Files
collada-exporter/io_scene_dae/export_dae.py
2016-08-16 15:23:02 +03:00

1993 lines
76 KiB
Python

# ##### 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, see <http://www.gnu.org/licenses/>.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
# Script copyright (C) Juan Linietsky
# Contact Info: juan@godotengine.org
"""
This script is an exporter to the Khronos Collada file format.
http://www.khronos.org/collada/
"""
import os
import time
import math # math.pi
import shutil
import bpy
import bmesh
from mathutils import Vector, Matrix
# According to collada spec, order matters
S_ASSET = 0
S_IMGS = 1
S_FX = 2
S_MATS = 3
S_GEOM = 4
S_MORPH = 5
S_SKIN = 6
S_CONT = 7
S_CAMS = 8
S_LAMPS = 9
S_ANIM_CLIPS = 10
S_NODES = 11
S_ANIM = 12
CMP_EPSILON = 0.0001
def snap_tup(tup):
ret = ()
for x in tup:
ret += (x - math.fmod(x, 0.0001), )
return tup
def strmtx(mtx):
s = ""
for x in range(4):
for y in range(4):
s += "{} ".format(mtx[x][y])
s = " {} ".format(s)
return s
def numarr(a, mult=1.0):
s = " "
for x in a:
s += " {}".format(x * mult)
s += " "
return s
def numarr_alpha(a, mult=1.0):
s = " "
for x in a:
s += " {}".format(x * mult)
if len(a) == 3:
s += " 1.0"
s += " "
return s
def strarr(arr):
s = " "
for x in arr:
s += " {}".format(x)
s += " "
return s
class DaeExporter:
def validate_id(self, d):
if (d.find("id-") == 0):
return "z" + d
return d
def new_id(self, t):
self.last_id += 1
return "id-{}-{}".format(t, self.last_id)
class Vertex:
def close_to(self, v):
if self.vertex - v.vertex.length() > CMP_EPSILON:
return False
if self.normal - v.normal.length() > CMP_EPSILON:
return False
if self.uv - v.uv.length() > CMP_EPSILON:
return False
if self.uv2 - v.uv2.length() > CMP_EPSILON:
return False
return True
def get_tup(self):
tup = (self.vertex.x, self.vertex.y, self.vertex.z, self.normal.x,
self.normal.y, self.normal.z)
for t in self.uv:
tup = tup + (t.x, t.y)
if self.color is not None:
tup = tup + (self.color.x, self.color.y, self.color.z)
if self.tangent is not None:
tup = tup + (self.tangent.x, self.tangent.y, self.tangent.z)
if self.bitangent is not None:
tup = tup + (self.bitangent.x, self.bitangent.y,
self.bitangent.z)
for t in self.bones:
tup = tup + (float(t), )
for t in self.weights:
tup = tup + (float(t), )
return tup
__slots__ = ("vertex", "normal", "tangent", "bitangent", "color", "uv",
"uv2", "bones", "weights")
def __init__(self):
self.vertex = Vector((0.0, 0.0, 0.0))
self.normal = Vector((0.0, 0.0, 0.0))
self.tangent = None
self.bitangent = None
self.color = None
self.uv = []
self.uv2 = Vector((0.0, 0.0))
self.bones = []
self.weights = []
def writel(self, section, indent, text):
if (not (section in self.sections)):
self.sections[section] = []
line = "{}{}".format(indent * "\t", text)
self.sections[section].append(line)
def export_image(self, image):
img_id = self.image_cache.get(image)
if img_id:
return img_id
imgpath = image.filepath
if imgpath.startswith("//"):
# If relative, convert to absolute
imgpath = bpy.path.abspath(imgpath)
# Path is absolute, now do something!
if (self.config["use_copy_images"]):
# copy image
basedir = os.path.join(os.path.dirname(self.path), "images")
if (not os.path.isdir(basedir)):
os.makedirs(basedir)
if os.path.isfile(imgpath):
dstfile = os.path.join(basedir, os.path.basename(imgpath))
if not os.path.isfile(dstfile):
shutil.copy(imgpath, dstfile)
imgpath = os.path.join("images", os.path.basename(imgpath))
else:
# If file is not found save it as png file in the destination
# folder
img_tmp_path = image.filepath
if img_tmp_path.lower().endswith(bpy.path.extensions_image):
image.filepath = os.path.join(
basedir, os.path.basename(img_tmp_path))
else:
image.filepath = os.path.join(
basedir, "{}.png".format(image.name))
dstfile = os.path.join(
basedir, os.path.basename(image.filepath))
if not os.path.isfile(dstfile):
image.save()
imgpath = os.path.join(
"images", os.path.basename(image.filepath))
image.filepath = img_tmp_path
else:
# Export relative, always, no one wants absolute paths.
try:
# Export unix compatible always
imgpath = os.path.relpath(
imgpath, os.path.dirname(self.path)).replace("\\", "/")
except:
# Fails sometimes, not sure why
pass
imgid = self.new_id("image")
print("FOR: {}".format(imgpath))
# if (not os.path.isfile(imgpath)):
# print("NOT FILE?")
# if imgpath.endswith((".bmp", ".rgb", ".png", ".jpeg", ".jpg",
# ".jp2", ".tga", ".cin", ".dpx", ".exr",
# ".hdr", ".tif")):
# imgpath="images/"+os.path.basename(imgpath)
# else:
# imgpath="images/"+image.name+".png"
self.writel(S_IMGS, 1, "<image id=\"{}\" name=\"{}\">".format(
imgid, image.name))
self.writel(S_IMGS, 2, "<init_from>{}</init_from>".format(imgpath))
self.writel(S_IMGS, 1, "</image>")
self.image_cache[image] = imgid
return imgid
def export_material(self, material, double_sided_hint=True):
material_id = self.material_cache.get(material)
if material_id:
return material_id
fxid = self.new_id("fx")
self.writel(S_FX, 1, "<effect id=\"{}\" name=\"{}-fx\">".format(
fxid, material.name))
self.writel(S_FX, 2, "<profile_COMMON>")
# Find and fetch the textures and create sources
sampler_table = {}
diffuse_tex = None
specular_tex = None
emission_tex = None
normal_tex = None
for i in range(len(material.texture_slots)):
ts = material.texture_slots[i]
if not ts:
continue
if not ts.use:
continue
if not ts.texture:
continue
if ts.texture.type != "IMAGE":
continue
if ts.texture.image is None:
continue
# Image
imgid = self.export_image(ts.texture.image)
# Surface
surface_sid = self.new_id("fx_surf")
self.writel(S_FX, 3, '<newparam sid="{}">'.format(surface_sid))
self.writel(S_FX, 4, '<surface type="2D">')
# This is sooo weird
self.writel(S_FX, 5, '<init_from>{}</init_from>'.format(imgid))
self.writel(S_FX, 5, '<format>A8R8G8B8</format>')
self.writel(S_FX, 4, '</surface>')
self.writel(S_FX, 3, '</newparam>')
# Sampler, collada sure likes it difficult
sampler_sid = self.new_id("fx_sampler")
self.writel(S_FX, 3, '<newparam sid="{}">'.format(sampler_sid))
self.writel(S_FX, 4, '<sampler2D>')
self.writel(S_FX, 5, '<source>{}</source>'.format(surface_sid))
self.writel(S_FX, 4, '</sampler2D>')
self.writel(S_FX, 3, '</newparam>')
sampler_table[i] = sampler_sid
if ts.use_map_color_diffuse and diffuse_tex is None:
diffuse_tex = sampler_sid
if ts.use_map_color_spec and specular_tex is None:
specular_tex = sampler_sid
if ts.use_map_emit and emission_tex is None:
emission_tex = sampler_sid
if ts.use_map_normal and normal_tex is None:
normal_tex = sampler_sid
self.writel(S_FX, 3, '<technique sid="common">')
shtype = "blinn"
self.writel(S_FX, 4, '<{}>'.format(shtype))
# Ambient? from where?
self.writel(S_FX, 5, '<emission>')
if emission_tex is not None:
self.writel(
S_FX, 6, '<texture texture="{}" texcoord="CHANNEL1"/>'.format(
emission_tex))
else:
# not totally right but good enough
self.writel(S_FX, 6, '<color>{} </color>'.format(
numarr_alpha(material.diffuse_color, material.emit)))
self.writel(S_FX, 5, '</emission>')
self.writel(S_FX, 5, '<ambient>')
self.writel(S_FX, 6, '<color>{} </color>'.format(
numarr_alpha(self.scene.world.ambient_color, material.ambient)))
self.writel(S_FX, 5, '</ambient>')
self.writel(S_FX, 5, '<diffuse>')
if diffuse_tex is not None:
self.writel(
S_FX, 6, '<texture texture="{}" texcoord="CHANNEL1"/>'.format(
diffuse_tex))
else:
self.writel(S_FX, 6, '<color>{}</color>'.format(numarr_alpha(
material.diffuse_color, material.diffuse_intensity)))
self.writel(S_FX, 5, '</diffuse>')
self.writel(S_FX, 5, '<specular>')
if specular_tex is not None:
self.writel(
S_FX, 6, '<texture texture="{}" texcoord="CHANNEL1"/>'.format(
specular_tex))
else:
self.writel(S_FX, 6, '<color>{}</color>'.format(numarr_alpha(
material.specular_color, material.specular_intensity)))
self.writel(S_FX, 5, '</specular>')
self.writel(S_FX, 5, '<shininess>')
self.writel(S_FX, 6, '<float>{}</float>'.format(
material.specular_hardness))
self.writel(S_FX, 5, '</shininess>')
self.writel(S_FX, 5, '<reflective>')
self.writel(S_FX, 6, '<color>{}</color>'.format(
numarr_alpha(material.mirror_color)))
self.writel(S_FX, 5, '</reflective>')
if (material.use_transparency):
self.writel(S_FX, 5, '<transparency>')
self.writel(S_FX, 6, '<float>{}</float>'.format(material.alpha))
self.writel(S_FX, 5, '</transparency>')
self.writel(S_FX, 5, '<index_of_refraction>')
self.writel(S_FX, 6, '<float>{}</float>'.format(material.specular_ior))
self.writel(S_FX, 5, '</index_of_refraction>')
self.writel(S_FX, 4, '</{}>'.format(shtype))
self.writel(S_FX, 4, '<extra>')
self.writel(S_FX, 5, '<technique profile="FCOLLADA">')
if (normal_tex):
self.writel(S_FX, 6, '<bump bumptype="NORMALMAP">')
self.writel(
S_FX, 7, '<texture texture="{}" texcoord="CHANNEL1"/>'.format(
normal_tex))
self.writel(S_FX, 6, '</bump>')
self.writel(S_FX, 5, '</technique>')
self.writel(S_FX, 5, '<technique profile="GOOGLEEARTH">')
self.writel(S_FX, 6, "<double_sided>{}</double_sided>".format(
["0", "1"][double_sided_hint]))
self.writel(S_FX, 5, '</technique>')
if (material.use_shadeless):
self.writel(S_FX, 5, '<technique profile="GODOT">')
self.writel(S_FX, 6, '<unshaded>1</unshaded>')
self.writel(S_FX, 5, '</technique>')
self.writel(S_FX, 4, '</extra>')
self.writel(S_FX, 3, '</technique>')
self.writel(S_FX, 2, '</profile_COMMON>')
self.writel(S_FX, 1, '</effect>')
# Also export blender material in all it's glory (if set as active)
# Material
matid = self.new_id("material")
self.writel(S_MATS, 1, '<material id="{}" name="{}">'.format(
matid, material.name))
self.writel(S_MATS, 2, '<instance_effect url="#{}"/>'.format(fxid))
self.writel(S_MATS, 1, '</material>')
self.material_cache[material] = matid
return matid
def export_mesh(self, node, armature=None, skeyindex=-1, skel_source=None,
custom_name=None):
mesh = node.data
if (node.data in self.mesh_cache):
return self.mesh_cache[mesh]
if (skeyindex == -1 and mesh.shape_keys is not None and len(
mesh.shape_keys.key_blocks)):
values = []
morph_targets = []
md = None
for k in range(0, len(mesh.shape_keys.key_blocks)):
shape = node.data.shape_keys.key_blocks[k]
values += [shape.value] # save value
shape.value = 0
mid = self.new_id("morph")
for k in range(0, len(mesh.shape_keys.key_blocks)):
shape = node.data.shape_keys.key_blocks[k]
node.show_only_shape_key = True
node.active_shape_key_index = k
shape.value = 1.0
mesh.update()
"""
oldval = shape.value
shape.value = 1.0
"""
p = node.data
v = node.to_mesh(bpy.context.scene, True, "RENDER")
node.data = v
# self.export_node(node, il, shape.name)
node.data.update()
if (armature and k == 0):
md = self.export_mesh(node, armature, k, mid, shape.name)
else:
md = self.export_mesh(node, None, k, None, shape.name)
node.data = p
node.data.update()
shape.value = 0.0
morph_targets.append(md)
"""
shape.value = oldval
"""
node.show_only_shape_key = False
node.active_shape_key_index = 0
self.writel(S_MORPH, 1, '<controller id="{}" name="">'.format(mid))
# if ("skin_id" in morph_targets[0]):
# self.writel(S_MORPH, 2, '<morph source="#'+morph_targets[0][
# "skin_id"]+'" method="NORMALIZED">')
# else:
self.writel(
S_MORPH, 2, '<morph source="#{}" method="NORMALIZED">'.format(
morph_targets[0]["id"]))
self.writel(
S_MORPH, 3, '<source id="{}-morph-targets">'.format(mid))
self.writel(
S_MORPH, 4,
'<IDREF_array id="{}-morph-targets-array" count="{}">'.format(
mid, len(morph_targets) - 1))
marr = ""
warr = ""
for i in range(len(morph_targets)):
if (i == 0):
continue
elif (i > 1):
marr += " "
if ("skin_id" in morph_targets[i]):
marr += morph_targets[i]["skin_id"]
else:
marr += morph_targets[i]["id"]
warr += " 0"
self.writel(S_MORPH, 5, marr)
self.writel(S_MORPH, 4, '</IDREF_array>')
self.writel(S_MORPH, 4, '<technique_common>')
self.writel(
S_MORPH, 5, '<accessor source="#{}-morph-targets-array" '
'count="{}" stride="1">'.format(mid, len(morph_targets) - 1))
self.writel(
S_MORPH, 6, '<param name="MORPH_TARGET" type="IDREF"/>')
self.writel(S_MORPH, 5, '</accessor>')
self.writel(S_MORPH, 4, '</technique_common>')
self.writel(S_MORPH, 3, '</source>')
self.writel(
S_MORPH, 3, '<source id="{}-morph-weights">'.format(mid))
self.writel(
S_MORPH, 4,
'<float_array id="{}-morph-weights-array" count="{}" >'.format(
mid, len(morph_targets) - 1))
self.writel(S_MORPH, 5, warr)
self.writel(S_MORPH, 4, '</float_array>')
self.writel(S_MORPH, 4, '<technique_common>')
self.writel(
S_MORPH, 5,
'<accessor source="#{}-morph-weights-array" '
'count="{}" stride="1">'.format(mid, len(morph_targets) - 1))
self.writel(
S_MORPH, 6, '<param name="MORPH_WEIGHT" type="float"/>')
self.writel(S_MORPH, 5, '</accessor>')
self.writel(S_MORPH, 4, '</technique_common>')
self.writel(S_MORPH, 3, '</source>')
self.writel(S_MORPH, 3, '<targets>')
self.writel(
S_MORPH, 4, '<input semantic="MORPH_TARGET" '
'source="#{}-morph-targets"/>'.format(mid))
self.writel(
S_MORPH, 4, '<input semantic="MORPH_WEIGHT" '
'source="#{}-morph-weights"/>'.format(mid))
self.writel(S_MORPH, 3, '</targets>')
self.writel(S_MORPH, 2, '</morph>')
self.writel(S_MORPH, 1, '</controller>')
if armature is not None:
self.armature_for_morph[node] = armature
meshdata = {}
if (armature):
meshdata = morph_targets[0]
meshdata["morph_id"] = mid
else:
meshdata["id"] = morph_targets[0]["id"]
meshdata["morph_id"] = mid
meshdata["material_assign"] = morph_targets[
0]["material_assign"]
self.mesh_cache[node.data] = meshdata
return meshdata
apply_modifiers = len(node.modifiers) and self.config[
"use_mesh_modifiers"]
name_to_use = mesh.name
# print("name to use: "+mesh.name)
if (custom_name is not None and custom_name != ""):
name_to_use = custom_name
mesh = node.to_mesh(self.scene, apply_modifiers,
"RENDER") # is this allright?
triangulate = self.config["use_triangles"]
if (triangulate):
bm = bmesh.new()
bm.from_mesh(mesh)
bmesh.ops.triangulate(bm, faces=bm.faces)
bm.to_mesh(mesh)
bm.free()
mesh.update(calc_tessface=True)
vertices = []
vertex_map = {}
surface_indices = {}
materials = {}
materials = {}
si = None
if armature is not None:
si = self.skeleton_info[armature]
has_uv = False
has_uv2 = False
has_weights = armature is not None
has_tangents = self.config["use_tangent_arrays"] # could detect..
has_colors = len(mesh.vertex_colors)
mat_assign = []
uv_layer_count = len(mesh.uv_textures)
if has_tangents and len(mesh.uv_textures):
try:
mesh.calc_tangents()
except:
self.operator.report(
{"WARNING"},
"CalcTangets failed for mesh \"{}\", no tangets will be "
"exported.".format(mesh.name))
# uv_layer_count=0
mesh.calc_normals_split()
has_tangents = False
else:
mesh.calc_normals_split()
has_tangents = False
for fi in range(len(mesh.polygons)):
f = mesh.polygons[fi]
if not (f.material_index in surface_indices):
surface_indices[f.material_index] = []
# print("Type: " + str(type(f.material_index)))
# print("IDX: " + str(f.material_index) + "/" + str(
# len(mesh.materials)))
try:
# Bizarre blender behavior i don't understand,
# so catching exception
mat = mesh.materials[f.material_index]
except:
mat = None
if (mat is not None):
materials[f.material_index] = self.export_material(
mat, mesh.show_double_sided)
else:
# weird, has no material?
materials[f.material_index] = None
indices = surface_indices[f.material_index]
vi = []
# Vertices always 3
"""
if (len(f.vertices)==3):
vi.append(0)
vi.append(1)
vi.append(2)
elif (len(f.vertices)==4):
#todo, should use shortest path
vi.append(0)
vi.append(1)
vi.append(2)
vi.append(0)
vi.append(2)
vi.append(3)
"""
for lt in range(f.loop_total):
loop_index = f.loop_start + lt
ml = mesh.loops[loop_index]
mv = mesh.vertices[ml.vertex_index]
v = self.Vertex()
v.vertex = Vector(mv.co)
for xt in mesh.uv_layers:
v.uv.append(Vector(xt.data[loop_index].uv))
if (has_colors):
v.color = Vector(
mesh.vertex_colors[0].data[loop_index].color)
v.normal = Vector(ml.normal)
if (has_tangents):
v.tangent = Vector(ml.tangent)
v.bitangent = Vector(ml.bitangent)
# if (armature):
# v.vertex = node.matrix_world * v.vertex
# v.color=Vertex(mv. ???
if armature is not None:
wsum = 0.0
zero_bones = []
for vg in mv.groups:
if vg.group >= len(node.vertex_groups):
continue
name = node.vertex_groups[vg.group].name
if (name in si["bone_index"]):
# could still put the weight as 0.0001 maybe
# blender has a lot of zero weight stuff
if (vg.weight > 0.001):
v.bones.append(si["bone_index"][name])
v.weights.append(vg.weight)
wsum += vg.weight
if (wsum == 0.0):
if not self.wrongvtx_report:
self.operator.report(
{"WARNING"},
"Mesh for object \"{}\" has unassigned "
"weights. This may look wrong in exported "
"model.".format(node.name))
self.wrongvtx_report = True
# blender can have bones assigned that weight zero
# so they remain local
# this is the best it can be done?
v.bones.append(0)
v.weights.append(1)
tup = v.get_tup()
idx = 0
# do not optmize if using shapekeys
if (skeyindex == -1 and tup in vertex_map):
idx = vertex_map[tup]
else:
idx = len(vertices)
vertices.append(v)
vertex_map[tup] = idx
vi.append(idx)
if (len(vi) > 2):
# only triangles and above
indices.append(vi)
meshid = self.new_id("mesh")
self.writel(
S_GEOM, 1, '<geometry id="{}" name="{}">'.format(
meshid, name_to_use))
self.writel(S_GEOM, 2, '<mesh>')
# Vertex Array
self.writel(S_GEOM, 3, '<source id="{}-positions">'.format(meshid))
float_values = ""
for v in vertices:
float_values += " {} {} {}".format(
v.vertex.x, v.vertex.y, v.vertex.z)
self.writel(
S_GEOM, 4, '<float_array id="{}-positions-array" '
'count="{}">{}</float_array>'.format(
meshid, len(vertices) * 3, float_values))
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(
S_GEOM, 4, '<accessor source="#{}-positions-array" '
'count="{}" stride="3">'.format(meshid, len(vertices)))
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 4, '</technique_common>')
self.writel(S_GEOM, 3, '</source>')
# Normal Array
self.writel(S_GEOM, 3, '<source id="{}-normals">'.format(meshid))
float_values = ""
for v in vertices:
float_values += " {} {} {}".format(
v.normal.x, v.normal.y, v.normal.z)
self.writel(
S_GEOM, 4, '<float_array id="{}-normals-array" '
'count="{}">{}</float_array>'.format(
meshid, len(vertices) * 3, float_values))
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(
S_GEOM, 4, '<accessor source="#{}-normals-array" count="{}" '
'stride="3">'.format(meshid, len(vertices)))
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 4, '</technique_common>')
self.writel(S_GEOM, 3, '</source>')
if (has_tangents):
self.writel(S_GEOM, 3, '<source id="{}-tangents">'.format(meshid))
float_values = ""
for v in vertices:
float_values += " {} {} {}".format(
v.tangent.x, v.tangent.y, v.tangent.z)
self.writel(
S_GEOM, 4, '<float_array id="{}-tangents-array" '
'count="{}">{}</float_array>'.format(
meshid, len(vertices) * 3, float_values))
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(
S_GEOM, 4, '<accessor source="#{}-tangents-array" '
'count="{}" stride="3">'.format(meshid, len(vertices)))
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 4, '</technique_common>')
self.writel(S_GEOM, 3, '</source>')
self.writel(S_GEOM, 3, '<source id="{}-bitangents">'.format(
meshid))
float_values = ""
for v in vertices:
float_values += " {} {} {}".format(
v.bitangent.x, v.bitangent.y, v.bitangent.z)
self.writel(
S_GEOM, 4, '<float_array id="{}-bitangents-array" '
'count="{}">{}</float_array>'.format(
meshid, len(vertices) * 3, float_values))
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(
S_GEOM, 4, '<accessor source="#{}-bitangents-array" '
'count="{}" stride="3">'.format(meshid, len(vertices)))
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 4, '</technique_common>')
self.writel(S_GEOM, 3, '</source>')
# UV Arrays
for uvi in range(uv_layer_count):
self.writel(S_GEOM, 3, '<source id="{}-texcoord-{}">'.format(
meshid, uvi))
float_values = ""
for v in vertices:
try:
float_values += " {} {}".format(v.uv[uvi].x, v.uv[uvi].y)
except:
# I don't understand this weird multi-uv-layer API, but
# with this it seems to works
float_values += " 0 0 "
self.writel(
S_GEOM, 4, '<float_array id="{}-texcoord-{}-array" '
'count="{}">{}</float_array>'.format(
meshid, uvi, len(vertices) * 2, float_values))
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(
S_GEOM, 4, '<accessor source="#{}-texcoord-{}-array" '
'count="{}" stride="2">'.format(meshid, uvi, len(vertices)))
self.writel(S_GEOM, 5, '<param name="S" type="float"/>')
self.writel(S_GEOM, 5, '<param name="T" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 4, '</technique_common>')
self.writel(S_GEOM, 3, '</source>')
# Color Arrays
if (has_colors):
self.writel(S_GEOM, 3, '<source id="{}-colors">'.format(meshid))
float_values = ""
for v in vertices:
float_values += " {} {} {}".format(
v.color.x, v.color.y, v.color.z)
self.writel(
S_GEOM, 4, '<float_array id="{}-colors-array" '
'count="{}">{}</float_array>'.format(
meshid, len(vertices) * 3, float_values))
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(
S_GEOM, 4, '<accessor source="#{}-colors-array" '
'count="{}" stride="3">'.format(meshid, len(vertices)))
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 4, '</technique_common>')
self.writel(S_GEOM, 3, '</source>')
# Triangle Lists
self.writel(S_GEOM, 3, '<vertices id="{}-vertices">'.format(meshid))
self.writel(
S_GEOM, 4,
'<input semantic="POSITION" source="#{}-positions"/>'.format(
meshid))
self.writel(S_GEOM, 3, '</vertices>')
prim_type = ""
if (triangulate):
prim_type = "triangles"
else:
prim_type = "polygons"
for m in surface_indices:
indices = surface_indices[m]
mat = materials[m]
if (mat is not None):
matref = self.new_id("trimat")
self.writel(S_GEOM, 3, '<{} count="{}" material="{}">'.format(
prim_type, int(len(indices)), matref)) # todo material
mat_assign.append((mat, matref))
else:
self.writel(S_GEOM, 3, '<{} count="{}">'.format(
prim_type, int(len(indices)))) # todo material
self.writel(
S_GEOM, 4, '<input semantic="VERTEX" '
'source="#{}-vertices" offset="0"/>'.format(meshid))
self.writel(
S_GEOM, 4, '<input semantic="NORMAL" '
'source="#{}-normals" offset="0"/>'.format(meshid))
for uvi in range(uv_layer_count):
self.writel(
S_GEOM, 4,
'<input semantic="TEXCOORD" source="#{}-texcoord-{}" '
'offset="0" set="{}"/>'.format(meshid, uvi, uvi))
if (has_colors):
self.writel(
S_GEOM, 4, '<input semantic="COLOR" '
'source="#{}-colors" offset="0"/>'.format(meshid))
if (has_tangents):
self.writel(
S_GEOM, 4, '<input semantic="TEXTANGENT" '
'source="#{}-tangents" offset="0"/>'.format(meshid))
self.writel(
S_GEOM, 4, '<input semantic="TEXBINORMAL" '
'source="#{}-bitangents" offset="0"/>'.format(meshid))
if (triangulate):
int_values = "<p>"
for p in indices:
for i in p:
int_values += " {}".format(i)
int_values += " </p>"
self.writel(S_GEOM, 4, int_values)
else:
for p in indices:
int_values = "<p>"
for i in p:
int_values += " {}".format(i)
int_values += " </p>"
self.writel(S_GEOM, 4, int_values)
self.writel(S_GEOM, 3, '</{}>'.format(prim_type))
self.writel(S_GEOM, 2, '</mesh>')
self.writel(S_GEOM, 1, '</geometry>')
meshdata = {}
meshdata["id"] = meshid
meshdata["material_assign"] = mat_assign
if (skeyindex == -1):
self.mesh_cache[node.data] = meshdata
# Export armature data (if armature exists)
if (armature is not None and (
skel_source is not None or skeyindex == -1)):
contid = self.new_id("controller")
self.writel(S_SKIN, 1, '<controller id="{}">'.format(contid))
if (skel_source is not None):
self.writel(S_SKIN, 2, '<skin source="#{}">'.format(
skel_source))
else:
self.writel(S_SKIN, 2, '<skin source="#{}">'.format(meshid))
self.writel(
S_SKIN, 3, '<bind_shape_matrix>{}</bind_shape_matrix>'.format(
strmtx(node.matrix_world)))
# Joint Names
self.writel(S_SKIN, 3, '<source id="{}-joints">'.format(contid))
name_values = ""
for v in si["bone_names"]:
name_values += " {}".format(v)
self.writel(
S_SKIN, 4, '<Name_array id="{}-joints-array" '
'count="{}">{}</Name_array>'.format(
contid, len(si["bone_names"]), name_values))
self.writel(S_SKIN, 4, '<technique_common>')
self.writel(
S_SKIN, 4, '<accessor source="#{}-joints-array" '
'count="{}" stride="1">'.format(contid, len(si["bone_names"])))
self.writel(S_SKIN, 5, '<param name="JOINT" type="Name"/>')
self.writel(S_SKIN, 4, '</accessor>')
self.writel(S_SKIN, 4, '</technique_common>')
self.writel(S_SKIN, 3, '</source>')
# Pose Matrices!
self.writel(S_SKIN, 3, '<source id="{}-bind_poses">'.format(
contid))
pose_values = ""
for v in si["bone_bind_poses"]:
pose_values += " {}".format(strmtx(v))
self.writel(
S_SKIN, 4, '<float_array id="{}-bind_poses-array" '
'count="{}">{}</float_array>'.format(
contid, len(si["bone_bind_poses"]) * 16, pose_values))
self.writel(S_SKIN, 4, '<technique_common>')
self.writel(
S_SKIN, 4, '<accessor source="#{}-bind_poses-array" '
'count="{}" stride="16">'.format(
contid, len(si["bone_bind_poses"])))
self.writel(S_SKIN, 5, '<param name="TRANSFORM" type="float4x4"/>')
self.writel(S_SKIN, 4, '</accessor>')
self.writel(S_SKIN, 4, '</technique_common>')
self.writel(S_SKIN, 3, '</source>')
# Skin Weights!
self.writel(S_SKIN, 3, '<source id="{}-skin_weights">'.format(
contid))
skin_weights = ""
skin_weights_total = 0
for v in vertices:
skin_weights_total += len(v.weights)
for w in v.weights:
skin_weights += " {}".format(w)
self.writel(
S_SKIN, 4, '<float_array id="{}-skin_weights-array" '
'count="{}">{}</float_array>'.format(
contid, skin_weights_total, skin_weights))
self.writel(S_SKIN, 4, '<technique_common>')
self.writel(
S_SKIN, 4, '<accessor source="#{}-skin_weights-array" '
'count="{}" stride="1">'.format(contid, skin_weights_total))
self.writel(S_SKIN, 5, '<param name="WEIGHT" type="float"/>')
self.writel(S_SKIN, 4, '</accessor>')
self.writel(S_SKIN, 4, '</technique_common>')
self.writel(S_SKIN, 3, '</source>')
self.writel(S_SKIN, 3, '<joints>')
self.writel(
S_SKIN, 4,
'<input semantic="JOINT" source="#{}-joints"/>'.format(contid))
self.writel(
S_SKIN, 4, '<input semantic="INV_BIND_MATRIX" '
'source="#{}-bind_poses"/>'.format(contid))
self.writel(S_SKIN, 3, '</joints>')
self.writel(
S_SKIN, 3, '<vertex_weights count="{}">'.format(len(vertices)))
self.writel(
S_SKIN, 4, '<input semantic="JOINT" '
'source="#{}-joints" offset="0"/>'.format(contid))
self.writel(
S_SKIN, 4, '<input semantic="WEIGHT" '
'source="#{}-skin_weights" offset="1"/>'.format(contid))
vcounts = ""
vs = ""
vcount = 0
for v in vertices:
vcounts += " {}".format(len(v.weights))
for b in v.bones:
vs += " {} {}".format(b, vcount)
vcount += 1
self.writel(S_SKIN, 4, '<vcount>{}</vcount>'.format(vcounts))
self.writel(S_SKIN, 4, '<v>{}</v>'.format(vs))
self.writel(S_SKIN, 3, '</vertex_weights>')
self.writel(S_SKIN, 2, '</skin>')
self.writel(S_SKIN, 1, '</controller>')
meshdata["skin_id"] = contid
return meshdata
def export_mesh_node(self, node, il):
if (node.data is None):
return
armature = None
armcount = 0
for n in node.modifiers:
if (n.type == "ARMATURE"):
armcount += 1
if (node.parent is not None):
if (node.parent.type == "ARMATURE"):
armature = node.parent
if (armcount > 1):
self.operator.report(
{"WARNING"}, "Object \"{}\" refers "
"to more than one armature! "
"This is unsupported.".format(node.name))
if (armcount == 0):
self.operator.report(
{"WARNING"}, "Object \"{}\" is child "
"of an armature, but has no armature modifier.".format(
node.name))
if (armcount > 0 and not armature):
self.operator.report(
{"WARNING"},
"Object \"{}\" has armature modifier, but is not a child of "
"an armature. This is unsupported.".format(node.name))
if (node.data.shape_keys is not None):
sk = node.data.shape_keys
if (sk.animation_data):
# print("HAS ANIM")
# print("DRIVERS: "+str(len(sk.animation_data.drivers)))
for d in sk.animation_data.drivers:
if (d.driver):
for v in d.driver.variables:
for t in v.targets:
if (t.id is not None and
t.id.name in self.scene.objects):
# print("LINKING " + str(node) + " WITH " +
# str(t.id.name))
self.armature_for_morph[
node] = self.scene.objects[t.id.name]
meshdata = self.export_mesh(node, armature)
close_controller = False
if ("skin_id" in meshdata):
close_controller = True
self.writel(S_NODES, il, '<instance_controller url="#{}">'.format(
meshdata["skin_id"]))
for sn in self.skeleton_info[armature]["skeleton_nodes"]:
self.writel(S_NODES, il + 1, '<skeleton>#{}</skeleton>'.format(
sn))
elif ("morph_id" in meshdata):
self.writel(S_NODES, il, '<instance_controller url="#{}">'.format(
meshdata["morph_id"]))
close_controller = True
elif (armature is None):
self.writel(S_NODES, il, '<instance_geometry url="#{}">'.format(
meshdata["id"]))
if (len(meshdata["material_assign"]) > 0):
self.writel(S_NODES, il + 1, '<bind_material>')
self.writel(S_NODES, il + 2, '<technique_common>')
for m in meshdata["material_assign"]:
self.writel(
S_NODES, il + 3,
'<instance_material symbol="{}" target="#{}"/>'.format(
m[1], m[0]))
self.writel(S_NODES, il + 2, '</technique_common>')
self.writel(S_NODES, il + 1, '</bind_material>')
if (close_controller):
self.writel(S_NODES, il, '</instance_controller>')
else:
self.writel(S_NODES, il, '</instance_geometry>')
def export_armature_bone(self, bone, il, si):
is_ctrl_bone = (
bone.name.startswith("ctrl") and
self.config["use_exclude_ctrl_bones"])
if (bone.parent is None and is_ctrl_bone is True):
self.operator.report(
{'WARNING'}, "Root bone cannot be a control bone.")
is_ctrl_bone = False
if (is_ctrl_bone is False):
boneid = self.new_id("bone")
boneidx = si["bone_count"]
si["bone_count"] += 1
bonesid = + "{}-{}".format(si["id"], boneidx)
if (bone.name in self.used_bones):
if (self.config["use_anim_action_all"]):
self.operator.report(
{'WARNING'}, 'Bone name "{}" used in more than one '
'skeleton. Actions might export wrong.'.format(
bone.name))
else:
self.used_bones.append(bone.name)
si["bone_index"][bone.name] = boneidx
si["bone_ids"][bone] = boneid
si["bone_names"].append(bonesid)
self.writel(
S_NODES, il, "<node id=\"{}\" sid=\"{}\" name=\"{}\" "
"type=\"JOINT\">".format(boneid, bonesid, bone.name))
if (is_ctrl_bone is False):
il += 1
xform = bone.matrix_local
if (is_ctrl_bone is False):
si["bone_bind_poses"].append(
(si["armature_xform"] * xform).inverted_safe())
if (bone.parent is not None):
xform = bone.parent.matrix_local.inverted_safe() * xform
else:
si["skeleton_nodes"].append(boneid)
if (is_ctrl_bone is False):
self.writel(
S_NODES, il, "<matrix sid=\"transform\">{}</matrix>".format(
strmtx(xform)))
for c in bone.children:
self.export_armature_bone(c, il, si)
if (is_ctrl_bone is False):
il -= 1
self.writel(S_NODES, il, '</node>')
def export_armature_node(self, node, il):
if (node.data is None):
return
self.skeletons.append(node)
armature = node.data
self.skeleton_info[node] = {
"bone_count": 0,
"id": self.new_id("skelbones"),
"name": node.name,
"bone_index": {},
"bone_ids": {},
"bone_names": [],
"bone_bind_poses": [],
"skeleton_nodes": [],
"armature_xform": node.matrix_world
}
for b in armature.bones:
if (b.parent is not None):
continue
self.export_armature_bone(b, il, self.skeleton_info[node])
if (node.pose):
for b in node.pose.bones:
for x in b.constraints:
if (x.type == "ACTION"):
self.action_constraints.append(x.action)
def export_camera_node(self, node, il):
if (node.data is None):
return
camera = node.data
camid = self.new_id("camera")
self.writel(S_CAMS, 1, '<camera id="{}" name="{}">'.format(
camid, camera.name))
self.writel(S_CAMS, 2, '<optics>')
self.writel(S_CAMS, 3, '<technique_common>')
if (camera.type == "PERSP"):
self.writel(S_CAMS, 4, '<perspective>')
self.writel(S_CAMS, 5, '<yfov> {} </yfov>'.format(
math.degrees(camera.angle))) # I think?
self.writel(S_CAMS, 5, '<aspect_ratio> {} </aspect_ratio>'.format(
self.scene.render.resolution_x /
self.scene.render.resolution_y))
self.writel(S_CAMS, 5, '<znear> {} </znear>'.format(
camera.clip_start))
self.writel(S_CAMS, 5, '<zfar> {} </zfar>'.format(camera.clip_end))
self.writel(S_CAMS, 4, '</perspective>')
else:
self.writel(S_CAMS, 4, '<orthographic>')
self.writel(S_CAMS, 5, '<xmag> {} </xmag>'.format(
camera.ortho_scale * 0.5)) # I think?
self.writel(S_CAMS, 5, '<aspect_ratio> {} </aspect_ratio>'.format(
self.scene.render.resolution_x /
self.scene.render.resolution_y))
self.writel(S_CAMS, 5, '<znear> {} </znear>'.format(
camera.clip_start))
self.writel(S_CAMS, 5, '<zfar> {} </zfar>'.format(camera.clip_end))
self.writel(S_CAMS, 4, '</orthographic>')
self.writel(S_CAMS, 3, '</technique_common>')
self.writel(S_CAMS, 2, '</optics>')
self.writel(S_CAMS, 1, '</camera>')
self.writel(S_NODES, il, '<instance_camera url="#{}"/>'.format(camid))
def export_lamp_node(self, node, il):
if (node.data is None):
return
light = node.data
lightid = self.new_id("light")
self.writel(S_LAMPS, 1, '<light id="{}" name="{}">'.format(
lightid, light.name))
# self.writel(S_LAMPS, 2, '<optics>')
self.writel(S_LAMPS, 3, '<technique_common>')
if (light.type == "POINT"):
self.writel(S_LAMPS, 4, '<point>')
self.writel(S_LAMPS, 5, '<color>{}</color>'.format(
strarr(light.color)))
# convert to linear attenuation
att_by_distance = 2.0 / light.distance
self.writel(
S_LAMPS, 5,
'<linear_attenuation>{}</linear_attenuation>'.format(
att_by_distance))
if (light.use_sphere):
self.writel(S_LAMPS, 5, '<zfar>{}</zfar>'.format(
light.distance))
self.writel(S_LAMPS, 4, '</point>')
elif (light.type == "SPOT"):
self.writel(S_LAMPS, 4, '<spot>')
self.writel(S_LAMPS, 5, '<color>{}</color>'.format(
strarr(light.color)))
# convert to linear attenuation
att_by_distance = 2.0 / light.distance
self.writel(
S_LAMPS, 5,
'<linear_attenuation>{}</linear_attenuation>'.format(
att_by_distance))
self.writel(
S_LAMPS, 5, '<falloff_angle>{}</falloff_angle>'.format(
math.degrees(light.spot_size / 2)))
self.writel(S_LAMPS, 4, '</spot>')
else: # write a sun lamp for everything else (not supported)
self.writel(S_LAMPS, 4, '<directional>')
self.writel(S_LAMPS, 5, '<color>{}</color>'.format(
strarr(light.color)))
self.writel(S_LAMPS, 4, '</directional>')
self.writel(S_LAMPS, 3, '</technique_common>')
# self.writel(S_LAMPS, 2, '</optics>')
self.writel(S_LAMPS, 1, '</light>')
self.writel(S_NODES, il, '<instance_light url="#{}"/>'.format(lightid))
def export_empty_node(self, node, il):
self.writel(S_NODES, 4, '<extra>')
self.writel(S_NODES, 5, '<technique profile="GODOT">')
self.writel(
S_NODES, 6,
'<empty_draw_type>{}</empty_draw_type>'.format(
node.empty_draw_type))
self.writel(S_NODES, 5, '</technique>')
self.writel(S_NODES, 4, '</extra>')
def export_curve(self, curve):
splineid = self.new_id("spline")
self.writel(
S_GEOM, 1, '<geometry id="{}" name="{}">'.format(
splineid, curve.name))
self.writel(S_GEOM, 2, '<spline closed="0">')
points = []
interps = []
handles_in = []
handles_out = []
tilts = []
for cs in curve.splines:
if (cs.type == "BEZIER"):
for s in cs.bezier_points:
points.append(s.co[0])
points.append(s.co[1])
points.append(s.co[2])
handles_in.append(s.handle_left[0])
handles_in.append(s.handle_left[1])
handles_in.append(s.handle_left[2])
handles_out.append(s.handle_right[0])
handles_out.append(s.handle_right[1])
handles_out.append(s.handle_right[2])
tilts.append(s.tilt)
interps.append("BEZIER")
else:
for s in cs.points:
points.append(s.co[0])
points.append(s.co[1])
points.append(s.co[2])
handles_in.append(s.co[0])
handles_in.append(s.co[1])
handles_in.append(s.co[2])
handles_out.append(s.co[0])
handles_out.append(s.co[1])
handles_out.append(s.co[2])
tilts.append(s.tilt)
interps.append("LINEAR")
self.writel(S_GEOM, 3, '<source id="{}-positions">'.format(splineid))
position_values = ""
for x in points:
position_values += " {}".format(x)
self.writel(
S_GEOM, 4, '<float_array id="{}-positions-array" '
'count="{}">{}</float_array>'.format(
splineid, len(points), position_values))
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(
S_GEOM, 4, '<accessor source="#{}-positions-array" '
'count="{}" stride="3">'.format(splineid, len(points) / 3))
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 3, '</source>')
self.writel(S_GEOM, 3, '<source id="{}-intangents">'.format(splineid))
intangent_values = ""
for x in handles_in:
intangent_values += " {}".format(x)
self.writel(
S_GEOM, 4, '<float_array id="{}-intangents-array" '
'count="{}">{}</float_array>'.format(
splineid, len(points), intangent_values))
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(
S_GEOM, 4, '<accessor source="#{}-intangents-array" '
'count="{}" stride="3">'.format(splineid, len(points) / 3))
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 3, '</source>')
self.writel(S_GEOM, 3, '<source id="{}-outtangents">'.format(splineid))
outtangent_values = ""
for x in handles_out:
outtangent_values += " {}".format(x)
self.writel(
S_GEOM, 4, '<float_array id="{}-outtangents-array" '
'count="{}">{}</float_array>'.format(
splineid, len(points), outtangent_values))
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(
S_GEOM, 4, '<accessor source="#{}-outtangents-array" '
'count="{}" stride="3">'.format(splineid, len(points) / 3))
self.writel(S_GEOM, 5, '<param name="X" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Y" type="float"/>')
self.writel(S_GEOM, 5, '<param name="Z" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 3, '</source>')
self.writel(
S_GEOM, 3, '<source id="{}-interpolations">'.format(splineid))
interpolation_values = ""
for x in interps:
interpolation_values += " {}".format(x)
self.writel(
S_GEOM, 4, '<Name_array id="{}-interpolations-array" '
'count="{}">{}</Name_array>'
.format(splineid, len(interps), interpolation_values))
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(
S_GEOM, 4, '<accessor source="#{}-interpolations-array" '
'count="{}" stride="1">'.format(splineid, len(interps)))
self.writel(S_GEOM, 5, '<param name="INTERPOLATION" type="name"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 3, '</source>')
self.writel(S_GEOM, 3, '<source id="{}-tilts">'.format(splineid))
tilt_values = ""
for x in tilts:
tilt_values += " {}".format(x)
self.writel(
S_GEOM, 4,
'<float_array id="{}-tilts-array" count="{}">{}</float_array>'
.format(splineid, len(tilts), tilt_values))
self.writel(S_GEOM, 4, '<technique_common>')
self.writel(
S_GEOM, 4, '<accessor source="#{}-tilts-array" '
'count="{}" stride="1">'.format(splineid, len(tilts)))
self.writel(S_GEOM, 5, '<param name="TILT" type="float"/>')
self.writel(S_GEOM, 4, '</accessor>')
self.writel(S_GEOM, 3, '</source>')
self.writel(S_GEOM, 3, '<control_vertices>')
self.writel(
S_GEOM, 4,
'<input semantic="POSITION" source="#{}-positions"/>'
.format(splineid))
self.writel(
S_GEOM, 4,
'<input semantic="IN_TANGENT" source="#{}-intangents"/>'
.format(splineid))
self.writel(
S_GEOM, 4, '<input semantic="OUT_TANGENT" '
'source="#{}-outtangents"/>'.format(splineid))
self.writel(
S_GEOM, 4, '<input semantic="INTERPOLATION" '
'source="#{}-interpolations"/>'.format(splineid))
self.writel(
S_GEOM, 4, '<input semantic="TILT" source="#{}-tilts"/>'
.format(splineid))
self.writel(S_GEOM, 3, '</control_vertices>')
self.writel(S_GEOM, 2, '</spline>')
self.writel(S_GEOM, 1, '</geometry>')
return splineid
def export_curve_node(self, node, il):
if (node.data is None):
return
curveid = self.export_curve(node.data)
self.writel(S_NODES, il, '<instance_geometry url="#{}">'.format(
curveid))
self.writel(S_NODES, il, '</instance_geometry>')
def export_node(self, node, il):
if (node not in self.valid_nodes):
return
prev_node = bpy.context.scene.objects.active
bpy.context.scene.objects.active = node
self.writel(S_NODES, il, '<node id="{}" name="{}" type="NODE">'.format(
self.validate_id(node.name), node.name))
il += 1
self.writel(S_NODES, il, '<matrix sid="transform">{}</matrix>'.format(
strmtx(node.matrix_local)))
# print("NODE TYPE: "+node.type+" NAME: "+node.name)
if (node.type == "MESH"):
self.export_mesh_node(node, il)
elif (node.type == "CURVE"):
self.export_curve_node(node, il)
elif (node.type == "ARMATURE"):
self.export_armature_node(node, il)
elif (node.type == "CAMERA"):
self.export_camera_node(node, il)
elif (node.type == "LAMP"):
self.export_lamp_node(node, il)
elif (node.type == "EMPTY"):
self.export_empty_node(node, il)
for x in node.children:
self.export_node(x, il)
il -= 1
self.writel(S_NODES, il, '</node>')
# make previous node active again
bpy.context.scene.objects.active = prev_node
def is_node_valid(self, node):
if (node.type not in self.config["object_types"]):
return False
if (self.config["use_active_layers"]):
valid = False
# print("NAME: "+node.name)
for i in range(20):
if (node.layers[i] and self.scene.layers[i]):
valid = True
break
if (not valid):
return False
if (self.config["use_export_selected"] and not node.select):
return False
return True
def export_scene(self):
self.writel(S_NODES, 0, '<library_visual_scenes>')
self.writel(S_NODES, 1, '<visual_scene id="{}" name="scene">'.format(
self.scene_name))
# validate nodes
for obj in self.scene.objects:
if (obj in self.valid_nodes):
continue
if (self.is_node_valid(obj)):
n = obj
while (n is not None):
if (n not in self.valid_nodes):
self.valid_nodes.append(n)
n = n.parent
for obj in self.scene.objects:
if (obj in self.valid_nodes and obj.parent is None):
self.export_node(obj, 2)
self.writel(S_NODES, 1, '</visual_scene>')
self.writel(S_NODES, 0, '</library_visual_scenes>')
def export_asset(self):
self.writel(S_ASSET, 0, '<asset>')
# Why is this time stuff mandatory?, no one could care less...
self.writel(S_ASSET, 1, '<contributor>')
# Who made Collada, the FBI ?
self.writel(S_ASSET, 2, '<author> Anonymous </author>')
# Who made Collada, the FBI ?
self.writel(
S_ASSET, 2, '<authoring_tool> Collada Exporter for Blender 2.6+, '
'by Juan Linietsky (juan@codenix.com) </authoring_tool>')
self.writel(S_ASSET, 1, '</contributor>')
self.writel(S_ASSET, 1, '<created>{}</created>'.format(
time.strftime("%Y-%m-%dT%H:%M:%SZ ")))
self.writel(S_ASSET, 1, '<modified>{}</modified>'.format(
time.strftime("%Y-%m-%dT%H:%M:%SZ")))
self.writel(S_ASSET, 1, '<unit meter="1.0" name="meter"/>')
self.writel(S_ASSET, 1, '<up_axis>Z_UP</up_axis>')
self.writel(S_ASSET, 0, '</asset>')
def export_animation_transform_channel(self, target, keys, matrices=True):
frame_total = len(keys)
anim_id = self.new_id("anim")
self.writel(S_ANIM, 1, '<animation id="{}">'.format(anim_id))
source_frames = ""
source_transforms = ""
source_interps = ""
for k in keys:
source_frames += " {}".format(k[0])
if (matrices):
source_transforms += " {}".format(strmtx(k[1]))
else:
source_transforms += " {}".format(k[1])
source_interps += " LINEAR"
# Time Source
self.writel(S_ANIM, 2, '<source id="{}-input">'.format(anim_id))
self.writel(
S_ANIM, 3, '<float_array id="{}-input-array" '
'count="{}">{}</float_array>'.format(
anim_id, frame_total, source_frames))
self.writel(S_ANIM, 3, '<technique_common>')
self.writel(
S_ANIM, 4, '<accessor source="#{}-input-array" '
'count="{}" stride="1">'.format(anim_id, frame_total))
self.writel(S_ANIM, 5, '<param name="TIME" type="float"/>')
self.writel(S_ANIM, 4, '</accessor>')
self.writel(S_ANIM, 3, '</technique_common>')
self.writel(S_ANIM, 2, '</source>')
if (matrices):
# Transform Source
self.writel(
S_ANIM, 2, '<source id="{}-transform-output">'.format(anim_id))
self.writel(
S_ANIM, 3, '<float_array id="{}-transform-output-array" '
'count="{}">{}</float_array>'.format(
anim_id, frame_total * 16, source_transforms))
self.writel(S_ANIM, 3, '<technique_common>')
self.writel(
S_ANIM, 4,
'<accessor source="#{}-transform-output-array" count="{}" '
'stride="16">'.format(anim_id, frame_total))
self.writel(S_ANIM, 5, '<param name="TRANSFORM" type="float4x4"/>')
self.writel(S_ANIM, 4, '</accessor>')
self.writel(S_ANIM, 3, '</technique_common>')
self.writel(S_ANIM, 2, '</source>')
else:
# Value Source
self.writel(
S_ANIM, 2,
'<source id="{}-transform-output">'.format(anim_id))
self.writel(
S_ANIM, 3, '<float_array id="{}-transform-output-array" '
'count="{}">{}</float_array>'.format(
anim_id, frame_total, source_transforms))
self.writel(S_ANIM, 3, '<technique_common>')
self.writel(
S_ANIM, 4, '<accessor source="#{}-transform-output-array" '
'count="{}" stride="1">'.format(anim_id, frame_total))
self.writel(S_ANIM, 5, '<param name="X" type="float"/>')
self.writel(S_ANIM, 4, '</accessor>')
self.writel(S_ANIM, 3, '</technique_common>')
self.writel(S_ANIM, 2, '</source>')
# Interpolation Source
self.writel(
S_ANIM, 2, '<source id="{}-interpolation-output">'.format(anim_id))
self.writel(
S_ANIM, 3, '<Name_array id="{}-interpolation-output-array" '
'count="{}">{}</Name_array>'.format(
anim_id, frame_total, source_interps))
self.writel(S_ANIM, 3, '<technique_common>')
self.writel(
S_ANIM, 4, '<accessor source="#{}-interpolation-output-array" '
'count="{}" stride="1">'.format(anim_id, frame_total))
self.writel(S_ANIM, 5, '<param name="INTERPOLATION" type="Name"/>')
self.writel(S_ANIM, 4, '</accessor>')
self.writel(S_ANIM, 3, '</technique_common>')
self.writel(S_ANIM, 2, '</source>')
self.writel(S_ANIM, 2, '<sampler id="{}-sampler">'.format(anim_id))
self.writel(
S_ANIM, 3,
'<input semantic="INPUT" source="#{}-input"/>'.format(anim_id))
self.writel(
S_ANIM, 3, '<input semantic="OUTPUT" '
'source="#{}-transform-output"/>'.format(anim_id))
self.writel(
S_ANIM, 3, '<input semantic="INTERPOLATION" '
'source="#{}-interpolation-output"/>'.format(anim_id))
self.writel(S_ANIM, 2, '</sampler>')
if (matrices):
self.writel(
S_ANIM, 2, '<channel source="#{}-sampler" '
'target="{}/transform"/>'.format(anim_id, target))
else:
self.writel(
S_ANIM, 2, '<channel source="#{}-sampler" '
'target="{}"/>'.format(anim_id, target))
self.writel(S_ANIM, 1, '</animation>')
return [anim_id]
def export_animation(self, start, end, allowed=None):
# Blender -> Collada frames needs a little work
# Collada starts from 0, blender usually from 1
# The last frame must be included also
frame_orig = self.scene.frame_current
frame_len = 1.0 / self.scene.render.fps
frame_total = end - start + 1
frame_sub = 0
if (start > 0):
frame_sub = start * frame_len
tcn = []
xform_cache = {}
blend_cache = {}
# Change frames first, export objects last
# This improves performance enormously
# print("anim from: " + str(start) + " to " + str(end) + " allowed: " +
# str(allowed))
for t in range(start, end + 1):
self.scene.frame_set(t)
key = t * frame_len - frame_sub
# print("Export Anim Frame "+str(t)+"/"+str(self.scene.frame_end+1))
for node in self.scene.objects:
if (node not in self.valid_nodes):
continue
if (allowed is not None and not (node in allowed)):
if (node.type == "MESH" and node.data is not None and
(node in self.armature_for_morph) and (
self.armature_for_morph[node] in allowed)):
# all good you pass with flying colors for morphs
# inside of action
pass
else:
# print("fail "+str((node in self.armature_for_morph)))
continue
if (node.type == "MESH" and node.data is not None and
node.data.shape_keys is not None and (
node.data in self.mesh_cache) and len(
node.data.shape_keys.key_blocks)):
target = self.mesh_cache[node.data]["morph_id"]
for i in range(len(node.data.shape_keys.key_blocks)):
if (i == 0):
continue
name = "{}-morph-weights({})".format(target, i - 1)
if (not (name in blend_cache)):
blend_cache[name] = []
blend_cache[name].append(
(key, node.data.shape_keys.key_blocks[i].value))
if (node.type == "MESH" and node.parent and
node.parent.type == "ARMATURE"):
# In Collada, nodes that have skin modifier must not export
# animation, animate the skin instead.
continue
if (len(node.constraints) > 0 or
node.animation_data is not None):
# If the node has constraints, or animation data, then
# export a sampled animation track
name = self.validate_id(node.name)
if (not (name in xform_cache)):
xform_cache[name] = []
mtx = node.matrix_world.copy()
if (node.parent):
mtx = node.parent.matrix_world.inverted_safe() * mtx
xform_cache[name].append((key, mtx))
if (node.type == "ARMATURE"):
# All bones exported for now
for bone in node.data.bones:
if((bone.name.startswith("ctrl") and self.config["use_exclude_ctrl_bones"])):
continue
bone_name = self.skeleton_info[node]["bone_ids"][bone]
if (not (bone_name in xform_cache)):
# print("has bone: " + bone_name)
xform_cache[bone_name] = []
posebone = node.pose.bones[bone.name]
parent_posebone = None
mtx = posebone.matrix.copy()
if (bone.parent):
if (self.config["use_exclude_ctrl_bones"]):
current_parent_posebone = bone.parent
while (current_parent_posebone.name.startswith("ctrl") and current_parent_posebone.parent):
current_parent_posebone = current_parent_posebone.parent
parent_posebone = node.pose.bones[current_parent_posebone.name]
else:
parent_posebone = node.pose.bones[bone.parent.name]
parent_invisible = False
for i in range(3):
if (parent_posebone.scale[i] == 0.0):
parent_invisible = True
if (not parent_invisible):
mtx = parent_posebone.matrix.inverted_safe() * mtx
xform_cache[bone_name].append((key, mtx))
self.scene.frame_set(frame_orig)
# export animation xml
for nid in xform_cache:
tcn += self.export_animation_transform_channel(
nid, xform_cache[nid], True)
for nid in blend_cache:
tcn += self.export_animation_transform_channel(
nid, blend_cache[nid], False)
return tcn
def export_animations(self):
tmp_mat = []
for s in self.skeletons:
tmp_bone_mat = []
for bone in s.pose.bones:
tmp_bone_mat.append(Matrix(bone.matrix_basis))
bone.matrix_basis = Matrix()
tmp_mat.append([Matrix(s.matrix_local), tmp_bone_mat])
self.writel(S_ANIM, 0, '<library_animations>')
if (self.config["use_anim_action_all"] and len(self.skeletons)):
cached_actions = {}
for s in self.skeletons:
if s.animation_data and s.animation_data.action:
cached_actions[s] = s.animation_data.action.name
self.writel(S_ANIM_CLIPS, 0, '<library_animation_clips>')
for x in bpy.data.actions[:]:
if x.users == 0 or x in self.action_constraints:
continue
if (self.config["use_anim_skip_noexp"] and
x.name.endswith("-noexp")):
continue
bones = []
# find bones used
for p in x.fcurves:
dp = p.data_path
base = "pose.bones[\""
if dp.startswith(base):
dp = dp[len(base):]
if (dp.find('"') != -1):
dp = dp[:dp.find('"')]
if (dp not in bones):
bones.append(dp)
allowed_skeletons = []
for i, y in enumerate(self.skeletons):
if (y.animation_data):
for z in y.pose.bones:
if (z.bone.name in bones):
if (y not in allowed_skeletons):
allowed_skeletons.append(y)
y.animation_data.action = x
y.matrix_local = tmp_mat[i][0]
for j, bone in enumerate(s.pose.bones):
bone.matrix_basis = Matrix()
# print("allowed skeletons "+str(allowed_skeletons))
# print(str(x))
tcn = self.export_animation(int(x.frame_range[0]), int(
x.frame_range[1] + 0.5), allowed_skeletons)
framelen = (1.0 / self.scene.render.fps)
start = x.frame_range[0] * framelen
end = x.frame_range[1] * framelen
# print("Export anim: "+x.name)
self.writel(
S_ANIM_CLIPS, 1, '<animation_clip name="{}" '
'start="{}" end="{}">'.format(x.name, start, end))
for z in tcn:
self.writel(S_ANIM_CLIPS, 2,
'<instance_animation url="#{}"/>'.format(z))
self.writel(S_ANIM_CLIPS, 1, '</animation_clip>')
if (len(tcn) == 0):
self.operator.report(
{"WARNING"}, "Animation clip \"{}\" contains no "
"tracks.".format(x.name))
self.writel(S_ANIM_CLIPS, 0, '</library_animation_clips>')
for i, s in enumerate(self.skeletons):
if (s.animation_data is None):
continue
if s in cached_actions:
s.animation_data.action = bpy.data.actions[
cached_actions[s]]
else:
s.animation_data.action = None
for j, bone in enumerate(s.pose.bones):
bone.matrix_basis = tmp_mat[i][1][j]
else:
self.export_animation(self.scene.frame_start, self.scene.frame_end)
self.writel(S_ANIM, 0, '</library_animations>')
def export(self):
self.writel(S_GEOM, 0, '<library_geometries>')
self.writel(S_CONT, 0, '<library_controllers>')
self.writel(S_CAMS, 0, '<library_cameras>')
self.writel(S_LAMPS, 0, '<library_lights>')
self.writel(S_IMGS, 0, '<library_images>')
self.writel(S_MATS, 0, '<library_materials>')
self.writel(S_FX, 0, '<library_effects>')
self.export_asset()
self.export_scene()
self.writel(S_GEOM, 0, '</library_geometries>')
# morphs always go before skin controllers
if S_MORPH in self.sections:
for l in self.sections[S_MORPH]:
self.writel(S_CONT, 0, l)
del self.sections[S_MORPH]
# morphs always go before skin controllers
if S_SKIN in self.sections:
for l in self.sections[S_SKIN]:
self.writel(S_CONT, 0, l)
del self.sections[S_SKIN]
self.writel(S_CONT, 0, '</library_controllers>')
self.writel(S_CAMS, 0, '</library_cameras>')
self.writel(S_LAMPS, 0, '</library_lights>')
self.writel(S_IMGS, 0, '</library_images>')
self.writel(S_MATS, 0, '</library_materials>')
self.writel(S_FX, 0, '</library_effects>')
if (self.config["use_anim"]):
self.export_animations()
try:
f = open(self.path, "wb")
except:
return False
f.write(bytes('<?xml version="1.0" encoding="utf-8"?>\n', "UTF-8"))
f.write(bytes(
'<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" '
'version="1.4.1">\n', "UTF-8"))
s = []
for x in self.sections.keys():
s.append(x)
s.sort()
for x in s:
for l in self.sections[x]:
f.write(bytes(l + "\n", "UTF-8"))
f.write(bytes('<scene>\n', "UTF-8"))
f.write(bytes(
'\t<instance_visual_scene url="#{}" />\n'.format(
self.scene_name), "UTF-8"))
f.write(bytes('</scene>\n', "UTF-8"))
f.write(bytes('</COLLADA>\n', "UTF-8"))
return True
__slots__ = ("operator", "scene", "last_id", "scene_name", "sections",
"path", "mesh_cache", "curve_cache", "material_cache",
"image_cache", "skeleton_info", "config", "valid_nodes",
"armature_for_morph", "used_bones", "wrongvtx_report",
"skeletons", "action_constraints")
def __init__(self, path, kwargs, operator):
self.operator = operator
self.scene = bpy.context.scene
self.last_id = 0
self.scene_name = self.new_id("scene")
self.sections = {}
self.path = path
self.mesh_cache = {}
self.curve_cache = {}
self.material_cache = {}
self.image_cache = {}
self.skeleton_info = {}
self.config = kwargs
self.valid_nodes = []
self.armature_for_morph = {}
self.used_bones = []
self.wrongvtx_report = False
self.skeletons = []
self.action_constraints = []
def save(operator, context, filepath="", use_selection=False, **kwargs):
exp = DaeExporter(filepath, kwargs, operator)
exp.export()
return {"FINISHED"} # so the script wont run after we have batch exported.