/usr/lib/blender/scripts/ogrepkg/meshexport.py is in blender-ogrexml-1.8 1.8.0+dfsg1-7.
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@author Michael Reimpell
"""
# Copyright (C) 2005 Michael Reimpell
#
# This library is free software; you can redistribute it and/or
# modify it under the terms of the GNU Lesser General Public
# License as published by the Free Software Foundation; either
# version 2.1 of the License, or (at your option) any later version.
#
# This library 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
# Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public
# License along with this library; if not, write to the Free Software
# Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
# epydoc doc format
__docformat__ = "javadoc en"
import base
from base import *
import materialexport
from materialexport import *
import armatureexport
from armatureexport import *
import Blender
import Blender.Mathutils
from Blender.Mathutils import *
import math
# OGRE_VERTEXCOLOUR_BGRA
# workaround for Ogre's vertex colour conversion bug.
# Set to 0 for RGBA, 1 for BGRA.
OGRE_OPENGL_VERTEXCOLOUR = 0
class Vertex:
"""
"""
THRESHOLD = 1e-6
def __init__(self, bMesh, bMFace, bIndex, index, fixUpAxis, armatureExporter=None):
"""Represents an Ogre vertex.
@param bIndex Index in the vertex list of the NMFace.
@param index Vertexbuffer position.
@param fixUpAxis Additional transformation to apply to the vertex.
"""
self.bMesh = bMesh
# imples position
# vertex in basis shape
self.bMVert = bMFace.v[bIndex]
self.basisPos = self.bMVert.co
bKey = self.bMesh.key
if (bKey and len(bKey.blocks)):
# first shape key is rest position
self.basisPos = bKey.blocks[0].data[self.bMVert.index]
## Face properties in Blender
self.normal = None
self.colourDiffuse = None
self.texcoords = []
## bookkeeping
# vertexbuffer position in vertexbuffer
self.index = index
self.fixUpAxis = fixUpAxis
# implies influences
self.armatureExporter = armatureExporter
### populated attributes
## normal
if bMFace.smooth:
# key blocks don't have normals
self.normal = self._applyfixUpAxis(bMFace.v[bIndex].no)
else:
# create face normal
# 1 - 2
# | /
# 3
# n = (v_3 - v_1) x (v_2 - v_1)/||n||
if (bKey and len(bKey.blocks)):
# first shape key is rest position
blockData = bKey.blocks[0].data
v1 = self._applyfixUpAxis(blockData[bMFace.v[0].index])
v2 = self._applyfixUpAxis(blockData[bMFace.v[1].index])
v3 = self._applyfixUpAxis(blockData[bMFace.v[2].index])
else:
# self.normal = CrossVecs(bMFace.v[1].co - bMFace.v[0].co, bMFace.v[2].co - bMFace.v[0].co)
v1 = self._applyfixUpAxis(bMFace.v[0].co)
v2 = self._applyfixUpAxis(bMFace.v[1].co)
v3 = self._applyfixUpAxis(bMFace.v[2].co)
self.normal = CrossVecs(v2 - v1, v3 - v1)
# self.normal.normalize() does not throw ZeroDivisionError exception
normalLength = self.normal.length
if (normalLength > Vertex.THRESHOLD):
self.normal = Vector([coordinate/normalLength for coordinate in self.normal])
else:
Log.getSingleton().logWarning("Error in normalize! Face of mesh \"%s\" too small." % bMesh.name)
self.normal = Vector([0,0,0])
## colourDiffuse
if bMesh.vertexColors:
bMCol = bMFace.col[bIndex]
if OGRE_OPENGL_VERTEXCOLOUR:
self.colourDiffuse = (bMCol.b/255.0, bMCol.g/255.0, bMCol.r/255.0, bMCol.a/255.0)
else:
self.colourDiffuse = (bMCol.r/255.0, bMCol.g/255.0, bMCol.b/255.0, bMCol.a/255.0)
else:
# Note: hasVertexColours() always returns false when uv coordinates are present.
# Therefore also check "VCol Paint" and "VCol Light" buttons as well as
# try if Blender's faces provide vertex colour data.
try:
bMCol = bMFace.col[bIndex]
except:
pass
else:
# vertex colour data available
try:
bMaterial = self.bMesh.materials[bMFace.mat]
except:
pass
else:
# material assigned
if ((bMaterial.mode & Blender.Material.Modes["VCOL_PAINT"])
or (bMaterial.mode & Blender.Material.Modes["VCOL_LIGHT"])):
# vertex colours enabled
if OGRE_OPENGL_VERTEXCOLOUR:
self.colourDiffuse = (bMCol.b/255.0, bMCol.g/255.0, bMCol.r/255.0, bMCol.a/255.0)
else:
self.colourDiffuse = (bMCol.r/255.0, bMCol.g/255.0, bMCol.b/255.0, bMCol.a/255.0)
## texcoord
# origin in OGRE is top-left
activeUVLayer = bMesh.activeUVLayer
if activeUVLayer:
for uvlayer in bMesh.getUVLayerNames():
bMesh.activeUVLayer = uvlayer
if bMesh.faceUV:
self.texcoords.append((bMFace.uv[bIndex][0], 1 - bMFace.uv[bIndex][1]))
elif bMesh.vertexUV:
self.texcoords.append((self.bMVert.uvco[0], 1 - self.bMVert.uvco[1]))
bMesh.activeUVLayer = activeUVLayer
return
def __eq__(self, other):
"""Tests if this vertex is equal to another vertex in the Ogre sense.
Does no take fixUpAxis into account!
Also, it does not compare the index.
"""
isEqual = 0
# compare index, normal, colourDiffuse and texcoord
if (self.bMVert.index != other.bMVert.index):
# different Blender vertex
pass
elif ((self.normal - other.normal).length > Vertex.THRESHOLD):
# normals don't match
pass
elif (not(self.matchTexCoords(other))):
# texture coordinates do not match
pass
elif ((self.colourDiffuse and not(other.colourDiffuse)) or
(not(self.colourDiffuse) and other.colourDiffuse)):
# mixed existence of vertex colours
pass
elif (self.colourDiffuse and
((math.fabs(self.colourDiffuse[0] - other.colourDiffuse[0]) > Vertex.THRESHOLD)
or (math.fabs(self.colourDiffuse[1] - other.colourDiffuse[1]) > Vertex.THRESHOLD)
or (math.fabs(self.colourDiffuse[2] - other.colourDiffuse[2]) > Vertex.THRESHOLD)
or (math.fabs(self.colourDiffuse[3] - other.colourDiffuse[3]) > Vertex.THRESHOLD))):
# vertex colours exist but do not match
pass
else:
isEqual = 1
return isEqual
def matchTexCoords(self, other):
if (len(self.texcoords) != len(other.texcoords)):
return False
else:
for id in range(len(self.texcoords)):
if ((math.fabs(self.texcoords[id][0] - other.texcoords[id][0]) > Vertex.THRESHOLD)
or (math.fabs(self.texcoords[id][1] - other.texcoords[id][1]) > Vertex.THRESHOLD)):
return False
return True
def hasDiffuseColours(self):
available = False
if self.colourDiffuse is not None:
available = True
return available
def nTextureCoords(self):
return len(self.texcoords)
def writePosition(self, fileObject, indentation=0):
fileObject.write(indent(indentation) + "<position x=\"%.6f\" y=\"%.6f\" z=\"%.6f\"/>\n" \
% tuple(self.getPosition()))
return
def writeNormal(self, fileObject, indentation=0):
fileObject.write(indent(indentation) + "<normal x=\"%.6f\" y=\"%.6f\" z=\"%.6f\"/>\n" \
% tuple(self.normal))
return
def writeColourDiffuse(self, fileObject, indentation=0):
if self.colourDiffuse:
fileObject.write(indent(indentation) + "<colour_diffuse value=\"%.6f %.6f %.6f %.6f\"/>\n" \
% self.colourDiffuse)
return
def writeTexcoord(self, fileObject, indentation=0):
for id in range(len(self.texcoords)):
fileObject.write(indent(indentation) + "<texcoord u=\"%.6f\" v=\"%.6f\"/>\n"\
% self.texcoords[id])
return
def writeVertex(self, fileObject, indentation=0):
fileObject.write(indent(indentation) + "<vertex>\n")
self.writePosition(fileObject, indentation + 1)
self.writeNormal(fileObject, indentation + 1)
self.writeColourDiffuse(fileObject, indentation + 1)
self.writeTexcoord(fileObject, indentation + 1)
fileObject.write(indent(indentation) + "</vertex>\n")
return
def writeBoneAssignments(self, fileObject, indentation=0):
nAssignments = 0
weightSum = 0
for groupName in self.bMesh.getVertGroupNames():
try:
weight = self.bMesh.getVertsFromGroup(groupName, 1, [self.bMVert.index])[0][1]
except IndexError:
# vertex not in group groupName
pass
else:
if weight > Vertex.THRESHOLD:
boneIndex = self.armatureExporter.getBoneIndex(groupName)
if boneIndex is not None:
# group belongs to an OGRE bone
fileObject.write(indent(indentation) + \
"<vertexboneassignment vertexindex=\"%d\" boneindex=\"%d\" weight=\"%.6f\"/>\n" \
% (self.index, boneIndex, weight))
nAssignments += 1
weightSum += weight
# warnings
if (nAssignments == 0):
Log.getSingleton().logWarning("Vertex without bone assignment!")
elif (nAssignments > 4):
Log.getSingleton().logWarning("Vertex with more than 4 bone assignments!")
# TODO: weightSum normalization
# Ogre::Mesh::_rationaliseBoneAssignments always normalises the sum of
# weights per vertex to be 1.0. However, in Blender weightSum > 1.0 and
# weightSum < 1.0 seems to be often the case.
#
#if (abs(weightSum - 1.0) > THRESHOLD):
# Log.getSingleton().logWarning("Vertex with non-convex bone assignment weights!")
return
def getIndex(self):
return self.index
def getMVert(self):
return self.bMVert
def getPosition(self):
"""Returns position vector of the rest position.
"""
return self._applyfixUpAxis(self.basisPos)
def getCurrentFramePosition(self, bDeformedNMesh):
"""Returns position of this vertex in the current frame of the possibly deformed mesh.
"""
return self._applyfixUpAxis(bDeformedNMesh.verts[self.bMVert.index].co)
def getCurrentFrameRelativePosition(self, bDeformedNMesh):
"""Returns relative position of this vertex in the current frame of the possibly deformed mesh.
"""
return (self.getCurrentFramePosition(bDeformedNMesh) - self.getPosition())
def _applyfixUpAxis(self, vector):
"""Applies transformation to threedimensional vector.
"""
if (self.fixUpAxis):
vec = Vector(vector.x, vector.z, -vector.y)
else:
return vector
return vec
class VertexManager:
"""
"""
def __init__(self, bMesh, fixUpAxis, armatureExporter=None):
self.bMesh = bMesh
self.fixUpAxis = fixUpAxis
# needed for boneassignments
self.armatureExporter = armatureExporter
# key: index, value: list of vertices with same MVert
self.vertexDict = {}
# vertices in ascending index order
self.vertexList = []
return
def __iter__(self):
return VertexManager.Iterator(self)
def getNumberOfVertices(self):
"""Returns the current number of vertices.
"""
return len(self.vertexList)
def getVertex(self, bMFace, bIndex):
"""Returns possibly shared vertex.
@param bMesh Blender Mesh.
@param bMFace Blender Face.
@param bIndex Index in the vertex list of the MFace.
@return Corresponding vertex.
"""
vertex = Vertex(self.bMesh, bMFace, bIndex, len(self.vertexList), self.fixUpAxis, self.armatureExporter)
if self.vertexDict.has_key(bMFace.v[bIndex].index):
# check Ogre vertices for that Blender vertex
vertexList = self.vertexDict[bMFace.v[bIndex].index]
found = 0
listIndex = 0
while (not(found) and (listIndex < len(vertexList))):
if (vertex == vertexList[listIndex]):
vertex = vertexList[listIndex]
found = 1
listIndex = listIndex + 1
if not(found):
# create Ogre vertex for that Blender vertex
self.vertexDict[bMFace.v[bIndex].index].append(vertex)
self.vertexList.append(vertex)
else:
# create Ogre vertex for that Blender vertex
self.vertexDict[bMFace.v[bIndex].index] = [vertex]
self.vertexList.append(vertex)
return vertex
def writeGeometry(self, fileObject, indentation=0):
fileObject.write(indent(indentation) + "<geometry vertexcount=\"%d\">\n" % len(self.vertexList))
# TODO: replace single vertexbuffer with separate position vertexbuffer for vertex animation
fileObject.write(indent(indentation + 1) + "<vertexbuffer positions=\"true\" normals=\"true\"")
## optional attributes
# query the first vertex in the buffer
if (len(self.vertexList) > 0):
firstVertex = self.vertexList[0]
if firstVertex.hasDiffuseColours():
fileObject.write(" colours_diffuse=\"true\"")
# set texture coordinate count.
coords = firstVertex.nTextureCoords()
if (coords > 0):
fileObject.write(" texture_coords=\"%d\"" % coords)
fileObject.write(">\n")
for vertex in self.vertexList:
vertex.writeVertex(fileObject, indentation + 2)
fileObject.write(indent(indentation + 1) + "</vertexbuffer>\n")
fileObject.write(indent(indentation) + "</geometry>\n")
return
def writeBoneAssignments(self, fileObject, indentation=0):
if self.armatureExporter:
fileObject.write(indent(indentation) + "<boneassignments>\n")
for vertex in self.vertexList:
vertex.writeBoneAssignments(fileObject, indentation + 1)
fileObject.write(indent(indentation) + "</boneassignments>\n")
return
class Iterator:
"""Iterates over vertices in ascending index order.
"""
def __init__(self, vertexManager):
self.vertexManager = vertexManager
self.listIndex = 0
return
def next(self):
if self.listIndex >= len(self.vertexManager.vertexList):
raise StopIteration
self.listIndex = self.listIndex + 1
return self.vertexManager.vertexList[self.listIndex - 1]
class Submesh:
"""Ogre submesh.
"""
def __init__(self, bMesh, material, index, fixUpAxis, armatureExporter = None):
"""Constructor.
@param index Index of submesh in submeshes list.
"""
self.bMesh = bMesh
self.materialName = material.getName()
self.index = index
self.fixUpAxis = fixUpAxis
self.armatureExporter = armatureExporter
self.vertexManager = VertexManager(self.bMesh, self.fixUpAxis, self.armatureExporter)
# list of (tuple of vertice indices)
self.faces =[]
return
def getIndex(self):
return self.index
def addFace(self, bMFace):
"""Adds a Blender face to the submesh.
"""
# vertex winding:
# Blender: clockwise, Ogre: clockwise
if (len(bMFace.v) == 3):
v1 = self.vertexManager.getVertex(bMFace, 0)
v2 = self.vertexManager.getVertex(bMFace, 1)
v3 = self.vertexManager.getVertex(bMFace, 2)
self.faces.append((v1.getIndex(), v2.getIndex(), v3.getIndex()))
elif (len(bMFace.v) == 4):
v1 = self.vertexManager.getVertex(bMFace, 0)
v2 = self.vertexManager.getVertex(bMFace, 1)
v3 = self.vertexManager.getVertex(bMFace, 2)
v4 = self.vertexManager.getVertex(bMFace, 3)
# Split face on shortest edge
if ((v3.getPosition() - v1.getPosition()).length < (v4.getPosition() - v2.getPosition()).length):
# 1 - 2
# | \ |
# 4 - 3
self.faces.append((v1.getIndex(), v2.getIndex(), v3.getIndex()))
self.faces.append((v1.getIndex(), v3.getIndex(), v4.getIndex()))
else:
# 1 - 2
# | / |
# 4 _ 3
self.faces.append((v1.getIndex(), v2.getIndex(), v4.getIndex()))
self.faces.append((v2.getIndex(), v3.getIndex(), v4.getIndex()))
else:
Log.getSingleton().logWarning("Ignored face with %d edges." % len(bMFace.v))
return
def getVertexManager(self):
return self.vertexManager
def write(self, fileObject, indentation=0):
fileObject.write(indent(indentation) + "<submesh")
## attributes
fileObject.write(" material=\"%s\"" % self.materialName)
fileObject.write(" usesharedvertices=\"false\"")
if (self.vertexManager.getNumberOfVertices() > 65535):
fileObject.write(" use32bitindexes=\"true\"")
Log.getSingleton().logInfo("Switched to 32 bit indices for submesh \"%s\"!" % self.materialName)
fileObject.write(">\n")
## elements
self._writeFaces(fileObject, indentation + 1)
self.vertexManager.writeGeometry(fileObject, indentation + 1)
self.vertexManager.writeBoneAssignments(fileObject, indentation + 1)
fileObject.write(indent(indentation) + "</submesh>\n")
return
def _writeFaces(self, fileObject, indentation):
fileObject.write(indent(indentation) + "<faces")
## attributes
fileObject.write(" count=\"%d\"" % len(self.faces))
fileObject.write(">\n")
## elements
for face in self.faces:
fileObject.write(indent(indentation + 1) + "<face v1=\"%d\" v2=\"%d\" v3=\"%d\"/>\n" % face)
fileObject.write(indent(indentation) + "</faces>\n")
return
class SubmeshManager:
"""
"""
def __init__(self, bMesh, fixUpAxis, armatureExporter=None):
self.bMesh = bMesh
self.fixUpAxis = fixUpAxis
self.armatureExporter = armatureExporter
# key: material name, value: Submesh
self.submeshDict = {}
# submeshes in ascending index order
self.submeshList = []
return
def __iter__(self):
return SubmeshManager.Iterator(self)
def getSubmesh(self, material):
"""Returns a Submesh for that material.
"""
submesh = None
if self.submeshDict.has_key(material.getName()):
submesh = self.submeshDict[material.getName()]
else:
# return new Submesh
index = len(self.submeshList)
submesh = Submesh(self.bMesh, material, index, self.fixUpAxis, self.armatureExporter)
self.submeshDict[material.getName()] = submesh
self.submeshList.append(submesh)
return submesh
def write(self, fileObject, indentation=0):
if len(self.submeshList):
fileObject.write(indent(indentation) + "<submeshes>\n")
for submesh in self.submeshList:
submesh.write(fileObject, indentation + 1)
fileObject.write(indent(indentation) + "</submeshes>\n")
return
class Iterator:
"""Iterates over submeshes in ascending index order.
"""
def __init__(self, submeshManager):
self.submeshManager = submeshManager
self.listIndex = 0
return
def next(self):
if self.listIndex >= len(self.submeshManager.submeshList):
raise StopIteration
self.listIndex = self.listIndex + 1
return self.submeshManager.submeshList[self.listIndex - 1]
class Pose:
"""
"""
THRESHOLD = 1e-7
def __init__(self, bKeyBlock, submesh, index, fixUpAxis):
"""Constructor.
@param index Index of pose in poses list.
"""
self.bKeyBlock = bKeyBlock
self.submesh = submesh
self.index = index
self.fixUpAxis = fixUpAxis
# list of pose offset tuples (vertexIndex, deltaX, deltaY, deltaZ)
self.poseoffsetList = []
# calculate poseoffsets
poseVertexList = self.bKeyBlock.data
for vertex in self.submesh.getVertexManager():
offset = self._applyfixUpAxis(poseVertexList[vertex.getMVert().index]) \
- vertex.getPosition()
if (offset.length > Pose.THRESHOLD):
self.poseoffsetList.append((vertex.getIndex(), offset.x, offset.y, offset.z))
return
def getIndex(self):
return self.index
def getInfluence(self):
"""Returns influence of this pose in the current frame.
"""
return self.bKeyBlock.curval
def getName(self):
# unique name = KeyBlock name + submesh index
return self.bKeyBlock.name + "-" + str(self.submesh.getIndex())
def nPoseoffsets(self):
return len(self.poseoffsetList)
def write(self, fileObject, indentation=0):
if len(self.poseoffsetList):
fileObject.write(indent(indentation) + \
"<pose target=\"submesh\" index=\"%d\" name=\"%s\">\n" \
% (self.submesh.getIndex(), self.getName()))
for poseoffset in self.poseoffsetList:
fileObject.write(indent(indentation + 1) + \
"<poseoffset index=\"%d\" x=\"%.6f\" y=\"%.6f\" z=\"%.6f\"/>\n" \
% poseoffset)
fileObject.write(indent(indentation) + "</pose>\n")
return
def _applyfixUpAxis(self, vector):
"""Applies transformation to threedimensional vector.
"""
if (self.fixUpAxis):
vec = Vector(vector.x, vector.z, -vector.y)
else:
return vector
return vec
class PoseManager:
"""
"""
def __init__(self, bMesh, submeshManager, fixUpAxis):
self.bMesh = bMesh
self.submeshManager = submeshManager
# key: submesh, value: poseList
self.poseListDict = {}
self.poseList = []
# create poses
# each keyblock creates a pose for every submesh
bKey = self.bMesh.key
if bKey:
for bKeyBlock in bKey.blocks:
for submesh in self.submeshManager:
index = len(self.poseList)
pose = Pose(bKeyBlock, submesh, index, fixUpAxis)
if (pose.nPoseoffsets() > 0):
# add nonempty pose to list and dict
self.poseList.append(pose)
if self.poseListDict.has_key(submesh):
self.poseListDict[submesh].append(pose)
else:
self.poseListDict[submesh] = [pose]
return
def getPoseList(self, submesh):
if self.poseListDict.has_key(submesh):
poseList = self.poseListDict[submesh]
else:
poseList = []
return poseList
def nPoses(self):
return len(self.poseList)
def write(self, fileObject, indentation=0):
if len(self.poseList):
fileObject.write(indent(indentation) + "<poses>\n")
for pose in self.poseList:
pose.write(fileObject, indentation + 1)
fileObject.write(indent(indentation) + "</poses>\n")
return
class MorphAnimationTrack:
"""
"""
def __init__(self, submesh):
"""Constructor.
@param submesh Submesh.
"""
self.submesh = submesh
# key: time, value: list of position in same order as in the VertexManager.
self.keyframeDict = {}
return
def addKeyframe(self, bDeformedNMesh, time):
"""Append current frame as keyframe at given time.
"""
positionList = []
for vertex in self.submesh.getVertexManager():
positionList.append(vertex.getCurrentFramePosition(bDeformedNMesh))
self.keyframeDict[time] = positionList
return
def write(self, fileObject, indentation):
fileObject.write(indent(indentation) + "<track target=\"submesh\" index=\"%d\" type=\"morph\">\n" \
% self.submesh.getIndex())
fileObject.write(indent(indentation + 1) + "<keyframes>\n")
timeList = self.keyframeDict.keys()
timeList.sort()
for time in timeList:
fileObject.write(indent(indentation + 2) + "<keyframe time=\"%.6f\">\n" % time)
for position in self.keyframeDict[time]:
fileObject.write(indent(indentation + 3) + "<position x=\"%.6f\" y=\"%.6f\" z=\"%.6f\"/>\n" \
% tuple(position))
fileObject.write(indent(indentation + 2) + "</keyframe>\n")
fileObject.write(indent(indentation + 1) + "</keyframes>\n")
fileObject.write(indent(indentation) + "</track>\n")
return
class PoseAnimationTrack:
"""Track with a single pose as keyframes.
"""
THRESHOLD = 1e-6
def __init__(self, submesh, poseManager):
"""Constructor.
@param submesh Submesh.
"""
self.submesh = submesh
self.poseManager = poseManager
# key: time, value: list of poseref tuples (poseindex, influence).
self.keyframeDict = {}
return
def nKeyframes(self):
return len(self.keyframeDict)
def addKeyframe(self, time):
for pose in self.poseManager.getPoseList(self.submesh):
if (pose.getInfluence() > PoseAnimationTrack.THRESHOLD):
poseref = (pose.getIndex(), pose.getInfluence())
if self.keyframeDict.has_key(time):
self.keyframeDict[time].append(poseref)
else:
self.keyframeDict[time] = [poseref]
return
def write(self, fileObject, indentation):
fileObject.write(indent(indentation) + \
"<track target=\"submesh\" index=\"%d\" type=\"pose\">\n" \
% self.submesh.getIndex())
fileObject.write(indent(indentation + 1) + "<keyframes>\n")
timeList = self.keyframeDict.keys()
timeList.sort()
for time in timeList:
fileObject.write(indent(indentation + 2) + "<keyframe time=\"%.6f\">\n" % time)
for poseref in self.keyframeDict[time]:
fileObject.write(indent(indentation + 3) + \
"<poseref poseindex=\"%d\" influence=\"%.6f\"/>\n" \
% poseref)
fileObject.write(indent(indentation + 2) + "</keyframe>\n")
fileObject.write(indent(indentation + 1) + "</keyframes>\n")
fileObject.write(indent(indentation) + "</track>\n")
return
class VertexAnimation:
"""Animation base class.
"""
def __init__(self, name, startFrame, endFrame):
self.name = name
self.startFrame = startFrame
self.endFrame = endFrame
## populated on export
self.length = None
# same order as submeshList of the SubmeshManager
self.trackList = None
return
def getName(self):
return self.name
def write(self, fileObject, indentation=0):
if (len(self.trackList) > 0):
fileObject.write(indent(indentation) + "<animation name=\"%s\" length = \"%.6f\">\n" \
% (self.name, self.length))
fileObject.write(indent(indentation + 1) + "<tracks>\n")
for track in self.trackList:
track.write(fileObject, indentation + 2)
fileObject.write(indent(indentation + 1) + "</tracks>\n")
fileObject.write(indent(indentation) + "</animation>\n")
else:
Log.getSingleton().logWarning("Skipped animation \"%s\" as it has no tracks!" \
% self.name)
return
def _createFrameNumberDict(self):
## frames to times
self.length = 0
fps = Blender.Scene.GetCurrent().getRenderingContext().framesPerSec()
# frameNumberDict: key = export time, value = frame number
frameNumberDict = {}
if (self.startFrame <= self.endFrame):
minFrame = self.startFrame
maxFrame = self.endFrame
else:
minFrame = self.endFrame
maxFrame = self.startFrame
for frameNumber in range(int(minFrame), int(maxFrame+1)):
if (self.startFrame <= self.endFrame):
time = float(frameNumber-self.startFrame)/fps
else:
# backward animation
time = float(self.endFrame-frameNumber)/fps
# update animation duration
if self.length < time:
self.length = time
frameNumberDict[time] = frameNumber
return frameNumberDict
class MorphAnimation(VertexAnimation):
"""Morph animation.
"""
def export(self, bObject, submeshManager):
Log.getSingleton().logInfo("Exporting morph animation \"%s\" of mesh \"%s\"" % (self.name, bObject.getData(True)))
## submeshes to tracks
self.trackList = []
for submesh in submeshManager:
self.trackList.append(MorphAnimationTrack(submesh))
## frames to times
frameNumberDict = self._createFrameNumberDict()
## export
timeList = frameNumberDict.keys()
timeList.sort()
for time in timeList:
Blender.Set('curframe', frameNumberDict[time])
#~ bDeformedNMesh = Blender.NMesh.GetRawFromObject(bObject.getName())
bDeformedNMesh = bObject.getData(mesh=True)
for track in self.trackList:
track.addKeyframe(bDeformedNMesh, time)
return
class PoseAnimation(VertexAnimation):
"""Pose animation.
"""
def export(self, bObject, submeshManager, poseManager):
Log.getSingleton().logInfo("Exporting pose animation \"%s\" of mesh \"%s\"" % (self.name, bObject.getData(True)))
## submeshes to tracks
self.trackList = []
trackList = []
for submesh in submeshManager:
trackList.append(PoseAnimationTrack(submesh, poseManager))
## frames to times
frameNumberDict = self._createFrameNumberDict()
## export
timeList = frameNumberDict.keys()
timeList.sort()
for time in timeList:
Blender.Set('curframe', frameNumberDict[time])
for track in trackList:
track.addKeyframe(time)
for track in trackList:
if (track.nKeyframes() > 0):
self.trackList.append(track)
# at least one track?
if (len(self.trackList) == 0):
# no pose offsets
Log.getSingleton().logWarning("Pose animation \"%s\" does not differ from restpose." % self.name)
return
class VertexAnimationExporter:
"""
"""
def __init__(self, meshExporter):
self.meshExporter = meshExporter
self.morphAnimationList = []
self.poseAnimationList = []
self.poseManager = None
return
def addMorphAnimation(self, morphAnimation):
"""Adds a morph animation.
"""
self.morphAnimationList.append(morphAnimation)
return
def addPoseAnimation(self, poseAnimation):
"""Adds a pose for pose animation.
"""
self.poseAnimationList.append(poseAnimation)
return
def hasAnimation(self):
return (len(self.morphAnimationList) or len(self.poseAnimationList))
def export(self, fixUpAxis):
# generate poses
self.poseManager = PoseManager(self.meshExporter.getObject().getData(mesh=True), self.meshExporter.getSubmeshManager(), fixUpAxis)
if self.hasAnimation():
# sample animations
animationNameList = []
bCurrentFrame = Blender.Get('curframe')
if len(self.poseAnimationList):
# pose animations
if (self.poseManager.nPoses() > 0):
for poseAnimation in self.poseAnimationList:
# warn on pose animation name clash
animationName = poseAnimation.getName()
if animationName in animationNameList:
Log.getSingleton().logWarning("Duplicate animation name \"%s\" for mesh \"%s\"!" \
% (animationName, self.meshExporter.getName()))
animationNameList.append(animationName)
# export
poseAnimation.export(self.meshExporter.getObject(), self.meshExporter.getSubmeshManager(), self.poseManager)
else:
Log.getSingleton().logWarning("Skipped pose animation export as mesh \"%s\"has no shape keys!" \
% self.meshExporter.getName())
# clear poseAnimationList to prevent writing
self.poseAnimationList = []
if len(self.morphAnimationList):
# morph and pose animation cannot share the same vertex data
Log.getSingleton().logError("Skipping morph animations of mesh \"%s\": Cannot share vertex data with pose animation!"
% self.meshExporter.getName())
self.morphAnimationList = []
elif len(self.morphAnimationList):
# morph animations
for morphAnimation in self.morphAnimationList:
# warn on morph animation name clash
animationName = morphAnimation.getName()
if animationName in animationNameList:
Log.getSingleton().logWarning("Duplicate animation name \"%s\" for mesh \"%s\"!" \
% (animationName, self.meshExporter.getName()))
animationNameList.append(animationName)
# export
morphAnimation.export(self.meshExporter.bObject, self.meshExporter.getSubmeshManager())
Blender.Set('curframe', bCurrentFrame)
return
def write(self, fileObject, indentation=0):
# poses
self.poseManager.write(fileObject, indentation)
if (len(self.morphAnimationList) or len(self.poseAnimationList)):
fileObject.write(indent(indentation) + "<animations>\n")
if len(self.poseAnimationList):
# pose animations
for poseAnimation in self.poseAnimationList:
poseAnimation.write(fileObject, indentation + 1)
elif len(self.morphAnimationList):
# morph animations
for morphAnimation in self.morphAnimationList:
morphAnimation.write(fileObject, indentation + 1)
fileObject.write(indent(indentation) + "</animations>\n")
return
class MeshExporter:
"""Exports a Blender mesh to Ogre.
Exports mesh, armature and animations to Ogre XML resp. script files. Materials are
exported to a MaterialManager.
"""
def __init__(self, bObject, skeletonUseMeshName):
"""
"""
# mesh
self.bObject = bObject
self.name = self.bObject.getData(True)
self.hasNoUV = True
# vertex animations
self.vertexAnimationExporter = VertexAnimationExporter(self)
# skeleton
self.armatureExporter = None
parent = GetArmatureObject(self.bObject)
if (parent is not None):
self.armatureExporter = ArmatureExporter(self.bObject, parent, skeletonUseMeshName)
# populated on export
self.submeshManager = None
return
def export(self, dir, materialManager, fixUpAxis=True, exportMesh=True, colouredAmbient=False, applyModifiers=False, convertXML=False):
# leave editmode
editmode = Blender.Window.EditMode()
if editmode:
Blender.Window.EditMode(0)
if exportMesh:
Log.getSingleton().logInfo("Exporting mesh \"%s\"" % self.getName())
## export possible armature
if self.armatureExporter:
self.armatureExporter.export(dir, fixUpAxis, convertXML)
## export meshdata
self._generateSubmeshes(fixUpAxis, materialManager, colouredAmbient, applyModifiers, exportMesh)
if exportMesh:
## export vertex animations
self.vertexAnimationExporter.export(fixUpAxis)
## write files
self._write(dir, convertXML)
## cleanup
self.submeshManager = None
# reenter editmode
if editmode:
Blender.Window.EditMode(1)
return
def getObject(self):
return self.bObject
def getName(self):
return self.name
def getVertexAnimationExporter(self):
return self.vertexAnimationExporter
def getArmatureExporter(self):
return self.armatureExporter
def getSubmeshManager(self):
return self.submeshManager
def _generateSubmeshes(self, fixUpAxis, materialManager, colouredAmbient, applyModifiers, exportMesh):
"""Generates submeshes of the mesh.
"""
#NMesh# Blender.Mesh.Mesh does not provide access to mesh shape keys, use Blender.NMesh.NMesh
if applyModifiers:
bMesh = Blender.Mesh.New('tmp')
bMesh.getFromObject(self.bObject)
else:
bMesh = self.bObject.getData(mesh=True)
self.hasNoUV = bMesh.activeUVLayer is None
self.submeshManager = SubmeshManager(bMesh, fixUpAxis, self.armatureExporter)
for bMFace in bMesh.faces:
faceMaterial = materialManager.getMaterial(bMesh, bMFace, colouredAmbient, self.name)
if faceMaterial and exportMesh:
# append face to submesh
self.submeshManager.getSubmesh(faceMaterial).addFace(bMFace)
return
def _write(self, dir, convertXML):
exportDir = dir or Blender.sys.dirname(Blender.Get('filename'))
file = self.getName() + ".mesh.xml"
Log.getSingleton().logInfo("Writing mesh file \"%s\"" % file)
fileObject = open(Blender.sys.join(exportDir, file), "w")
fileObject.write(indent(0)+"<mesh>\n")
# submeshes
self.submeshManager.write(fileObject, 1)
# skeleton
if self.armatureExporter:
fileObject.write(indent(1)+"<skeletonlink name=\"%s.skeleton\"/>\n" % self.armatureExporter.getName())
# vertex animations
self.vertexAnimationExporter.write(fileObject, 1)
fileObject.write(indent(0)+"</mesh>\n")
fileObject.close()
if convertXML:
OgreXMLConverter.getSingleton().convert(Blender.sys.join(exportDir, file), '', self.hasNoUV)
return
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