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+# ##### BEGIN GPL LICENSE BLOCK #####
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+#
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+# This program is free software; you can redistribute it and/or
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+# modify it under the terms of the GNU General Public License
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+# as published by the Free Software Foundation; either version 2
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+# of the License, or (at your option) any later version.
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+#
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+# This program is distributed in the hope that it will be useful,
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+# but WITHOUT ANY WARRANTY; without even the implied warranty of
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+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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+# GNU General Public License for more details.
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+#
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+# You should have received a copy of the GNU General Public License
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+# along with this program; if not, write to the Free Software Foundation,
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+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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+#
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+# ##### END GPL LICENSE BLOCK #####
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+
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+# Based on export_ply.py
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+# Contributors: Mr.doob, Kikko
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+
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+"""
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+This script exports the selected object for the three.js engine.
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+"""
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+
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+import bpy
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+import os
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+
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+def save(operator, context, filepath="", use_modifiers=True, use_normals=True, use_uv_coords=True, use_colors=True):
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+
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+ def rvec3d(v):
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+ return round(v[0], 6), round(v[1], 6), round(v[2], 6)
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+
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+ def rvec2d(v):
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+ return round(v[0], 6), round(v[1], 6)
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+
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+ scene = context.scene
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+ obj = context.object
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+
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+ if not filepath.lower().endswith('.js'):
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+ filepath += '.js'
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+
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+ classname = filepath.split('/')[-1].replace('.js','')
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+
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+ if not obj:
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+ raise Exception("Error, Select 1 active object")
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+
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+ file = open(filepath, 'w')
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+
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+ if scene.objects.active:
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+ bpy.ops.object.mode_set(mode='OBJECT')
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+
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+ if use_modifiers:
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+ mesh = obj.create_mesh(scene, True, 'PREVIEW')
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+ else:
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+ mesh = obj.data
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+
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+ if not mesh:
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+ raise Exception("Error, could not get mesh data from active object")
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+
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+ # mesh.transform(obj.matrix_world) # XXX
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+
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+ faceUV = (len(mesh.uv_textures) > 0)
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+ vertexUV = (len(mesh.sticky) > 0)
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+ vertexColors = len(mesh.vertex_colors) > 0
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+
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+ if (not faceUV) and (not vertexUV):
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+ use_uv_coords = False
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+ if not vertexColors:
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+ use_colors = False
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+
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+ if not use_uv_coords:
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+ faceUV = vertexUV = False
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+ if not use_colors:
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+ vertexColors = False
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+
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+ if faceUV:
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+ active_uv_layer = mesh.uv_textures.active
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+ if not active_uv_layer:
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+ use_uv_coords = False
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+ faceUV = None
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+ else:
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+ active_uv_layer = active_uv_layer.data
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+
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+ if vertexColors:
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+ active_col_layer = mesh.vertex_colors.active
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+ if not active_col_layer:
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+ use_colors = False
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+ vertexColors = None
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+ else:
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+ active_col_layer = active_col_layer.data
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+
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+ # incase
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+ color = uvcoord = uvcoord_key = normal = normal_key = None
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+
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+ file.write('// Generated with Blender 2.54 exporter\n\n')
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+
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+ file.write('var %s = function () {\n\n' % classname)
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+
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+ file.write('\tvar scope = this;\n\n')
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+
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+ file.write('\tTHREE.Geometry.call( this );\n\n')
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+
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+ for v in mesh.vertices:
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+ file.write('\tv( %.6f, %.6f, %.6f );\n' % (v.co.x, v.co.z, -v.co.y)) # co
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+
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+ file.write('\n')
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+
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+ if use_normals:
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+ for f in mesh.faces:
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+ if len(f.vertices) == 3:
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+ file.write('\tf3( %d, %d, %d, %.6f, %.6f, %.6f );\n' % (f.vertices[0], f.vertices[1], f.vertices[2], f.normal[0], f.normal[1], f.normal[2]))
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+ else:
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+ file.write('\tf4( %d, %d, %d, %d, %.6f, %.6f, %.6f );\n' % (f.vertices[0], f.vertices[1], f.vertices[2], f.vertices[3], f.normal[0], f.normal[1], f.normal[2]))
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+
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+ else:
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+ for f in mesh.faces:
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+ if len(f.vertices) == 3:
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+ file.write('\tf3( %d, %d, %d );\n' % (f.vertices[0], f.vertices[1], f.vertices[2]))
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+ else:
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+ file.write('\tf4( %d, %d, %d, %d );\n' % (f.vertices[0], f.vertices[1], f.vertices[2], f.vertices[3]))
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+
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+ face_index_pairs = [ (face, index) for index, face in enumerate(mesh.faces)]
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+
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+ if use_uv_coords:
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+ file.write('\n')
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+ for f, f_index in face_index_pairs:
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+ tface = mesh.uv_textures[0].data[f_index]
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+ if len(f.vertices) == 3:
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+ file.write('\tuv( %.6f, %.6f, %.6f, %.6f, %.6f, %.6f );\n' % (tface.uv1[0], 1.0-tface.uv1[1], tface.uv2[0], 1.0-tface.uv2[1], tface.uv3[0], 1.0-tface.uv3[1]))
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+ else:
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+ file.write('\tuv( %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f );\n' % (tface.uv1[0], 1.0-tface.uv1[1], tface.uv2[0], 1.0-tface.uv2[1], tface.uv3[0], 1.0-tface.uv3[1], tface.uv4[0], 1.0-tface.uv4[1]))
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+
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+ file.write('\n')
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+
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+ file.write('\tfunction v( x, y, z ) {\n\n')
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+ file.write('\t\tscope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );\n\n')
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+ file.write('\t}\n\n')
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+
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+ file.write('\tfunction f3( a, b, c, nx, ny, nz ) {\n\n')
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+ file.write('\t\tscope.faces.push( new THREE.Face3( a, b, c, nx && ny && nz ? new THREE.Vector3( nx, ny, nz ) : null ) );\n\n')
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+ file.write('\t}\n\n')
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+
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+ file.write('\tfunction f4( a, b, c, d, nx, ny, nz ) {\n\n')
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+ file.write('\t\tscope.faces.push( new THREE.Face4( a, b, c, d, nx && ny && nz ? new THREE.Vector3( nx, ny, nz ) : null ) );\n\n')
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+ file.write('\t}\n\n')
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+
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+ file.write('\tfunction uv( u1, v1, u2, v2, u3, v3, u4, v4 ) {\n\n')
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+ file.write('\t\tvar uv = [];\n')
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+ file.write('\t\tuv.push( new THREE.UV( u1, v1 ) );\n')
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+ file.write('\t\tuv.push( new THREE.UV( u2, v2 ) );\n')
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+ file.write('\t\tuv.push( new THREE.UV( u3, v3 ) );\n')
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+ file.write('\t\tif ( u4 && v4 ) uv.push( new THREE.UV( u4, v4 ) );\n')
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+ file.write('\t\tscope.uvs.push( uv );\n')
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+ file.write('\t}\n\n')
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+
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+ file.write('}\n\n')
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+
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+ file.write('%s.prototype = new THREE.Geometry();\n' % classname)
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+ file.write('%s.prototype.constructor = %s;' % (classname, classname))
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+
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+ file.close()
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+
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+ print("writing", filepath, "done")
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+
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+ if use_modifiers:
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+ bpy.data.meshes.remove(mesh)
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+
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+ """
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+ mesh_vertices = mesh.vertices # save a lookup
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+ ply_vertices = [] # list of dictionaries
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+ # vdict = {} # (index, normal, uv) -> new index
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+ vdict = [{} for i in range(len(mesh_vertices))]
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+ ply_faces = [[] for f in range(len(mesh.faces))]
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+ vert_count = 0
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+ for i, f in enumerate(mesh.faces):
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+
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+ smooth = f.use_smooth
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+ if not smooth:
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+ normal = tuple(f.normal)
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+ normal_key = rvec3d(normal)
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+
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+ if faceUV:
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+ uv = active_uv_layer[i]
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+ uv = uv.uv1, uv.uv2, uv.uv3, uv.uv4 # XXX - crufty :/
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+ if vertexColors:
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+ col = active_col_layer[i]
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+ col = col.color1, col.color2, col.color3, col.color4
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+
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+ f_vertices = f.vertices
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+
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+ pf = ply_faces[i]
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+ for j, vidx in enumerate(f_vertices):
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+ v = mesh_vertices[vidx]
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+
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+ if smooth:
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+ normal = tuple(v.normal)
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+ normal_key = rvec3d(normal)
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+
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+ if faceUV:
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+ uvcoord = uv[j][0], 1.0 - uv[j][1]
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+ uvcoord_key = rvec2d(uvcoord)
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+ elif vertexUV:
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+ uvcoord = v.uvco[0], 1.0 - v.uvco[1]
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+ uvcoord_key = rvec2d(uvcoord)
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+
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+ if vertexColors:
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+ color = col[j]
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+ color = int(color[0] * 255.0), int(color[1] * 255.0), int(color[2] * 255.0)
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+
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+
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+ key = normal_key, uvcoord_key, color
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+
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+ vdict_local = vdict[vidx]
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+ pf_vidx = vdict_local.get(key) # Will be None initially
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+
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+ if pf_vidx == None: # same as vdict_local.has_key(key)
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+ pf_vidx = vdict_local[key] = vert_count
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+ ply_vertices.append((vidx, normal, uvcoord, color))
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+ vert_count += 1
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+
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+ pf.append(pf_vidx)
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+
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+ file.write('ply\n')
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+ file.write('format ascii 1.0\n')
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+ file.write('comment Created by Blender %s - www.blender.org, source file: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath)))
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+
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+ file.write('element vertex %d\n' % len(ply_vertices))
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+
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+ file.write('property float x\n')
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+ file.write('property float y\n')
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+ file.write('property float z\n')
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+
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+ if use_normals:
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+ file.write('property float nx\n')
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+ file.write('property float ny\n')
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+ file.write('property float nz\n')
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+ if use_uv_coords:
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+ file.write('property float s\n')
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+ file.write('property float t\n')
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+ if use_colors:
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+ file.write('property uchar red\n')
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+ file.write('property uchar green\n')
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+ file.write('property uchar blue\n')
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+
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+ file.write('element face %d\n' % len(mesh.faces))
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+ file.write('property list uchar uint vertex_indices\n')
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+ file.write('end_header\n')
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+
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+ for i, v in enumerate(ply_vertices):
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+ file.write('%.6f %.6f %.6f ' % tuple(mesh_vertices[v[0]].co)) # co
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+ if use_normals:
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+ file.write('%.6f %.6f %.6f ' % v[1]) # no
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+ if use_uv_coords:
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+ file.write('%.6f %.6f ' % v[2]) # uv
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+ if use_colors:
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+ file.write('%u %u %u' % v[3]) # col
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+ file.write('\n')
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+
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+ for pf in ply_faces:
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+ if len(pf) == 3:
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+ file.write('3 %d %d %d\n' % tuple(pf))
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+ else:
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+ file.write('4 %d %d %d %d\n' % tuple(pf))
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+
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+ file.close()
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+ print("writing %r done" % filepath)
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+
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+ if use_modifiers:
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+ bpy.data.meshes.remove(mesh)
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+ """
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+
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+ # XXX
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+ """
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+ if is_editmode:
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+ Blender.Window.EditMode(1, '', 0)
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+ """
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+
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+ return {'FINISHED'}
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