Files
io_scene_a3d/io_scene_a3d/A3DBlenderExporter.py
2025-05-21 18:38:18 +01:00

182 lines
7.1 KiB
Python

'''
Copyright (c) 2025 Pyogenics <https://github.com/Pyogenics>
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
'''
from . import A3DObjects
from .A3DObjects import (
A3D_VERTEXTYPE_COORDINATE,
A3D_VERTEXTYPE_UV1,
A3D_VERTEXTYPE_NORMAL1,
A3D_VERTEXTYPE_UV2,
A3D_VERTEXTYPE_COLOR,
A3D_VERTEXTYPE_NORMAL2
)
def mirrorUVY(uv):
x, y = uv
return (x, 1-y)
class A3DBlenderExporter:
def __init__(self, modelData, objects, version=2):
self.modelData = modelData
self.objects = objects
self.version = version
def exportData(self):
print("Exporting blender data to A3D")
# Process objects
materials = {}
meshes = []
transforms = {}
objects = []
for ob in self.objects:
me = ob.data
if me == None:
# Create a transform for this object without the object itself
transform = A3DObjects.A3DTransform()
transform.position = ob.location
rotationW, rotationX, rotationY, rotationZ = ob.rotation_quaternion
transform.rotation = (rotationX, rotationY, rotationZ, rotationW)
transform.scale = ob.scale
transform.name = ob.name
transforms[ob.name] = transform
continue
# Process materials
for ma in me.materials:
# Make sure we haven't processed this data block already
if ma.name in materials:
continue
materialData = A3DObjects.A3DMaterial()
materialData.name = ma.name
materialData.diffuseMap = ""
colorR, colorG, colorB, _ = ma.diffuse_color
materialData.color = (colorR, colorG, colorB)
materials[ma.name] = materialData
# Create mesh
mesh = self.buildA3DMesh(me, ob)
meshes.append(mesh)
# Create transform
transform = A3DObjects.A3DTransform()
transform.position = ob.location
rotationW, rotationX, rotationY, rotationZ = ob.rotation_quaternion
transform.rotation = (rotationX, rotationY, rotationZ, rotationW)
transform.scale = ob.scale
transform.name = ob.name
transforms[ob.name] = transform
# Create object
objec = A3DObjects.A3DObject()
objec.name = ob.name
objec.meshID = len(meshes) - 1
objec.transformID = len(transforms) - 1
materialIDs = []
for ma in me.materials:
materialID = list(materials.keys()).index(ma.name)
materialIDs.append(materialID)
objec.materialCount = len(materialIDs)
objec.materialIDs = materialIDs
objects.append(objec)
# Create parentIDs
transformParentIDs = []
for ob in self.objects:
parentOB = ob.parent
if (parentOB == None) or (parentOB.name not in transforms):
if self.version < 3:
transformParentIDs.append(0)
else:
transformParentIDs.append(-1)
else:
parentIndex = list(transforms.keys()).index(parentOB.name)
if self.version < 3:
parentIndex += 1 # Version 2 uses 0 to signify empty parent
transformParentIDs.append(parentIndex)
self.modelData.materials = materials.values()
self.modelData.meshes = meshes
self.modelData.transforms = transforms.values()
self.modelData.transformParentIDs = transformParentIDs
self.modelData.objects = objects
def buildA3DMesh(self, me, ob):
mesh = A3DObjects.A3DMesh()
mesh.name = me.name
mesh.vertexCount = len(me.vertices)
# Create vertex buffers
coordinateBuffer = A3DObjects.A3DVertexBuffer()
coordinateBuffer.bufferType = A3D_VERTEXTYPE_COORDINATE
normal1Buffer = A3DObjects.A3DVertexBuffer()
normal1Buffer.bufferType = A3D_VERTEXTYPE_NORMAL1
for vertex in me.vertices:
coordinateBuffer.data.append(vertex.co)
normal1Buffer.data.append(vertex.normal)
uv1Buffer = A3DObjects.A3DVertexBuffer()
uv1Buffer.bufferType = A3D_VERTEXTYPE_UV1
uv1Data = me.uv_layers[0]
uv1Vertices = [(0.0, 0.0)] * mesh.vertexCount
for polygon in me.polygons:
i0, i1, i2 = polygon.vertices
uv1Vertices[i0] = mirrorUVY(uv1Data.uv[polygon.loop_start].vector)
uv1Vertices[i1] = mirrorUVY(uv1Data.uv[polygon.loop_start+1].vector)
uv1Vertices[i2] = mirrorUVY(uv1Data.uv[polygon.loop_start+2].vector)
uv1Buffer.data = uv1Vertices
normal2Buffer = A3DObjects.A3DVertexBuffer()
normal2Buffer.bufferType = A3D_VERTEXTYPE_NORMAL2
normal2Buffer.data = normal1Buffer.data
mesh.vertexBufferCount = 3 #XXX: We only do coordinate, normal1 and uv1
mesh.vertexBuffers = [coordinateBuffer, uv1Buffer, normal1Buffer]
# Create submeshes
indexArrays = {} # material_index: index array
lastMaterialIndex = None
for polygon in me.polygons:
if polygon.material_index != lastMaterialIndex:
indexArrays[polygon.material_index] = []
indexArrays[polygon.material_index] += polygon.vertices
lastMaterialIndex = polygon.material_index
submeshes = []
for materialID, indexArray in indexArrays.items():
submesh = A3DObjects.A3DSubmesh()
submesh.indexCount = len(indexArray)
submesh.indices = indexArray
submesh.materialID = materialID
submesh.smoothingGroups = [0] * (len(indexArray)//3) # Just set all faces to 0
submeshes.append(submesh)
mesh.submeshCount = len(submeshes)
mesh.submeshes = submeshes
# Bound box data
bounds = []
for bound in ob.bound_box:
x, y, z = bound
bounds.append((x, y, z))
mesh.bboxMax = max(bounds)
mesh.bboxMin = min(bounds)
return mesh