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Copy pathexportScript
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exportScript
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import os
import shutil
import bpy
import Blender
import copy
from Blender import *
def createDirectory( d ):
try:
os.mkdir( d )
except:
dummy = 0
def compareVertexIndexPair(a, b):
if( a[1] < b[1]):
return -1
elif( a[1] == b[1] ):
return 0
else:
return 1
#convert blender coord to OpenGL coord
def vectorExport(file, name, vec):
file.write( name+" %f %f %f\n" % ( -vec.x, vec.z, vec.y ) )
def meshProcess(object):
print "---- meshProcess start ----"
print object.getData(name_only=1)
outFile = open("meshes/%s" % object.getData(name_only=1), "w")
outFile.write( "type Mesh\n" )
outFile.write( "name %s\n" % object.getData(name_only=1) )
mesh = object.getData(mesh=1)
print "vertex count %d" % len(mesh.verts)
print "face count %d" % len(mesh.faces)
#
#mesh data
#
newUVvertexList = [];
solidFaceList = [];
indexList = [];
normalList = [];
#base smooth vertex to new indexes
baseVertex = {}
#
#mesh prepare, generate vertex and new indexes
#genereate vertexes for solid faces
#
currentIndex = 0
for face in mesh.faces:
if( face.smooth ):
for vert in face.verts:
vertIndex = face.verts.index(vert)
if( face.verts[ vertIndex ] not in baseVertex.keys() ):
baseVertex[ face.verts[ vertIndex ] ] = currentIndex
currentIndex = currentIndex + 1
else:
solidFaceList.append( face )
#for smooth: genereate vertex if found save vertex with different uv coordinates
#vertex to found uv data, to found uv repeat
vertexUVdict = {}
#face to dict with [ face vertex index, new vertex index ]
faceVertexReplaceDict = {}
baseVertexCount = len( baseVertex )
if mesh.faceUV:
for face in mesh.faces:
if( face.smooth ):
for vert in face.verts:
vertIndex = face.verts.index(vert)
if( vert not in vertexUVdict.keys() ):
vertexUVdict[ vert ] = face.uv[ vertIndex ]
elif vertexUVdict[ vert ].x != face.uv[ vertIndex ].x or vertexUVdict[ vert ].y != face.uv[ vertIndex ].y:
if face in faceVertexReplaceDict.keys():
faceVertexReplaceDict[ face ][vertIndex] = baseVertexCount + len( newUVvertexList )
else:
faceVertexReplaceDict[ face ] = {}
faceVertexReplaceDict[ face ][vertIndex] = baseVertexCount + len( newUVvertexList )
newUVvertexList.append( vert )
#
#vertex export
#
baseVertexPair = baseVertex.items()
baseVertexPair.sort(compareVertexIndexPair)
print "vertexUVdict len=", len( vertexUVdict )
print "newUVvertexList len = ", len(newUVvertexList)
print "solicFaceList len = ", len(solidFaceList)
outFile.write( "vertexCount %d\n" % (len(baseVertex.keys()) + len( newUVvertexList ) + len(solidFaceList)*3) )
for pair in baseVertexPair:
#outFile.write( "vert %f %f %f\n" % ( pair[0].co.x, pair[0].co.y, pair[0].co.z) )
vectorExport( outFile, "vert", pair[0].co)
for vert in newUVvertexList:
#outFile.write( "vert %f %f %f\n" % ( vert.co.x, vert.co.y, vert.co.z) )
vectorExport( outFile, "vert", vert.co)
for face in solidFaceList:
#outFile.write( "vert %f %f %f\n" % (face.verts[0].co.x, face.verts[0].co.y, face.verts[0].co.z) )
#outFile.write( "vert %f %f %f\n" % (face.verts[1].co.x, face.verts[1].co.y, face.verts[1].co.z) )
#outFile.write( "vert %f %f %f\n" % (face.verts[2].co.x, face.verts[2].co.y, face.verts[2].co.z) )
vectorExport( outFile, "vert", face.verts[0].co)
vectorExport( outFile, "vert", face.verts[1].co)
vectorExport( outFile, "vert", face.verts[2].co)
#delimeter it need to reload loader state
outFile.write( "\n" )
#
#normal export
#
for pair in baseVertexPair:
#outFile.write( "norm %f %f %f\n" % ( pair[0].no.x, pair[0].no.y, pair[0].no.z) )
vectorExport( outFile, "norm", pair[0].no)
for vert in newUVvertexList:
#outFile.write( "norm %f %f %f\n" % ( vert.no.x, vert.no.y, vert.no.z) )
vectorExport( outFile, "norm", vert.no)
for face in solidFaceList:
#outFile.write( "norm %f %f %f\n" % (face.no.x, face.no.y, face.no.z) )
#outFile.write( "norm %f %f %f\n" % (face.no.x, face.no.y, face.no.z) )
#outFile.write( "norm %f %f %f\n" % (face.no.x, face.no.y, face.no.z) )
vectorExport( outFile, "norm", face.no)
vectorExport( outFile, "norm", face.no)
vectorExport( outFile, "norm", face.no)
#
#uv export
#
if( mesh.faceUV ):
print "export face UV"
#delimeter need to reload loader state
outFile.write( "\n" )
for pair in baseVertexPair:
pair[0].sel = 1
for face in mesh.faces:
for vert in face.verts:
if( vert in baseVertex.keys() and vert.sel == 1 ):
outFile.write( "uv %f %f\n" % ( face.uv[ face.verts.index(vert) ][0], face.uv[ face.verts.index(vert) ][1] ) )
vert.sel = 0
for face in mesh.faces:
if face in faceVertexReplaceDict.keys():
for vert in face.verts:
if face.verts.index(vert) in faceVertexReplaceDict[face].keys():
#print faceVertexReplaceDict[face][ face.verts.index(vert) ]
#outFile.write( "uv 1 1\n" )
outFile.write( "uv %f %f\n" % ( face.uv[ face.verts.index(vert) ][0], face.uv[ face.verts.index(vert) ][1] ) )
for face in solidFaceList:
for uv in face.uv:
outFile.write( "uv %f %f\n" % ( uv[0], uv[1] ) )
#
#vertexGroupIndex export
#
for groupName in mesh.getVertGroupNames():
vertIndexes = mesh.getVertsFromGroup(groupName)
outFile.write( "vertexGroup %s\n" % groupName )
for vertIndex in vertIndexes:
mesh.verts[vertIndex].sel = 1
faceCount = 0
materialNumber = -1
for face in mesh.faces:
if( face.verts[0].sel == 1 and face.verts[1].sel == 1 and face.verts[2].sel == 1 ):
faceCount += 1
materialNumber = face.mat
#print face.mat
outFile.write( "vertexIndexCount %d\n" % faceCount )
solidIndexOffset = len( mesh.verts )
for face in mesh.faces:
if( face.verts[0].sel == 1 and face.verts[1].sel == 1 and face.verts[2].sel == 1 ):
if( face.smooth ):
#check
if face in faceVertexReplaceDict.keys():
outFile.write( "face")
for vert in face.verts:
if face.verts.index( vert ) in faceVertexReplaceDict[face].keys():
outFile.write( " %d" % faceVertexReplaceDict[face][ face.verts.index(vert) ] )
else:
outFile.write( " %d" % baseVertex[ face.verts[ face.verts.index(vert) ] ] )
outFile.write( "\n" )
else:
outFile.write( "face %d %d %d\n" % ( baseVertex[ face.verts[0] ], baseVertex[ face.verts[1] ], baseVertex[ face.verts[2] ] ) )
else:
solidVertexIndex = len(baseVertex) + len(newUVvertexList) + solidFaceList.index(face)*3
outFile.write( "face %d %d %d\n" % (solidVertexIndex, solidVertexIndex+1, solidVertexIndex+2) )
for vertIndex in vertIndexes:
mesh.verts[vertIndex].sel = 0
#material link
outFile.write( "material %s\n" % mesh.materials[materialNumber].name )
outFile.write( "end\n" )
outFile.write( "end\n" )
outFile.close()
#
#material export
#
print "materials"
for material in mesh.materials:
outMaterialFile = open("materials\\"+material.name, "w")
outMaterialFile.write( "type Material\n" )
outMaterialFile.write( "name %s\n" % material.name )
for texture in material.getTextures():
if(texture != None and texture.tex.image != None):
outMaterialFile.write( "texture\n" )
filename = texture.tex.image.filename
rInd = filename.rfind("\\")
print len(filename)
filename = filename[rInd+1:len(filename) ]
shutil.copyfile( Blender.sys.expandpath( texture.tex.image.filename ), "images\\"+filename )
outMaterialFile.write( "path ..\\images\%s\n" % filename )
outMaterialFile.write( "end\n" )
outMaterialFile.write( "end\n" )
outMaterialFile.close()
print "---- meshProcess end ----"
def cameraProcess(object):
print "---- cameraProcess start ----"
print object.getData(name_only=1)
outFile = open("cameras/%s" % object.getData(name_only=1), "w")
outFile.write( "type Camera\n" )
outFile.write( "name %s\n" % object.getData(name_only=1) )
#outFile.write( "pos %f %f %f\n" % ( -object.LocX, object.LocZ, object.LocY ) )
vectorExport(outFile, "pos", Blender.Mathutils.Vector( object.LocX, object.LocY, object.LocZ ))
tar = ( Blender.Mathutils.Vector( 0.0, 0.0, -1.0 ) * obj.matrixWorld )
loc = Blender.Mathutils.Vector( obj.loc[0], obj.loc[1], obj.loc[2] )
dir = tar - loc
#outFile.write( "see %f %f %f\n" % ( -(object.LocX + dir.x), object.LocZ + dir.z, object.LocY + dir.y) )
vectorExport( outFile, "see", tar )
outFile.write( "end\n" )
outFile.close()
print "---- cameraProcess end ----"
def lampProcess(object):
print "---- lampProcess start ----"
print object.getData(name_only=1)
print "---- lampProcess end ----"
print "---- start ----"
createDirectory("images")
createDirectory("materials")
createDirectory("meshes")
createDirectory("cameras")
print list(bpy.data.objects)
for obj in bpy.data.objects:
mesh = obj.getData(mesh=1)
print type(mesh)
if( type(mesh) == Types.MeshType ):
meshProcess(obj)
if( type(mesh) == Types.CameraType ):
cameraProcess(obj)
elif( type(mesh) == Types.LampType ):
lampProcess(obj)
print "---- end ----"