goat3d

annotate exporters/blendgoat/src/export_goat.py @ 93:07c0ec4a410d

[goatview] line endings fix and missing post_redisplay in load_scene
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 18 May 2014 06:20:20 +0300
parents 0e48907847ad
children
rev   line source
nuclear@39 1 # Goat3D Blender >2.63 exporter
nuclear@40 2 import bpy
nuclear@36 3 import ctypes
nuclear@36 4 from ctypes import *
nuclear@36 5 from ctypes.util import find_library
nuclear@33 6
nuclear@40 7 GOAT3D_MAT_ATTR_DIFFUSE = "diffuse".encode('utf-8')
nuclear@40 8 GOAT3D_MAT_ATTR_SPECULAR = "specular".encode('utf-8')
nuclear@40 9 GOAT3D_MAT_ATTR_SHININESS = "shininess".encode('utf-8')
nuclear@40 10 GOAT3D_MAT_ATTR_NORMAL = "normal".encode('utf-8')
nuclear@40 11 GOAT3D_MAT_ATTR_BUMP = "bump".encode('utf-8')
nuclear@40 12 GOAT3D_MAT_ATTR_REFLECTION = "reflection".encode('utf-8')
nuclear@40 13 GOAT3D_MAT_ATTR_TRANSMISSION = "transmission".encode('utf-8')
nuclear@40 14 GOAT3D_MAT_ATTR_IOR = "ior".encode('utf-8')
nuclear@40 15 GOAT3D_MAT_ATTR_ALPHA = "alpha".encode('utf-8')
nuclear@40 16
nuclear@40 17 # these must match the goat3d_vertex_attr enumeration values in goat3d.h
nuclear@40 18 GOAT3D_MESH_ATTR_VERTEX = 0
nuclear@40 19 GOAT3D_MESH_ATTR_NORMAL = 1
nuclear@40 20 GOAT3D_MESH_ATTR_TANGENT = 2
nuclear@40 21 GOAT3D_MESH_ATTR_TEXCOORD = 3
nuclear@40 22 GOAT3D_MESH_ATTR_SKIN_WEIGHT = 4
nuclear@40 23 GOAT3D_MESH_ATTR_SKIN_MATRIX = 5
nuclear@40 24 GOAT3D_MESH_ATTR_COLOR = 6
nuclear@40 25
nuclear@33 26
nuclear@38 27 def export(oper, ctx, fname):
nuclear@38 28 print("Exporting goat3d file: " + fname)
nuclear@33 29
nuclear@39 30 lib = init_libgoat()
nuclear@39 31 if not lib:
nuclear@39 32 return False
nuclear@39 33
nuclear@39 34 # initiaize a goat3d object and start filling it up with data
nuclear@39 35 goat = lib.goat3d_create()
nuclear@39 36 if not goat:
nuclear@39 37 oper.report({'ERROR'}, "Failed to create goat3d object")
nuclear@39 38 return False
nuclear@39 39
nuclear@39 40 lib.goat3d_set_name(goat, fname.encode('utf-8'))
nuclear@39 41
nuclear@39 42 export_env(ctx, goat, lib)
nuclear@39 43 export_meshes(ctx, goat, lib)
nuclear@39 44 export_nodes(ctx, goat, lib)
nuclear@39 45
nuclear@39 46 lib.goat3d_save(goat, fname.encode('utf-8'))
nuclear@39 47 lib.goat3d_free(goat)
nuclear@39 48 return True
nuclear@39 49
nuclear@39 50 def export_env(ctx, goat, lib):
nuclear@39 51 return False
nuclear@39 52
nuclear@40 53 def export_material(bmtl, goat, lib):
nuclear@40 54 name = bmtl.name.encode("utf-8")
nuclear@40 55
nuclear@40 56 mtl = lib.goat3d_create_mtl()
nuclear@40 57 lib.goat3d_set_mtl_name(mtl, name)
nuclear@40 58
nuclear@40 59 s = bmtl.diffuse_intensity
nuclear@40 60 col = bmtl.diffuse_color
nuclear@40 61 lib.goat3d_set_mtl_attrib4f(mtl, GOAT3D_MAT_ATTR_DIFFUSE, c_float(col[0] * s), c_float(col[1] * s), c_float(col[2] * s), 1.0)
nuclear@40 62
nuclear@40 63 s = bmtl.specular_intensity
nuclear@40 64 col = bmtl.specular_color
nuclear@40 65 lib.goat3d_set_mtl_attrib4f(mtl, GOAT3D_MAT_ATTR_SPECULAR, c_float(col[0] * s), c_float(col[1] * s), c_float(col[2] * s), 1.0)
nuclear@40 66 lib.goat3d_set_mtl_attrib1f(mtl, GOAT3D_MAT_ATTR_SHININESS, c_float(bmtl.specular_hardness))
nuclear@40 67 lib.goat3d_set_mtl_attrib1f(mtl, GOAT3D_MAT_ATTR_ALPHA, c_float(bmtl.alpha))
nuclear@40 68
nuclear@40 69 if bmtl.raytrace_mirror.use:
nuclear@40 70 lib.goat3d_set_mtl_attrib1f(mtl, GOAT3D_MAT_ATTR_REFLECTION, c_float(bmtl.raytrace_mirror.reflect_factor))
nuclear@40 71 if bmtl.use_transparency and bmtl.transparency_method == 'RAYTRACE':
nuclear@40 72 lib.goat3d_set_mtl_attrib1f(mtl, GOAT3D_MAT_ATTR_IOR, c_float(bmtl.raytrace_transparency.ior))
nuclear@40 73 lib.goat3d_set_mtl_attrib1f(mtl, GOAT3D_MAT_ATTR_TRANSMISSION, 1.0)
nuclear@40 74
nuclear@40 75 # grab all the textures and apply them to the correct attributes
nuclear@40 76 for texslot in bmtl.texture_slots:
nuclear@40 77 if not texslot:
nuclear@40 78 continue
nuclear@40 79
nuclear@40 80 tex = texslot.texture
nuclear@40 81 if tex.type != 'IMAGE':
nuclear@40 82 print("ignoring texture " + tex.name + ": not an image!")
nuclear@40 83 continue
nuclear@40 84
nuclear@40 85 fname = tex.image.filepath.encode('ascii')
nuclear@40 86
nuclear@40 87 attr = ""
nuclear@40 88 if texslot.use_map_color_diffuse or texslot.use_map_diffuse:
nuclear@40 89 attr = GOAT3D_MAT_ATTR_DIFFUSE
nuclear@40 90 elif texslot.use_map_color_spec or texslot.use_map_specular:
nuclear@40 91 attr = GOAT3D_MAT_ATTR_SPECULAR
nuclear@40 92 elif texslot.use_map_color_reflection or texslot.use_map_reflect:
nuclear@40 93 attr = GOAT3D_MAT_ATTR_REFLECTION
nuclear@40 94 elif texslot.use_map_hardness:
nuclear@40 95 attr = GOAT3D_MAT_ATTR_SHININESS
nuclear@40 96 elif texslot.use_map_alpha:
nuclear@40 97 attr = GOAT3D_MAT_ATTR_ALPHA
nuclear@40 98 elif texslot.use_map_normal:
nuclear@40 99 attr = GOAT3D_MAT_ATTR_NORMAL
nuclear@40 100
nuclear@40 101 if attr != "":
nuclear@40 102 lib.goat3d_set_mtl_attrib_map(mtl, attr, fname)
nuclear@40 103
nuclear@40 104 lib.goat3d_add_mtl(goat, mtl)
nuclear@40 105 return mtl
nuclear@40 106
nuclear@39 107
nuclear@39 108 def export_meshes(ctx, goat, lib):
nuclear@39 109 print("exporting " + str(len(ctx.scene.objects)) + " objects")
nuclear@39 110 for obj in ctx.scene.objects:
nuclear@39 111 if obj.type != 'MESH':
nuclear@39 112 continue
nuclear@39 113
nuclear@40 114 bmesh = obj.data
nuclear@39 115 # make sure we get a tesselated mesh
nuclear@40 116 bmesh.update(calc_tessface = True)
nuclear@39 117
nuclear@40 118 # create goat3d mesh and set the data
nuclear@40 119 mesh = lib.goat3d_create_mesh()
nuclear@40 120 lib.goat3d_set_mesh_name(mesh, bmesh.name.encode("utf-8"))
nuclear@40 121
nuclear@40 122 # get the material, add it to the scene and apply it to this mesh
nuclear@40 123 for bmtl in bmesh.materials:
nuclear@40 124 mtl = export_material(bmtl, goat, lib)
nuclear@40 125 lib.goat3d_set_mesh_mtl(mesh, mtl)
nuclear@40 126 break # we only care about one material
nuclear@40 127
nuclear@40 128 for vert in bmesh.vertices:
nuclear@40 129 v = vert.co
nuclear@40 130 n = vert.normal
nuclear@40 131 lib.goat3d_add_mesh_attrib3f(mesh, GOAT3D_MESH_ATTR_VERTEX, v[0], v[1], v[2])
nuclear@40 132 lib.goat3d_add_mesh_attrib3f(mesh, GOAT3D_MESH_ATTR_NORMAL, n[0], n[1], n[2])
nuclear@40 133
nuclear@40 134 for face in bmesh.tessfaces:
nuclear@39 135 fverts = face.vertices
nuclear@40 136 lib.goat3d_add_mesh_face(mesh, fverts[0], fverts[1], fverts[2])
nuclear@39 137
nuclear@40 138 lib.goat3d_add_mesh(goat, mesh)
nuclear@39 139 return False
nuclear@39 140
nuclear@39 141
nuclear@39 142 def export_nodes(ctx, goat, lib):
nuclear@39 143 return False
nuclear@39 144
nuclear@39 145 def init_libgoat():
nuclear@38 146 # load all relevant functions from libgoat3d
nuclear@38 147 libname = find_library("goat3d")
nuclear@38 148 if not libname:
nuclear@38 149 oper.report({'ERROR'}, "Could not find the goat3d library! make sure it's installed.")
nuclear@39 150 return None
nuclear@33 151
nuclear@39 152 lib = CDLL(libname)
nuclear@39 153 if not lib:
nuclear@38 154 oper.report({'ERROR'}, "Could not open goat3d library!")
nuclear@39 155 return None
nuclear@37 156
nuclear@39 157 lib.goat3d_create.argtypes = None
nuclear@39 158 lib.goat3d_create.restype = c_void_p
nuclear@36 159
nuclear@39 160 lib.goat3d_free.argtypes = [c_void_p]
nuclear@39 161 lib.goat3d_free.restype = None
nuclear@36 162
nuclear@39 163 lib.goat3d_set_name.argtypes = [c_void_p, c_char_p]
nuclear@36 164
nuclear@39 165 lib.goat3d_set_ambient3f.argtypes = [c_void_p, c_float, c_float, c_float]
nuclear@39 166 lib.goat3d_set_ambient3f.restype = None
nuclear@36 167
nuclear@39 168 lib.goat3d_add_mtl.argtypes = [c_void_p, c_void_p]
nuclear@39 169 lib.goat3d_add_mtl.restype = None
nuclear@36 170
nuclear@39 171 lib.goat3d_create_mtl.argtypes = None
nuclear@39 172 lib.goat3d_create_mtl.restype = c_void_p
nuclear@36 173
nuclear@39 174 lib.goat3d_set_mtl_name.argtypes = [c_void_p, c_char_p]
nuclear@39 175 lib.goat3d_set_mtl_name.restype = None
nuclear@33 176
nuclear@40 177 lib.goat3d_set_mtl_attrib1f.argtypes = [c_void_p, c_char_p, c_float]
nuclear@40 178 lib.goat3d_set_mtl_attrib1f.restype = None
nuclear@40 179
nuclear@39 180 lib.goat3d_set_mtl_attrib4f.argtypes = [c_void_p, c_char_p, c_float, c_float, c_float, c_float]
nuclear@39 181 lib.goat3d_set_mtl_attrib4f.restype = None
nuclear@33 182
nuclear@39 183 lib.goat3d_set_mtl_attrib_map.argtypes = [c_void_p, c_char_p, c_char_p]
nuclear@39 184 lib.goat3d_set_mtl_attrib_map.restype = None
nuclear@33 185
nuclear@39 186 lib.goat3d_add_mesh.argtypes = [c_void_p, c_void_p]
nuclear@39 187 lib.goat3d_add_mesh.restype = None
nuclear@33 188
nuclear@39 189 lib.goat3d_create_mesh.argtypes = None
nuclear@39 190 lib.goat3d_create_mesh.restype = c_void_p
nuclear@38 191
nuclear@39 192 lib.goat3d_set_mesh_name.argtypes = [c_void_p, c_char_p]
nuclear@39 193 lib.goat3d_set_mesh_name.restype = None
nuclear@38 194
nuclear@39 195 lib.goat3d_set_mesh_mtl.argtypes = [c_void_p, c_void_p]
nuclear@39 196 lib.goat3d_set_mesh_mtl.restype = None
nuclear@38 197
nuclear@40 198 lib.goat3d_add_mesh_attrib3f.argtypes = [c_void_p, c_int, c_float, c_float, c_float]
nuclear@40 199 lib.goat3d_add_mesh_attrib3f.restype = None
nuclear@38 200
nuclear@40 201 lib.goat3d_add_mesh_attrib4f.argtypes = [c_void_p, c_int, c_float, c_float, c_float, c_float]
nuclear@40 202 lib.goat3d_add_mesh_attrib4f.restype = None
nuclear@40 203
nuclear@40 204 lib.goat3d_add_mesh_face.argtypes = [c_void_p, c_int, c_int, c_int]
nuclear@40 205 lib.goat3d_add_mesh_face.restype = None
nuclear@38 206
nuclear@39 207 lib.goat3d_add_node.argtypes = [c_void_p, c_void_p]
nuclear@39 208 lib.goat3d_add_node.restype = None
nuclear@38 209
nuclear@39 210 lib.goat3d_create_node.argtypes = None
nuclear@39 211 lib.goat3d_create_node.restype = c_void_p
nuclear@38 212
nuclear@39 213 lib.goat3d_set_node_name.argtypes = [c_void_p, c_char_p]
nuclear@39 214 lib.goat3d_set_node_name.restype = None
nuclear@38 215
nuclear@39 216 lib.goat3d_set_node_object.argtypes = [c_void_p, c_int, c_void_p]
nuclear@39 217 lib.goat3d_set_node_object.restype = None
nuclear@38 218
nuclear@39 219 lib.goat3d_add_node_child.argtypes = [c_void_p, c_void_p]
nuclear@39 220 lib.goat3d_add_node_child.restype = None
nuclear@38 221
nuclear@39 222 lib.goat3d_set_node_position.argtypes = [c_void_p, c_float, c_float, c_float, c_long]
nuclear@39 223 lib.goat3d_set_node_position.restype = None
nuclear@38 224
nuclear@39 225 lib.goat3d_set_node_rotation.argtypes = [c_void_p, c_float, c_float, c_float, c_float, c_long]
nuclear@39 226 lib.goat3d_set_node_rotation.restype = None
nuclear@38 227
nuclear@39 228 lib.goat3d_set_node_scaling.argtypes = [c_void_p, c_float, c_float, c_float, c_long]
nuclear@39 229 lib.goat3d_set_node_scaling.restype = None
nuclear@38 230
nuclear@39 231 lib.goat3d_set_node_pivot.argtypes = [c_void_p, c_float, c_float, c_float]
nuclear@39 232 lib.goat3d_set_node_pivot.restype = None
nuclear@38 233
nuclear@39 234 lib.goat3d_save.argtypes = [c_void_p, c_char_p]
nuclear@39 235 return lib