- Added WIP Blender 2.5 exporter

This commit is contained in:
Mr.doob
2010-06-23 00:27:55 +01:00
parent b0b3d9644a
commit 368e6a19c2
+195
View File
@@ -0,0 +1,195 @@
__author__ = "Mr.doob"
__url__ = ("http://mrdoob.com")
__version__ = "1"
__bpydoc__ = """\
This script exports the selected object for the three.js engine.
"""
import bpy
def rvec3d(v):
return round(v[0], 6), round(v[1], 6), round(v[2], 6)
def rvec2d(v):
return round(v[0], 6), round(v[1], 6)
def write(filename, scene, ob, \
EXPORT_APPLY_MODIFIERS=True,\
EXPORT_NORMALS=True,\
EXPORT_UV=True,\
EXPORT_COLORS=True):
if not filename.lower().endswith('.js'):
filename += '.js'
if not ob:
raise Exception("Error, Select the object to export")
return
file = open(filename, 'w')
if EXPORT_APPLY_MODIFIERS:
mesh = ob.create_mesh(True, 'PREVIEW')
else:
mesh = ob.data
if not mesh:
raise ("Error, could not get mesh data from selected object")
return
faceUV = len(mesh.uv_textures) > 0
vertexUV = len(mesh.sticky) > 0
vertexColors = len(mesh.vertex_colors) > 0
if (not faceUV) and (not vertexUV):
EXPORT_UV = False
if not vertexColors:
EXPORT_COLORS = False
if not EXPORT_UV:
faceUV = vertexUV = False
if not EXPORT_COLORS:
vertexColors = False
if faceUV:
active_uv_layer = mesh.active_uv_texture
if not active_uv_layer:
EXPORT_UV = False
faceUV = None
else:
active_uv_layer = active_uv_layer.data
if vertexColors:
active_col_layer = mesh.active_vertex_color
if not active_col_layer:
EXPORT_COLORS = False
vertexColors = None
else:
active_col_layer = active_col_layer.data
# incase
color = uvcoord = uvcoord_key = normal = normal_key = None
file.write('var %s = function () {\n\n' % filename)
file.write('\tvar scope = this;\n\n')
file.write('\tTHREE.Geometry.call(this);\n\n')
for v in mesh.verts:
file.write('\tv( %.6f, %.6f, %.6f );\n' % (v.co.x, v.co.z, -v.co.y)) # co
"""
if EXPORT_NORMALS:
file.write('%.6f %.6f %.6f ' % v[1]) # no
if EXPORT_UV:
file.write('%.6f %.6f ' % v) # uv
if EXPORT_COLORS:
file.write('%u %u %u' % v[3]) # col
"""
file.write('\n')
for f in mesh.faces:
if len(f.verts) == 3:
file.write('\tf3( %d, %d, %d );\n' % (f.verts[0], f.verts[1], f.verts[2]))
else:
file.write('\tf4( %d, %d, %d, %d );\n' % (f.verts[0], f.verts[1], f.verts[2], f.verts[3]))
file.write('\n')
file.write('\tfunction v( x, y, z ) {\n\n')
file.write('\t\tscope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );\n\n')
file.write('\t}\n\n')
file.write('\tfunction f3( a, b, c ) {\n\n')
file.write('\t\tscope.faces.push( new THREE.Face3( a, b, c ) );\n\n')
file.write('\t}\n\n')
file.write('\tfunction f4( a, b, c, d ) {\n\n')
file.write('\t\tscope.faces.push( new THREE.Face4( a, b, c, d ) );\n\n')
file.write('\t}\n\n')
file.write('}\n\n')
file.write('%s.prototype = new THREE.Geometry();\n' % filename)
file.write('%s.prototype.constructor = %s;' % (filename, filename))
file.close()
print("writing", filename, "done")
if EXPORT_APPLY_MODIFIERS:
bpy.data.meshes.remove(mesh)
from bpy.props import *
class ExportTHREEJS(bpy.types.Operator):
'''TODO'''
bl_idname = "export.three_js"
bl_label = "Export three.js"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
path = StringProperty(name="File Path", description="File path used for exporting the PLY file", maxlen=1024, default="")
check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'})
use_modifiers = BoolProperty(name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default=True)
use_normals = BoolProperty(name="Normals", description="Export Normals for smooth and hard shaded faces", default=True)
use_uvs = BoolProperty(name="UVs", description="Exort the active UV layer", default=True)
use_colors = BoolProperty(name="Vertex Colors", description="Exort the active vertex color layer", default=True)
def poll(self, context):
return context.active_object != None
def execute(self, context):
# print("Selected: " + context.active_object.name)
if not self.properties.path:
raise Exception("filename not set")
write(self.properties.path, context.scene, context.active_object,\
EXPORT_APPLY_MODIFIERS=self.properties.use_modifiers,
EXPORT_NORMALS=self.properties.use_normals,
EXPORT_UV=self.properties.use_uvs,
EXPORT_COLORS=self.properties.use_colors,
)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self)
return {'RUNNING_MODAL'}
def draw(self, context):
layout = self.layout
props = self.properties
row = layout.row()
row.prop(props, "use_modifiers")
row.prop(props, "use_normals")
row = layout.row()
row.prop(props, "use_uvs")
row.prop(props, "use_colors")
def menu_func(self, context):
default_path = bpy.data.filename.replace(".blend", ".js")
self.layout.operator(ExportTHREEJS.bl_idname, text="three.js (.js)").path = default_path
def register():
bpy.types.register(ExportTHREEJS)
bpy.types.INFO_MT_file_export.append(menu_func)
def unregister():
bpy.types.unregister(ExportTHREEJS)
bpy.types.INFO_MT_file_export.remove(menu_func)
if __name__ == "__main__":
register()