, context):
keywords = self.as_keywords()
start_time = time.time()
print('\n_____START_____')
props = self.properties
filepath = self.filepath
filepath = bpy.path.ensure_ext(filepath, self.filename_ext)
bpy.context.window.cursor_set('WAIT')
exported = do_export(filepath,keywords["use_selection"])
bpy.context.window.cursor_set('DEFAULT')
if exported:
print('finished export in %s seconds' %((time.time() - start_time)))
print(filepath)
return {'FINISHED'}
### REGISTER ###
def menu_func(self, context):
self.layout.operator(Export_tmf.bl_idname, text="3DS for TMF (.3ds)")
def register():
bpy.utils.register_class(Export_tmf)
bpy.types.TOPBAR_MT_file_export.append(menu_func)
def unregister():
bpy.utils.unregister_class(Export_tmf)
bpy.types.TOPBAR_MT_file_export.remove(menu_func)
######################################################
# 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 # Shininess of the object/material (percent)
MATSHIN2 = 0xA041 # Specularity of the object/material (percent)
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
MATTRANS = 0xA050 # Transparency value (i.e. =100-OpacityValue) (percent)
PCT = 0x0030
MASTERSCALE = 0x0100
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_SMOOTH = 0x4150 # Smooth group
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
BOUNDBOX = 0xB014
# 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
def uv_key(uv):
return round(uv[0], 6), round(uv[1], 6)
# 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 & 0xFFFF))
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 & 0xFFFFFFFF))
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=""):
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 = (0.0,0.0,0.0)):
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 make_material_subchunk(id, color):
"""Make a material subchunk."""
"""Used for color subchunks, such as diffuse color or ambient color subchunks."""
mat_sub = _3ds_chunk(id)
col1 = _3ds_chunk(RGB1)
col1.add_variable("color1", _3ds_rgb_color(color));
mat_sub.add_subchunk(col1)
# optional:
col2 = _3ds_chunk(RGB2)
col2.add_variable("color2", _3ds_rgb_color(color));
mat_sub.add_subchunk(col2)
return mat_sub
def make_percent_subchunk(id, percentval):
# Make a percentage based subchunk
pct_sub = _3ds_chunk(id)
pct1 = _3ds_chunk(PCT)
pct1.add_variable("percent", _3ds_ushort(int(round(percentval*100,0))))
pct_sub.add_subchunk(pct1)
return pct_sub
def make_material_texture_chunk(id, images):
""" Make Material Map texture chunk """
# 4KEX: Add texture percentage value (100 = 1.0)
mat_sub = make_percent_subchunk(id, 1)
def add_image(img):
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)
for image in images:
add_image(image)
return mat_sub
def make_material_chunk(material, image):
"""Make a material chunk out of a blender material."""
material_chunk = _3ds_chunk(MATERIAL)
name = _3ds_chunk(MATNAME)
if material:
name_str = material.name
else:
name_str = 'None'
# 4KEX: Removed image name adding to material name
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) ))
material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (.8, .8, .8) ))
material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1,1,1) ))
material_chunk.add_subchunk(make_percent_subchunk(MATSHINESS, .2))
material_chunk.add_subchunk(make_percent_subchunk(MATSHIN2, 1))
material_chunk.add_subchunk(make_percent_subchunk(MATTRANS, 0))
else:
material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.ambient for a in material.diffuse_color] ))
material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color))
material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color))
material_chunk.add_subchunk(make_percent_subchunk(MATSHINESS, material.roughness))
material_chunk.add_subchunk(make_percent_subchunk(MATSHIN2, material.specular_intensity))
material_chunk.add_subchunk(make_percent_subchunk(MATTRANS, 1-material.alpha))
# 4KEX: Removed call to get images for the material. Will export UV image ONLY.
# images = get_material_images(material) # can be None
images = []
if image: images.append(image)
if images:
material_chunk.add_subchunk(make_material_texture_chunk(MAT_DIFFUSEMAP, images))
return material_chunk
##### SMOOTH GROUP #############################################################
'''
def msb(x):
return x.bit_length() - 1
def lsb(x):
return msb(x & -x)
def has_sharp_edge(f) :
for e in f.edges :
if not e.smooth :
return True
return False
def not_allowed_mask(f,smg) :
mask = 0
for e in f.edges :
if not e.smooth :
for l in e.link_faces :
if f.index != l.index :
mask |= l[smg]
return mask
def set_smooth_group(f,smg,group) :
f[smg] = group
for e in f.edges :
if e.smooth :
for l in e.link_faces :
if f.index != l.index :
l[smg] = l[smg] | group
def calc_smooth_group(bm) :
"""Calculate smoothing groups"""
bm.faces.ensure_lookup_table()
bm.edges.ensure_lookup_table()
bm.verts.ensure_lookup_table()
# face must have some group, 0 is not allowed here
smg = bm.faces.layers.int.new("smooth_group_current")
# assign common group for smooth faces
for f in bm.faces :
if not has_sharp_edge(f) :
# assign any group
f[smg] = 1
for f in bm.faces :
if has_sharp_edge(f) :
not_mask = not_allowed_mask(f,smg)
group = 1 << lsb(0xFFFFFFFF & ~not_mask)
set_smooth_group(f,smg,group)
'''
# Too slow
def tessface_polygon_index(mesh,tess) :
for po in mesh.polygons :
if set(tess.vertices).issubset(po.vertices) :
return True,po.index
return False,0
# Faster
def tessface_bmface_index(bm,mesh,tess) :
# Take any point from tessface and iterate over linked faces of BMVert
for bv in bm.verts :
if bv.co == tess.vertices[0] :
for bf in bv.link_faces :
if set(tess.vertices).issubset(mesh.polygons[bf.index].vertices) :
return True,bf.index
return False,0
# Fastest
def tessface_vert_index(bm,mesh,tess) :
for bf in bm.verts[tess.vertices[0]].link_faces :
if set(tess.vertices).issubset(mesh.polygons[bf.index].vertices) :
return True,bf.index
return False,0
################################################################################
class tri_wrapper(object):
"""Class representing a triangle.
Used when converting faces to triangles"""
__slots__ = "vertex_index", "mat", "image", "faceuvs", "offset", "group"
def __init__(self, vindex=(0, 0, 0), mat=None, image=None, faceuvs=None, group=0):
self.vertex_index = vindex
self.mat = mat
self.image = image
self.faceuvs = faceuvs
self.offset = [0, 0, 0] # offset indices
self.group = group
def extract_triangles(mesh):
'''Extract triangles from a mesh.
If the mesh contains quads, they will be split into triangles.'''
(poly_group,group_count) = mesh.calc_smooth_groups(use_bitflags=True)
'''
bm = bmesh.new()
bm.from_mesh(mesh)
bm.faces.ensure_lookup_table()
bm.edges.ensure_lookup_table()
bm.verts.ensure_lookup_table()
'''
'''
calc_smooth_group(bm)
# face must have some group, 0 is not allowed here
smg_cr = bm.faces.layers.int["smooth_group_current"]
'''
tri_list = []
do_uv = mesh.uv_layers
if not do_uv:
face_uv = None
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:
f_uv = [uf[l].uv for l in face.loops]
# img = uf.image
# if img: img = img.name
# find parent polygon for tessface
# p_found, p_index = tessface_polygon_index(mesh,face)
# p_found, p_index = tessface_bmface_index(bm,mesh,face)
# p_found, p_index = tessface_vert_index(bm,mesh,face)
# smooth_group = bm.faces[p_index][smg_cr] if p_found else 0
# smooth_group = poly_group[p_index] if p_found else 0
# with 2.80 api triangle knows parent
smooth_group = poly_group[face.polygon_index]
new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img)
if (do_uv): new_tri.faceuvs = uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
new_tri.group = smooth_group
tri_list.append(new_tri)
'''
bm.free()
'''
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()
''' FIXME
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:
'''
# else branch start
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)
# else branch end
smooth_chunk = _3ds_chunk(OBJECT_SMOOTH)
for i, tri in enumerate(tri_list) :
smooth_chunk.add_variable("face_" + str(i),_3ds_uint(tri.group))
face_chunk.add_subchunk(smooth_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_mesh_chunk(mesh, materialDict, ob, name_to_id, name_to_scale, name_to_pos, name_to_rot):
'''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))
# If the mesh has vertex UVs, create an array of UVs:
# if mesh.vertexUV:
# uv_array = _3ds_array()
# for vert in mesh.vertices:
# uv_array.add(_3ds_point_uv(vert.uvco))
# else:
# # 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))
mesh1 = _3ds_chunk(OBJECT_TRANS_MATRIX);
# 4KEX: 3DS mesh matrix. Apply the worldspace scale and positioning relative to the parent (if any).
if (ob.parent == None) or (ob.parent.name not in name_to_id):
matrix_pos = (name_to_pos[ob.name][0],name_to_pos[ob.name][1],name_to_pos[ob.name][2])
# this was originally
# matrix_pos = (-name_to_pos[ob.name][0],-name_to_pos[ob.name][1],-name_to_pos[ob.name][2])
# matrix_pos = (0.0,0.0,0.0)
else:
# this code has been left as found, Glauco Bacchi
matrix_pos = mathutils.Vector((name_to_pos[ob.parent.name][0]-name_to_pos[ob.name][0],name_to_pos[ob.parent.name][1]-name_to_pos[ob.name][1],name_to_pos[ob.parent.name][2]-name_to_pos[ob.name][2])) * name_to_rot[ob.parent.name].to_matrix()
ob_matrix = mathutils.Matrix()
ob_matrix.identity()
ob_matrix.resize_4x4()
ob_matrix[3][0] = matrix_pos[0]
ob_matrix[3][1] = matrix_pos[1]
ob_matrix[3][2] = matrix_pos[2]
# the original code is below but results in incorrect placement of the object when key frame data not output zzz
# ob_matrix[0][0] = 1.0/name_to_scale[ob.name][0]
# ob_matrix[1][1] = 1.0/name_to_scale[ob.name][1]
# ob_matrix[2][2] = 1.0/name_to_scale[ob.name][2]
#calculate the componenets of the transformation matrix from the rotation (parents zzz)
# i think this should have scaling data included but everything works well for tmu as it stands zzz
oneMinusCos = 1.0-math.cos(name_to_rot[ob.name].angle)
sinAngle = math.sin(name_to_rot[ob.name].angle)
cosAngle = math.cos(name_to_rot[ob.name].angle)
ob_matrix[0][0] = cosAngle + oneMinusCos*(name_to_rot[ob.name].axis[0])*(name_to_rot[ob.name].axis[0])
ob_matrix[0][1] = oneMinusCos*(name_to_rot[ob.name].axis[1])*(name_to_rot[ob.name].axis[0]) - (name_to_rot[ob.name].axis[2])* sinAngle
ob_matrix[0][2] = oneMinusCos*(name_to_rot[ob.name].axis[2])*(name_to_rot[ob.name].axis[0]) + (name_to_rot[ob.name].axis[1])* sinAngle
ob_matrix[1][0] = oneMinusCos*(name_to_rot[ob.name].axis[0])*(name_to_rot[ob.name].axis[1]) + (name_to_rot[ob.name].axis[2])* sinAngle
ob_matrix[1][1] = cosAngle + oneMinusCos*(name_to_rot[ob.name].axis[1])*(name_to_rot[ob.name].axis[1])
ob_matrix[1][2] = oneMinusCos*(name_to_rot[ob.name].axis[2])*(name_to_rot[ob.name].axis[1]) - (name_to_rot[ob.name].axis[0])* sinAngle
ob_matrix[2][0] = oneMinusCos*(name_to_rot[ob.name].axis[0])*(name_to_rot[ob.name].axis[2]) - (name_to_rot[ob.name].axis[1])* sinAngle
ob_matrix[2][1] = oneMinusCos*(name_to_rot[ob.name].axis[1])*(name_to_rot[ob.name].axis[2]) + (name_to_rot[ob.name].axis[0])* sinAngle
ob_matrix[2][2] = cosAngle + oneMinusCos*(name_to_rot[ob.name].axis[2])*(name_to_rot[ob.name].axis[2])
mesh1.add_variable("w1", _3ds_float(ob_matrix[0][0]))
mesh1.add_variable("w2", _3ds_float(ob_matrix[0][1]))
mesh1.add_variable("w3", _3ds_float(ob_matrix[0][2]))
mesh1.add_variable("x1", _3ds_float(ob_matrix[1][0]))
mesh1.add_variable("x2", _3ds_float(ob_matrix[1][1]))
mesh1.add_variable("x3", _3ds_float(ob_matrix[1][2]))
mesh1.add_variable("y1", _3ds_float(ob_matrix[2][0]))
mesh1.add_variable("y2", _3ds_float(ob_matrix[2][1]))
mesh1.add_variable("y3", _3ds_float(ob_matrix[2][2]))
mesh1.add_variable("z1", _3ds_float(ob_matrix[3][0]))
mesh1.add_variable("z2", _3ds_float(ob_matrix[3][1]))
mesh1.add_variable("z3", _3ds_float(ob_matrix[3][2]))
mesh_chunk.add_subchunk(mesh1)
# if available, add uv chunk:
if uv_array:
mesh_chunk.add_subchunk(make_uv_chunk(uv_array))
return mesh_chunk
# COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
def make_kfdata(start=0, stop=0, curtime=0, rev=0):
"""Make the basic keyframe data chunk"""
kfdata = _3ds_chunk(KFDATA)
kfhdr = _3ds_chunk(KFDATA_KFHDR)
kfhdr.add_variable("revision", _3ds_ushort(rev))
# Not really sure what filename is used for, but it seems it is usually used
# to identify the program that generated the .3ds:
# 4KEX: Based on observations some sample 3DS files typically used start stop of 100 with curtime = 0
kfhdr.add_variable("filename", _3ds_string(b'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, obj_size, obj_pos, obj_rot):
'''Make a chunk for track data.