GoofosASEExporter
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Blender ASE export script
This is a copy of the ASE export script for Blender written by Goofos on Doom3World.
#!BPY """ Name: 'ASCII Scene (.ase) v0.6.10' Blender: 244 Group: 'Export' Tooltip: 'ASCII Scene Export (*.ase)' """ __author__ = "Goofos" __version__ = "0.6.10" __url__ = ["http://www.doom3world.org","http://www.doom3world.org/phpbb2/viewtopic.php?f=50&t=9275&st=0&sk=t&sd=a"] __bpydoc__ = """\ -- ASCII Scene Export (.ase) export script v0.6.10 for Blender 2.44 --<br> Can export:<br> -Mesh Objects<br> -Materials and Textures (no Procedural but Image)<br> Note: Normalmaps will be exported as Bumpmaps (FixMe). Image path depends on how you have loaded it (absolute path's looks better :)) Currently supported: Amb, Col, Csp, Hard, Alpha, Nor, Disp<br> -Vertex Colors<br> Note: If the mesh has materials you must enable "Vcol Paint" in Material tab. Without Materials, make sure "VertCol" in Mesh tab is enabled. Seems like the ASE Format doesn't support multiple Vertex Color layers.<br> -Face UV<br> Make sure "TexFace" in Mesh tab is enabled. Multi UV layers are now supported<br> -Solid or Smooth Faces<br> ... smoothgroups currently only with a workaround. Solid faces will not have a smoothgroup, smooth faces will be by default in smoothgroup 1.<br> -- Export Options Description --<br> Apply Modifiers: Export the mesh with applied modifiers. Note: This uses the render settings of the modifiers.<br> Materials: Export Materials if any.<br> Face UV: Export TexFace UV if any. The current active UV Layer will be used as the first mapping channel.<br> Vertex Colors: Export Vertex Colors if any (See note above). The current VC Layer will be used.<br> Selection Only: Export only selected Objects or if nothing is selected all Objects.<br> VertGr. as SmoothGr.: You can export SmoothGroups defined by VertexGroups. Simply create a VertGroup and name it "smooth." plus a group number, e.g. "smooth.2". Please note that you should not use more than 32 smoothgroups! Vertex Normals currently might not calculated right!! And there is a simple problem, if you add e.g. 3 faces of a cube to a smoothgroup, all 6 faces will be in the smoothgroup!! This is because the verts of the other 3 faces are in that group, too. You can see this if you select the vertexgroup.<br> Center Objects: Move all objects to the World Grid Center. """ # goofos # # ***** 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, time, math, sys as osSys #os from Blender import sys, Window, Draw, Scene, Mesh, Material, Texture, Image, Mathutils #============================================ # Write! #============================================ def write(filename): start = time.clock() print_boxed('---------Start of Export------------') print 'Export Path: ' + filename global exp_list, Tab, idnt, imgTable, worldTable exp_list =[] Tab = "\t" idnt = 1 matTable = {} worldTable = {'ambR': 0.0, 'ambG': 0.0, 'ambB': 0.0, 'horR': 0.0, 'horG': 0.0, 'horB': 0.0} #default total = {'Verts': 0, 'Tris': 0, 'Faces': 0} scn = Blender.Scene.GetCurrent() set_up(scn, exp_list, matTable, worldTable) if not exp_list: #if there is nothing to export, end here return file = open(filename, "w") write_header(file, filename, scn, worldTable) write_materials(file, exp_list, worldTable, matTable) write_mesh(file, scn, exp_list, matTable, total) file.close() Blender.Window.DrawProgressBar(0, "") # clear progressbar end = time.clock() seconds = " in %.2f %s" % (end-start, "seconds") totals = "Verts: %i Tris: %i Faces: %i" % (total['Verts'], total['Tris'], total['Faces']) print_boxed(totals) name = filename.split('/')[-1].split('\\')[-1] message = "Successfully exported " + name + seconds #meshtools.print_boxed(message) print_boxed(message) def print_boxed(text): #Copy/Paste from meshtools, only to remove the beep :) lines = text.splitlines() maxlinelen = max(map(len, lines)) if osSys.platform[:3] == "win": print chr(218)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(191) for line in lines: print chr(179) + ' ' + line.ljust(maxlinelen) + ' ' + chr(179) print chr(192)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(217) else: print '+-' + '-'*maxlinelen + '-+' for line in lines: print '| ' + line.ljust(maxlinelen) + ' |' print '+-' + '-'*maxlinelen + '-+' #print '\a\r', # beep when done #============================================ # Setup #============================================ def set_up(scn, exp_list, matTable, worldTable): print "Setup" #Get selected Objects or if none selected all Objects from the current Scene if scn.objects.selected and guiTable['SELO'] == 1: objects = scn.objects.selected elif scn.objects: objects = scn.objects else: print "No Objects" return set_lists(exp_list, objects, matTable, worldTable) def set_lists(exp_list, objects, matTable, worldTable): global mat_cnt mat_cnt = 0 mat_index = 0 #exp_list = [container1 = [ [mesh], [material_ref] ],...] for current_obj in objects: container = [] if current_obj.getType() == 'Mesh': container.append(current_obj) mat_type = 0 #1=Material, 2=UV Images mat_ref = [] mesh = current_obj.data mats_me = mesh.materials mats_ob = current_obj.getMaterials(0) #Find used Materials by Meshes or Objects if guiTable['MTL'] == 1 and mats_me or mats_ob: #Materials if mats_me: me_mats = mats_me elif mats_ob: me_mats = mats_ob mat_ref = -1 for i,m in matTable.iteritems(): for mat in me_mats: if mat in m: for amat in me_mats: if amat not in m: m.append(amat) mat_ref = i break if mat_ref < 0: matTable[mat_index] = me_mats mat_ref = mat_index mat_cnt+=1 mat_index+=1 container.append(mat_ref) exp_list.append(container) #If there is a world shader get some values world = Blender.World.GetCurrent() if world != None: worldAmb = world.getAmb() worldHor = world.getHor() worldTable['ambR'] = worldAmb[0] worldTable['ambG'] = worldAmb[1] worldTable['ambB'] = worldAmb[2] worldTable['horR'] = worldHor[0] worldTable['horG'] = worldHor[1] worldTable['horB'] = worldHor[2] #============================================ # Header/Scene #============================================ def write_header(file, filename, scn, worldTable): print "Write Header" context = scn.getRenderingContext() file.write("*3DSMAX_ASCIIEXPORT%s200\n" % (Tab)) file.write("*COMMENT \"Exported from Blender %s - %s\"\n" % (Blender.Get('version'), time.asctime(time.localtime()))) file.write("*SCENE {\n") #file.write("%s*SCENE_FILENAME \"%s\"\n" % (Tab, os.path.basename(Blender.Get('filename')))) name = Blender.Get('filename').split('/')[-1].split('\\')[-1] #Blender 2.44 file.write("%s*SCENE_FILENAME \"%s\"\n" % (Tab, name)) file.write("%s*SCENE_FIRSTFRAME %d\n" % (Tab,context.startFrame())) file.write("%s*SCENE_LASTFRAME %d\n" % (Tab,context.endFrame())) file.write("%s*SCENE_FRAMESPEED %d\n" % (Tab,context.framesPerSec())) file.write("%s*SCENE_TICKSPERFRAME 160\n" % (Tab)) #Blender has no Ticks? file.write("%s*SCENE_BACKGROUND_STATIC %.4f %.4f %.4f\n" % (Tab, worldTable['horR'], worldTable['horG'], worldTable['horB'])) file.write("%s*SCENE_AMBIENT_STATIC %.4f %.4f %.4f\n" % (Tab, worldTable['ambR'], worldTable['ambG'], worldTable['ambB'])) file.write("}\n") #============================================ # Materials #============================================ def write_materials(file, exp_list, worldTable, matTable): print "Write Materials" file.write("*MATERIAL_LIST {\n") file.write("%s*MATERIAL_COUNT %s\n" % (Tab, mat_cnt)) for i,m in matTable.iteritems(): if len(m) == 1: # single mat mat_class = 'Standard' mats = m material = mats[0] mat_name = material.name file.write("%s*MATERIAL %d {\n" % ((Tab), i)) idnt = 2 mat_para(file, idnt, material, mat_name, mat_class, worldTable) mat_dummy(file, idnt) mat_map(file, idnt, mat_name) file.write("%s}\n" % (Tab)) elif len(m) > 1: # multiple mat mat_class = 'Multi/Sub-Object' mats = m material = mats[0] mat_name = 'Multi # ' + material.name submat_no = len(mats) idnt = 2 file.write("%s*MATERIAL %d {\n" % ((Tab), i)) mat_para(file, idnt, material, mat_name, mat_class, worldTable) file.write("%s*NUMSUBMTLS %d\n" % ((Tab*idnt), submat_no)) for submat_cnt,current_mat in enumerate(mats): material = current_mat mat_class = 'Standard' mat_name = material.name idnt = 2 file.write("%s*SUBMATERIAL %d {\n" % ((Tab*idnt), submat_cnt)) submat_cnt += 1 idnt = 3 mat_para(file, idnt, material, mat_name, mat_class, worldTable) mat_dummy(file, idnt) mat_map(file, idnt, mat_name) idnt = 2 file.write("%s}\n" % (Tab*idnt)) file.write("%s}\n" % (Tab)) file.write("}\n") def mat_para(file, idnt, material, mat_name, mat_class, worldTable): mat_amb = material.getAmb() mat_dif = material.getRGBCol() mat_specCol = material.getSpecCol() mat_spec = material.getSpec() mat_hard = material.getHardness() mat_alpha = 1.0000-material.getAlpha() file.write("%s*MATERIAL_NAME \"%s\"\n" % ((Tab*idnt), mat_name)) file.write("%s*MATERIAL_CLASS \"%s\"\n" % ((Tab*idnt), mat_class)) file.write("%s*MATERIAL_AMBIENT %.4f %.4f %.4f\n" % ((Tab*idnt), (worldTable['ambR']*mat_amb), (worldTable['ambG']*mat_amb), (worldTable['ambB']*mat_amb))) #-Usefull? file.write("%s*MATERIAL_DIFFUSE %.4f %.4f %.4f\n" % ((Tab*idnt), mat_dif[0], mat_dif[1], mat_dif[2])) file.write("%s*MATERIAL_SPECULAR %.4f %.4f %.4f\n" % ((Tab*idnt), mat_specCol[0], mat_specCol[1], mat_specCol[2])) file.write("%s*MATERIAL_SHINE %.4f\n" % ((Tab*idnt), mat_spec)) file.write("%s*MATERIAL_SHINESTRENGTH %.4f\n" % ((Tab*idnt), (mat_hard/511.))) #-511 or 512? file.write("%s*MATERIAL_TRANSPARENCY %.4f\n" % ((Tab*idnt), mat_alpha)) file.write("%s*MATERIAL_WIRESIZE 1.0000\n" % (Tab*idnt)) def mat_dummy(file, idnt): file.write("%s*MATERIAL_SHADING Blinn\n" % (Tab*idnt)) file.write("%s*MATERIAL_XP_FALLOFF 0.0000\n" % (Tab*idnt)) file.write("%s*MATERIAL_SELFILLUM 0.0000\n" % (Tab*idnt)) file.write("%s*MATERIAL_FALLOFF In\n" % (Tab*idnt)) file.write("%s*MATERIAL_XP_TYPE Filter\n" % (Tab*idnt)) def mat_map(file, idnt, mat_name): mapTable = {0:'*MAP_AMBIENT',1:'*MAP_DIFFUSE',2:'*MAP_SPECULAR',3:'*MAP_SHINE',4:'*MAP_SHINESTRENGTH',5:'*MAP_SELFILLUM',6:'*MAP_OPACITY',7:'*MAP_FILTERCOLOR',8:'*MAP_BUMP',9:'*MAP_REFLECT',10:'*MAP_REFRACT',11:'*MAP_REFRACT'} tex_list = [[],[],[],[],[],[],[],[],[],[],[],[]] mat = Material.Get(mat_name) MTexes = mat.getTextures() for current_MTex in MTexes: if current_MTex is not None: # MAP_SUBNO 0 = *MAP_AMBIENT if current_MTex.mapto & Texture.MapTo.AMB: map_getTex(current_MTex, 0, (current_MTex.dvar*current_MTex.varfac), tex_list) # MAP_SUBNO 1 = *MAP_DIFFUSE = COL = 1 elif current_MTex.mapto & Texture.MapTo.COL: map_getTex(current_MTex, 1, current_MTex.colfac, tex_list) # MAP_SUBNO 2 = *MAP_SPECULAR (Color)= CSP or SPEC? = 4 elif current_MTex.mapto & Texture.MapTo.CSP: map_getTex(current_MTex, 2, current_MTex.colfac, tex_list) # MAP_SUBNO 3 = *MAP_SHINE (Spec Level) = SPEC or CSP? = 32 elif current_MTex.mapto & Texture.MapTo.SPEC: map_getTex(current_MTex, 3, (current_MTex.dvar*current_MTex.varfac), tex_list) # MAP_SUBNO 4 = *MAP_SHINESTRENGTH (Gloss) = HARD = 256 elif current_MTex.mapto & Texture.MapTo.HARD: map_getTex(current_MTex, 4, (current_MTex.dvar*current_MTex.varfac), tex_list) # MAP_SUBNO 5 = *MAP_SELFILLUM # MAP_SUBNO 6 = *MAP_OPACITY = ALPHA = 128 elif current_MTex.mapto & Texture.MapTo.ALPHA: map_getTex(current_MTex, 6, (current_MTex.dvar*current_MTex.varfac), tex_list) # MAP_SUBNO 7 = *MAP_FILTERCOLOR # MAP_SUBNO 8 = *MAP_BUMP = NOR = 2 elif current_MTex.mapto & Texture.MapTo.NOR: map_getTex(current_MTex, 8, (current_MTex.norfac/25), tex_list) # MAP_SUBNO 9 = *MAP_REFLECT elif current_MTex.mapto & Texture.MapTo.REF: map_getTex(current_MTex, 9, (current_MTex.norfac/25), tex_list) # MAP_SUBNO 10 = *MAP_REFRACT (refraction) # MAP_SUBNO 11 = *MAP_REFRACT (displacement) elif current_MTex.mapto & Texture.MapTo.DISP: map_getTex(current_MTex, 11, (current_MTex.norfac/25), tex_list) # Write maps for current_LI in tex_list: subNo = tex_list.index(current_LI) for current_MTex in current_LI: tex = current_MTex[0].tex if tex.type == Texture.Types.IMAGE: map_image(file, idnt, current_MTex, subNo, tex, mapTable[subNo]) def map_getTex(MTex, map_subNo, map_amount, texes): # container = [[[MTex], [map_amount]], ...] container = [] container.append(MTex) container.append(map_amount) texes[map_subNo].append(container) def map_image(file, idnt, MTexCon, subNo, tex, mapType): img = tex.getImage() #path = sys.expandpath(img.getFilename()).replace('/', '\\') path = img.filename #or img.getFilename() tex_class = 'Bitmap' tex_mapType = 'Screen' tex_filter = 'Pyramidal' file.write("%s%s {\n" % ((Tab*idnt), mapType)) idnt += 1 file.write("%s*MAP_NAME \"%s\"\n" % ((Tab*idnt), tex.getName())) file.write("%s*MAP_CLASS \"%s\"\n" % ((Tab*idnt), tex_class)) file.write("%s*MAP_SUBNO %s\n" % ((Tab*idnt), subNo)) file.write("%s*MAP_AMOUNT %.4f\n" % ((Tab*idnt), MTexCon[1])) file.write("%s*BITMAP \"%s\"\n" % ((Tab*idnt), path)) file.write("%s*MAP_TYPE %s\n" % ((Tab*idnt), tex_mapType)) # hope this part is right! u_tiling = tex.repeat[0]*tex.crop[2] v_tiling = tex.repeat[1]*tex.crop[3] file.write("%s*UVW_U_OFFSET %.4f\n" % ((Tab*idnt), tex.crop[0])) file.write("%s*UVW_V_OFFSET %.4f\n" % ((Tab*idnt), tex.crop[1])) file.write("%s*UVW_U_TILING %.4f\n" % ((Tab*idnt), u_tiling)) file.write("%s*UVW_V_TILING %.4f\n" % ((Tab*idnt), v_tiling)) map_uvw(file, idnt) #hardcoded file.write("%s*BITMAP_FILTER %s\n" % ((Tab*idnt), tex_filter)) idnt -= 1 file.write("%s}\n" % (Tab*idnt)) def mat_uv(file, idnt, uv_image, uv_name, mat_class, worldTable): fake_val0 = '0.0000' fake_val1 = '0.1000' fake_val2 = '0.5882' fake_val3 = '0.9000' fake_val4 = '1.0000' file.write("%s*MATERIAL_NAME \"%s\"\n" % ((Tab*idnt), uv_name)) file.write("%s*MATERIAL_CLASS \"%s\"\n" % ((Tab*idnt), mat_class)) file.write("%s*MATERIAL_AMBIENT %.4f %.4f %.4f\n" % ((Tab*idnt), worldTable['ambR'], worldTable['ambG'], worldTable['ambB'])) #------------Usefull? file.write("%s*MATERIAL_DIFFUSE %s %s %s\n" % ((Tab*idnt), fake_val2, fake_val2, fake_val2)) file.write("%s*MATERIAL_SPECULAR %s %s %s\n" % ((Tab*idnt), fake_val3, fake_val3, fake_val3)) file.write("%s*MATERIAL_SHINE %s\n" % ((Tab*idnt), fake_val1)) file.write("%s*MATERIAL_SHINESTRENGTH %s\n" % ((Tab*idnt), fake_val0)) file.write("%s*MATERIAL_TRANSPARENCY %s\n" % ((Tab*idnt), fake_val0)) file.write("%s*MATERIAL_WIRESIZE %s\n" % ((Tab*idnt), fake_val4)) def map_uv(file, idnt, uv_image, uv_name): map_type = '*MAP_DIFFUSE' map_subNo = '1' tex_class = 'Bitmap' tex_mapType = 'Screen' tex_filter = 'Pyramidal' fake_val0 = '0.0000' fake_val1 = '0.1000' fake_val2 = '0.5882' fake_val3 = '0.9000' fake_val4 = '1.0000' #replace "/" with "\" in image path uv_filename = uv_image.getFilename().replace('/', '\\') file.write("%s%s {\n" % ((Tab*idnt), map_type)) idnt += 1 file.write("%s*MAP_NAME \"%s\"\n" % ((Tab*idnt), uv_name)) file.write("%s*MAP_CLASS \"%s\"\n" % ((Tab*idnt), tex_class)) file.write("%s*MAP_SUBNO %s\n" % ((Tab*idnt), map_subNo)) file.write("%s*MAP_AMOUNT %s\n" % ((Tab*idnt), fake_val4)) file.write("%s*BITMAP \"%s\"\n" % ((Tab*idnt), uv_filename)) file.write("%s*MAP_TYPE %s\n" % ((Tab*idnt), tex_mapType)) file.write("%s*UVW_U_OFFSET %s\n" % ((Tab*idnt), fake_val0)) file.write("%s*UVW_V_OFFSET %s\n" % ((Tab*idnt), fake_val0)) file.write("%s*UVW_U_TILING %s\n" % ((Tab*idnt), fake_val4)) file.write("%s*UVW_V_TILING %s\n" % ((Tab*idnt), fake_val4)) map_uvw(file, idnt) #hardcoded file.write("%s*BITMAP_FILTER %s\n" % ((Tab*idnt), tex_filter)) idnt -= 1 file.write("%s}\n" % (Tab*idnt)) def map_uvw(file, idnt): fake_val0 = '0.0000' fake_val1 = '1.0000' file.write("%s*UVW_ANGLE %s\n" % ((Tab*idnt), fake_val0)) file.write("%s*UVW_BLUR %s\n" % ((Tab*idnt), fake_val1)) file.write("%s*UVW_BLUR_OFFSET %s\n" % ((Tab*idnt), fake_val0)) file.write("%s*UVW_NOUSE_AMT %s\n" % ((Tab*idnt), fake_val1)) file.write("%s*UVW_NOISE_SIZE %s\n" % ((Tab*idnt), fake_val1)) file.write("%s*UVW_NOISE_LEVEL 1\n" % (Tab*idnt)) file.write("%s*UVW_NOISE_PHASE %s\n" % ((Tab*idnt), fake_val0)) #============================================ # Mesh #============================================ def write_mesh(file, scn, exp_list, matTable, total): print "Write Geometric" for current_container in exp_list: TransTable = {'SizeX': 1, 'SizeY': 1, 'SizeZ': 1} nameMe = {'objName': 'obj', 'meName': 'me'} sGroups = {} hasTable = {'hasMat': 0, 'hasSG': 0, 'hasUV': 0, 'hasVC': 0, 'matRef': 0} count = {'face': 0, 'vert': 0, 'UVs': 0, 'cVert': 0} obj = current_container[0] #mat_ref = current_container[1] data = obj.getData(0,1) nameMe['objName'] = obj.name nameMe['meName'] = data.name mats_me = [mat for mat in data.materials if mat] #fix for 2.44, get rid of NoneType Objects in me.materials mats_ob = obj.getMaterials(0) materials = False if mats_me: materials = mats_me elif mats_ob: materials = mats_ob if guiTable['MTL'] and materials: hasTable['hasMat'] = 1 hasTable['matRef'] = current_container[1] if obj.getParent(): nameMe['parent'] = obj.getParent().name me = Mesh.New() # Create a new mesh if guiTable['MOD']: # Use modified mesh me.getFromObject(obj.name, 0) # Get the object's mesh data, cage 0 = apply mod else: me.getFromObject(obj.name, 1) me.transform(obj.matrix) # ASE stores transformed mesh data if guiTable['RECENTER']: # Recentre Objects to 0,0,0 feature rec_matrix = Mathutils.TranslationMatrix(obj.matrix.translationPart().negate()) me.transform(rec_matrix) tempObj = Blender.Object.New('Mesh', 'ASE_export_temp_obj') tempObj.setMatrix(obj.matrix) tempObj.link(me) if guiTable['VG2SG']: VGNames = data.getVertGroupNames() for vg in VGNames: me.addVertGroup(vg) gverts = data.getVertsFromGroup(vg, 1) gverts_copy = [] for gv in gverts: gverts_copy.append(gv[0]) me.assignVertsToGroup(vg, gverts_copy, 1, 1) obj = tempObj faces = me.faces verts = me.verts count['vert'] = len(verts) total['Verts'] += count['vert'] if count['vert'] == 0: print 'Error: ' + nameMe['meName'] + 'has 0 Verts' continue vGroups = me.getVertGroupNames() if guiTable['VG2SG'] and len(vGroups) > 0: for current_VG in vGroups: if current_VG.lower().count("smooth."): hasTable['hasSG'] = 1 smooth_num = int(current_VG.lower().replace("smooth.", "")) gverts = me.getVertsFromGroup(current_VG) for vi in gverts: if not sGroups.has_key(vi): sGroups[vi] = [smooth_num] else: sGroups[vi].append(smooth_num) if guiTable['UV']: if me.faceUV == True or me.faceUV == 1: hasTable['hasUV'] = 1 if guiTable['VC']: if me.vertexColors: hasTable['hasVC'] = 1 elif hasTable['hasMat']: # Blender material for current_mat in materials: if current_mat.getMode() & Material.Modes['VCOL_PAINT']: hasTable['hasVC'] = 1 break for current_face in faces: if len(current_face.verts) is 3: count['face'] += 1 total['Tris'] += 1 total['Faces'] += 1 elif len(current_face.verts) is 4: count['face'] += 2 total['Tris'] += 2 total['Faces'] += 1 #Open Geomobject file.write("*GEOMOBJECT {\n") file.write("%s*NODE_NAME \"%s\"\n" % (Tab, nameMe['objName'])) if nameMe.has_key('parent'): file.write("%s*NODE_PARENT \"%s\"\n" % (Tab, nameMe['parent'])) idnt = 1 mesh_matrix(file, idnt, obj, nameMe, TransTable) #Open Mesh file.write("%s*MESH {\n" % (Tab)) idnt = 2 file.write("%s*TIMEVALUE 0\n" % (Tab*idnt)) file.write("%s*MESH_NUMVERTEX %i\n" % ((Tab*idnt), count['vert'])) file.write("%s*MESH_NUMFACES %i\n" % ((Tab*idnt), count['face'])) idnt = 2 mesh_vertexList(file, idnt, verts, count) idnt = 2 mesh_faceList(file, idnt, me, materials, sGroups, faces, matTable, hasTable, count) if hasTable['hasUV'] == 1: UVTable = {} active_map_channel = me.activeUVLayer map_channels = me.getUVLayerNames() idnt = 2 mesh_tVertList(file, idnt, faces, UVTable, count) #idnt = 2 mesh_tFaceList(file, idnt, faces, UVTable, count) UVTable = {} if len(map_channels) > 1: chan_index = 2 for map_chan in map_channels: if map_chan != active_map_channel: me.activeUVLayer = map_chan idnt = 2 file.write("%s*MESH_MAPPINGCHANNEL %i {\n" % ((Tab*idnt), chan_index)) idnt = 3 mesh_tVertList(file, idnt, faces, UVTable, count) mesh_tFaceList(file, idnt, faces, UVTable, count) UVTable = {} chan_index += 1 idnt = 2 file.write("%s}\n" % (Tab*idnt)) me.activeUVLayer = active_map_channel else: # dirty fix file.write("%s*MESH_NUMTVERTEX %i\n" % ((Tab*idnt), count['UVs'])) if hasTable['hasVC'] == 1: cVertTable = {} idnt = 2 mesh_cVertList(file, idnt, faces, cVertTable, count) #idnt = 2 mesh_cFaceList(file, idnt, faces, cVertTable, count) else: # dirty fix file.write("%s*MESH_NUMCVERTEX %i\n" % ((Tab*idnt), count['cVert'])) idnt = 2 mesh_normals(file, idnt, faces, verts, count) # Close *MESH idnt = 1 file.write("%s}\n" % (Tab*idnt)) idnt = 1 mesh_footer(file, idnt, hasTable) # Close *GEOMOBJECT file.write("}\n") #free some memory me.materials = [None] me.faces.delete(1,[(f.index) for f in me.faces]) me.verts.delete(me.verts) obj.fakeUser = False me.fakeUser = False scn.objects.unlink(obj) def mesh_matrix(file, idnt, obj, nameMe, TransTable): #i should check why i have to get and invert the matrix #exactly in that sequence. row = obj.getMatrix('localspace').invert() #row = obj.getInverseMatrix() if guiTable['RECENTER']: location = 0.0,0.0,0.0 row[3][0] = row[3][1] = row[3][2] = 0.0 else: location = obj.getLocation() quat = row.invert().toQuat() #quat = obj.getMatrix('localspace').toQuat() rota = quat.axis #angle = quat.angle * (math.pi/180) #Blender: degrees -> ASE: radians angle = math.radians(quat.angle) Blender.Window.DrawProgressBar(0.0, "Writing Transform Node") file.write("%s*NODE_TM {\n" % (Tab*idnt)) idnt += 1 file.write("%s*NODE_NAME \"%s\"\n" % ((Tab*idnt), nameMe['meName'])) # Inherit from what?.. file.write("%s*INHERIT_POS 0 0 0\n" % (Tab*idnt)) file.write("%s*INHERIT_ROT 0 0 0\n" % (Tab*idnt)) file.write("%s*INHERIT_SCL 0 0 0\n" % (Tab*idnt)) file.write("%s*TM_ROW0 %.4f %.4f %.4f\n" % ((Tab*idnt), row[0][0], row[0][1], row[0][2])) file.write("%s*TM_ROW1 %.4f %.4f %.4f\n" % ((Tab*idnt), row[1][0], row[1][1], row[1][2])) file.write("%s*TM_ROW2 %.4f %.4f %.4f\n" % ((Tab*idnt), row[2][0], row[2][1], row[2][2])) file.write("%s*TM_ROW3 %.4f %.4f %.4f\n" % ((Tab*idnt), row[3][0], row[3][1], row[3][2])) file.write("%s*TM_POS %.4f %.4f %.4f\n" % ((Tab*idnt), location[0], location[1], location[2])) file.write("%s*TM_ROTAXIS %.4f %.4f %.4f\n" % ((Tab*idnt), rota.x, rota.y, rota.z)) file.write("%s*TM_ROTANGLE %.4f\n" % ((Tab*idnt), angle)) file.write("%s*TM_SCALE %.4f %.4f %.4f\n" % ((Tab*idnt), TransTable['SizeX'], TransTable['SizeY'], TransTable['SizeZ'])) #file.write("%s*TM_SCALEAXIS 0.0000 0.0000 0.0000\n" % (Tab*idnt)) # Looks more logic, because blender use the rotaxis for rot and scale: file.write("%s*TM_SCALEAXIS %.4f %.4f %.4f\n" % ((Tab*idnt), rota.x, rota.y, rota.z)) file.write("%s*TM_SCALEAXISANG %.4f\n" % ((Tab*idnt), angle)) idnt -= 1 file.write("%s}\n" % (Tab*idnt)) def mesh_vertexList(file, idnt, verts, count): file.write("%s*MESH_VERTEX_LIST {\n" % (Tab*idnt)) idnt += 1 Blender.Window.DrawProgressBar(0.0, "Writing vertices") for current_vert in verts: vIndex = current_vert.index if (vIndex % 1000) == 0: Blender.Window.DrawProgressBar((vIndex+1.0) / count['vert'], "Writing vertices") file.write("%s*MESH_VERTEX %d\t%.4f\t%.4f\t%.4f\n" % ((Tab*idnt), vIndex, current_vert.co[0], current_vert.co[1], current_vert.co[2])) idnt -= 1 file.write("%s}\n" % (Tab*idnt)) def mesh_faceList(file, idnt, me, materials, sGroups, faces, matTable, hasTable, count): file.write("%s*MESH_FACE_LIST {\n" % (Tab*idnt)) idnt += 1 faceNo = 0 Blender.Window.DrawProgressBar(0.0, "Writing faces") if hasTable['hasMat'] and matTable: mats = matTable[hasTable['matRef']] fgon_eds = [(ed.key) for ed in me.edges if ed.flag & Mesh.EdgeFlags.FGON] for current_face in faces: face_verts = current_face.verts smooth = '*MESH_SMOOTHING' matID = '*MESH_MTLID 0' if (faceNo % 500) == 0: Blender.Window.DrawProgressBar((faceNo+1.0) / count['face'], "Writing faces") if hasTable['hasMat']: # Blender mats #print current_face.mat mtlid = mats.index(materials[current_face.mat]) matID = '*MESH_MTLID %i' % (mtlid) if len(face_verts) is 3: vert0 = face_verts[0].index vert1 = face_verts[1].index vert2 = face_verts[2].index #Find hidden (fgon) edges edge_keys = current_face.edge_keys eds_fgon = [1,1,1] for i,ed_key in enumerate(edge_keys): if ed_key in fgon_eds: eds_fgon[i] = 0 #Find Smoothgroups for this face: if guiTable['VG2SG'] and hasTable['hasSG'] and current_face.smooth: if sGroups.has_key(vert0) and sGroups.has_key(vert1) and sGroups.has_key(vert2): sg = [] gis = [sGroups[vert0],sGroups[vert1],sGroups[vert2]] for gil in gis: for gi in gil: sg.append(gi) sg = set(sg) for gi in sg: smooth += ' %s,' % gi smooth = smooth[:-1] elif current_face.smooth: smooth += ' 1' file.write("%s*MESH_FACE %i: A: %i B: %i C: %i AB: %i BC: %i CA: %i\t %s \t%s\n" % ((Tab*idnt), faceNo, vert0, vert1, vert2, eds_fgon[0], eds_fgon[1], eds_fgon[2], smooth, matID)) faceNo+=1 elif len(face_verts) is 4: vert0 = face_verts[0].index vert1 = face_verts[1].index vert2 = face_verts[2].index vert3 = face_verts[3].index #Find hidden (fgon) edges edge_keys = current_face.edge_keys eds_fgon = [1,1,1,1] for i,ed_key in enumerate(edge_keys): if ed_key in fgon_eds: eds_fgon[i] = 0 #Find Smooth for this face: if guiTable['VG2SG'] and hasTable['hasSG'] and current_face.smooth: if sGroups.has_key(vert0) and sGroups.has_key(vert1) and sGroups.has_key(vert2) and sGroups.has_key(vert3): ## I hate VG2SG ;> not sure which way is correct #sg0,sg1,sg2,sg3 = sGroups[vert0],sGroups[vert1],sGroups[vert2],sGroups[vert3] #if sg0 == sg1 == sg2 == sg3: # sg = sg0 #else: # lens = [len(sg0),len(sg1),len(sg2),len(sg3)] # lens_sort = lens # lens_sort.sort() # lowest = lens_sort[0] # for l,s in zip(lens,[sg0,sg1,sg2,sg2]): # if l == lowest: # sg = s # break sg = [] gis = [sGroups[vert0],sGroups[vert1],sGroups[vert2],sGroups[vert3]] for gil in gis: for gi in gil: sg.append(gi) sg = set(sg) for gi in sg: smooth += ' %s,' % gi smooth = smooth[:-1] else: smooth += ' 1' elif current_face.smooth: smooth += ' 1' file.write("%s*MESH_FACE %i: A: %i B: %i C: %i AB: %i BC: %i CA: 0\t %s \t%s\n" % ((Tab*idnt), faceNo, vert0, vert1, vert2, eds_fgon[0], eds_fgon[1], smooth, matID)) faceNo+=1 file.write("%s*MESH_FACE %i: A: %i B: %i C: %i AB: %i BC: %i CA: 0\t %s \t%s\n" % ((Tab*idnt), faceNo, vert0, vert2, vert3, eds_fgon[1], eds_fgon[2], smooth, matID)) faceNo+=1 idnt -= 1 file.write("%s}\n" % (Tab*idnt)) def mesh_tVertList(file, idnt, faces, UVTable, count): Blender.Window.DrawProgressBar(0.0, "Setup UV index") for current_face in faces: faceuv = current_face.uv for current_uv in faceuv: uv = (current_uv.x, current_uv.y) if not UVTable.has_key(uv): UVTable[uv] = 0 count['UVs'] += 1 #count['UVs'] = len(UVTable) file.write("%s*MESH_NUMTVERTEX %d\n" % ((Tab*idnt), count['UVs'])) file.write("%s*MESH_TVERTLIST {\n" % (Tab*idnt)) idnt += 1 Blender.Window.DrawProgressBar(0.0, "Writing UV index") for index,current_UV in enumerate(UVTable.iterkeys()): if (index % 1000) == 0: Blender.Window.DrawProgressBar((index+1.0) / count['face'], "Writing UV index") file.write("%s*MESH_TVERT %i\t%.4f\t%.4f\t0.0000\n" % ((Tab*idnt), index, current_UV[0], current_UV[1])) UVTable[current_UV] = index idnt -= 1 file.write("%s}\n" % (Tab*idnt)) def mesh_tFaceList(file, idnt, faces, UVTable, count): tfaceNo = 0 Blender.Window.DrawProgressBar(0.0, "Writing Face UV") file.write("%s*MESH_NUMTVFACES %i\n" % ((Tab*idnt), count['face'])) file.write("%s*MESH_TFACELIST {\n" % (Tab*idnt)) idnt += 1 for current_face in faces: faceUV = current_face.uv if (tfaceNo % 1000) == 0: Blender.Window.DrawProgressBar((tfaceNo+1.0) / count['face'], "Writing Face UV") if len(faceUV) is 3: #tri UV0 = UVTable[(faceUV[0].x, faceUV[0].y)] UV1 = UVTable[(faceUV[1].x, faceUV[1].y)] UV2 = UVTable[(faceUV[2].x, faceUV[2].y)] file.write("%s*MESH_TFACE %i\t%i\t%i\t%d\n" % ((Tab*idnt), tfaceNo, UV0, UV1, UV2)) tfaceNo+=1 elif len(faceUV) is 4: #quad UV0 = UVTable[(faceUV[0].x, faceUV[0].y)] UV1 = UVTable[(faceUV[1].x, faceUV[1].y)] UV2 = UVTable[(faceUV[2].x, faceUV[2].y)] UV3 = UVTable[(faceUV[3].x, faceUV[3].y)] file.write("%s*MESH_TFACE %i\t%i\t%i\t%i\n" % ((Tab*idnt), tfaceNo, UV0, UV1, UV2)) tfaceNo+=1 file.write("%s*MESH_TFACE %i\t%i\t%i\t%i\n" % ((Tab*idnt), tfaceNo, UV0, UV2, UV3)) tfaceNo+=1 idnt -= 1 file.write("%s}\n" % (Tab*idnt)) def mesh_cVertList(file, idnt, faces, cVertTable, count): Blender.Window.DrawProgressBar(0.0, "Setup VCol index") for current_face in faces: facecol = current_face.col for current_col in facecol: col = (current_col.r, current_col.g, current_col.b) if not cVertTable.has_key(col): cVertTable[col] = 0 count['cVert'] += 1 file.write("%s*MESH_NUMCVERTEX %i\n" % ((Tab*idnt), count['cVert'])) file.write("%s*MESH_CVERTLIST {\n" % (Tab*idnt)) idnt += 1 Blender.Window.DrawProgressBar(0.0, "Writing VCol index") for index,current_cvert in enumerate(cVertTable.iterkeys()): if (index % 1000) == 0: Blender.Window.DrawProgressBar((index+1.0) / count['face'], "Writing VCol index") file.write("%s*MESH_VERTCOL %i\t%.4f\t%.4f\t%.4f\n" % ((Tab*idnt), index, (current_cvert[0]/256.), (current_cvert[1]/256.), (current_cvert[2]/256.))) cVertTable[current_cvert] = index idnt -= 1 file.write("%s}\n" % (Tab*idnt)) def mesh_cFaceList(file, idnt, faces, cVertTable, count): cFaceNo = 0 Blender.Window.DrawProgressBar(0.0, "Writing Face Colors") file.write("%s*MESH_NUMCFACES %i\n" % ((Tab*idnt), count['face'])) file.write("%s*MESH_CFACELIST {\n" % (Tab*idnt)) idnt += 1 for current_face in faces: if (cFaceNo % 500) == 0: Blender.Window.DrawProgressBar((cFaceNo+1.0) / count['face'], "Writing Face Colors") if len(current_face.verts) is 3: #tri color0 = cVertTable[(current_face.col[0].r, current_face.col[0].g, current_face.col[0].b)] color1 = cVertTable[(current_face.col[1].r, current_face.col[1].g, current_face.col[1].b)] color2 = cVertTable[(current_face.col[2].r, current_face.col[2].g, current_face.col[2].b)] file.write("%s*MESH_CFACE %i\t%i\t%i\t%i\n" % ((Tab*idnt), cFaceNo, color0, color1, color2)) cFaceNo+= 1 elif len(current_face.verts) is 4: #quad color0 = cVertTable[(current_face.col[0].r, current_face.col[0].g, current_face.col[0].b)] color1 = cVertTable[(current_face.col[1].r, current_face.col[1].g, current_face.col[1].b)] color2 = cVertTable[(current_face.col[2].r, current_face.col[2].g, current_face.col[2].b)] color3 = cVertTable[(current_face.col[3].r, current_face.col[3].g, current_face.col[3].b)] file.write("%s*MESH_CFACE %i\t%i\t%i\t%i\n" % ((Tab*idnt), cFaceNo, color0, color1, color2)) cFaceNo+= 1 file.write("%s*MESH_CFACE %i\t%i\t%i\t%i\n" % ((Tab*idnt), cFaceNo, color0, color2, color3)) cFaceNo+= 1 idnt -= 1 file.write("%s}\n" % (Tab*idnt)) def mesh_normals(file, idnt, faces, verts, count): # To export quads it is needed to calculate all face and vertex normals new! vec_null = Blender.Mathutils.Vector(0.0, 0.0, 0.0) v_normals = dict([(v.index, vec_null) for v in verts]) f_normals = dict([(f.index, vec_null) for f in faces]) f_normals_quad = {} file.write("%s*MESH_NORMALS {\n" % (Tab*idnt)) Blender.Window.DrawProgressBar(0.0, "Setup Normals") #-- Calculate new face and vertex normals for i,f in enumerate(faces): f_dic = f_normals[i] f_vec = f_dic[0] f_verts = f.verts if len(f_verts) is 3: #tri v0,v1,v2 = f_verts[:] v0_i,v1_i,v2_i = f_verts[0].index, f_verts[1].index, f_verts[2].index f_no = Blender.Mathutils.TriangleNormal(v0.co, v1.co, v2.co) f_normals[f.index] = f_no if f.smooth: v_normals[v0_i] = v_normals[v0_i] + f_no v_normals[v1_i] = v_normals[v1_i] + f_no v_normals[v2_i] = v_normals[v2_i] + f_no if len(f_verts) is 4: #quad v0,v1,v2,v3 = f_verts[:] v0_i,v1_i,v2_i,v3_i = f_verts[0].index, f_verts[1].index, f_verts[2].index,f_verts[3].index f_no0 = Blender.Mathutils.TriangleNormal(v0.co, v1.co, v2.co) f_no1 = Blender.Mathutils.TriangleNormal(v2.co, v3.co, v0.co) f_normals[f.index] = f_no0 f_normals_quad[f.index] = f_no1 if f.smooth: v_normals[v0_i] = v_normals[v0_i] + f_no0 v_normals[v1_i] = v_normals[v1_i] + f_no0 v_normals[v2_i] = v_normals[v2_i] + f_no0 v_normals[v0_i] = v_normals[v2_i] + f_no1 v_normals[v2_i] = v_normals[v3_i] + f_no1 v_normals[v3_i] = v_normals[v0_i] + f_no1 #-- Normalize vectors #for i,vec in v_normals.iteritems(): for vec in v_normals.itervalues(): vec.normalize() #-- Finally write normals normNo = 0 idnt += 2 Blender.Window.DrawProgressBar(0.0, "Writing Normals") for f in faces: if (normNo % 500) == 0: Blender.Window.DrawProgressBar((normNo+1.0) / count['face'], "Writing Normals") f_verts = f.verts smooth = f.smooth if len(f_verts) is 3: #tri v0_i = f_verts[0].index v1_i = f_verts[1].index v2_i = f_verts[2].index idnt -= 1 f_no = f_normals[f.index] file.write("%s*MESH_FACENORMAL %i\t%.4f\t%.4f\t%.4f\n" % ((Tab*idnt), normNo, f_no.x, f_no.y, f_no.z)) normNo += 1 idnt += 1 mesh_vertNorm(file, idnt, v0_i, v1_i, v2_i, v_normals, smooth, f_no) #elif len(f_verts) is 4: #quad if len(f_verts) is 4: #quad v0_i = f_verts[0].index v1_i = f_verts[1].index v2_i = f_verts[2].index v3_i = f_verts[3].index idnt -= 1 f_no = f_normals[f.index] file.write("%s*MESH_FACENORMAL %i\t%.4f\t%.4f\t%.4f\n" % ((Tab*idnt), normNo, f_no0.x, f_no0.y, f_no0.z)) normNo += 1 idnt += 1 mesh_vertNorm(file, idnt, v0_i, v1_i, v2_i, v_normals, smooth, f_no0) idnt -= 1 f_no = f_normals_quad[f.index] file.write("%s*MESH_FACENORMAL %i\t%.4f\t%.4f\t%.4f\n" % ((Tab*idnt), normNo, f_no1.x, f_no1.y, f_no1.z)) normNo += 1 idnt += 1 mesh_vertNorm(file, idnt, v0_i, v2_i, v3_i, v_normals, smooth, f_no1) idnt -= 2 file.write("%s}\n" % (Tab*idnt)) def mesh_vertNorm(file, idnt, v0_i, v1_i, v2_i, v_normals, smooth, f_no): if smooth: v_no0 = v_normals[v0_i] v_no1 = v_normals[v1_i] v_no2 = v_normals[v2_i] else: #If solid use the face normal v_no0 = v_no1 = v_no2 = f_no file.write("%s*MESH_VERTEXNORMAL %i\t%.4f\t%.4f\t%.4f\n" % ((Tab*idnt), v0_i, v_no0.x, v_no0.y, v_no0.z)) file.write("%s*MESH_VERTEXNORMAL %i\t%.4f\t%.4f\t%.4f\n" % ((Tab*idnt), v1_i, v_no1.x, v_no1.y, v_no1.z)) file.write("%s*MESH_VERTEXNORMAL %i\t%.4f\t%.4f\t%.4f\n" % ((Tab*idnt), v2_i, v_no2.x, v_no2.y, v_no2.z)) def mesh_footer(file, idnt, hasTable): file.write("%s*PROP_MOTIONBLUR 0\n" % (Tab*idnt)) file.write("%s*PROP_CASTSHADOW 1\n" % (Tab*idnt)) file.write("%s*PROP_RECVSHADOW 1\n" % (Tab*idnt)) if hasTable['hasMat'] != 0: file.write("%s*MATERIAL_REF %i\n" % ((Tab*idnt), hasTable['matRef'])) #-------------------------End?---------------------- def write_ui(filename): global guiTable, EXPORT_MOD, EXPORT_MTL, EXPORT_UV, EXPORT_VC, EXPORT_SELO, EXPORT_UVI, EXPORT_VG2SG guiTable = {'MOD': 1, 'MTL': 1, 'UV': 1, 'VC': 1, 'SELO': 1, 'UVI': 0, 'VG2SG': 1, 'RECENTER':0} EXPORT_MOD = Draw.Create(guiTable['MOD']) EXPORT_MTL = Draw.Create(guiTable['MTL']) EXPORT_UV = Draw.Create(guiTable['UV']) EXPORT_VC = Draw.Create(guiTable['VC']) EXPORT_SELO = Draw.Create(guiTable['SELO']) EXPORT_VG2SG = Draw.Create(guiTable['VG2SG']) EXPORT_REC = Draw.Create(guiTable['RECENTER']) # Get USER Options pup_block = [('Mesh Options...'),('Apply Modifiers', EXPORT_MOD, 'Use modified mesh data from each object.'),('Materials', EXPORT_MTL, 'Export Materials.'),('Face UV', EXPORT_UV, 'Export texface UV coords.'),('Vertex Colors', EXPORT_VC, 'Export vertex colors'),('Context...'),('Selection Only', EXPORT_SELO, 'Only export objects in visible selection, else export all mesh object.'),('Bonus...'),('VertGr. as SmoothGr.', EXPORT_VG2SG, 'Make SmoothGroups by VertGroups. See doc.'), ('Center Objects', EXPORT_REC, 'Center ALL objects to World-Grid-Origin-Center-Point-(0,0,0). ;)')] if not Draw.PupBlock('Export...', pup_block): return Window.WaitCursor(1) guiTable['MOD'] = EXPORT_MOD.val guiTable['MTL'] = EXPORT_MTL.val guiTable['UV'] = EXPORT_UV.val guiTable['VC'] = EXPORT_VC.val guiTable['SELO'] = EXPORT_SELO.val guiTable['VG2SG'] = EXPORT_VG2SG.val guiTable['RECENTER'] = EXPORT_REC.val if not filename.lower().endswith('.ase'): filename += '.ase' write(filename) Window.WaitCursor(0) if __name__ == '__main__': Window.FileSelector(write_ui, 'Export ASCII Scene', sys.makename(ext='.ase'))