PES / fef_export.py
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#!BPY
"""
Name: 'FEI 2010 Files (*.FEF)'
Blender: 242
Group: 'Export'
Tooltip: 'KONAMI FEF Files'
"""
__author__ = "Skunk"
__url__ = ("", "")
__version__ = "1.1"
__bpydoc__ = ""
# ***** 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, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
import Blender, meshtools, BPyMesh
from Blender import *
from Blender import sys as bsys
from Blender.Window import FileSelector
REG_KEY = 'fef_reg'
EXPORT_DIR = ''
IMPORT_DIR = ''
idxcero = 0
tooltips = {
'EXPORT_DIR': "default / last folder used to export .fef files to",
'IMPORT_DIR': "default / last folder used to import .fef files from"
}
def update_RegistryInfo():
d = {}
d['EXPORT_DIR'] = EXPORT_DIR
d['IMPORT_DIR'] = IMPORT_DIR
Blender.Registry.SetKey(REG_KEY, d, True)
# Looking for a saved key in Blender.Registry dict:
rd = Blender.Registry.GetKey(REG_KEY, True)
if rd:
try:
EXPORT_DIR = rd['EXPORT_DIR']
IMPORT_DIR = rd['IMPORT_DIR']
except KeyError: update_RegistryInfo()
else:
update_RegistryInfo()
class mat:
def __init__(self):
self.oriname = ''
self.newname = ''
self.texture = ''
class grp:
def __init__(self):
self.name = ''
self.obj_count = 0
self.obj_list = []
class Obj:
def __init__(self):
self.name = ''
self.tex = ''
self.vlist = []
self.uvlist = []
self.vcol = []
self.flist = []
#Code Taken from 3ds Exporter
def uv_key(uv):
return round(uv.x, 6), round(uv.y, 6)
class tri_wrapper(object):
'''Class representing a triangle.
Used when converting faces to triangles'''
__slots__ = 'vertex_index', 'faceuvs', 'vcol', 'offset'
def __init__(self, vindex=(0,0,0), faceuvs=None, vcol=None):
self.vertex_index= vindex
self.faceuvs= faceuvs
self.vcol = vcol
self.offset= [0, 0, 0] # offset indicies
def split_into_tri(face, do_uv=False, do_col=False):
'''Split a quad face into two triangles'''
v = face.v
first_tri = tri_wrapper((v[0].index, v[1].index, v[2].index))
second_tri = tri_wrapper((v[0].index, v[2].index, v[3].index))
if (do_uv):
uv = face.uv
first_tri.faceuvs= uv_key(uv[0]), uv_key(uv[1]), uv_key(uv[2])
second_tri.faceuvs= uv_key(uv[0]), uv_key(uv[2]), uv_key(uv[3])
if (do_col):
first_tri.vcol = face.col[0],face.col[1],face.col[2]
second_tri.vcol = face.col[0],face.col[2],face.col[3]
return [first_tri, second_tri]
def extract_triangles(mesh):
'''Extract triangles from a mesh.
If the mesh contains quads, they will be split into triangles.'''
tri_list = []
do_uv = mesh.faceUV
for face in mesh.faces:
try:
do_col = face.col
except:
do_col = 0
num_fv = len(face)
if num_fv==3:
new_tri = tri_wrapper((face.v[0].index, face.v[1].index, face.v[2].index))
if (do_uv):
new_tri.faceuvs= uv_key(face.uv[0]), uv_key(face.uv[1]), uv_key(face.uv[2])
if (do_col):
new_tri.vcol = face.col[0],face.col[1],face.col[2]
tri_list.append(new_tri)
else: #it's a quad
tri_list.extend( split_into_tri(face, do_uv, do_col) )
return tri_list
def remove_face_uv(verts, tri_list, matrix):
'''Remove face UV coordinates from a list of triangles.
Since 3ds files only support one pair of uv coordinates for each vertex, face uv coordinates
need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when
there are multiple uv coordinates per vertex.'''
# initialize a list of UniqueLists, one per vertex:
#uv_list = [UniqueList() for i in xrange(len(verts))]
unique_uvs= [{} for i in xrange(len(verts))]
# for each face uv coordinate, add it to the UniqueList of the vertex
for tri in tri_list:
for i in xrange(3):
# store the index into the UniqueList for future reference:
# offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i])))
context_uv_vert= unique_uvs[tri.vertex_index[i]]
uvkey= tri.faceuvs[i]
try:
offset_index, uv_3ds= context_uv_vert[uvkey]
except:
offset_index= len(context_uv_vert)
context_uv_vert[tri.faceuvs[i]]= offset_index, uvkey
tri.offset[i]= offset_index
# At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it
# only once.
# Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the
# faces refer to the new face indices:
vert_index = 0
vert_array = []
uv_array = []
index_list=[]
for i,vert in enumerate(verts):
index_list.append(vert_index)
x, y, z = meshtools.apply_transform(vert.co,matrix)
uvmap = [None] * len(unique_uvs[i])
for ii, uv_3ds in unique_uvs[i].itervalues():
# add a vertex duplicate to the vertex_array for every uv associated with this vertex:
vert_array.append((x,y,z))
# add the uv coordinate to the uv array:
# This for loop does not give uv's ordered by ii, so we create a new map
# and add the uv's later
# uv_array.add(uv_3ds)
uvmap[ii] = uv_3ds
# Add the uv's in the correct order
for uv_3ds in uvmap:
# add the uv coordinate to the uv array:
uv_array.append(uv_3ds)
vert_index += len(unique_uvs[i])
# Make sure the triangle vertex indices now refer to the new vertex list:
for tri in tri_list:
for i in xrange(3):
tri.offset[i]+=index_list[tri.vertex_index[i]]
tri.vertex_index= tri.offset
return vert_array, uv_array, tri_list
def load_meshes(me,new,matrix):
tri_list = extract_triangles(me)
if me.faceUV:
new.vlist, new.uvlist, tri_list = remove_face_uv(me.verts,tri_list,matrix)
else:
for vert in me.verts:
x, y, z = meshtools.apply_transform(vert.co,matrix)
new.vlist.append((x,y,z))
new.uvlist.append((0.0,0.0))
vcolors = {}
for tri in tri_list:
for j in xrange(3):
index = tri.vertex_index[j]
if not tri.vcol:
color = Blender.NMesh.Col()
color.a = 255
color.r = 255
color.g = 255
color.b = 255
else:
color = tri.vcol[j]
vcolors.setdefault(index,[color.a, color.r,color.g,color.b])
for v in xrange(len(new.vlist)):
new.vcol.append(vcolors[v])
for tri in tri_list:
new.flist.append((tri.vertex_index))
return 1
def save_file(file,g):
if g.obj_count > 0:
file.write("Name = \"%s\" %d\n" % (g.name,g.obj_count))
g.obj_list.sort(key=lambda obj:obj.name)
for o in g.obj_list:
file.write("%s %s\n%d\n" % (o.name,o.tex,len(o.vlist)))
for i in range(len(o.vlist)):
file.write("%8f %8f %8f " % tuple(o.vlist[i]))
u,v = o.uvlist[i][0], o.uvlist[i][1]
file.write("%8f %8f 0x" % (u,1-v))
for j in range(len(o.vcol[i])):
file.write("%02X" % o.vcol[i][j])
file.write("\n")
file.write("%d\n" % len(o.flist))
for f in range(len(o.flist)):
file.write("%d %d %d \n" % tuple(o.flist[f]))
def add_mat(material,o):
found = False
try:
textu = material.getTextures()
except:
print "Has Material but Empty: %s"%o.getName()
return 'FFFF'
if textu[0] != None:
if textu[0].tex.type == Texture.Types.IMAGE:
new_mat = mat()
new_mat.oriname = material.name
new_mat.newname = ''
try:
new_mat.texture = textu[0].tex.image.filename
for m in range(len(mat_list)):
if mat_list[m].texture == new_mat.texture:
found = True
break
except:
print "No Texture Loaded: %s\n"%o.getName()
return material.name
if not found:
mat_list.append(new_mat)
return new_mat.texture
print "No Texture 1st Pos: %s\n"%o.getName()
return material.name
def load_objs(parent,group):
group.obj_count = 0
for o in objs:
if o.getParent() == parent:
new = Obj()
try:
new.name = o.getName().split('-')[1] + '-' + o.getName().split('-')[2]
except:
Blender.Draw.PupMenu("ERROR:%t| Object name \""+o.getName()+"\"not valid.|%l|Name should look like OBJECT_NAME-XX-XX")
return -1
me = BPyMesh.getMeshFromObject(o, None, True, False, tp)
#me = NMesh.GetRaw(o.data.name)
if len(me.materials) >0:
new.tex = add_mat(me.materials[0],o)
else:
print "No Material: %s\n"%o.getName()
new.tex = 'FFFF'
if load_meshes(me,new,o.matrix) == -1:
Blender.Draw.PupMenu('ERROR:%t| Unexpected Error. ')
return -1
group.obj_list.append(new)
group.obj_count += 1
return 1
# File Selector callback:
def fs_callback(filename):
global EXPORT_DIR
if not filename.endswith('.fef'): filename = '%s.fef' % filename
if bsys.exists(filename):
if Blender.Draw.PupMenu('OVERWRITE?%t|File exists') != 1:
return
editmode = Blender.Window.EditMode() # are we in edit mode? If so ...
if editmode: Blender.Window.EditMode(0) # leave edit mode before getting the mesh
starttime = bsys.time()
export_dir = bsys.dirname(filename)
if export_dir != EXPORT_DIR:
EXPORT_DIR = export_dir
update_RegistryInfo()
objs_count=0
for o in objs:
objs_count+=1
#Order parts to assing textures starting from LEFT_EYE
grp_mat = ["F00","F01","F02","F03","F04","F05","F06"]
#Ordered Parts to meet order in faces
grp_names = ["F00","F01","F02","F03","F04","F05","F06"]
name = "F00 %x0|F01 %x1|F02 %x2|F03 %x3|F04 %x4|F05 %x5|F06 %x6"
new_names = ["F00","F01","F02","F03","F04","F05","F06"]
#asign array names
tmp_name = ''
#check for correct names
for o in objs:
if o.getType() == "Empty":
if o.getName() not in (grp_names):
tmp_name = "Part Name %s is wrong, Please Select the one that matches. " % o.getName()
tmp_name += "%t|"
tmp_name += name
result = Blender.Draw.PupMenu(tmp_name, 10)
if result != -1:
o.setName(new_names[result])
else:
return
del new_names
del name
del tmp_name
Blender.Window.WaitCursor(1)
for o in objs:
g = grp()
g.name = o.getName()
if load_objs(o,g) == -1:
return
groups.append(g)
if len(mat_list) > 51:
Blender.Draw.PupMenu('ERROR:%t| Cant use more than 51 Textures,|%l|Please, fix it before export. ')
return
groups_ordered_mat = []
for order in range(len(grp_mat)):
for gr in groups:
if gr.name == grp_mat[order]:
groups_ordered_mat.append(gr)
break
tipo = tp.getName()
tipo = tipo.split('-')[1]
if tipo[0] == "F":
tex_id = 0x2752
else:
tex_id = 0x2753
for gr in groups_ordered_mat:
gr.obj_list.sort(key=lambda obj:obj.name)
for o in gr.obj_list:
for m in mat_list:
if o.tex == m.texture:
if m.newname == '':
m.newname = "%04x" % tex_id
tex_id += 1
o.tex = m.newname
break
mat_list.sort(key=lambda obj:obj.newname)
groups_ordered = []
for order in range(len(grp_names)):
for gr in groups_ordered_mat:
if gr.name == grp_names[order]:
groups_ordered.append(gr)
break
del groups_ordered_mat
file = open(filename,"w")
file.write("//Face and Hair Exchange File (c)2010 by Skunk\n\n")
tipo = tp.getName()
tipo = tipo.split('-')[1]
file.write("Type = \"%s\"\n\n"%tipo.replace("\n",""))
file.write("Materials = %d\n\n"% len(mat_list))
for m in mat_list:
file.write("%s \"%s\"\n"%(m.newname,m.texture))
o_count=0
for gr_o in groups_ordered:
if gr_o.obj_count > 0:
o_count += 1
file.write("\nMeshes = %d\n\n"% o_count)
for gr_o in groups_ordered:
save_file(file,gr_o)
file.close()
endtime = bsys.time() - starttime
print "Data exported in %.3f seconds." % endtime
Blender.Window.WaitCursor(0)
return
groups = []
mat_list = []
tp = Scene.GetCurrent()
objs = tp.getChildren()
if not objs:
Blender.Draw.PupMenu('ERROR: no objects in scene')
else:
fname = "*.fef"
if EXPORT_DIR:
fname = bsys.join(EXPORT_DIR, bsys.basename(fname))
FileSelector(fs_callback, "Export FEF", fname)