#!BPY """ Name: 'EvRay Scene File (.er)...' Blender: 243 Group: 'Export' Tooltip: 'Save a EvRay Scene File' """ __author__ = "Me" __url__ = ['www.blender.org', 'blenderartists.org'] __version__ = "1.1" __bpydoc__ = """\ This script is an exporter to ER file format. Usage: Select the objects you wish to export and run this script from "File->Export" menu. Selecting the default options from the popup box will be good in most cases. All objects that can be represented as a mesh (mesh, curve, metaball, surface, text3d) will be exported as mesh data. """ # -------------------------------------------------------------------------- # OBJ Export v1.1 by Campbell Barton (AKA Ideasman) # -------------------------------------------------------------------------- # ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** # -------------------------------------------------------------------------- import Blender from Blender import Mesh, Scene, Window, sys, Image, Draw, Camera, Lamp, Material, Mathutils import BPyMesh import BPyObject import BPySys import BPyMessages # Returns a tuple - path,extension. # 'hello.obj' > ('hello', '.obj') def splitExt(path): dotidx = path.rfind('.') if dotidx == -1: return path, '' else: return path[:dotidx], path[dotidx:] def fixName(name): if name == None: return 'None' else: return name.replace(' ', '_') # A Dict of Materials # (material.name, image.name):matname_imagename # matname_imagename has gaps removed. MTL_DICT = {} mtl_indices = {} def write_mtl(filename): world = Blender.World.GetCurrent() if world: worldAmb = world.getAmb() else: worldAmb = (0,0,0) # Default value file = open(filename, "w") currind = 0 for mat in Material.Get(): mtl_indices[mat.getName()] = currind currind += 1 file.write('#Material: %s\n' % mat.getName()) # Define a new material: matname_imgname if mat.getSpec() == 0: file.write('mat LAMBERT\n'); else: file.write('mat PHONG\n'); props = "" if mat.mode & Material.Modes.SHADOW > 0: props += "recvshadow" if mat.mode & Material.Modes.RAYMIRROR > 0: if len(props) > 0: props += "/" props += "raymirror" if mat.mode & Material.Modes.RAYTRANSP > 0: if len(props) > 0: props += "/" props += "raytransp" if len(props) > 0: file.write('props '+props+'\n') if mat: file.write('shiny %.6f\n' % ((mat.getHardness()-1) * 1.9607843137254901) ) file.write('ambient %.6f %.6f %.6f\n' % tuple([c*mat.amb for c in worldAmb])) file.write('diffuse %.6f %.6f %.6f\n' % tuple([c*mat.ref for c in mat.rgbCol]) ) # Diffuse file.write('specular %.6f %.6f %.6f\n' % tuple([c*mat.spec for c in mat.specCol]) ) # Specular file.write('ior %.6f\n' % mat.IOR) # Refraction index file.write('transp %.6f\n' % (1.0 - mat.alpha)) # Alpha (obj uses 'd' for dissolve) file.write('reflect %.6f\n' % mat.getRayMirr()) else: #write a dummy material here? file.write('shiny 1\n') file.write('ambient %.6f %.6f %.6f\n' % tuple([c for c in worldAmb]) ) # Ambient, uses mirror colour, file.write('diffuse 0.8 0.8 0.8\n') file.write('specular 0.8 0.8 0.8\n') file.write('transp 1\n') # No alpha # Write images! for mtex in mat.getTextures(): if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE: image_tex = mtex.tex.image file.write('img %s %f\n' % tuple([image_tex.filename.split('\\')[-1].split('/')[-1],mtex.colfac])) break file.write('\n\n') file.close() def copy_file(source, dest): file = open(source, 'rb') data = file.read() file.close() file = open(dest, 'wb') file.write(data) file.close() def copy_images(dest_dir): if dest_dir[-1] != sys.sep: dest_dir += sys.sep # Get unique image names uniqueImages = {} for matname, mat, image in MTL_DICT.itervalues(): # Only use image name # Get Texface images if image: uniqueImages[image] = image # Should use sets here. wait until Python 2.4 is default. # Get MTex images if mat: for mtex in mat.getTextures(): if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE: image_tex = mtex.tex.image if image_tex: try: uniqueImages[image_tex] = image_tex except: pass # Now copy images copyCount = 0 for bImage in uniqueImages.itervalues(): image_path = sys.expandpath(bImage.filename) if sys.exists(image_path): # Make a name for the target path. dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1] if not sys.exists(dest_image_path): # Image isnt alredy there print '\tCopying "%s" > "%s"' % (image_path, dest_image_path) copy_file(image_path, dest_image_path) copyCount+=1 print '\tCopied %d images' % copyCount def write(filename, objects, camera,\ EXPORT_TRI=False,\ EXPORT_UV=True, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False,\ EXPORT_APPLY_MODIFIERS=True, EXPORT_BLEN_OBS=True): ''' Basic write function. The context and options must be alredy set This can be accessed externaly eg. write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options. ''' def veckey3d(v): return round(v.x, 6), round(v.y, 6), round(v.z, 6) def veckey2d(v): return round(v.x, 6), round(v.y, 6) print 'ER Export path: "%s"' % filename temp_mesh_name = '~tmp-mesh' time1 = sys.time() scn = Scene.GetCurrent() file = open(filename, "w") # Write Header file.write('# Blender3D v%s ER File: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] )) file.write('# www.blender3d.org\n') # Tell the obj file what material file to use. if EXPORT_MTL: mtlfilename = '%s.mtl' % '.'.join(filename.split('.')[:-1]) file.write('mtllib %s\n' % ( mtlfilename.split('\\')[-1].split('/')[-1] )) write_mtl(mtlfilename) # Get the container mesh. - used for applying modifiers and non mesh objects. containerMesh = meshName = tempMesh = None for meshName in Blender.NMesh.GetNames(): if meshName.startswith(temp_mesh_name): tempMesh = Mesh.Get(meshName) if not tempMesh.users: containerMesh = tempMesh if not containerMesh: containerMesh = Mesh.New(temp_mesh_name) del meshName del tempMesh # Initialize totals, these are updated each object totverts = totuvco = totno = 1 face_vert_index = 1 globalNormals = {} # Get all meshs for ob_main in objects: for ob, ob_mat in BPyObject.getDerivedObjects(ob_main): # Will work for non meshes now! :) # getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None) me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scn) if not me: if ob.getType() == 'Lamp': light = ob.getData() if light.type == Lamp.Types["Lamp"]: file.write('light POINT\n') elif light.type == Lamp.Types["Sun"]: file.write('light DIRECTION\n') else: continue props = "" if not ((light.mode & Lamp.Modes["Shadows"] > 0) or (light.mode & Lamp.Modes["RayShadow"] > 0)): props += "noshadows" if light.mode & Lamp.Modes["NoDiffuse"] > 0: if len(props) > 0: props += "/" props += "nodiff" if light.mode & Lamp.Modes["NoSpecular"] > 0: if len(props) > 0: props += "/" props += "nospec" if light.mode & Lamp.Modes["Negative"] > 0: if len(props) > 0: props += "/" props += "neg" if len(props) > 0: file.write('props '+props+'\n') file.write('intensity %.6f %.6f %.6f\n' % tuple([c*light.energy for c in light.col])) file.write('loc %.6f %.6f %.6f\n' % tuple(ob.loc)) #direction lights need some math stuffs to get from rotation file.write('dir %.6f %.6f %.6f\n' % tuple(ob.loc)) file.write('\n') elif ob.getType() == 'Camera': if ob.getData(name_only=True) != camera.getName(): continue if ob.getData().type == 'persp': file.write('cam PERSPECTIVE\n') elif ob.getData().type == 'ortho': file.write('cam ORTHO\n') file.write('pos %.6f %.6f %.6f\n' % tuple(ob.loc)) #need to figure the following out for real file.write('target 0.0 0.0 0.0\n') file.write('up 0.0 0.0 1.0\n') file.write('lens %.6f\n' % ob.getData().lens) file.write('\n') continue if EXPORT_UV: faceuv= me.faceUV else: faceuv = False # We have a valid mesh if EXPORT_TRI and me.faces: # Add a dummy object to it. has_quads = False for f in me.faces: if len(f) == 4: has_quads = True break if has_quads: oldmode = Mesh.Mode() Mesh.Mode(Mesh.SelectModes['FACE']) me.sel = True tempob = scn.objects.new(me) me.quadToTriangle(0) # more=0 shortest length oldmode = Mesh.Mode(oldmode) scn.objects.unlink(tempob) Mesh.Mode(oldmode) # Make our own list so it can be sorted to reduce context switching faces = [ f for f in me.faces ] edges = [] if not (len(faces)+len(edges)+len(me.verts)): # Make sure there is somthing to write continue # dont bother with this mesh. me.transform(ob_mat) # # Crash Blender #materials = me.getMaterials(1) # 1 == will return None in the list. materials = me.materials materialNames = [] materialItems = materials[:] if materials: for mat in materials: if mat: # !=None materialNames.append(mat.name) else: materialNames.append(None) # Cant use LC because some materials are None. # materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken. # Possible there null materials, will mess up indicies # but at least it will export, wait until Blender gets fixed. materialNames.extend((16-len(materialNames)) * [None]) materialItems.extend((16-len(materialItems)) * [None]) # Sort by Material, then images # so we dont over context switch in the obj file. if faceuv: try: faces.sort(key = lambda a: (a.mat, a.image, a.smooth)) except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth))) elif len(materials) > 1: try: faces.sort(key = lambda a: (a.mat, a.smooth)) except: faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth))) else: # no materials try: faces.sort(key = lambda a: a.smooth) except: faces.sort(lambda a,b: cmp(a.smooth, b.smooth)) # Set the default mat to no material and no image. contextMat = (0, 0) # Can never be this, so we will label a new material teh first chance we get. contextSmooth = None # Will either be true or false, set bad to force initialization switch. file.write('obj MESH\n') # Write Object name file.write('props castshadow/raybounce\n') if me.faces[0].smooth > 0: file.write('shading smooth\n') else: file.write('shading flat\n') # Vert file.write('vcnt %d\n' % len(me.verts)) for v in me.verts: file.write('v %.6f %.6f %.6f\n' % tuple(v.co)) # UV if faceuv: vtlist = [] uv_face_mapping = [[0,0,0,0] for f in faces] # a bit of a waste for tri's :/ uv_dict = {} # could use a set() here for f_index, f in enumerate(faces): for uv_index, uv in enumerate(f.uv): uvkey = veckey2d(uv) try: uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] except: uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict) vtlist.append(('uv %.6f %.6f\n' % tuple(uv))) file.write('uvcnt %d\n' % len(uv_dict)) for stln in vtlist: file.write(stln) uv_unique_count = len(uv_dict) del uv, uvkey, uv_dict, f_index, uv_index # Only need uv_unique_count and uv_face_mapping if not faceuv: f_image = None file.write('fcnt %d\n' % len(faces)) for f_index, f in enumerate(faces): #f_v= f.v #This is to export face coords in the right order tempn = Mathutils.CrossVecs(f.v[1].co-f.v[0].co,f.v[2].co-f.v[0].co); if(Mathutils.DotVecs(tempn,f.no) < 0.0): f_v = f.v[2], f.v[1], f.v[0] else: f_v = f.v[0], f.v[1], f.v[2] #f_v = f.v[0], f.v[1], f.v[2] f_mat = min(f.mat, len(materialNames)-1) if faceuv: f_image = f.image f_uv= f.uv # MAKE KEY if faceuv and f_image: # Object is always true. key = materialNames[f_mat], f_image.name else: key = materialNames[f_mat], None # No image, use None instead. # CHECK FOR CONTEXT SWITCH if key == contextMat: pass # Context alredy switched, dont do anythoing else: if key[0] == None and key[1] == None: currmat = 0 else: mat_data= MTL_DICT.get(key) if not mat_data: # First add to global dict so we can export to mtl # Then write mtl # Make a new names from the mat and image name, # converting any spaces to underscores with fixName. # If none image dont bother adding it to the name if key[1] == None: mat_data = MTL_DICT[key] = ('%s'%fixName(key[0])), materialItems[f_mat], f_image else: mat_data = MTL_DICT[key] = ('%s_%s' % (fixName(key[0]), fixName(key[1]))), materialItems[f_mat], f_image contextMat = key file.write('f') if faceuv: for vi, v in enumerate(f_v): file.write( ' %d/%d' % (\ v.index,\ uv_face_mapping[f_index][vi])) # vert, uv, normal face_vert_index += len(f_v) else: # No UV's for vi, v in enumerate(f_v): file.write( ' %d/%d' % (\ v.index,\ 0 )) # vert, uv, normal file.write(' %d' % mtl_indices[materialNames[f_mat]]) file.write('\n') # Make the indicies global rather then per mesh me.verts= None file.write('\n') file.close() if EXPORT_COPY_IMAGES: dest_dir = filename # Remove chars until we are just the path. while dest_dir and dest_dir[-1] not in '\\/': dest_dir = dest_dir[:-1] if dest_dir: copy_images(dest_dir) else: print '\tError: "%s" could not be used as a base for an image path.' % filename print "ER Export time: %.2f" % (sys.time() - time1) def write_ui(filename): if not filename.lower().endswith('.er'): filename += '.er' if not BPyMessages.Warning_SaveOver(filename): return EXPORT_APPLY_MODIFIERS = Draw.Create(1) EXPORT_ROTX90 = Draw.Create(0) EXPORT_TRI = Draw.Create(1) EXPORT_UV = Draw.Create(1) EXPORT_MTL = Draw.Create(1) EXPORT_SEL_ONLY = Draw.Create(0) EXPORT_ANIMATION = Draw.Create(0) EXPORT_COPY_IMAGES = Draw.Create(0) EXPORT_BLEN_OBS = Draw.Create(1) # removed too many options are bad! # Get USER Options pup_block = [\ ('Context...'),\ ('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection. Else export whole scene.'),\ ('Animation', EXPORT_ANIMATION, 'Each frame as a numbered ER file.'),\ ('Object Prefs...'),\ ('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\ ('Extra Data...'),\ ('UVs', EXPORT_UV, 'Export texface UV coords.'),\ ('Materials', EXPORT_MTL, 'Write a separate MTL file with the ER file.'),\ ('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\ ('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\ ('Grouping...'),\ ] if not Draw.PupBlock('Export...', pup_block): return Window.EditMode(0) Window.WaitCursor(1) EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val EXPORT_ANIMATION = EXPORT_ANIMATION.val EXPORT_TRI = EXPORT_TRI.val EXPORT_UV = EXPORT_UV.val EXPORT_MTL = EXPORT_MTL.val EXPORT_SEL_ONLY = EXPORT_SEL_ONLY.val EXPORT_COPY_IMAGES = EXPORT_COPY_IMAGES.val EXPORT_BLEN_OBS = EXPORT_BLEN_OBS.val base_name, ext = splitExt(filename) context_name = [base_name, '', '', ext] # basename, scene_name, framenumber, extension # Use the options to export the data using write() # def write(filename, objects, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True): orig_scene = Scene.GetCurrent() export_scenes = [orig_scene] # Export all scenes. for scn in export_scenes: scn.makeCurrent() # If alredy current, this is not slow. context = scn.getRenderingContext() orig_frame = Blender.Get('curframe') # Export an animation? if EXPORT_ANIMATION: scene_frames = xrange(context.startFrame(), context.endFrame()+1) # up to and including the end frame. else: scene_frames = [orig_frame] # Dont export an animation. # Loop through all frames in the scene and export. for frame in scene_frames: if EXPORT_ANIMATION: # Add frame to the filename. context_name[2] = '_%.6d' % frame Blender.Set('curframe', frame) if EXPORT_SEL_ONLY: export_objects = scn.objects.context else: export_objects = scn.objects full_path= ''.join(context_name) # erm... bit of a problem here, this can overwrite files when exporting frames. not too bad. # EXPORT THE FILE. write(full_path, export_objects, scn.getCurrentCamera(),\ EXPORT_TRI,\ EXPORT_UV, EXPORT_MTL,\ EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS,\ EXPORT_BLEN_OBS) Blender.Set('curframe', orig_frame) # Restore old active scene. orig_scene.makeCurrent() Window.WaitCursor(0) if __name__ == '__main__': Window.FileSelector(write_ui, 'Export EvRay file', sys.makename(ext='.er'))