#!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)