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- rollout ThreeJSExporter "ThreeJSExporter"
- (
- -- Variables
- local ostream,
-
- threeMatrix = (matrix3 [1,0,0] [0,0,1] [0,-1,0] [0,0,0]),
- headerFormat = "\"metadata\":
- {
- \"sourceFile\": \"%\",
- \"generatedBy\": \"3ds max ThreeJSExporter\",
- \"formatVersion\": 3,
- \"vertices\": %,
- \"normals\": %,
- \"colors\": %,
- \"uvs\": %,
- \"triangles\": %,
- \"materials\": %
- },
- ",
- vertexFormat = "%,%,%",
- vertexNormalFormat = "%,%,%",
- UVFormat = "%,%",
- triFormat = "%,%,%,%",
- triUVFormat = "%,%,%,%,%,%,%",
- triNFormat = "%,%,%,%,%,%,%",
- triUVNFormat = "%,%,%,%,%,%,%,%,%,%",
- footerFormat = "\n}",
-
- boneFormat = "\t\t{
- \t\t\t\"parent\" : %,
- \t\t\t\"name\" : \"%\",
- \t\t\t\"pos\" : %,
- \t\t\t\"scl\" : %,
- \t\t\t\"rotq\" : [%,%,%,%]
- \t\t}",
- animHeaderFormat = "\t\"animation\" : {
- \t\t\"name\" : \"Action\",
- \t\t\"fps\" : %,
- \t\t\"length\" : %,
- \t\t\"hierarchy\" : [\n",
-
- animBoneHeaderFormat = "\t\t\t{
- \t\t\t\t\"parent\" : %,
- \t\t\t\t\"keys\" : [\n",
- keyFormat = "\t\t\t\t\t{
- \t\t\t\t\t\t\"time\":%,
- \t\t\t\t\t\t\"pos\" :[%,%,%],
- \t\t\t\t\t\t\"rot\" :[%,%,%,%],
- \t\t\t\t\t\t\"scl\" :%
- \t\t\t\t\t}",
- animBoneFooterFormat = "\t\t\t\t]
- \t\t\t}",
- animFooterFormat = "\n\n\t\t]
- \t}\n"
- -------------------------------------------------------------------------------------
- -- User interface
- group "ThreeJSExporter v0.8"
- (
- label msg "Exports selected meshes in Three.js ascii JSON format" align:#left
- hyperLink lab1 "Original source at GitHub" address:"https://github.com/alteredq/three.js/blob/master/utils/exporters/max/ThreeJSExporter.ms" color:(color 255 120 0) align:#left
- label dummy1 "--------------------------------------------------------" align:#left
- checkbox exportColor "Export vertex colors" checked:false enabled:true
- checkbox exportUv "Export uvs" checked:true enabled:true
- checkbox exportNormal "Export normals" checked:true enabled:true
- checkbox smoothNormal "Use vertex normals" checked:false enabled:true
- label dummy2 "--------------------------------------------------------" align:#left
- checkbox flipYZ "Flip YZ" checked:false enabled:false
- checkbox flipUV "Flip UV" checked:false enabled:false
- checkbox flipFace "Flip all faces" checked:false enabled:false
- checkbox autoflipFace "Try fixing flipped faces" checked:false enabled:false
-
- label dummy3 "--------------------------------------------------------" align:#left
-
- spinner fps "Animation speed (FPS)" range:[0,1000,25] type:#integer
- label dummy4 "--------------------------------------------------------" align:#left
- button btn_export "Export selected objects"
- )
-
-
- -------------------------------------------------------------------------------------
- -- Dump vertices
- function DumpVertices src =
- (
- Format "\"vertices\": [" to:ostream
- num = src.count
- if num > 0 then
- (
- for i = 1 to num do
- (
- vert = src[i]
- if flipYZ.checked then
- (
- x = vert.x
- y = vert.z
- z = vert.y
- z *= -1
- )
- else
- (
- x = vert.x
- y = vert.y
- z = vert.z
- )
- Format vertexFormat x y z to:ostream
- if i < num then Format "," to:ostream
- )
- )
- Format "],\n\n" to:ostream
- )
- -------------------------------------------------------------------------------------
- -- Dump colors
- function DumpColors src useColors =
- (
- Format "\"colors\": [" to:ostream
- num = src.count
- if num > 0 and useColors then
- (
- for i = 1 to num do
- (
- col = src[i]
- r = col.r as Integer
- g = col.g as Integer
- b = col.b as Integer
- hexNum = ( bit.shift r 16 ) + ( bit.shift g 8 ) + b
- -- hexColor = formattedPrint hexNum format:"#x"
- -- Format "%" hexColor to:ostream
- decColor = formattedPrint hexNum format:"#d"
- Format "%" decColor to:ostream
- if i < num then Format "," to:ostream
- )
- )
- Format "],\n\n" to:ostream
- )
- -------------------------------------------------------------------------------------
- -- Dump normals
- function DumpNormals src =
- (
- Format "\"normals\": [" to:ostream
- num = src.count
- if num > 0 and exportNormal.checked then
- (
- for i = 1 to num do
- (
- normal = src[i]
- normal = normalize normal as point3
- if flipYZ.checked then
- (
- x = normal.x
- y = normal.z
- z = normal.y
- z *= -1
- )
- else
- (
- x = normal.x
- y = normal.y
- z = normal.z
- )
- Format vertexNormalFormat x y z to:ostream
- if i < num then Format "," to:ostream
- )
- )
- Format "],\n\n" to:ostream
- )
- -------------------------------------------------------------------------------------
- -- Dump uvs
- function DumpUvs src =
- (
- Format "\"uvs\": [[" to:ostream
- num = src.count
- if num > 0 and exportUv.checked then
- (
- for i = 1 to num do
- (
- uvw = src[i]
- u = uvw.x
- if flipUV.checked then
- (
- v = 1 - uvw.y
- )
- else
- (
- v = uvw.y
- )
- Format UVFormat u v to:ostream
- if i < num then Format "," to:ostream
- )
- )
- Format "]],\n\n" to:ostream
- )
- -------------------------------------------------------------------------------------
- -- Dump faces
- function DumpFaces src useColors =
- (
- Format "\"faces\": [" to:ostream
- num = src.count
- if num > 0 then
- (
- for i = 1 to num do
- (
- zface = src[i]
- fv = zface[1]
- fuv = zface[2]
- m = zface[3] - 1
- fc = zface[4]
- needsFlip = zface[5]
- isTriangle = true
- hasMaterial = true
- hasFaceUvs = false
- hasFaceVertexUvs = ((classof fuv == Point3) and exportUv.checked)
- hasFaceNormals = false
- hasFaceVertexNormals = (exportNormal.checked)
- hasFaceColors = false
- hasFaceVertexColors = ((classof fc == Point3) and useColors)
- faceType = 0
- faceType = bit.set faceType 1 (not isTriangle)
- faceType = bit.set faceType 2 hasMaterial
- faceType = bit.set faceType 3 hasFaceUvs
- faceType = bit.set faceType 4 hasFaceVertexUvs
- faceType = bit.set faceType 5 hasFaceNormals
- faceType = bit.set faceType 6 hasFaceVertexNormals
- faceType = bit.set faceType 7 hasFaceColors
- faceType = bit.set faceType 8 hasFaceVertexColors
- if i > 1 then
- (
- Format "," faceType to:ostream
- )
- Format "%" faceType to:ostream
- if isTriangle then
- (
- va = (fv.x - 1) as Integer
- vb = (fv.y - 1) as Integer
- vc = (fv.z - 1) as Integer
- if flipFace.checked or needsFlip then
- (
- tmp = vb
- vb = vc
- vc = tmp
- )
- Format ",%,%,%" va vb vc to:ostream
- if hasMaterial then
- (
- Format ",%" m to:ostream
- )
- if hasFaceVertexUvs then
- (
- ua = (fuv.x - 1) as Integer
- ub = (fuv.y - 1) as Integer
- uc = (fuv.z - 1) as Integer
- if flipFace.checked or needsFlip then
- (
- tmp = ub
- ub = uc
- uc = tmp
- )
- Format ",%,%,%" ua ub uc to:ostream
- )
- if hasFaceVertexNormals then
- (
- if smoothNormal.checked then
- (
- -- normals have the same indices as vertices
- na = va
- nb = vb
- nc = vc
- )
- else
- (
- -- normals have the same indices as face
- na = i - 1
- nb = na
- nc = na
- )
- if flipFace.checked or needsFlip then
- (
- tmp = nb
- nb = nc
- nc = tmp
- )
- Format ",%,%,%" na nb nc to:ostream
- )
- if hasFaceVertexColors then
- (
- ca = (fc.x - 1) as Integer
- cb = (fc.y - 1) as Integer
- cc = (fc.z - 1) as Integer
- if flipFace.checked or needsFlip then
- (
- tmp = cb
- cb = cc
- cc = tmp
- )
- Format ",%,%,%" ca cb cc to:ostream
- )
- )
- )
- )
- Format "]" to:ostream
- )
- -------------------------------------------------------------------------------------
- -- Dump color
- function DumpColor pcolor label =
- (
- r = pcolor.r / 255
- g = pcolor.g / 255
- b = pcolor.b / 255
- fr = formattedPrint r format:".4f"
- fg = formattedPrint g format:".4f"
- fb = formattedPrint b format:".4f"
- Format "\"%\" : [%, %, %],\n" label fr fg fb to:ostream
- )
- -------------------------------------------------------------------------------------
- -- Dump map
- function DumpMap pmap label =
- (
- if classof pmap == BitmapTexture then
- (
- bm = pmap.bitmap
- if bm != undefined then
- (
- fname = filenameFromPath bm.filename
- Format "\"%\" : \"skins/%\",\n" label fname to:ostream
- )
- )
- )
-
- -------------------------------------------------------------------------------------
- -- Dump bones
- -- src = #( #(index, name, position, scale, rotation), .. )
- -- boneOrder lists the correct output order of the bones
- -- newIndices is inverse of boneOrder
-
- function DumpBones src boneOrder newIndices =
- (
- numBones = boneOrder.count
-
- Format ",\n\n\t\"bones\" : [\n" to:ostream
-
- for i = 1 to numBones do
- (
- b = src[boneOrder[i]]
- if b[1] == -1 then
- (
- parent_index = -1
- ) else (
- parent_index = newIndices[b[1]+1]
- )
- bone_name = b[2]
- p = b[3]
- s = b[4]
- r = b[5]
-
- Format boneFormat parent_index bone_name p s r.x r.y r.z r.w to:ostream
-
- if (i < numBones) then (Format "," to:ostream)
- Format "\n\n" to:ostream
- )
- Format "\t],\n\n" to:ostream
- )
-
- -------------------------------------------------------------------------------------
- -- Dump skin indices
- -- src = #( #(skinned?, #(index1A, index1B, ..), name )
- -- If the mesh wasn't skinned, look in boneNames for its parent to fix the index
- -- If it's not there, leave as 0
- -- boneOrder lists the correct output order of the bones
- -- newIndices is inverse of boneOrder
-
- function DumpIndices src boneNames newIndices =
- (
- output = #()
- for i=1 to src.count do
- (
- if src[i][1] then
- (
- join output src[i][2]
- ) else (
- bone = findItem boneNames src[i][3]
- for j=1 to src[i][2].count do
- (
- src[i][2][j] = bone
- )
- join output src[i][2]
- )
- )
-
- Format "\t\"skinIndices\" : [" to:ostream
- num = output.count
-
- if num > 0 then
- (
- for i = 1 to num do
- (
- Format "%" (newIndices[output[i] + 1]) to:ostream
- if i < num then
- (
- Format "," to:ostream
- )
- )
- )
-
- Format "],\n\n" to:ostream
- )
-
- -------------------------------------------------------------------------------------
- -- Dump skin weights
- -- src = #( weight1, weight2, .. )
-
- function DumpWeights src =
- (
- Format "\t\"skinWeights\" : [" to:ostream
- num = src.count
-
- if num > 0 then
- (
- for i = 1 to num do
- (
- Format "%" src[i] to:ostream
- if i < num then Format "," to:ostream
- )
- )
-
- Format "],\n\n" to:ostream
- )
-
- -------------------------------------------------------------------------------------
- -- Dump the keyframes for every bone
- -- src = #( #( parent, #( time, #( posx, posy, posz ), rot, scl ), .. ), .. )
- -- ||---Bone-- |---------------Keyframe----------------| ----||
- -- boneOrder lists the correct output order of the bones
- -- newIndices is inverse of boneOrder
-
- function DumpKeyframes src boneOrder newIndices fps =
- (
- Format animHeaderFormat fps src[1][2][src[1][2].count][1] to:ostream
-
- numBones = boneOrder.count
-
- for i = 1 to (numBones) do
- (
- if (src[boneOrder[i]][1] == -1) then
- (
- parent_index = -1
- ) else
- (
- parent_index = newIndices[src[boneOrder[i]][1]+1]
- )
-
- Format animBoneHeaderFormat parent_index to:ostream
-
- bnkeys = src[boneOrder[i]][2]
-
- for j = 1 to bnkeys.count do
- (
- Format keyFormat bnkeys[j][1] bnkeys[j][2][1] bnkeys[j][2][2] bnkeys[j][2][3] bnkeys[j][3].x bnkeys[j][3].y bnkeys[j][3].z bnkeys[j][3].w bnkeys[j][4] to:ostream
-
- if j < bnkeys.count then Format "," to:ostream
- Format "\n" to:ostream
- )
-
- Format animBoneFooterFormat to:ostream
-
- if i < (numBones) then
- (
- Format "," to:ostream
- )
- Format "\n" to:ostream
- )
-
- Format animFooterFormat to:ostream
- )
- -------------------------------------------------------------------------------------
- -- Dump the morphtargets
- -- src = #( #( #(index, name, vertices = #( #( x,y,z ), .. ) ), .. ), .. )
- -- |List of meshes ----------------------------------------------|
- -- |- |List of targets: only one mesh may have multiple ---| ----|
- -- |- |- |Individual target(s) ----------------------| ----| ----|
-
- function DumpMorphTargets src =
- (
- -- This procedure assumes that only one element of src has actual morph targets.
- -- The targets field of the other elements is used to store the vertices of static meshes.
- -- These vertices are duplicated and joined with the vertices of the actual morph targets.
-
- -- Initialize with whatever happens to be first
-
- output = src[1]
- for m=2 to src.count do
- (
-
- if (src[m].count == 1) then
- (
- -- This is a static mesh; attach its vertices, but do nothing else.
-
- for t=1 to output.count do
- (
- join output[t][3] src[m][1][3]
- )
- ) else (
- -- This mesh contains morph targets.
- -- Duplicate the static vertices, join with each morph target, and set the indices and names.
- while ( output.count < src[m].count ) do
- (
- -- Duplicate vertices
-
- append output (deepCopy output[1])
- )
-
- for t=1 to src[m].count do
- (
-
- -- Vertices
- join output[t][3] src[m][t][3]
-
- -- Index, name
- output[t][1] = src[m][t][1]
- output[t][2] = src[m][t][2]
- )
- )
- )
-
- Format "\"morphTargets\": [" to:ostream
-
- for k=1 to output.count do
- (
- target = output[k]
-
- Format "{ \"name\": \"morph_%\", \"vertices\": [" target[2] to:ostream
-
- vertices = target[3]
-
- for j=1 to vertices.count do
- (
- Format "%,%,%" vertices[j][1] vertices[j][2] vertices[j][3] to:ostream
- if (j != vertices.count) then
- (
- Format "," to:ostream
- )
- )
-
- Format "] }" to:ostream
- if (k != output.count) then
- (
- Format ",\n" to:ostream
- )
- )
-
- Format "],\n" to:ostream
- )
-
- -------------------------------------------------------------------------------------
- -- Export materials
- function ExportMaterials zmaterials zcolors =
- (
- Format "\"materials\": [\n" to:ostream
- totalMaterials = zmaterials.count
- for i = 1 to totalMaterials do
- (
- mat = zmaterials[i]
- Format "{\n" to:ostream
- -- debug
- Format "\"DbgIndex\" : %,\n" (i-1) to:ostream
- if classof mat != BooleanClass then
- (
- useVertexColors = zcolors[i]
- Format "\"DbgName\" : \"%\",\n" mat.name to:ostream
- -- colors
- DumpColor mat.diffuse "colorDiffuse"
- DumpColor mat.ambient "colorAmbient"
- DumpColor mat.specular "colorSpecular"
- t = mat.opacity / 100
- s = mat.glossiness
- Format "\"transparency\" : %,\n" t to:ostream
- Format "\"specularCoef\" : %,\n" s to:ostream
- -- maps
- DumpMap mat.diffuseMap "mapDiffuse"
- DumpMap mat.ambientMap "mapAmbient"
- DumpMap mat.specularMap "mapSpecular"
- DumpMap mat.bumpMap "mapBump"
- DumpMap mat.opacityMap "mapAlpha"
- )
- else
- (
- useVertexColors = false
- Format "\"DbgName\" : \"%\",\n" "dummy" to:ostream
- DumpColor red "colorDiffuse"
- )
- Format "\"vertexColors\" : %\n" useVertexColors to:ostream
- Format "}" to:ostream
- if ( i < totalMaterials ) then Format "," to:ostream
- Format "\n\n" to:ostream
- )
- Format "],\n\n" to:ostream
- )
- -------------------------------------------------------------------------------------
- -- Extract vertices from mesh
- function ExtractVertices obj whereto =
- (
- n = obj.numVerts
- for i = 1 to n do
- (
- v = GetVert obj i
- append whereto v
- )
- )
- -------------------------------------------------------------------------------------
- -- Extract vertex colors from mesh
- function ExtractColors obj whereto =
- (
- nColors = GetNumCPVVerts obj
- if nColors > 0 then
- (
- for i = 1 to nColors do
- (
- c = GetVertColor obj i
- append whereto c
- )
- )
- )
- -------------------------------------------------------------------------------------
- -- Extract normals from mesh
- function ExtractNormals obj whereto needsFlip =
- (
- if smoothNormal.checked then
- (
- num = obj.numVerts
- for i = 1 to num do
- (
- n = GetNormal obj i
- if flipFace.checked or needsFlip then
- (
- n.x *= -1
- n.y *= -1
- n.z *= -1
- )
- append whereto n
- )
- )
- else
- (
- num = obj.numFaces
- for i = 1 to num do
- (
- n = GetFaceNormal obj i
- if flipFace.checked or needsFlip then
- (
- n.x *= -1
- n.y *= -1
- n.z *= -1
- )
- append whereto n
- )
- )
- )
- -------------------------------------------------------------------------------------
- -- Extract uvs from mesh
- function ExtractUvs obj whereto =
- (
- n = obj.numTVerts
- for i = 1 to n do
- (
- v = GetTVert obj i
- append whereto v
- )
- )
- -------------------------------------------------------------------------------------
- -- Extract faces from mesh
- function ExtractFaces objMesh objMaterial whereto allMaterials needsFlip hasVColors offsetVert offsetUv offsetColor =
- (
- n = objMesh.numFaces
- hasUVs = objMesh.numTVerts > 0
- useMultiMaterial = false
- materialIDList = #()
- materialClass = classof objMaterial
- if materialClass == StandardMaterial then
- (
- fm = findItem allMaterials objMaterial
- )
- else if materialClass == MultiMaterial then
- (
- useMultiMaterial = true
- for i = 1 to n do
- (
- mID = GetFaceMatID objMesh i
- materialIndex = findItem objMaterial.materialIDList mID
- if materialIndex > 0 then
- (
- subMaterial = objMaterial.materialList[materialIndex]
- mMergedIndex = findItem allMaterials subMaterial
- if mMergedIndex > 0 then
- (
- materialIDList[mID] = mMergedIndex
- )
- else
- (
- materialIDList[mID] = findItem allMaterials false
- )
- )
- else
- (
- materialIDList[mID] = findItem allMaterials false
- )
- )
- )
- else
- (
- -- undefined material
- fm = findItem allMaterials false
- )
- for i = 1 to n do
- (
- zface = #()
- fv = GetFace objMesh i
- fv.x += offsetVert
- fv.y += offsetVert
- fv.z += offsetVert
- if useMultiMaterial then
- (
- mID = GetFaceMatID objMesh i
- fm = materialIDList[mID]
- )
- if hasUVs then
- (
- fuv = GetTVFace objMesh i
- fuv.x += offsetUv
- fuv.y += offsetUv
- fuv.z += offsetUv
- )
- else
- (
- fuv = false
- )
- if hasVColors then
- (
- fc = GetVCFace objMesh i
- fc.x += offsetColor
- fc.y += offsetColor
- fc.z += offsetColor
- )
- else
- (
- fc = false
- )
- append zface fv
- append zface fuv
- append zface fm
- append zface fc
- append zface needsFlip
- append whereto zface
- )
- )
- -------------------------------------------------------------------------------------
- -- Extract materials from eventual multi-material
- function ExtractMaterials objMesh objMaterial whereto wheretoColors zname hasVColors =
- (
- materialClass = classof objMaterial
- if materialClass == StandardMaterial then
- (
- if ( findItem whereto objMaterial ) == 0 then
- (
- append whereto objMaterial
- append wheretoColors hasVColors
- )
- )
- else if materialClass == MultiMaterial then
- (
- n = objMesh.numFaces
- for i = 1 to n do
- (
- mID = getFaceMatId objMesh i
- materialIndex = findItem objMaterial.materialIDList mID
- if materialIndex > 0 then
- (
- subMaterial = objMaterial.materialList[materialIndex]
- if ( findItem whereto subMaterial ) == 0 then
- (
- append whereto subMaterial
- append wheretoColors hasVColors
- )
- )
- )
- )
- else
- (
- -- unknown or undefined material
- append whereto false
- append wheretoColors false
- )
- )
- -------------------------------------------------------------------------------------
- -- Hack to figure out if normals are messed up
- function NeedsFaceFlip node =
- (
- needsFlip = false
- local tmp = Snapshot node
- face_normal = normalize ( getfacenormal tmp 1 )
- face = getface tmp 1
- va = getvert tmp face[1]
- vb = getvert tmp face[2]
- vc = getvert tmp face[3]
- computed_normal = normalize ( cross (vc - vb) (va - vb) )
- if distance computed_normal face_normal > 0.1 then needsFlip = true
- delete tmp
- return needsFlip
- )
- -------------------------------------------------------------------------------------
- -- Extract only things that either already are or can be converted to meshes
- function ExtractMesh node =
- (
- if SuperClassOf node == GeometryClass then
- (
- needsFlip = false
- hasVColors = false
- zmesh = SnapshotAsMesh node
- if autoflipFace.checked then
- (
- needsFlip = NeedsFaceFlip node
- )
- if exportColor.checked and ( getNumCPVVerts zmesh ) > 0 then
- (
- hasVColors = true
- )
- return #( zmesh, node.name, node.material, needsFlip, hasVColors )
- )
- -- Not geometry ... could be a camera, light, etc.
- return #( false, node.name, 0, false, false )
- )
-
- -------------------------------------------------------------------------------------
- -- Extract the morph targets
- -- whereto = #( #( #(index, name, vertices = #( #( x,y,z ), .. ) ), .. ), .. )
- -- |List of meshes -----------------------------------------------|
- -- |- |List of targets -------------------------------------| ----|
- -- |- |- |Individual target --------------------------| ----| ----|
- function ExtractMorphTargets node whereto &morphFlag =
- (
- targets = #()
- morphs = #()
-
- if ( node.modifiers[#morpher] != undefined ) then (
- -- Export the morph target, if one exists
-
- morphFlag = true
-
- for i=1 to 100 do
- (
- nPts = WM3_MC_NumMPts node.morpher i
- if (nPts > 0) then
- (
- append targets #(i, nPts)
- )
- )
-
- --Set all to zero
- for k=1 to targets.count do
- (
- i = targets[k][1]
- node.morpher[i].controller.value = 0
- )
-
- --Max out one at a time, record it, then zero out again
- for k=1 to targets.count do
- (
- i = targets[k][1]
- numVerts = targets[k][2]
- name = WM3_MC_GetName node.morpher i
- verts = #()
- node.morpher[i].controller.value = 100
- for j = 1 to numVerts do
- (
- p = GetVert node j
- append verts #(p.x, p.y, p.z)
- )
-
- node.morpher[i].controller.value = 0
-
- append morphs #(i, name, verts)
- )
- append whereto morphs
- ) else (
- -- Export the mesh vertices as a dummy morph target
-
- verts = #()
- for k=1 to node.numVerts do
- (
- p = GetVert node k
- append verts #(p.x, p.y, p.z)
- )
-
- dummy = #()
- append dummy #(0, "DUMMY", verts)
- append whereto dummy
- )
- )
-
- -------------------------------------------------------------------------------------
- -- Transforms the matrix of a bone into its parent space, if a parent exists.
-
- function thinkLocally bone_node localForm =
- (
- localForm = bone_node.transform
-
- if ( bone_node.parent != undefined ) then
- (
- parentForm = bone_node.parent.transform
- localForm = localForm * inverse parentForm
- )
-
- newLocal = matrix3 1
-
- px = localForm.translationpart.x
- py = localForm.translationpart.y
- pz = localForm.translationpart.z
- lTran = transMatrix (localForm.translationpart)
-
- lRot = (inverse localForm.rotationpart) as matrix3
-
- lScale = scaleMatrix localForm.scalepart
-
- localForm = lScale * lRot * lTran * newLocal
-
- localForm
- )
-
- -------------------------------------------------------------------------------------
- -- Extract bones and keyframes
- function ExtractAnimation node bones keyframes FPS bone_names &skinFlag =
- (
- if node.modifiers[#skin] != undefined then
- (
- skinFlag = true
-
- ---------------------------------------------------------------------------------
- -- A dummy root bone is first created and roatated to orient the model
-
- p = (matrix3 1).translationpart
- s = (matrix3 1).scalepart
- r = (matrix3 1).rotationpart
-
- append bones #(-1,"flipRoot",p,s,r)
- /*
- if (flipYZ.checked) then
- (
- r = threeMatrix.rotationpart
- ) else (
- r = (matrix3 1).rotationpart
- )
- */
-
- r = threeMatrix.rotationpart
-
- root_keys = #(#(0, p, r, s))
-
- slidertime = animationrange.start
-
- while (slidertime < animationrange.end) do
- (
- slidertime += 1
- sTime = ((slidertime - animationrange.start) / FPS) as String
-
- append root_keys #(substring sTime 1 (sTime.count - 1), p, r, s)
- )
-
- append keyframes #(-1, root_keys)
-
- ---------------------------------------------------------------------------------
- -- The model's bones and keyframes are then extracted
-
- max modify mode
-
- total_bones = skinops.getnumberbones node.modifiers[#skin]
-
- vertex_count = getNumverts node
-
- -- Find parents by looking up their names; bone names MUST be unique
- -- Can't guarantee that parent will be read before child; store all names beforehand
- for i = 1 to total_bones do
- (
- bone_name = skinops.getbonename node.modifiers[#skin] i 0
- append bone_names bone_name
- )
-
- for i = 1 to total_bones do
- (
- slidertime = animationrange.start
-
- bone_name = skinops.getbonename node.modifiers[#skin] i 0
- bone_node = getNodeByName bone_name
-
- parent_index = 0
- if ( bone_node.parent != undefined ) then
- (
- parent_name = bone_node.parent.name
- parent_index = (findItem bone_names parent_name)
- )
-
- localForm = bone_node.transform
- localForm = thinkLocally bone_node localForm
- p = localForm.translationpart
- r = localForm.rotationpart
- s = localForm.scalepart
-
- append bones #(parent_index, bone_name, p, bone_node.transform.scalepart, r)
-
- in coordsys parent bone_keys = #(#(0, p, r, bone_node.transform.scalepart))
-
- while (slidertime < animationrange.end) do
- (
- slidertime += 1
- sTime = ((slidertime - animationrange.start) / FPS) as String
-
- localForm = bone_node.transform
- localForm = thinkLocally bone_node localForm
-
- p = localForm.translationpart
- r = localForm.rotationpart
- s = localForm.translationpart
-
- append bone_keys #(substring sTime 1 (sTime.count - 1), p, r, bone_node.transform.scalepart)
- )
- append keyframes #(parent_index, bone_keys)
- )
- )
- )
-
- -------------------------------------------------------------------------------------
- -- Extract the skin indices and weights in one pass
- -- If it's a skin, skinned? = true and indices contains the bones
- -- If it's not, indices is dummied to #(0,..) and DumpIndices uses the parent to fix it in post
- -- indices = #( #( skinned?, indices, parent), ..)
- function ExtractInfluences node indices weights =
- (
- vertex_count = getNumverts node
-
- meshIndices = #()
-
- if node.modifiers[#skin] != undefined then
- (
-
- for i = 1 to vertex_count do
- (
- -- Insane defaults for the sort; these shouldn't escape into the output
- index1 = -1
- index2 = -1
- weight1 = -1
- weight2 = -1
-
- numBones = skinOps.GetVertexWeightCount node.modifiers[#skin] i
-
- --Two passes of a bubble sort to get the 2 heaviest weights
- for j = 1 to numBones do
- (
- thisIndex = skinops.getVertexWeightBoneID node.modifiers[#skin] i j
- thisWeight = skinops.getvertexweight node.modifiers[#skin] i j
-
- if (thisWeight) > weight1 then
- (
- weight1 = thisWeight
- index1 = thisIndex
- )
- )
-
- for j = 1 to numBones do
- (
- thisIndex = skinops.getVertexWeightBoneID node.modifiers[#skin] i j
- thisWeight = skinops.getvertexweight node.modifiers[#skin] i j
-
- if ((thisWeight > weight2) and (thisIndex != index1)) then
- (
- weight2 = thisWeight
- index2 = thisIndex
- )
- )
-
- -- Establish legal defaults: no weight from the root
- if (index1 == -1) then
- (
- index1 = 0
- weight1 = 0
- )
- if (index2 == -1) then
- (
- index2 = 0
- weight2 = 0
- )
-
-
- append meshIndices (index1)
- append meshIndices (index2)
-
- append weights weight1
- append weights weight2
- )
-
- append indices #(true, meshIndices, "ROOT")
-
- ) else (
- for i = 1 to vertex_count do
- (
- append meshIndices 0
- append meshIndices 0
-
- append weights 1
- append weights 1
- )
-
- name = "Scene Root"
- if node.parent != undefined then
- (
- name = node.parent.name
- )
-
- append indices #(false, meshIndices, name)
- )
- )
-
- -------------------------------------------------------------------------------------
- -- Enforce that parent is above all of its children in the output
- -- This fixes several amusing bugs (mostly fingers of infinite length)
- --
- -- boneOrder: order to dump the bones in #(bones)
- -- newIndices: new positional indices of bones
-
- function ReorderBones bones boneOrder newIndices =
- (
-
- /*************************************************************************************
- * Reorder bones
- * Python function prototype:
- * for i in range(n):
- * for b in range(n):
- * #new bone parent of bone legal
- * if not inOut[b] and (parents[b] == -1 or inOut[parents[b]]):
- * inOut[b] = True
- * boneOrder.append(b)
- * break;
- *************************************************************************************/
-
- total_bones = bones.count
-
- -- Keeps track of which parents have been accounted for
- inOut = #()
-
- for i = 1 to total_bones do
- (
- append inOut false
- )
-
- rootNotAdded = true
- for i = 1 to total_bones do
- (
-
- notFound = true
- for b = 1 to total_bones while notFound do
- (
- if (inOut[b] != true) then
- (
- if (rootNotAdded and bones[b][1] == -1) then
- (
- inOut[b] = true
- append boneOrder b
- notFound = false
- rootNotAdded = false
- ) else (
- if (inOut[bones[b][1] + 1]) then
- (
- inOut[b] = true
- append boneOrder b
- notFound = false
- )
- )
- )
- )
- )
-
- -- Takes original bone index/parent + 1, returns new correct index for parent, skinIndices, etc
- for i=1 to total_bones do
- (
- newIndices[boneOrder[i]] = i - 1
- )
- )
-
- -------------------------------------------------------------------------------------
- -- Export scene
- --
- -- This will BREAK in HORRIBLE WAYS if you feed it more than one object for now.
- function ExportScene =
- (
- slidertime = animationrange.start
- -- Extract meshes
- meshObjects = #()
- mergedVertices = #()
- mergedNormals = #()
- mergedColors = #()
- mergedUvs = #()
- mergedFaces = #()
- mergedMaterials = #()
- mergedMaterialsColors = #()
- sceneHasVColors = false
-
- hasSkin = false
- bones = #()
- keyframes = #()
-
- influences = #()
- weights = #()
-
- boneOrder = #()
- newIndices = #()
- bone_names = #()
-
- hasMorph = false
- mergedMorphTargets = #()
- -- The horrible hackery that is skinops requires only one object be selected.
- original_selection = #()
- for obj in selection do
- (
- append original_selection obj.name
- )
-
- max select none
-
- for name in original_selection do
- (
- obj = getnodebyname name
- select obj
- result = ExtractMesh obj
- meshObj = result[1]
- if ClassOf meshObj == TriMesh then
- (
- meshName = result[2]
- meshMaterial = result[3]
- needsFlip = result[4]
- hasVColors = result[5]
- sceneHasVColors = sceneHasVColors or hasVColors
- append meshObjects result
- vertexOffset = mergedVertices.count
- uvOffset = mergedUvs.count
- colorOffset = mergedColors.count
- ExtractMaterials meshObj meshMaterial mergedMaterials mergedMaterialsColors meshName hasVColors
- ExtractVertices meshObj mergedVertices
- ExtractNormals meshObj mergedNormals needsFlip
- ExtractColors meshObj mergedColors
- ExtractUvs meshObj mergedUvs
- ExtractFaces meshObj meshMaterial mergedFaces mergedMaterials needsFlip hasVColors vertexOffset uvOffset colorOffset
- ExtractAnimation obj bones keyframes fps.value bone_names &hasSkin
-
- ExtractInfluences obj influences weights
-
- ReorderBones bones boneOrder newIndices
-
- ExtractMorphTargets obj mergedMorphTargets &hasMorph
- )
-
- max select none
- )
- totalVertices = mergedVertices.count
- totalFaces = mergedFaces.count
- totalMaterials = mergedMaterials.count
- totalColors = 0
- totalNormals = 0
- totalUvs = 0
- useColors = false
- if sceneHasVColors and exportColor.checked then
- (
- totalColors = mergedColors.count
- useColors = true
- )
- if exportNormal.checked then
- (
- totalNormals = mergedNormals.count
- )
- if exportUv.checked then
- (
- totalUvs = mergedUvs.count
- )
- -- Dump model
- Format "{\n\n" to:ostream
- -- Dump header
- Format headerFormat maxFileName totalVertices totalNormals totalColors totalUvs totalFaces totalMaterials to:ostream
- -- Dump all materials in the scene
- ExportMaterials mergedMaterials mergedMaterialsColors
- -- Dump merged data from all selected geometries
- DumpVertices mergedVertices
-
- if hasMorph then
- (
- DumpMorphTargets mergedMorphTargets
- )
-
- DumpNormals mergedNormals
- DumpColors mergedColors useColors
- DumpUvs mergedUvs
- DumpFaces mergedFaces useColors
-
- if hasSkin then
- (
- DumpBones bones boneOrder newIndices
- DumpIndices influences bone_names newIndices
- DumpWeights weights
- DumpKeyframes keyframes boneOrder newIndices fps.value
- )
- -- Dump footer
- Format footerFormat to:ostream
- )
-
- -------------------------------------------------------------------------------------
- -- Open and prepare a file handle for writing
- function GetSaveFileStream =
- (
- zname = getFilenameFile maxFileName
- zname += ".js"
- fname = GetSaveFileName filename:zname types:"JavaScript file (*.js)|*.js|All Files(*.*)|*.*|"
- if fname == undefined then
- (
- return undefined
- )
- ostream = CreateFile fname
- if ostream == undefined then
- (
- MessageBox "Couldn't open file for writing !"
- return undefined
- )
- return ostream
- )
- -------------------------------------------------------------------------------------
- -- Export button click handler
- on btn_export pressed do
- (
- ostream = GetSaveFileStream()
- if ostream != undefined then
- (
- ExportScene()
- close ostream
- )
- )
- )
- createDialog ThreeJSExporter width:300
|