new blender exporter from GAE for blender 2.63 and later

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Titus Tscharntke 2012-07-16 21:43:35 +00:00
parent 3519725216
commit 734e744727
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# -*- coding: utf-8 -*-
###########################################################################
# Glest Model / Texture / UV / Animation Importer and Exporter
# for the Game Glest that u can find http://www.glest.org
# copyright 2005 By Andreas Becker (seltsamuel@yahoo.de)
#
# 2011/05/25: v0.1 alpha1
# modified by William Zheng for Blender 2.57(loveheaven_zhengwei@hotmail.com)
#
# corrected by MrPostiga for Blender 2.58
#
# extended by Yggdrasil
#
# Started Date: 07 June 2005 Put Public 20 June 2005
# Distributed under the GNU PUBLIC LICENSE
#"""
#Here an explanation of the V4 Format found at www.glest.org
#================================
#1. DATA TYPES
#================================
#G3D files use the following data types:
#uint8: 8 bit unsigned integer
#uint16: 16 bit unsigned integer
#uint32: 32 bit unsigned integer
#float32: 32 bit floating point
#================================
#2. OVERALL STRUCTURE
#================================
#- File header
#- Model header
#- Mesh header
#- Texture names
#- Mesh data
#================================
#2. FILE HEADER
#================================
#Code:
#struct FileHeader{
# uint8 id[3];
# uint8 version;
#};
#This header is shared among all the versions of G3D, it identifies this file as a G3D model and provides information of the version.
#id: must be "G3D"
#version: must be 4, in binary (not '4')
#================================
#3. MODEL HEADER
#================================
#Code:
#struct ModelHeader{
# uint16 meshCount;
# uint8 type;
#};
#meshCount: number of meshes in this model
#type: must be 0
#================================
#4. MESH HEADER
#================================
#There is a mesh header for each mesh, there must be "meshCount" headers in a file but they are not consecutive, texture names and mesh data are stored in between.
#Code:
#struct MeshHeader{
# uint8 name[64];
# uint32 frameCount;
# uint32 vertexCount;
# uint32 indexCount;
# float32 diffuseColor[3];
# float32 specularColor[3];
# float32 specularPower;
# float32 opacity;
# uint32 properties;
# uint32 textures;
#};
#name: name of the mesh
#frameCount: number of keyframes in this mesh
#vertexCount: number of vertices in each frame
#indexCount: number of indices in this mesh (the number of triangles is indexCount/3)
#diffuseColor: RGB diffuse color
#specularColor: RGB specular color (currently unused)
#specularPower: specular power (currently unused)
##properties: property flags
#Code:
#enum MeshPropertyFlag{
# mpfCustomColor= 1,
# mpfTwoSided= 2
#};
#mpfTwoSided: meshes in this mesh are rendered by both sides, if this flag is not present only "counter clockwise" faces are rendered
#mpfCustomColor: alpha in this model is replaced by a custom color, usually the player color
#textures: texture flags, only 0x1 is currently used, indicating that there is a diffuse texture in this mesh.
#================================
#4. TEXTURE NAMES
#================================
#A list of uint8[64] texture name values. One for each texture in the mesh. If there are no textures in the mesh no texture names are present. In practice since Glest only uses 1 texture for each mesh the number of texture names should be 0 or 1.
#================================
#5. MESH DATA
#================================
#After each mesh header and texture names the mesh data is placed.
#vertices: frameCount * vertexCount * 3, float32 values representing the x, y, z vertex coords for all frames
#normals: frameCount * vertexCount * 3, float32 values representing the x, y, z normal coords for all frames
#texture coords: vertexCount * 2, float32 values representing the s, t tex coords for all frames (only present if the mesh has 1 texture at least)
#indices: indexCount, uint32 values representing the indices
###########################################################################
bl_info = {
"name": "G3D Mesh Import/Export",
"author": "various, see head of script",
"version": (0, 5, 1),
"blender": (2, 63, 0),
#"api": 36079,
"location": "File > Import-Export",
"description": "Import/Export .g3d file",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"category": "Import-Export"}
###########################################################################
# Importing Structures needed (must later verify if i need them really all)
###########################################################################
import bpy
from bpy.props import StringProperty
from bpy_extras.image_utils import load_image
from bpy_extras.io_utils import ImportHelper, ExportHelper
import sys, struct, string, types
from types import *
import os
from os import path
from os.path import dirname
###########################################################################
# Variables that are better Global to handle
###########################################################################
imported = [] #List of all imported Objects
toexport = [] #List of Objects to export (actually only meshes)
sceneID = None #Points to the active Blender Scene
def unpack_list(list_of_tuples):
l = []
for t in list_of_tuples:
l.extend(t)
return l
###########################################################################
# Declaring Structures of G3D Format
###########################################################################
class G3DHeader: #Read first 4 Bytes of file should be G3D + Versionnumber
binary_format = "<3cB"
def __init__(self, fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.id = str(data[0]+data[1]+data[2], "utf-8")
self.version = data[3]
class G3DModelHeaderv3: #Read Modelheader in V3 there is only the number of Meshes in file
binary_format = "<I"
def __init__(self, fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.meshcount = data[0]
class G3DModelHeaderv4: #Read Modelheader: Number of Meshes and Meshtype (must be 0)
binary_format = "<HB"
def __init__(self, fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.meshcount = data[0]
self.mtype = data[1]
class G3DMeshHeaderv3: #Read Meshheader
binary_format = "<7I64c"
def __init__(self,fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.framecount = data[0] #Framecount = Number of Animationsteps
self.normalframecount= data[1] #Number of Normal Frames actualli equal to Framecount
self.texturecoordframecount= data[2]#Number of Frames of Texturecoordinates seems everytime to be 1
self.colorframecount= data[3] #Number of Frames of Colors seems everytime to be 1
self.vertexcount= data[4] #Number of Vertices in each Frame
self.indexcount= data[5] #Number of Indices in Mesh (Triangles = Indexcount/3)
self.properties= data[6] #Property flags
if self.properties & 1: #PropertyBit is Mesh Textured ?
self.hastexture = False
self.texturefilename = None
else:
self.texturefilename = "".join([str(x, "ascii") for x in data[7:-1] if x[0]< 127 ])
self.hastexture = True
if self.properties & 2: #PropertyBit is Mesh TwoSided ?
self.istwosided = True
else:
self.istwosided = False
if self.properties & 4: #PropertyBit is Mesh Alpha Channel custom Color in Game ?
self.customalpha = True
else:
self.customalpha = False
class G3DMeshHeaderv4: #Read Meshheader
binary_format = "<64c3I8f2I"
texname_format = "<64c"
def __init__(self,fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.meshname = "".join([str(x, "ascii") for x in data[0:64] if x[0] < 127 ]) #Name of Mesh every Char is a String on his own
self.framecount = data[64] #Framecount = Number of Animationsteps
self.vertexcount = data[65] #Number of Vertices in each Frame
self.indexcount = data[66] #Number of Indices in Mesh (Triangles = Indexcount/3)
self.diffusecolor = data[67:70] #RGB diffuse color
self.specularcolor = data[70:73] #RGB specular color (unused)
self.specularpower = data[73] #Specular power (unused)
self.opacity = data[74] #Opacity
self.properties= data[75] #Property flags
self.textures = data[76] #Texture flag
if self.properties & 1: #PropertyBit is Mesh Alpha Channel custom Color in Game ?
self.customalpha = True
else:
self.customalpha = False
if self.properties & 2: #PropertyBit is Mesh TwoSided ?
self.istwosided = True
else:
self.istwosided = False
if self.textures & 1: #PropertyBit is Mesh Textured ?
temp = fileID.read(struct.calcsize(self.texname_format))
data = struct.unpack(self.texname_format,temp)
self.texturefilename = "".join([str(x, "ascii") for x in data[0:-1] if x[0] < 127 ])
self.hastexture = True
else:
self.hastexture = False
self.texturefilename = None
class G3DMeshdataV3: #Calculate and read the Mesh Datapack
def __init__(self,fileID,header):
#Calculation of the Meshdatasize to load because its variable
#Animationframes * Vertices per Animation * 3 (Each Point are 3 Float X Y Z Coordinates)
vertex_format = "<%if" % int(header.framecount * header.vertexcount * 3)
#The same for Normals
normals_format = "<%if" % int(header.normalframecount * header.vertexcount * 3)
#Same here but Textures are 2D so only 2 Floats needed for Position inside Texture Bitmap
texturecoords_format = "<%if" % int(header.texturecoordframecount * header.vertexcount * 2)
#Colors in format RGBA
colors_format = "<%if" % int(header.colorframecount * 4)
#Indices
indices_format = "<%iI" % int(header.indexcount)
#Load the Meshdata as calculated above
self.vertices = struct.unpack(vertex_format,fileID.read(struct.calcsize(vertex_format)))
self.normals = struct.unpack(normals_format,fileID.read(struct.calcsize(normals_format)))
self.texturecoords = struct.unpack(texturecoords_format,fileID.read(struct.calcsize(texturecoords_format)))
self.colors = struct.unpack(colors_format,fileID.read(struct.calcsize(colors_format)))
self.indices = struct.unpack(indices_format ,fileID.read(struct.calcsize(indices_format)))
class G3DMeshdataV4: #Calculate and read the Mesh Datapack
def __init__(self,fileID,header):
#Calculation of the Meshdatasize to load because its variable
#Animationframes * Points (Vertex) per Animation * 3 (Each Point are 3 Float X Y Z Coordinates)
vertex_format = "<%if" % int(header.framecount * header.vertexcount * 3)
#The same for Normals
normals_format = "<%if" % int(header.framecount * header.vertexcount * 3)
#Same here but Textures are 2D so only 2 Floats needed for Position inside Texture Bitmap
texturecoords_format = "<%if" % int(header.vertexcount * 2)
#Indices
indices_format = "<%iI" % int(header.indexcount)
#Load the Meshdata as calculated above
self.vertices = struct.unpack(vertex_format,fileID.read(struct.calcsize(vertex_format)))
self.normals = struct.unpack(normals_format,fileID.read(struct.calcsize(normals_format)))
if header.hastexture:
self.texturecoords = struct.unpack(texturecoords_format,fileID.read(struct.calcsize(texturecoords_format)))
self.indices = struct.unpack(indices_format ,fileID.read(struct.calcsize(indices_format)))
def createMesh(filename,header,data): #Create a Mesh inside Blender
mesh = bpy.data.meshes.new(header.meshname) #New Mesh
meshobj = bpy.data.objects.new(header.meshname+'Object', mesh) #New Object for the new Mesh
scene = bpy.context.scene
scene.objects.link(meshobj)
scene.update()
uvcoords = []
image = None
if header.hastexture: #Load Texture when assigned
texturefile = dirname(filename)+os.sep+header.texturefilename
image = bpy.data.images.load(texturefile) #load_image(texturefile, dirname(filename))
for x in range(0,len(data.texturecoords),2): #Prepare the UV
uvcoords.append([data.texturecoords[x],data.texturecoords[x+1]])
vertsCO = []
vertsNormal = []
for x in range(0,header.vertexcount*3,3): #Get the Vertices and Normals into empty Mesh
vertsCO.extend([(data.vertices[x],data.vertices[x+1],data.vertices[x+2])])
vertsNormal.extend([(data.normals[x],data.normals[x+1],data.normals[x+2])])
#vertsCO.extend([(data.vertices[x+(header.framecount-1)*header.vertexcount*3],data.vertices[x+(header.framecount-1)*header.vertexcount*3+1],data.vertices[x+(header.framecount-1)*header.vertexcount*3+2])])
#vertsNormal.extend([(data.normals[x+(header.framecount-1)*header.vertexcount*3],data.normals[x+(header.framecount-1)*header.vertexcount*3+1],data.normals[x+(header.framecount-1)*header.vertexcount*3+2])])
mesh.vertices.add(len(vertsCO))
mesh.vertices.foreach_set("co", unpack_list(vertsCO))
mesh.vertices.foreach_set("normal", unpack_list(vertsNormal))
faces = []
faceuv = []
for i in range(0,len(data.indices),3): #Build Faces into Mesh
faces.extend([data.indices[i], data.indices[i+1], data.indices[i+2], 0])
if header.hastexture:
uv = []
u0 = uvcoords[data.indices[i]][0]
v0 = uvcoords[data.indices[i]][1]
uv.append([u0,v0])
u1 = uvcoords[data.indices[i+1]][0]
v1 = uvcoords[data.indices[i+1]][1]
uv.append([u1,v1])
u2 = uvcoords[data.indices[i+2]][0]
v2 = uvcoords[data.indices[i+2]][1]
uv.append([u2,v2])
faceuv.append([uv,0,0,0])
else:
uv = []
uv.append([0,0])
uv.append([0,0])
uv.append([0,0])
faceuv.append([uv,0,0,0])
mesh.faces.add(len(faces)//4)
mesh.faces.foreach_set("vertices_raw", faces)
mesh.faces.foreach_set("use_smooth", [True] * len(mesh.faces))
mesh.show_double_sided = header.istwosided
mesh.update_tag()
mesh.update() #Update changes to Mesh
#===================================================================================================
#Material Setup
#===================================================================================================
if header.hastexture:
materialname = "pskmat"
materials = []
texture = bpy.data.textures.new(name=header.texturefilename,type='IMAGE')
texture.image = image
matdata = bpy.data.materials.new(materialname + '1')
slot = matdata.texture_slots.add()
slot.texture = texture
slot.texture_coords = 'UV'
if header.isv4:
matdata.diffuse_color = (header.diffusecolor[0], header.diffusecolor[1],header.diffusecolor[2])
matdata.alpha = header.opacity
matdata.specular_color = (header.specularcolor[0], header.specularcolor[1],header.specularcolor[2])
matdata.use_face_texture_alpha = header.customalpha
materials.append(matdata)
for material in materials:
#add material to the mesh list of materials
mesh.materials.append(material)
countm = 0
psktexname="psk" + str(countm)
mesh.uv_textures.new(name=psktexname)
if (len(faceuv) > 0):
for countm in range(len(mesh.uv_textures)):
mesh.update()
uvtex = mesh.uv_textures[countm] #add one uv texture
mesh.update()
for i, face in enumerate(mesh.faces):
blender_tface = uvtex.data[i] #face
mfaceuv = faceuv[i]
if countm == faceuv[i][1]:
face.material_index = faceuv[i][1]
blender_tface.uv1 = mfaceuv[0][0] #uv = (0,0)
blender_tface.uv2 = mfaceuv[0][1] #uv = (0,0)
blender_tface.uv3 = mfaceuv[0][2] #uv = (0,0)
blender_tface.image = image
else:
blender_tface.uv1 = [0,0]
blender_tface.uv2 = [0,0]
blender_tface.uv3 = [0,0]
mesh.update()
imported.append(meshobj) #Add to Imported Objects
sk = meshobj.shape_key_add()
#mesh.shape_keys.use_relative = False
#sk.interpolation = 'KEY_LINEAR'
for x in range(1,header.framecount): #Put in Vertex Positions for Keyanimation
#print("Frame"+str(x))
sk = meshobj.shape_key_add()
for i in range(0,header.vertexcount*3,3):
sk.data[i//3].co[0]= data.vertices[x*header.vertexcount*3 + i]
sk.data[i//3].co[1]= data.vertices[x*header.vertexcount*3 + i +1]
sk.data[i//3].co[2]= data.vertices[x*header.vertexcount*3 + i +2]
#meshobj.keyframe_insert("location",-1, frame=(x+1))
#meshobj.keyframe_insert(data_path="data.vertices", frame=(x+1))
mesh.update()
return
###########################################################################
# Import
###########################################################################
def G3DLoader(filepath): #Main Import Routine
global imported, sceneID
print ("\nNow Importing File: " + filepath)
fileID = open(filepath,"rb")
header = G3DHeader(fileID)
print ("\nHeader ID : " + header.id)
print ("Version : " + str(header.version))
if header.id != "G3D":
print ("This is Not a G3D Model File")
fileID.close
return
if header.version not in (3, 4):
print ("The Version of this G3D File is not Supported")
fileID.close
return
#in_editmode = Blender.Window.EditMode() #Must leave Editmode when active
#if in_editmode: Blender.Window.EditMode(0)
sceneID = bpy.context.scene #Get active Scene
#scenecontext=sceneID.getRenderingContext() #To Access the Start/Endframe its so hidden i searched till i got angry :-)
basename=os.path.basename(filepath).split('.')[0] #Generate the Base Filename without Path + extension
imported = []
maxframe=0
if header.version == 3:
modelheader = G3DModelHeaderv3(fileID)
print ("Number of Meshes : " + str(modelheader.meshcount))
for x in range(modelheader.meshcount):
meshheader = G3DMeshHeaderv3(fileID)
meshheader.isv4 = False
print ("\nMesh Number : " + str(x+1))
print ("framecount : " + str(meshheader.framecount))
print ("normalframecount : " + str(meshheader.normalframecount))
print ("texturecoordframecount: " + str(meshheader.texturecoordframecount))
print ("colorframecount : " + str(meshheader.colorframecount))
print ("pointcount : " + str(meshheader.vertexcount))
print ("indexcount : " + str(meshheader.indexcount))
print ("texturename : " + str(meshheader.texturefilename))
print ("hastexture : " + str(meshheader.hastexture))
print ("istwosided : " + str(meshheader.istwosided))
print ("customalpha : " + str(meshheader.customalpha))
meshheader.meshname = basename+str(x+1) #Generate Meshname because V3 has none
if meshheader.framecount > maxframe: maxframe = meshheader.framecount #Evaluate the maximal animationsteps
meshdata = G3DMeshdataV3(fileID,meshheader)
createMesh(filepath,meshheader,meshdata)
fileID.close
bpy.context.scene.frame_start=1
bpy.context.scene.frame_end=maxframe
bpy.context.scene.frame_current=1
anchor = bpy.data.objects.new('Empty', None)
anchor.select = True
bpy.context.scene.objects.link(anchor)
for ob in imported:
ob.parent = anchor
bpy.context.scene.update()
return
if header.version == 4:
modelheader = G3DModelHeaderv4(fileID)
print ("Number of Meshes : " + str(modelheader.meshcount))
for x in range(modelheader.meshcount):
meshheader = G3DMeshHeaderv4(fileID)
meshheader.isv4 = True
print ("\nMesh Number : " + str(x+1))
print ("meshname : " + str(meshheader.meshname))
print ("framecount : " + str(meshheader.framecount))
print ("vertexcount : " + str(meshheader.vertexcount))
print ("indexcount : " + str(meshheader.indexcount))
print ("diffusecolor : %1.6f %1.6f %1.6f" %meshheader.diffusecolor)
print ("specularcolor : %1.6f %1.6f %1.6f" %meshheader.specularcolor)
print ("specularpower : %1.6f" %meshheader.specularpower)
print ("opacity : %1.6f" %meshheader.opacity)
print ("properties : " + str(meshheader.properties))
print ("textures : " + str(meshheader.textures))
print ("texturename : " + str(meshheader.texturefilename))
if len(meshheader.meshname) ==0: #When no Meshname in File Generate one
meshheader.meshname = basename+str(x+1)
if meshheader.framecount > maxframe: maxframe = meshheader.framecount #Evaluate the maximal animationsteps
meshdata = G3DMeshdataV4(fileID,meshheader)
createMesh(filepath,meshheader,meshdata)
fileID.close
bpy.context.scene.frame_start=1
bpy.context.scene.frame_end=maxframe
bpy.context.scene.frame_current=1
anchor = bpy.data.objects.new('Empty', None)
anchor.select = True
bpy.context.scene.objects.link(anchor)
for ob in imported:
ob.parent = anchor
bpy.context.scene.update()
print ("Created a empty Object as 'Grip' where all imported Objects are parented to")
print ("To move the complete Meshes only select this empty Object and move it")
print ("All Done, have a good Day :-)\n\n")
return
def G3DSaver(filepath, context, operator):
print ("\nNow Exporting File: " + filepath)
objs = context.selected_objects
if len(objs) == 0:
objs = bpy.data.objects
#get real meshcount as len(bpy.data.meshes) holds also old meshes
meshCount = 0
for obj in objs:
if obj.type == 'MESH':
meshCount += 1
if obj.mode != 'OBJECT': # we want to be in object mode
print("ERROR: mesh not in object mode")
operator.report({'ERROR'}, "mesh not in object mode")
return
if meshCount == 0:
print("ERROR: no meshes found")
operator.report({'ERROR'}, "no meshes found")
return
fileID = open(filepath,"wb")
# G3DHeader v4
fileID.write(struct.pack("<3cB", b'G', b'3', b'D', 4))
# G3DModelHeaderv4
fileID.write(struct.pack("<HB", meshCount, 0))
# meshes
#for mesh in bpy.data.meshes:
for obj in objs:
if obj.type != 'MESH':
continue
mesh = obj.data.copy()
diffuseColor = [1.0, 1.0, 1.0]
specularColor = [0.9, 0.9, 0.9]
opacity = 1.0
textures = 0
if len(mesh.materials) > 0:
# we have a texture, hopefully
material = mesh.materials[0]
if material.active_texture.type=='IMAGE' and len(mesh.uv_textures)>0:
diffuseColor = material.diffuse_color
specularColor = material.specular_color
opacity = material.alpha
textures = 1
texname = bpy.path.basename(material.active_texture.image.filepath)
else:
print("WARNING: active texture in first material isn't of type IMAGE or it's not unwrapped, texture ignored")
operator.report({'WARNING'}, "active texture in first material isn't of type IMAGE or it's not unwrapped, texture ignored")
#continue without texture
meshname = mesh.name
frameCount = context.scene.frame_end - context.scene.frame_start +1
#Real face count (triangles)
realFaceCount = 0
indices=[]
newverts=[]
mesh.calc_tessface() # tesselate n-polygons to triangles and quads
if textures == 1:
uvtex = mesh.tessface_uv_textures[0]
uvlist = []
uvlist[:] = [[0]*2 for i in range(len(mesh.vertices))]
s = set()
for face in mesh.tessfaces:
faceindices = [] # we create new faces when duplicating vertices
realFaceCount += 1
uvdata = uvtex.data[face.index]
for i in range(3):
vindex = face.vertices[i]
if vindex not in s:
s.add(vindex)
uvlist[vindex] = uvdata.uv[i]
elif uvlist[vindex] != uvdata.uv[i]:
# duplicate vertex because it takes part in different faces
# with different texcoords
newverts.append(vindex)
uvlist.append(uvdata.uv[i])
#FIXME: probably better with some counter
vindex = len(mesh.vertices) + len(newverts) -1
faceindices.append(vindex)
indices.extend(faceindices)
#FIXME: stupid copy&paste
if len(face.vertices) == 4:
faceindices = []
realFaceCount += 1
for i in [0,2,3]:
vindex = face.vertices[i]
if vindex not in s:
s.add(vindex)
uvlist[vindex] = uvdata.uv[i]
elif uvlist[vindex] != uvdata.uv[i]:
# duplicate vertex because it takes part in different faces
# with different texcoords
newverts.append(vindex)
uvlist.append(uvdata.uv[i])
#FIXME: probably better with some counter
vindex = len(mesh.vertices) + len(newverts) -1
faceindices.append(vindex)
indices.extend(faceindices)
else:
for face in mesh.tessfaces:
realFaceCount += 1
indices.extend(face.vertices[0:3])
if len(face.vertices) == 4:
realFaceCount += 1
# new face because quad got split
indices.append(face.vertices[0])
indices.append(face.vertices[2])
indices.append(face.vertices[3])
# abort when no triangles as it crashs g3dviewer
if realFaceCount == 0:
print("ERROR: no triangles found")
operator.report({'ERROR'}, "no triangles found")
return
indexCount = realFaceCount * 3
vertexCount = len(mesh.vertices) + len(newverts)
specularPower = 9.999999 # unused, same as old exporter
properties = 0
if mesh.g3d_customColor:
properties |= 1
if mesh.show_double_sided:
properties |= 2
if mesh.g3d_noSelect:
properties |= 4
#MeshData
vertices = []
normals = []
fcurrent = context.scene.frame_current
for i in range(context.scene.frame_start, context.scene.frame_end+1):
context.scene.frame_set(i)
#FIXME: not sure what's better: PREVIEW or RENDER settings
m = obj.to_mesh(context.scene, True, 'RENDER')
m.transform(obj.matrix_world) # apply object-mode transformations
for vertex in m.vertices:
vertices.extend(vertex.co)
normals.extend(vertex.normal)
for nv in newverts:
vertices.extend(m.vertices[nv].co)
normals.extend(m.vertices[nv].normal)
context.scene.frame_set(fcurrent)
# MeshHeader
fileID.write(struct.pack("<64s3I8f2I",
bytes(meshname, "ascii"),
frameCount, vertexCount, indexCount,
diffuseColor[0], diffuseColor[1], diffuseColor[2],
specularColor[0], specularColor[1], specularColor[2],
specularPower, opacity,
properties, textures
))
#Texture names
if textures == 1: # only when we have one
fileID.write(struct.pack("<64s", bytes(texname, "ascii")))
# see G3DMeshdataV4
vertex_format = "<%if" % int(frameCount * vertexCount * 3)
normals_format = "<%if" % int(frameCount * vertexCount * 3)
texturecoords_format = "<%if" % int(vertexCount * 2)
indices_format = "<%iI" % int(indexCount)
fileID.write(struct.pack(vertex_format, *vertices))
fileID.write(struct.pack(normals_format, *normals))
# texcoords
if textures == 1: # only when we have one
texcoords = []
for uv in uvlist:
texcoords.extend(uv)
fileID.write(struct.pack(texturecoords_format, *texcoords))
fileID.write(struct.pack(indices_format, *indices))
fileID.close()
return
#---=== Register ===
class G3DPanel(bpy.types.Panel):
#bl_idname = "OBJECT_PT_G3DPanel"
bl_label = "G3D properties"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
return (context.object is not None and context.object.type == 'MESH')
def draw(self, context):
self.layout.prop(context.object.data, "g3d_customColor", text="team color")
self.layout.prop(context.object.data, "show_double_sided", text="double sided")
self.layout.prop(context.object.data, "g3d_noSelect", text="non-selectable")
class ImportG3D(bpy.types.Operator, ImportHelper):
'''Load a G3D file'''
bl_idname = "importg3d.g3d"
bl_label = "Import G3D"
filename_ext = ".g3d"
filter_glob = StringProperty(default="*.g3d", options={'HIDDEN'})
def execute(self, context):
try:
G3DLoader(**self.as_keywords(ignore=("filter_glob",)))
except:
import traceback
traceback.print_exc()
return {'CANCELLED'}
return {'FINISHED'}
class ExportG3D(bpy.types.Operator, ExportHelper):
'''Save a G3D file'''
bl_idname = "exportg3d.g3d"
bl_label = "Export G3D"
filename_ext = ".g3d"
filter_glob = StringProperty(default="*.g3d", options={'HIDDEN'})
def execute(self, context):
try:
G3DSaver(self.filepath, context, self)
except:
import traceback
traceback.print_exc()
return {'CANCELLED'}
return {'FINISHED'}
def menu_func_import(self, context):
self.layout.operator(ImportG3D.bl_idname, text="Glest 3D File (.g3d)")
def menu_func_export(self, context):
self.layout.operator(ExportG3D.bl_idname, text="Glest 3D File (.g3d)")
def register():
# custom mesh properties
bpy.types.Mesh.g3d_customColor = bpy.props.BoolProperty()
bpy.types.Mesh.g3d_noSelect = bpy.props.BoolProperty()
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_file_import.append(menu_func_import)
bpy.types.INFO_MT_file_export.append(menu_func_export)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_import.remove(menu_func_import)
bpy.types.INFO_MT_file_export.remove(menu_func_export)
if __name__ == '__main__':
register()
# main()
#G3DLoader("import.g3d")
#for obj in bpy.context.selected_objects:
# obj.select = False # deselect everything, so we get it all
#G3DSaver("test.g3d", bpy.context)