diff --git a/utils/exporters/blender/2.49/convert_obj_threejs_slim.py b/utils/exporters/blender/2.49/convert_obj_threejs_slim.py
new file mode 100644
index 00000000..8604a6ad
--- /dev/null
+++ b/utils/exporters/blender/2.49/convert_obj_threejs_slim.py
@@ -0,0 +1,1205 @@
+"""Convert Wavefront OBJ / MTL files into Three.js (slim models version, to be used with web worker based ascii / binary loader)
+
+-------------------------
+How to use this converter
+-------------------------
+
+python convert_obj_threejs_slim.py -i infile.obj -o outfile.js [-a center|top|bottom] [-s smooth|flat] [-t ascii|binary] [-d invert|normal]
+
+Notes:
+
+ - by default:
+ converted model will be centered (middle of bounding box goes to 0,0,0)
+ use smooth shading (if there were vertex normals in the original model)
+ will be in ASCII format
+ original model is assumed to use non-inverted transparency / dissolve (0.0 fully transparent, 1.0 fully opaque)
+
+ - binary conversion will create two files:
+ outfile.js (materials)
+ outfile.bin (binary buffers)
+
+--------------------------------------------------
+How to use generated JS file in your HTML document
+--------------------------------------------------
+
+
+
+ ...
+
+
+
+-------------------------------------
+Parsers based on formats descriptions
+-------------------------------------
+
+ http://en.wikipedia.org/wiki/Obj
+ http://en.wikipedia.org/wiki/Material_Template_Library
+
+-------------------
+Current limitations
+-------------------
+
+ - for the moment, only diffuse color and texture are used
+ (will need to extend shaders / renderers / materials in Three)
+
+ - models can have more than 65,536 vertices,
+ but in most cases it will not work well with browsers,
+ which currently seem to have troubles with handling
+ large JS files
+
+ - texture coordinates can be wrong in canvas renderer
+ (there is crude normalization, but it doesn't
+ work for all cases)
+
+ - smoothing can be turned on/off only for the whole mesh
+
+----------------------------------------------
+How to get proper OBJ + MTL files with Blender
+----------------------------------------------
+
+ 0. Remove default cube (press DEL and ENTER)
+
+ 1. Import / create model
+
+ 2. Select all meshes (Select -> Select All by Type -> Mesh)
+
+ 3. Export to OBJ (File -> Export -> Wavefront .obj) [*]
+ - enable following options in exporter
+ Material Groups
+ Rotate X90
+ Apply Modifiers
+ High Quality Normals
+ Copy Images
+ Selection Only
+ Objects as OBJ Objects
+ UVs
+ Normals
+ Materials
+ Edges
+
+ - select empty folder
+ - give your exported file name with "obj" extension
+ - click on "Export OBJ" button
+
+ 4. Your model is now all files in this folder (OBJ, MTL, number of images)
+ - this converter assumes all files staying in the same folder,
+ (OBJ / MTL files use relative paths)
+
+ - for WebGL, textures must be power of 2 sized
+
+ [*] If OBJ export fails (Blender 2.54 beta), patch your Blender installation
+ following instructions here:
+
+ http://www.blendernation.com/2010/09/12/blender-2-54-beta-released/
+
+------
+Author
+------
+AlteredQualia http://alteredqualia.com
+
+"""
+
+import fileinput
+import operator
+import random
+import os.path
+import getopt
+import sys
+import struct
+import math
+
+# #####################################################
+# Configuration
+# #####################################################
+ALIGN = "center" # center bottom top none
+SHADING = "smooth" # smooth flat
+TYPE = "ascii" # ascii binary
+TRANSPARENCY = "normal" # normal invert
+
+# default colors for debugging (each material gets one distinct color):
+# white, red, green, blue, yellow, cyan, magenta
+COLORS = [0xeeeeee, 0xee0000, 0x00ee00, 0x0000ee, 0xeeee00, 0x00eeee, 0xee00ee]
+
+# #####################################################
+# Templates
+# #####################################################
+TEMPLATE_FILE_ASCII = u"""\
+// Converted from: %(fname)s
+// vertices: %(nvertex)d
+// faces: %(nface)d
+// materials: %(nmaterial)d
+//
+// Generated with OBJ -> Three.js converter
+// http://github.com/alteredq/three.js/blob/master/utils/exporters/convert_obj_threejs_slim.py
+
+
+var model = {
+ 'materials': [%(materials)s],
+
+ 'normals': [%(normals)s],
+
+ 'vertices': [%(vertices)s],
+
+ 'uvs': [%(uvs)s],
+
+ 'triangles': [%(triangles)s],
+ 'triangles_n': [%(triangles_n)s],
+ 'triangles_uv': [%(triangles_uv)s],
+ 'triangles_n_uv': [%(triangles_n_uv)s],
+
+ 'quads': [%(quads)s],
+ 'quads_n': [%(quads_n)s],
+ 'quads_uv': [%(quads_uv)s],
+ 'quads_n_uv': [%(quads_n_uv)s],
+
+ 'end': (new Date).getTime()
+ }
+
+postMessage( model );
+"""
+
+TEMPLATE_FILE_BIN = u"""\
+// Converted from: %(fname)s
+// vertices: %(nvertex)d
+// faces: %(nface)d
+// materials: %(nmaterial)d
+//
+// Generated with OBJ -> Three.js converter
+// http://github.com/alteredq/three.js/blob/master/utils/exporters/convert_obj_threejs_slim.py
+
+
+var model = {
+ 'materials': [%(materials)s],
+
+ 'buffers': '%(buffers)s',
+
+ 'end': (new Date).getTime()
+ }
+
+postMessage( model );
+"""
+
+TEMPLATE_VERTEX = "%f,%f,%f"
+
+TEMPLATE_UV_TRI = "%f,%f,%f,%f,%f,%f"
+TEMPLATE_UV_QUAD = "%f,%f,%f,%f,%f,%f,%f,%f"
+
+TEMPLATE_TRI = "%d,%d,%d,%d"
+TEMPLATE_QUAD = "%d,%d,%d,%d,%d"
+
+TEMPLATE_TRI_UV = "%d,%d,%d,%d,%d,%d,%d"
+TEMPLATE_QUAD_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d"
+
+TEMPLATE_TRI_N = "%d,%d,%d,%d,%d,%d,%d"
+TEMPLATE_QUAD_N = "%d,%d,%d,%d,%d,%d,%d,%d,%d"
+
+TEMPLATE_TRI_N_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d,%d"
+TEMPLATE_QUAD_N_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d"
+
+TEMPLATE_N = "%f,%f,%f"
+TEMPLATE_UV = "%f,%f"
+
+# #####################################################
+# Utils
+# #####################################################
+def file_exists(filename):
+ """Return true if file exists and is accessible for reading.
+
+ Should be safer than just testing for existence due to links and
+ permissions magic on Unix filesystems.
+
+ @rtype: boolean
+ """
+
+ try:
+ f = open(filename, 'r')
+ f.close()
+ return True
+ except IOError:
+ return False
+
+
+def get_name(fname):
+ """Create model name based of filename ("path/fname.js" -> "fname").
+ """
+
+ return os.path.basename(fname).split(".")[0]
+
+def bbox(vertices):
+ """Compute bounding box of vertex array.
+ """
+
+ if len(vertices)>0:
+ minx = maxx = vertices[0][0]
+ miny = maxy = vertices[0][1]
+ minz = maxz = vertices[0][2]
+
+ for v in vertices[1:]:
+ if v[0]maxx:
+ maxx = v[0]
+
+ if v[1]maxy:
+ maxy = v[1]
+
+ if v[2]maxz:
+ maxz = v[2]
+
+ return { 'x':[minx,maxx], 'y':[miny,maxy], 'z':[minz,maxz] }
+
+ else:
+ return { 'x':[0,0], 'y':[0,0], 'z':[0,0] }
+
+def translate(vertices, t):
+ """Translate array of vertices by vector t.
+ """
+
+ for i in xrange(len(vertices)):
+ vertices[i][0] += t[0]
+ vertices[i][1] += t[1]
+ vertices[i][2] += t[2]
+
+def center(vertices):
+ """Center model (middle of bounding box).
+ """
+
+ bb = bbox(vertices)
+
+ cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
+ cy = bb['y'][0] + (bb['y'][1] - bb['y'][0])/2.0
+ cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
+
+ translate(vertices, [-cx,-cy,-cz])
+
+def top(vertices):
+ """Align top of the model with the floor (Y-axis) and center it around X and Z.
+ """
+
+ bb = bbox(vertices)
+
+ cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
+ cy = bb['y'][1]
+ cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
+
+ translate(vertices, [-cx,-cy,-cz])
+
+def bottom(vertices):
+ """Align bottom of the model with the floor (Y-axis) and center it around X and Z.
+ """
+
+ bb = bbox(vertices)
+
+ cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
+ cy = bb['y'][0]
+ cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
+
+ translate(vertices, [-cx,-cy,-cz])
+
+def normalize(v):
+ """Normalize 3d vector"""
+
+ l = math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2])
+ v[0] /= l
+ v[1] /= l
+ v[2] /= l
+
+# #####################################################
+# MTL parser
+# #####################################################
+def parse_mtl(fname):
+ """Parse MTL file.
+ """
+
+ materials = {}
+
+ for line in fileinput.input(fname):
+ chunks = line.split()
+ if len(chunks) > 0:
+
+ # Material start
+ # newmtl identifier
+ if chunks[0] == "newmtl" and len(chunks) == 2:
+ identifier = chunks[1]
+ if not identifier in materials:
+ materials[identifier] = {}
+
+ # Diffuse color
+ # Kd 1.000 1.000 1.000
+ if chunks[0] == "Kd" and len(chunks) == 4:
+ materials[identifier]["col_diffuse"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
+
+ # Ambient color
+ # Ka 1.000 1.000 1.000
+ if chunks[0] == "Ka" and len(chunks) == 4:
+ materials[identifier]["col_ambient"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
+
+ # Specular color
+ # Ks 1.000 1.000 1.000
+ if chunks[0] == "Ks" and len(chunks) == 4:
+ materials[identifier]["col_specular"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
+
+ # Specular coefficient
+ # Ns 154.000
+ if chunks[0] == "Ns" and len(chunks) == 2:
+ materials[identifier]["specular_coef"] = float(chunks[1])
+
+ # Transparency
+ # Tr 0.9 or d 0.9
+ if (chunks[0] == "Tr" or chunks[0] == "d") and len(chunks) == 2:
+ if TRANSPARENCY == "invert":
+ materials[identifier]["transparency"] = 1.0 - float(chunks[1])
+ else:
+ materials[identifier]["transparency"] = float(chunks[1])
+
+ # Optical density
+ # Ni 1.0
+ if chunks[0] == "Ni" and len(chunks) == 2:
+ materials[identifier]["optical_density"] = float(chunks[1])
+
+ # Diffuse texture
+ # map_Kd texture_diffuse.jpg
+ if chunks[0] == "map_Kd" and len(chunks) == 2:
+ materials[identifier]["map_diffuse"] = chunks[1]
+
+ # Ambient texture
+ # map_Ka texture_ambient.jpg
+ if chunks[0] == "map_Ka" and len(chunks) == 2:
+ materials[identifier]["map_ambient"] = chunks[1]
+
+ # Specular texture
+ # map_Ks texture_specular.jpg
+ if chunks[0] == "map_Ks" and len(chunks) == 2:
+ materials[identifier]["map_specular"] = chunks[1]
+
+ # Alpha texture
+ # map_d texture_alpha.png
+ if chunks[0] == "map_d" and len(chunks) == 2:
+ materials[identifier]["map_alpha"] = chunks[1]
+
+ # Bump texture
+ # map_bump texture_bump.jpg or bump texture_bump.jpg
+ if (chunks[0] == "map_bump" or chunks[0] == "bump") and len(chunks) == 2:
+ materials[identifier]["map_bump"] = chunks[1]
+
+ # Illumination
+ # illum 2
+ #
+ # 0. Color on and Ambient off
+ # 1. Color on and Ambient on
+ # 2. Highlight on
+ # 3. Reflection on and Ray trace on
+ # 4. Transparency: Glass on, Reflection: Ray trace on
+ # 5. Reflection: Fresnel on and Ray trace on
+ # 6. Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
+ # 7. Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
+ # 8. Reflection on and Ray trace off
+ # 9. Transparency: Glass on, Reflection: Ray trace off
+ # 10. Casts shadows onto invisible surfaces
+ if chunks[0] == "illum" and len(chunks) == 2:
+ materials[identifier]["illumination"] = int(chunks[1])
+
+ return materials
+
+# #####################################################
+# OBJ parser
+# #####################################################
+def parse_vertex(text):
+ """Parse text chunk specifying single vertex.
+
+ Possible formats:
+ vertex index
+ vertex index / texture index
+ vertex index / texture index / normal index
+ vertex index / / normal index
+ """
+
+ v = 0
+ t = 0
+ n = 0
+
+ chunks = text.split("/")
+
+ v = int(chunks[0])
+ if len(chunks) > 1:
+ if chunks[1]:
+ t = int(chunks[1])
+ if len(chunks) > 2:
+ if chunks[2]:
+ n = int(chunks[2])
+
+ return { 'v':v, 't':t, 'n':n }
+
+def parse_obj(fname):
+ """Parse OBJ file.
+ """
+
+ vertices = []
+ normals = []
+ uvs = []
+
+ faces = []
+
+ materials = {}
+ mcounter = 0
+ mcurrent = 0
+
+ mtllib = ""
+
+ # current face state
+ group = 0
+ object = 0
+ smooth = 0
+
+ for line in fileinput.input(fname):
+ chunks = line.split()
+ if len(chunks) > 0:
+
+ # Vertices as (x,y,z) coordinates
+ # v 0.123 0.234 0.345
+ if chunks[0] == "v" and len(chunks) == 4:
+ x = float(chunks[1])
+ y = float(chunks[2])
+ z = float(chunks[3])
+ vertices.append([x,y,z])
+
+ # Normals in (x,y,z) form; normals might not be unit
+ # vn 0.707 0.000 0.707
+ if chunks[0] == "vn" and len(chunks) == 4:
+ x = float(chunks[1])
+ y = float(chunks[2])
+ z = float(chunks[3])
+ normals.append([x,y,z])
+
+ # Texture coordinates in (u,v[,w]) coordinates, w is optional
+ # vt 0.500 -1.352 [0.234]
+ if chunks[0] == "vt" and len(chunks) >= 3:
+ u = float(chunks[1])
+ v = float(chunks[2])
+ w = 0
+ if len(chunks)>3:
+ w = float(chunks[3])
+ uvs.append([u,v,w])
+
+ # Face
+ if chunks[0] == "f" and len(chunks) >= 4:
+ vertex_index = []
+ uv_index = []
+ normal_index = []
+
+ for v in chunks[1:]:
+ vertex = parse_vertex(v)
+ if vertex['v']:
+ vertex_index.append(vertex['v'])
+ if vertex['t']:
+ uv_index.append(vertex['t'])
+ if vertex['n']:
+ normal_index.append(vertex['n'])
+
+ faces.append({
+ 'vertex':vertex_index,
+ 'uv':uv_index,
+ 'normal':normal_index,
+
+ 'material':mcurrent,
+ 'group':group,
+ 'object':object,
+ 'smooth':smooth,
+ })
+
+ # Group
+ if chunks[0] == "g" and len(chunks) == 2:
+ group = chunks[1]
+
+ # Object
+ if chunks[0] == "o" and len(chunks) == 2:
+ object = chunks[1]
+
+ # Materials definition
+ if chunks[0] == "mtllib" and len(chunks) == 2:
+ mtllib = chunks[1]
+
+ # Material
+ if chunks[0] == "usemtl" and len(chunks) == 2:
+ material = chunks[1]
+ if not material in materials:
+ mcurrent = mcounter
+ materials[material] = mcounter
+ mcounter += 1
+ else:
+ mcurrent = materials[material]
+
+ # Smooth shading
+ if chunks[0] == "s" and len(chunks) == 2:
+ smooth = chunks[1]
+
+ return faces, vertices, uvs, normals, materials, mtllib
+
+# #####################################################
+# Generator
+# #####################################################
+def generate_vertex(v):
+ return TEMPLATE_VERTEX % (v[0], v[1], v[2])
+
+def generate_triangle(f):
+ v = f['vertex']
+ return TEMPLATE_TRI % (v[0]-1, v[1]-1, v[2]-1,
+ f['material'])
+
+def generate_triangle_uv(f):
+ v = f['vertex']
+ uv = f['uv']
+ return TEMPLATE_TRI_UV % (v[0]-1, v[1]-1, v[2]-1,
+ f['material'],
+ uv[0]-1, uv[1]-1, uv[2]-1)
+
+def generate_triangle_n(f):
+ v = f['vertex']
+ n = f['normal']
+ return TEMPLATE_TRI_N % (v[0]-1, v[1]-1, v[2]-1,
+ f['material'],
+ n[0]-1, n[1]-1, n[2]-1)
+
+def generate_triangle_n_uv(f):
+ v = f['vertex']
+ n = f['normal']
+ uv = f['uv']
+ return TEMPLATE_TRI_N_UV % (v[0]-1, v[1]-1, v[2]-1,
+ f['material'],
+ n[0]-1, n[1]-1, n[2]-1,
+ uv[0]-1, uv[1]-1, uv[2]-1)
+
+def generate_quad(f):
+ vi = f['vertex']
+ return TEMPLATE_QUAD % (vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1,
+ f['material'])
+
+def generate_quad_uv(f):
+ v = f['vertex']
+ uv = f['uv']
+ return TEMPLATE_QUAD_UV % (v[0]-1, v[1]-1, v[2]-1, v[3]-1,
+ f['material'],
+ uv[0]-1, uv[1]-1, uv[2]-1, uv[3]-1)
+
+def generate_quad_n(f):
+ v = f['vertex']
+ n = f['normal']
+ return TEMPLATE_QUAD_N % (v[0]-1, v[1]-1, v[2]-1, v[3]-1,
+ f['material'],
+ n[0]-1, n[1]-1, n[2]-1, n[3]-1)
+
+def generate_quad_n_uv(f):
+ v = f['vertex']
+ n = f['normal']
+ uv = f['uv']
+ return TEMPLATE_QUAD_N_UV % (v[0]-1, v[1]-1, v[2]-1, v[3]-1,
+ f['material'],
+ n[0]-1, n[1]-1, n[2]-1, n[3]-1,
+ uv[0]-1, uv[1]-1, uv[2]-1, uv[3]-1)
+
+def generate_normal(n):
+ return TEMPLATE_N % (n[0], n[1], n[2])
+
+def generate_uv(uv):
+ return TEMPLATE_UV % (uv[0], 1.0 - uv[1])
+
+# #####################################################
+# Materials
+# #####################################################
+def generate_color(i):
+ """Generate hex color corresponding to integer.
+
+ Colors should have well defined ordering.
+ First N colors are hardcoded, then colors are random
+ (must seed random number generator with deterministic value
+ before getting colors).
+ """
+
+ if i < len(COLORS):
+ return "0x%06x" % COLORS[i]
+ else:
+ return "0x%06x" % int(0xffffff * random.random())
+
+def value2string(v):
+ if type(v)==str and v[0:2] != "0x":
+ return '"%s"' % v
+ return str(v)
+
+def generate_materials(mtl, materials):
+ """Generate JS array of materials objects
+
+ JS material objects are basically prettified one-to-one
+ mappings of MTL properties in JSON format.
+ """
+
+ mtl_array = []
+ for m in mtl:
+ index = materials[m]
+
+ # add debug information
+ # materials should be sorted according to how
+ # they appeared in OBJ file (for the first time)
+ # this index is identifier used in face definitions
+ mtl[m]['a_dbg_name'] = m
+ mtl[m]['a_dbg_index'] = index
+ mtl[m]['a_dbg_color'] = generate_color(index)
+
+ mtl_raw = ",\n".join(['\t"%s" : %s' % (n, value2string(v)) for n,v in sorted(mtl[m].items())])
+ mtl_string = "\t{\n%s\n\t}" % mtl_raw
+ mtl_array.append([index, mtl_string])
+
+ return ",\n\n".join([m for i,m in sorted(mtl_array)])
+
+def generate_mtl(materials):
+ """Generate dummy materials (if there is no MTL file).
+ """
+
+ mtl = {}
+ for m in materials:
+ index = materials[m]
+ mtl[m] = {
+ 'a_dbg_name': m,
+ 'a_dbg_index': index,
+ 'a_dbg_color': generate_color(index)
+ }
+ return mtl
+
+def generate_materials_string(materials, mtllib):
+ """Generate final materials string.
+ """
+
+ random.seed(42) # to get well defined color order for materials
+
+ # default materials with debug colors for when
+ # there is no specified MTL / MTL loading failed,
+ # or if there were no materials / null materials
+ if not materials:
+ materials = { 'default':0 }
+ mtl = generate_mtl(materials)
+
+ if mtllib:
+ # create full pathname for MTL (included from OBJ)
+ path = os.path.dirname(infile)
+ fname = os.path.join(path, mtllib)
+
+ if file_exists(fname):
+ # override default materials with real ones from MTL
+ # (where they exist, otherwise keep defaults)
+ mtl.update(parse_mtl(fname))
+
+ else:
+ print "Couldn't find [%s]" % fname
+
+ return generate_materials(mtl, materials)
+
+# #####################################################
+# Faces
+# #####################################################
+def is_triangle_flat(f):
+ return len(f['vertex'])==3 and not (f["normal"] and SHADING == "smooth") and not f['uv']
+
+def is_triangle_flat_uv(f):
+ return len(f['vertex'])==3 and not (f["normal"] and SHADING == "smooth") and len(f['uv'])==3
+
+def is_triangle_smooth(f):
+ return len(f['vertex'])==3 and f["normal"] and SHADING == "smooth" and not f['uv']
+
+def is_triangle_smooth_uv(f):
+ return len(f['vertex'])==3 and f["normal"] and SHADING == "smooth" and len(f['uv'])==3
+
+def is_quad_flat(f):
+ return len(f['vertex'])==4 and not (f["normal"] and SHADING == "smooth") and not f['uv']
+
+def is_quad_flat_uv(f):
+ return len(f['vertex'])==4 and not (f["normal"] and SHADING == "smooth") and len(f['uv'])==4
+
+def is_quad_smooth(f):
+ return len(f['vertex'])==4 and f["normal"] and SHADING == "smooth" and not f['uv']
+
+def is_quad_smooth_uv(f):
+ return len(f['vertex'])==4 and f["normal"] and SHADING == "smooth" and len(f['uv'])==4
+
+def sort_faces(faces):
+ data = {
+ 'triangles_flat': [],
+ 'triangles_flat_uv': [],
+ 'triangles_smooth': [],
+ 'triangles_smooth_uv': [],
+
+ 'quads_flat': [],
+ 'quads_flat_uv': [],
+ 'quads_smooth': [],
+ 'quads_smooth_uv': []
+ }
+
+ for f in faces:
+ if is_triangle_flat(f):
+ data['triangles_flat'].append(f)
+ elif is_triangle_flat_uv(f):
+ data['triangles_flat_uv'].append(f)
+ elif is_triangle_smooth(f):
+ data['triangles_smooth'].append(f)
+ elif is_triangle_smooth_uv(f):
+ data['triangles_smooth_uv'].append(f)
+
+ elif is_quad_flat(f):
+ data['quads_flat'].append(f)
+ elif is_quad_flat_uv(f):
+ data['quads_flat_uv'].append(f)
+ elif is_quad_smooth(f):
+ data['quads_smooth'].append(f)
+ elif is_quad_smooth_uv(f):
+ data['quads_smooth_uv'].append(f)
+
+ return data
+
+# #####################################################
+# API - ASCII converter
+# #####################################################
+def convert_ascii(infile, outfile):
+ """Convert infile.obj to outfile.js
+
+ Here is where everything happens. If you need to automate conversions,
+ just import this file as Python module and call this method.
+ """
+
+ if not file_exists(infile):
+ print "Couldn't find [%s]" % infile
+ return
+
+ faces, vertices, uvs, normals, materials, mtllib = parse_obj(infile)
+
+ if ALIGN == "center":
+ center(vertices)
+ elif ALIGN == "bottom":
+ bottom(vertices)
+ elif ALIGN == "top":
+ top(vertices)
+
+ normals_string = ""
+ if SHADING == "smooth":
+ normals_string = ",".join(generate_normal(n) for n in normals)
+
+ sfaces = sort_faces(faces)
+
+ text = TEMPLATE_FILE_ASCII % {
+ "name" : get_name(outfile),
+ "vertices" : ",".join(generate_vertex(v) for v in vertices),
+ "triangles" : ",".join(generate_triangle(f) for f in sfaces['triangles_flat']),
+ "triangles_n" : ",".join(generate_triangle_n(f) for f in sfaces['triangles_smooth']),
+ "triangles_uv" : ",".join(generate_triangle_uv(f) for f in sfaces['triangles_flat_uv']),
+ "triangles_n_uv": ",".join(generate_triangle_n_uv(f) for f in sfaces['triangles_smooth_uv']),
+ "quads" : ",".join(generate_quad(f) for f in sfaces['quads_flat']),
+ "quads_n" : ",".join(generate_quad_n(f) for f in sfaces['quads_smooth']),
+ "quads_uv" : ",".join(generate_quad_uv(f) for f in sfaces['quads_flat_uv']),
+ "quads_n_uv" : ",".join(generate_quad_n_uv(f) for f in sfaces['quads_smooth_uv']),
+ "uvs" : ",".join(generate_uv(uv) for uv in uvs),
+ "normals" : normals_string,
+
+ "materials" : generate_materials_string(materials, mtllib),
+
+ "fname" : infile,
+ "nvertex" : len(vertices),
+ "nface" : len(faces),
+ "nmaterial" : len(materials)
+ }
+
+ out = open(outfile, "w")
+ out.write(text)
+ out.close()
+
+ print "%d vertices, %d faces, %d materials" % (len(vertices), len(faces), len(materials))
+
+
+# #############################################################################
+# API - Binary converter
+# #############################################################################
+def convert_binary(infile, outfile):
+ """Convert infile.obj to outfile.js + outfile.bin
+ """
+
+ if not file_exists(infile):
+ print "Couldn't find [%s]" % infile
+ return
+
+ binfile = get_name(outfile) + ".bin"
+
+ faces, vertices, uvs, normals, materials, mtllib = parse_obj(infile)
+
+ if ALIGN == "center":
+ center(vertices)
+ elif ALIGN == "bottom":
+ bottom(vertices)
+ elif ALIGN == "top":
+ top(vertices)
+
+ sfaces = sort_faces(faces)
+
+ # ###################
+ # generate JS file
+ # ###################
+
+ text = TEMPLATE_FILE_BIN % {
+ "name" : get_name(outfile),
+
+ "materials" : generate_materials_string(materials, mtllib),
+ "buffers" : binfile,
+
+ "fname" : infile,
+ "nvertex" : len(vertices),
+ "nface" : len(faces),
+ "nmaterial" : len(materials)
+ }
+
+ out = open(outfile, "w")
+ out.write(text)
+ out.close()
+
+ # ###################
+ # generate BIN file
+ # ###################
+
+ if SHADING == "smooth":
+ nnormals = len(normals)
+ else:
+ nnormals = 0
+
+ buffer = []
+
+ # header
+ # ------
+ header_bytes = struct.calcsize('<8s')
+ header_bytes += struct.calcsize('Export" menu.
+Selecting the default options from the popup box will be good in most cases.
+All objects that can be represented as a mesh (mesh, curve, metaball, surface, text3d)
+will be exported as mesh data.
+"""
+
+
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# Script copyright (C) Campbell J Barton 2007-2009
+# - V1.22- bspline import/export added (funded by PolyDimensions GmbH)
+#
+# 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
+from Blender import Mesh, Scene, Window, sys, Image, Draw
+import BPyMesh
+import BPyObject
+import BPySys
+import BPyMessages
+import re,os,subprocess
+
+# Returns a tuple - path,extension.
+# 'hello.obj' > ('hello', '.obj')
+def splitExt(path):
+ dotidx = path.rfind('.')
+ if dotidx == -1:
+ return path, ''
+ else:
+ return path[:dotidx], path[dotidx:]
+
+def fixName(name):
+ if name == None:
+ return 'None'
+ else:
+ return name.replace(' ', '_')
+
+# A Dict of Materials
+# (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
+MTL_DICT = {}
+
+def write_mtl(filename):
+
+ world = Blender.World.GetCurrent()
+ if world:
+ worldAmb = world.getAmb()
+ else:
+ worldAmb = (0,0,0) # Default value
+
+ file = open(filename, "w")
+ file.write('# Blender3D MTL File: %s\n' % Blender.Get('filename').split('\\')[-1].split('/')[-1])
+ file.write('# Material Count: %i\n' % len(MTL_DICT))
+ # Write material/image combinations we have used.
+ for key, (mtl_mat_name, mat, img) in MTL_DICT.iteritems():
+
+ # Get the Blender data for the material and the image.
+ # Having an image named None will make a bug, dont do it :)
+
+ file.write('newmtl %s\n' % mtl_mat_name) # Define a new material: matname_imgname
+
+ if mat:
+ file.write('Ns %.6f\n' % ((mat.getHardness()-1) * 1.9607843137254901) ) # Hardness, convert blenders 1-511 to MTL's
+ file.write('Ka %.6f %.6f %.6f\n' % tuple([c*mat.amb for c in worldAmb]) ) # Ambient, uses mirror colour,
+ file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.ref for c in mat.rgbCol]) ) # Diffuse
+ file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.spec for c in mat.specCol]) ) # Specular
+ file.write('Ni %.6f\n' % mat.IOR) # Refraction index
+ file.write('d %.6f\n' % mat.alpha) # Alpha (obj uses 'd' for dissolve)
+
+ # 0 to disable lighting, 1 for ambient & diffuse only (specular color set to black), 2 for full lighting.
+ if mat.getMode() & Blender.Material.Modes['SHADELESS']:
+ file.write('illum 0\n') # ignore lighting
+ elif mat.getSpec() == 0:
+ file.write('illum 1\n') # no specular.
+ else:
+ file.write('illum 2\n') # light normaly
+
+ else:
+ #write a dummy material here?
+ file.write('Ns 0\n')
+ file.write('Ka %.6f %.6f %.6f\n' % tuple([c for c in worldAmb]) ) # Ambient, uses mirror colour,
+ file.write('Kd 0.8 0.8 0.8\n')
+ file.write('Ks 0.8 0.8 0.8\n')
+ file.write('d 1\n') # No alpha
+ file.write('illum 2\n') # light normaly
+
+ # Write images!
+ if img: # We have an image on the face!
+ file.write('map_Kd %s\n' % img.filename.split('\\')[-1].split('/')[-1]) # Diffuse mapping image
+
+ elif mat: # No face image. if we havea material search for MTex image.
+ for mtex in mat.getTextures():
+ if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
+ try:
+ filename = mtex.tex.image.filename.split('\\')[-1].split('/')[-1]
+ file.write('map_Kd %s\n' % filename) # Diffuse mapping image
+ break
+ except:
+ # Texture has no image though its an image type, best ignore.
+ pass
+
+ file.write('\n\n')
+
+ file.close()
+
+def copy_file(source, dest):
+ file = open(source, 'rb')
+ data = file.read()
+ file.close()
+
+ file = open(dest, 'wb')
+ file.write(data)
+ file.close()
+
+
+def copy_images(dest_dir):
+ if dest_dir[-1] != sys.sep:
+ dest_dir += sys.sep
+
+ # Get unique image names
+ uniqueImages = {}
+ for matname, mat, image in MTL_DICT.itervalues(): # Only use image name
+ # Get Texface images
+ if image:
+ uniqueImages[image] = image # Should use sets here. wait until Python 2.4 is default.
+
+ # Get MTex images
+ if mat:
+ for mtex in mat.getTextures():
+ if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
+ image_tex = mtex.tex.image
+ if image_tex:
+ try:
+ uniqueImages[image_tex] = image_tex
+ except:
+ pass
+
+ # Now copy images
+ copyCount = 0
+
+ for bImage in uniqueImages.itervalues():
+ image_path = sys.expandpath(bImage.filename)
+ if sys.exists(image_path):
+ # Make a name for the target path.
+ dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
+ if not sys.exists(dest_image_path): # Image isnt alredy there
+ print '\tCopying "%s" > "%s"' % (image_path, dest_image_path)
+ copy_file(image_path, dest_image_path)
+ copyCount+=1
+ print '\tCopied %d images' % copyCount
+
+
+def test_nurbs_compat(ob):
+ if ob.type != 'Curve':
+ return False
+
+ for nu in ob.data:
+ if (not nu.knotsV) and nu.type != 1: # not a surface and not bezier
+ return True
+
+ return False
+
+def write_nurb(file, ob, ob_mat):
+ tot_verts = 0
+ cu = ob.data
+
+ # use negative indices
+ Vector = Blender.Mathutils.Vector
+ for nu in cu:
+
+ if nu.type==0: DEG_ORDER_U = 1
+ else: DEG_ORDER_U = nu.orderU-1 # Tested to be correct
+
+ if nu.type==1:
+ print "\tWarning, bezier curve:", ob.name, "only poly and nurbs curves supported"
+ continue
+
+ if nu.knotsV:
+ print "\tWarning, surface:", ob.name, "only poly and nurbs curves supported"
+ continue
+
+ if len(nu) <= DEG_ORDER_U:
+ print "\tWarning, orderU is lower then vert count, skipping:", ob.name
+ continue
+
+ pt_num = 0
+ do_closed = (nu.flagU & 1)
+ do_endpoints = (do_closed==0) and (nu.flagU & 2)
+
+ for pt in nu:
+ pt = Vector(pt[0], pt[1], pt[2]) * ob_mat
+ file.write('v %.6f %.6f %.6f\n' % (pt[0], pt[1], pt[2]))
+ pt_num += 1
+ tot_verts += pt_num
+
+ file.write('g %s\n' % (fixName(ob.name))) # fixName(ob.getData(1)) could use the data name too
+ file.write('cstype bspline\n') # not ideal, hard coded
+ file.write('deg %d\n' % DEG_ORDER_U) # not used for curves but most files have it still
+
+ curve_ls = [-(i+1) for i in xrange(pt_num)]
+
+ # 'curv' keyword
+ if do_closed:
+ if DEG_ORDER_U == 1:
+ pt_num += 1
+ curve_ls.append(-1)
+ else:
+ pt_num += DEG_ORDER_U
+ curve_ls = curve_ls + curve_ls[0:DEG_ORDER_U]
+
+ file.write('curv 0.0 1.0 %s\n' % (' '.join( [str(i) for i in curve_ls] ))) # Blender has no U and V values for the curve
+
+ # 'parm' keyword
+ tot_parm = (DEG_ORDER_U + 1) + pt_num
+ tot_parm_div = float(tot_parm-1)
+ parm_ls = [(i/tot_parm_div) for i in xrange(tot_parm)]
+
+ if do_endpoints: # end points, force param
+ for i in xrange(DEG_ORDER_U+1):
+ parm_ls[i] = 0.0
+ parm_ls[-(1+i)] = 1.0
+
+ file.write('parm u %s\n' % ' '.join( [str(i) for i in parm_ls] ))
+
+ file.write('end\n')
+
+ return tot_verts
+
+def write(filename, objects,\
+EXPORT_TRI=False, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_NORMALS_HQ=False,\
+EXPORT_UV=True, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False,\
+EXPORT_APPLY_MODIFIERS=True, EXPORT_ROTX90=True, EXPORT_BLEN_OBS=True,\
+EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False, EXPORT_KEEP_VERT_ORDER=False,\
+EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True):
+ '''
+ Basic write function. The context and options must be alredy set
+ This can be accessed externaly
+ eg.
+ write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
+ '''
+
+ def veckey3d(v):
+ return round(v.x, 6), round(v.y, 6), round(v.z, 6)
+
+ def veckey2d(v):
+ return round(v.x, 6), round(v.y, 6)
+
+ def findVertexGroupName(face, vWeightMap):
+ """
+ Searches the vertexDict to see what groups is assigned to a given face.
+ We use a frequency system in order to sort out the name because a given vetex can
+ belong to two or more groups at the same time. To find the right name for the face
+ we list all the possible vertex group names with their frequency and then sort by
+ frequency in descend order. The top element is the one shared by the highest number
+ of vertices is the face's group
+ """
+ weightDict = {}
+ for vert in face:
+ vWeights = vWeightMap[vert.index]
+ for vGroupName, weight in vWeights:
+ weightDict[vGroupName] = weightDict.get(vGroupName, 0) + weight
+
+ if weightDict:
+ alist = [(weight,vGroupName) for vGroupName, weight in weightDict.iteritems()] # sort least to greatest amount of weight
+ alist.sort()
+ return(alist[-1][1]) # highest value last
+ else:
+ return '(null)'
+
+
+ print 'OBJ Export path: "%s"' % filename
+ temp_mesh_name = '~tmp-mesh'
+
+ time1 = sys.time()
+ scn = Scene.GetCurrent()
+
+ file = open(filename, "w")
+
+ # Write Header
+ file.write('# Blender3D v%s OBJ File: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] ))
+ file.write('# www.blender3d.org\n')
+
+ # Tell the obj file what material file to use.
+ if EXPORT_MTL:
+ mtlfilename = '%s.mtl' % '.'.join(filename.split('.')[:-1])
+ file.write('mtllib %s\n' % ( mtlfilename.split('\\')[-1].split('/')[-1] ))
+
+ # Get the container mesh. - used for applying modifiers and non mesh objects.
+ containerMesh = meshName = tempMesh = None
+ for meshName in Blender.NMesh.GetNames():
+ if meshName.startswith(temp_mesh_name):
+ tempMesh = Mesh.Get(meshName)
+ if not tempMesh.users:
+ containerMesh = tempMesh
+ if not containerMesh:
+ containerMesh = Mesh.New(temp_mesh_name)
+
+ if EXPORT_ROTX90:
+ mat_xrot90= Blender.Mathutils.RotationMatrix(-90, 4, 'x')
+
+ del meshName
+ del tempMesh
+
+ # Initialize totals, these are updated each object
+ totverts = totuvco = totno = 1
+
+ face_vert_index = 1
+
+ globalNormals = {}
+
+ # Get all meshes
+ for ob_main in objects:
+ for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
+
+ # Nurbs curve support
+ if EXPORT_CURVE_AS_NURBS and test_nurbs_compat(ob):
+ if EXPORT_ROTX90:
+ ob_mat = ob_mat * mat_xrot90
+
+ totverts += write_nurb(file, ob, ob_mat)
+
+ continue
+ # end nurbs
+
+ # Will work for non meshes now! :)
+ # getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
+ me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, EXPORT_POLYGROUPS, scn)
+ if not me:
+ continue
+
+ if EXPORT_UV:
+ faceuv= me.faceUV
+ else:
+ faceuv = False
+
+ # We have a valid mesh
+ if EXPORT_TRI and me.faces:
+ # Add a dummy object to it.
+ has_quads = False
+ for f in me.faces:
+ if len(f) == 4:
+ has_quads = True
+ break
+
+ if has_quads:
+ oldmode = Mesh.Mode()
+ Mesh.Mode(Mesh.SelectModes['FACE'])
+
+ me.sel = True
+ tempob = scn.objects.new(me)
+ me.quadToTriangle(0) # more=0 shortest length
+ oldmode = Mesh.Mode(oldmode)
+ scn.objects.unlink(tempob)
+
+ Mesh.Mode(oldmode)
+
+ # Make our own list so it can be sorted to reduce context switching
+ faces = [ f for f in me.faces ]
+
+ if EXPORT_EDGES:
+ edges = me.edges
+ else:
+ edges = []
+
+ if not (len(faces)+len(edges)+len(me.verts)): # Make sure there is somthing to write
+ continue # dont bother with this mesh.
+
+ if EXPORT_ROTX90:
+ me.transform(ob_mat*mat_xrot90)
+ else:
+ me.transform(ob_mat)
+
+ # High Quality Normals
+ if EXPORT_NORMALS and faces:
+ if EXPORT_NORMALS_HQ:
+ BPyMesh.meshCalcNormals(me)
+ else:
+ # transforming normals is incorrect
+ # when the matrix is scaled,
+ # better to recalculate them
+ me.calcNormals()
+
+ # # Crash Blender
+ #materials = me.getMaterials(1) # 1 == will return None in the list.
+ materials = me.materials
+
+ materialNames = []
+ materialItems = materials[:]
+ if materials:
+ for mat in materials:
+ if mat: # !=None
+ materialNames.append(mat.name)
+ else:
+ materialNames.append(None)
+ # Cant use LC because some materials are None.
+ # materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken.
+
+ # Possible there null materials, will mess up indicies
+ # but at least it will export, wait until Blender gets fixed.
+ materialNames.extend((16-len(materialNames)) * [None])
+ materialItems.extend((16-len(materialItems)) * [None])
+
+ # Sort by Material, then images
+ # so we dont over context switch in the obj file.
+ if EXPORT_KEEP_VERT_ORDER:
+ pass
+ elif faceuv:
+ try: faces.sort(key = lambda a: (a.mat, a.image, a.smooth))
+ except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth)))
+ elif len(materials) > 1:
+ try: faces.sort(key = lambda a: (a.mat, a.smooth))
+ except: faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth)))
+ else:
+ # no materials
+ try: faces.sort(key = lambda a: a.smooth)
+ except: faces.sort(lambda a,b: cmp(a.smooth, b.smooth))
+
+ # Set the default mat to no material and no image.
+ contextMat = (0, 0) # Can never be this, so we will label a new material teh first chance we get.
+ contextSmooth = None # Will either be true or false, set bad to force initialization switch.
+
+ if EXPORT_BLEN_OBS or EXPORT_GROUP_BY_OB:
+ name1 = ob.name
+ name2 = ob.getData(1)
+ if name1 == name2:
+ obnamestring = fixName(name1)
+ else:
+ obnamestring = '%s_%s' % (fixName(name1), fixName(name2))
+
+ if EXPORT_BLEN_OBS:
+ file.write('o %s\n' % obnamestring) # Write Object name
+ else: # if EXPORT_GROUP_BY_OB:
+ file.write('g %s\n' % obnamestring)
+
+
+ # Vert
+ for v in me.verts:
+ file.write('v %.6f %.6f %.6f\n' % tuple(v.co))
+
+ # UV
+ if faceuv:
+ uv_face_mapping = [[0,0,0,0] for f in faces] # a bit of a waste for tri's :/
+
+ uv_dict = {} # could use a set() here
+ for f_index, f in enumerate(faces):
+
+ for uv_index, uv in enumerate(f.uv):
+ uvkey = veckey2d(uv)
+ try:
+ uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
+ except:
+ uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict)
+ file.write('vt %.6f %.6f\n' % tuple(uv))
+
+ uv_unique_count = len(uv_dict)
+ del uv, uvkey, uv_dict, f_index, uv_index
+ # Only need uv_unique_count and uv_face_mapping
+
+ # NORMAL, Smooth/Non smoothed.
+ if EXPORT_NORMALS:
+ for f in faces:
+ if f.smooth:
+ for v in f:
+ noKey = veckey3d(v.no)
+ if not globalNormals.has_key( noKey ):
+ globalNormals[noKey] = totno
+ totno +=1
+ file.write('vn %.6f %.6f %.6f\n' % noKey)
+ else:
+ # Hard, 1 normal from the face.
+ noKey = veckey3d(f.no)
+ if not globalNormals.has_key( noKey ):
+ globalNormals[noKey] = totno
+ totno +=1
+ file.write('vn %.6f %.6f %.6f\n' % noKey)
+
+ if not faceuv:
+ f_image = None
+
+ if EXPORT_POLYGROUPS:
+ # Retrieve the list of vertex groups
+ vertGroupNames = me.getVertGroupNames()
+
+ currentVGroup = ''
+ # Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to
+ vgroupsMap = [[] for _i in xrange(len(me.verts))]
+ for vertexGroupName in vertGroupNames:
+ for vIdx, vWeight in me.getVertsFromGroup(vertexGroupName, 1):
+ vgroupsMap[vIdx].append((vertexGroupName, vWeight))
+
+ for f_index, f in enumerate(faces):
+ f_v= f.v
+ f_smooth= f.smooth
+ f_mat = min(f.mat, len(materialNames)-1)
+ if faceuv:
+ f_image = f.image
+ f_uv= f.uv
+
+ # MAKE KEY
+ if faceuv and f_image: # Object is always true.
+ key = materialNames[f_mat], f_image.name
+ else:
+ key = materialNames[f_mat], None # No image, use None instead.
+
+ # Write the vertex group
+ if EXPORT_POLYGROUPS:
+ if vertGroupNames:
+ # find what vertext group the face belongs to
+ theVGroup = findVertexGroupName(f,vgroupsMap)
+ if theVGroup != currentVGroup:
+ currentVGroup = theVGroup
+ file.write('g %s\n' % theVGroup)
+
+ # CHECK FOR CONTEXT SWITCH
+ if key == contextMat:
+ pass # Context alredy switched, dont do anything
+ else:
+ if key[0] == None and key[1] == None:
+ # Write a null material, since we know the context has changed.
+ if EXPORT_GROUP_BY_MAT:
+ file.write('g %s_%s\n' % (fixName(ob.name), fixName(ob.getData(1))) ) # can be mat_image or (null)
+ file.write('usemtl (null)\n') # mat, image
+
+ else:
+ mat_data= MTL_DICT.get(key)
+ if not mat_data:
+ # First add to global dict so we can export to mtl
+ # Then write mtl
+
+ # Make a new names from the mat and image name,
+ # converting any spaces to underscores with fixName.
+
+ # If none image dont bother adding it to the name
+ if key[1] == None:
+ mat_data = MTL_DICT[key] = ('%s'%fixName(key[0])), materialItems[f_mat], f_image
+ else:
+ mat_data = MTL_DICT[key] = ('%s_%s' % (fixName(key[0]), fixName(key[1]))), materialItems[f_mat], f_image
+
+ if EXPORT_GROUP_BY_MAT:
+ file.write('g %s_%s_%s\n' % (fixName(ob.name), fixName(ob.getData(1)), mat_data[0]) ) # can be mat_image or (null)
+
+ file.write('usemtl %s\n' % mat_data[0]) # can be mat_image or (null)
+
+ contextMat = key
+ if f_smooth != contextSmooth:
+ if f_smooth: # on now off
+ file.write('s 1\n')
+ contextSmooth = f_smooth
+ else: # was off now on
+ file.write('s off\n')
+ contextSmooth = f_smooth
+
+ file.write('f')
+ if faceuv:
+ if EXPORT_NORMALS:
+ if f_smooth: # Smoothed, use vertex normals
+ for vi, v in enumerate(f_v):
+ file.write( ' %d/%d/%d' % (\
+ v.index+totverts,\
+ totuvco + uv_face_mapping[f_index][vi],\
+ globalNormals[ veckey3d(v.no) ])) # vert, uv, normal
+
+ else: # No smoothing, face normals
+ no = globalNormals[ veckey3d(f.no) ]
+ for vi, v in enumerate(f_v):
+ file.write( ' %d/%d/%d' % (\
+ v.index+totverts,\
+ totuvco + uv_face_mapping[f_index][vi],\
+ no)) # vert, uv, normal
+
+ else: # No Normals
+ for vi, v in enumerate(f_v):
+ file.write( ' %d/%d' % (\
+ v.index+totverts,\
+ totuvco + uv_face_mapping[f_index][vi])) # vert, uv
+
+ face_vert_index += len(f_v)
+
+ else: # No UV's
+ if EXPORT_NORMALS:
+ if f_smooth: # Smoothed, use vertex normals
+ for v in f_v:
+ file.write( ' %d//%d' % (\
+ v.index+totverts,\
+ globalNormals[ veckey3d(v.no) ]))
+ else: # No smoothing, face normals
+ no = globalNormals[ veckey3d(f.no) ]
+ for v in f_v:
+ file.write( ' %d//%d' % (\
+ v.index+totverts,\
+ no))
+ else: # No Normals
+ for v in f_v:
+ file.write( ' %d' % (\
+ v.index+totverts))
+
+ file.write('\n')
+
+ # Write edges.
+ if EXPORT_EDGES:
+ LOOSE= Mesh.EdgeFlags.LOOSE
+ for ed in edges:
+ if ed.flag & LOOSE:
+ file.write('f %d %d\n' % (ed.v1.index+totverts, ed.v2.index+totverts))
+
+ # Make the indicies global rather then per mesh
+ totverts += len(me.verts)
+ if faceuv:
+ totuvco += uv_unique_count
+ me.verts= None
+ file.close()
+
+
+ # Now we have all our materials, save them
+ if EXPORT_MTL:
+ write_mtl(mtlfilename)
+ if EXPORT_COPY_IMAGES:
+ dest_dir = filename
+ # Remove chars until we are just the path.
+ while dest_dir and dest_dir[-1] not in '\\/':
+ dest_dir = dest_dir[:-1]
+ if dest_dir:
+ copy_images(dest_dir)
+ else:
+ print '\tError: "%s" could not be used as a base for an image path.' % filename
+
+ print "Export time: %.2f" % (sys.time() - time1)
+ convert = ['python', Blender.Get('scriptsdir')+'/convert_obj_threejs_slim.py', '-i', filename, '-o', filename.replace('.obj','.js')]
+ try:
+ p = subprocess.Popen(convert, stdout=subprocess.PIPE, stderr=subprocess.PIPE)
+ while p.poll() == None:
+ pass
+ except subprocess.CalledProcessError:
+ print 'Error doing conversion!'
+ print 'done'
+ os.remove(filename)
+ os.remove(filename.replace('.obj','.mtl'))
+
+
+def write_ui(filename):
+
+ if not filename.lower().endswith('.obj'):
+ filename += '.obj'
+
+ if not BPyMessages.Warning_SaveOver(filename):
+ return
+
+ global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
+ EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
+ EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
+ EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
+ EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
+ EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS
+
+ EXPORT_APPLY_MODIFIERS = Draw.Create(0)
+ EXPORT_ROTX90 = Draw.Create(1)
+ EXPORT_TRI = Draw.Create(0)
+ EXPORT_EDGES = Draw.Create(1)
+ EXPORT_NORMALS = Draw.Create(0)
+ EXPORT_NORMALS_HQ = Draw.Create(0)
+ EXPORT_UV = Draw.Create(1)
+ EXPORT_MTL = Draw.Create(1)
+ EXPORT_SEL_ONLY = Draw.Create(1)
+ EXPORT_ALL_SCENES = Draw.Create(0)
+ EXPORT_ANIMATION = Draw.Create(0)
+ EXPORT_COPY_IMAGES = Draw.Create(0)
+ EXPORT_BLEN_OBS = Draw.Create(0)
+ EXPORT_GROUP_BY_OB = Draw.Create(0)
+ EXPORT_GROUP_BY_MAT = Draw.Create(0)
+ EXPORT_KEEP_VERT_ORDER = Draw.Create(1)
+ EXPORT_POLYGROUPS = Draw.Create(0)
+ EXPORT_CURVE_AS_NURBS = Draw.Create(1)
+
+
+ # Old UI
+ '''
+ # removed too many options are bad!
+
+ # Get USER Options
+ pup_block = [\
+ ('Context...'),\
+ ('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection. Else export whole scene.'),\
+ ('All Scenes', EXPORT_ALL_SCENES, 'Each scene as a separate OBJ file.'),\
+ ('Animation', EXPORT_ANIMATION, 'Each frame as a numbered OBJ file.'),\
+ ('Object Prefs...'),\
+ ('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\
+ ('Rotate X90', EXPORT_ROTX90 , 'Rotate on export so Blenders UP is translated into OBJs UP'),\
+ ('Keep Vert Order', EXPORT_KEEP_VERT_ORDER, 'Keep vert and face order, disables some other options.'),\
+ ('Extra Data...'),\
+ ('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
+ ('Normals', EXPORT_NORMALS, 'Export vertex normal data (Ignored on import).'),\
+ ('High Quality Normals', EXPORT_NORMALS_HQ, 'Calculate high quality normals for rendering.'),\
+ ('UVs', EXPORT_UV, 'Export texface UV coords.'),\
+ ('Materials', EXPORT_MTL, 'Write a separate MTL file with the OBJ.'),\
+ ('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\
+ ('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\
+ ('Grouping...'),\
+ ('Objects', EXPORT_BLEN_OBS, 'Export blender objects as "OBJ objects".'),\
+ ('Object Groups', EXPORT_GROUP_BY_OB, 'Export blender objects as "OBJ Groups".'),\
+ ('Material Groups', EXPORT_GROUP_BY_MAT, 'Group by materials.'),\
+ ]
+
+ if not Draw.PupBlock('Export...', pup_block):
+ return
+ '''
+
+ # BEGIN ALTERNATIVE UI *******************
+ if True:
+
+ EVENT_NONE = 0
+ EVENT_EXIT = 1
+ EVENT_REDRAW = 2
+ EVENT_EXPORT = 3
+
+ GLOBALS = {}
+ GLOBALS['EVENT'] = EVENT_REDRAW
+ #GLOBALS['MOUSE'] = Window.GetMouseCoords()
+ GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
+
+ def obj_ui_set_event(e,v):
+ GLOBALS['EVENT'] = e
+
+ def do_split(e,v):
+ global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER, EXPORT_POLYGROUPS
+ if EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val:
+ EXPORT_KEEP_VERT_ORDER.val = 0
+ else:
+ EXPORT_KEEP_VERT_ORDER.val = 1
+
+ def do_vertorder(e,v):
+ global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER
+ if EXPORT_KEEP_VERT_ORDER.val:
+ EXPORT_BLEN_OBS.val = EXPORT_GROUP_BY_OB.val = EXPORT_GROUP_BY_MAT.val = EXPORT_APPLY_MODIFIERS.val = 0
+ else:
+ if not (EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val):
+ EXPORT_KEEP_VERT_ORDER.val = 1
+
+
+ def do_help(e,v):
+ url = __url__[0]
+ print 'Trying to open web browser with documentation at this address...'
+ print '\t' + url
+
+ try:
+ import webbrowser
+ webbrowser.open(url)
+ except:
+ print '...could not open a browser window.'
+
+ def obj_ui():
+ ui_x, ui_y = GLOBALS['MOUSE']
+
+ # Center based on overall pup size
+ ui_x -= 165
+ ui_y -= 140
+
+ global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
+ EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
+ EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
+ EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
+ EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
+ EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS
+
+ Draw.Label('Context...', ui_x+9, ui_y+239, 220, 20)
+ Draw.BeginAlign()
+ EXPORT_SEL_ONLY = Draw.Toggle('Selection Only', EVENT_NONE, ui_x+9, ui_y+219, 110, 20, EXPORT_SEL_ONLY.val, 'Only export objects in visible selection. Else export whole scene.')
+ EXPORT_ALL_SCENES = Draw.Toggle('All Scenes', EVENT_NONE, ui_x+119, ui_y+219, 110, 20, EXPORT_ALL_SCENES.val, 'Each scene as a separate OBJ file.')
+ EXPORT_ANIMATION = Draw.Toggle('Animation', EVENT_NONE, ui_x+229, ui_y+219, 110, 20, EXPORT_ANIMATION.val, 'Each frame as a numbered OBJ file.')
+ Draw.EndAlign()
+
+
+ Draw.Label('Output Options...', ui_x+9, ui_y+189, 220, 20)
+ Draw.BeginAlign()
+ EXPORT_APPLY_MODIFIERS = Draw.Toggle('Apply Modifiers', EVENT_REDRAW, ui_x+9, ui_y+170, 110, 20, EXPORT_APPLY_MODIFIERS.val, 'Use transformed mesh data from each object. May break vert order for morph targets.', do_split)
+ EXPORT_ROTX90 = Draw.Toggle('Rotate X90', EVENT_NONE, ui_x+119, ui_y+170, 110, 20, EXPORT_ROTX90.val, 'Rotate on export so Blenders UP is translated into OBJs UP')
+ EXPORT_COPY_IMAGES = Draw.Toggle('Copy Images', EVENT_NONE, ui_x+229, ui_y+170, 110, 20, EXPORT_COPY_IMAGES.val, 'Copy image files to the export directory, never overwrite.')
+ Draw.EndAlign()
+
+
+ Draw.Label('Export...', ui_x+9, ui_y+139, 220, 20)
+ Draw.BeginAlign()
+ EXPORT_EDGES = Draw.Toggle('Edges', EVENT_NONE, ui_x+9, ui_y+120, 50, 20, EXPORT_EDGES.val, 'Edges not connected to faces.')
+ EXPORT_TRI = Draw.Toggle('Triangulate', EVENT_NONE, ui_x+59, ui_y+120, 70, 20, EXPORT_TRI.val, 'Triangulate quads.')
+ Draw.EndAlign()
+ Draw.BeginAlign()
+ EXPORT_MTL = Draw.Toggle('Materials', EVENT_NONE, ui_x+139, ui_y+120, 70, 20, EXPORT_MTL.val, 'Write a separate MTL file with the OBJ.')
+ EXPORT_UV = Draw.Toggle('UVs', EVENT_NONE, ui_x+209, ui_y+120, 31, 20, EXPORT_UV.val, 'Export texface UV coords.')
+ Draw.EndAlign()
+ Draw.BeginAlign()
+ EXPORT_NORMALS = Draw.Toggle('Normals', EVENT_NONE, ui_x+250, ui_y+120, 59, 20, EXPORT_NORMALS.val, 'Export vertex normal data (Ignored on import).')
+ EXPORT_NORMALS_HQ = Draw.Toggle('HQ', EVENT_NONE, ui_x+309, ui_y+120, 31, 20, EXPORT_NORMALS_HQ.val, 'Calculate high quality normals for rendering.')
+ Draw.EndAlign()
+ EXPORT_POLYGROUPS = Draw.Toggle('Polygroups', EVENT_REDRAW, ui_x+9, ui_y+95, 120, 20, EXPORT_POLYGROUPS.val, 'Export vertex groups as OBJ groups (one group per face approximation).')
+
+ EXPORT_CURVE_AS_NURBS = Draw.Toggle('Nurbs', EVENT_NONE, ui_x+139, ui_y+95, 100, 20, EXPORT_CURVE_AS_NURBS.val, 'Export 3D nurbs curves and polylines as OBJ curves, (bezier not supported).')
+
+
+ Draw.Label('Blender Objects as OBJ:', ui_x+9, ui_y+59, 220, 20)
+ Draw.BeginAlign()
+ EXPORT_BLEN_OBS = Draw.Toggle('Objects', EVENT_REDRAW, ui_x+9, ui_y+39, 60, 20, EXPORT_BLEN_OBS.val, 'Export blender objects as "OBJ objects".', do_split)
+ EXPORT_GROUP_BY_OB = Draw.Toggle('Groups', EVENT_REDRAW, ui_x+69, ui_y+39, 60, 20, EXPORT_GROUP_BY_OB.val, 'Export blender objects as "OBJ Groups".', do_split)
+ EXPORT_GROUP_BY_MAT = Draw.Toggle('Material Groups', EVENT_REDRAW, ui_x+129, ui_y+39, 100, 20, EXPORT_GROUP_BY_MAT.val, 'Group by materials.', do_split)
+ Draw.EndAlign()
+
+ EXPORT_KEEP_VERT_ORDER = Draw.Toggle('Keep Vert Order', EVENT_REDRAW, ui_x+239, ui_y+39, 100, 20, EXPORT_KEEP_VERT_ORDER.val, 'Keep vert and face order, disables some other options. Use for morph targets.', do_vertorder)
+
+ Draw.BeginAlign()
+ Draw.PushButton('Online Help', EVENT_REDRAW, ui_x+9, ui_y+9, 110, 20, 'Load the wiki page for this script', do_help)
+ Draw.PushButton('Cancel', EVENT_EXIT, ui_x+119, ui_y+9, 110, 20, '', obj_ui_set_event)
+ Draw.PushButton('Export', EVENT_EXPORT, ui_x+229, ui_y+9, 110, 20, 'Export with these settings', obj_ui_set_event)
+ Draw.EndAlign()
+
+
+ # hack so the toggle buttons redraw. this is not nice at all
+ while GLOBALS['EVENT'] not in (EVENT_EXIT, EVENT_EXPORT):
+ Draw.UIBlock(obj_ui, 0)
+
+ if GLOBALS['EVENT'] != EVENT_EXPORT:
+ return
+
+ # END ALTERNATIVE UI *********************
+
+
+ if EXPORT_KEEP_VERT_ORDER.val:
+ EXPORT_BLEN_OBS.val = False
+ EXPORT_GROUP_BY_OB.val = False
+ EXPORT_GROUP_BY_MAT.val = False
+ EXPORT_APPLY_MODIFIERS.val = False
+
+ Window.EditMode(0)
+ Window.WaitCursor(1)
+
+ EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
+ EXPORT_ROTX90 = EXPORT_ROTX90.val
+ EXPORT_TRI = EXPORT_TRI.val
+ EXPORT_EDGES = EXPORT_EDGES.val
+ EXPORT_NORMALS = EXPORT_NORMALS.val
+ EXPORT_NORMALS_HQ = EXPORT_NORMALS_HQ.val
+ EXPORT_UV = EXPORT_UV.val
+ EXPORT_MTL = EXPORT_MTL.val
+ EXPORT_SEL_ONLY = EXPORT_SEL_ONLY.val
+ EXPORT_ALL_SCENES = EXPORT_ALL_SCENES.val
+ EXPORT_ANIMATION = EXPORT_ANIMATION.val
+ EXPORT_COPY_IMAGES = EXPORT_COPY_IMAGES.val
+ EXPORT_BLEN_OBS = EXPORT_BLEN_OBS.val
+ EXPORT_GROUP_BY_OB = EXPORT_GROUP_BY_OB.val
+ EXPORT_GROUP_BY_MAT = EXPORT_GROUP_BY_MAT.val
+ EXPORT_KEEP_VERT_ORDER = EXPORT_KEEP_VERT_ORDER.val
+ EXPORT_POLYGROUPS = EXPORT_POLYGROUPS.val
+ EXPORT_CURVE_AS_NURBS = EXPORT_CURVE_AS_NURBS.val
+
+
+ base_name, ext = splitExt(filename)
+ context_name = [base_name, '', '', ext] # basename, scene_name, framenumber, extension
+
+ # Use the options to export the data using write()
+ # def write(filename, objects, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True):
+ orig_scene = Scene.GetCurrent()
+ if EXPORT_ALL_SCENES:
+ export_scenes = Scene.Get()
+ else:
+ export_scenes = [orig_scene]
+
+ # Export all scenes.
+ for scn in export_scenes:
+ scn.makeCurrent() # If alredy current, this is not slow.
+ context = scn.getRenderingContext()
+ orig_frame = Blender.Get('curframe')
+
+ if EXPORT_ALL_SCENES: # Add scene name into the context_name
+ context_name[1] = '_%s' % BPySys.cleanName(scn.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.
+
+ # Export an animation?
+ if EXPORT_ANIMATION:
+ scene_frames = xrange(context.startFrame(), context.endFrame()+1) # up to and including the end frame.
+ else:
+ scene_frames = [orig_frame] # Dont export an animation.
+
+ # Loop through all frames in the scene and export.
+ for frame in scene_frames:
+ if EXPORT_ANIMATION: # Add frame to the filename.
+ context_name[2] = '_%.6d' % frame
+
+ Blender.Set('curframe', frame)
+ if EXPORT_SEL_ONLY:
+ export_objects = scn.objects.context
+ else:
+ export_objects = scn.objects
+
+ full_path= ''.join(context_name)
+
+ # erm... bit of a problem here, this can overwrite files when exporting frames. not too bad.
+ # EXPORT THE FILE.
+ write(full_path, export_objects,\
+ EXPORT_TRI, EXPORT_EDGES, EXPORT_NORMALS,\
+ EXPORT_NORMALS_HQ, EXPORT_UV, EXPORT_MTL,\
+ EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS,\
+ EXPORT_ROTX90, EXPORT_BLEN_OBS,\
+ EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
+ EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS)
+
+ Blender.Set('curframe', orig_frame)
+
+ # Restore old active scene.
+ orig_scene.makeCurrent()
+ Window.WaitCursor(0)
+
+
+if __name__ == '__main__':
+ Window.FileSelector(write_ui, 'Export thee.js (slim)', sys.makename(ext='.obj'))
diff --git a/utils/exporters/cinema4d/convert_obj_threejs_slim.py b/utils/exporters/cinema4d/convert_obj_threejs_slim.py
new file mode 100644
index 00000000..8604a6ad
--- /dev/null
+++ b/utils/exporters/cinema4d/convert_obj_threejs_slim.py
@@ -0,0 +1,1205 @@
+"""Convert Wavefront OBJ / MTL files into Three.js (slim models version, to be used with web worker based ascii / binary loader)
+
+-------------------------
+How to use this converter
+-------------------------
+
+python convert_obj_threejs_slim.py -i infile.obj -o outfile.js [-a center|top|bottom] [-s smooth|flat] [-t ascii|binary] [-d invert|normal]
+
+Notes:
+
+ - by default:
+ converted model will be centered (middle of bounding box goes to 0,0,0)
+ use smooth shading (if there were vertex normals in the original model)
+ will be in ASCII format
+ original model is assumed to use non-inverted transparency / dissolve (0.0 fully transparent, 1.0 fully opaque)
+
+ - binary conversion will create two files:
+ outfile.js (materials)
+ outfile.bin (binary buffers)
+
+--------------------------------------------------
+How to use generated JS file in your HTML document
+--------------------------------------------------
+
+
+
+ ...
+
+
+
+-------------------------------------
+Parsers based on formats descriptions
+-------------------------------------
+
+ http://en.wikipedia.org/wiki/Obj
+ http://en.wikipedia.org/wiki/Material_Template_Library
+
+-------------------
+Current limitations
+-------------------
+
+ - for the moment, only diffuse color and texture are used
+ (will need to extend shaders / renderers / materials in Three)
+
+ - models can have more than 65,536 vertices,
+ but in most cases it will not work well with browsers,
+ which currently seem to have troubles with handling
+ large JS files
+
+ - texture coordinates can be wrong in canvas renderer
+ (there is crude normalization, but it doesn't
+ work for all cases)
+
+ - smoothing can be turned on/off only for the whole mesh
+
+----------------------------------------------
+How to get proper OBJ + MTL files with Blender
+----------------------------------------------
+
+ 0. Remove default cube (press DEL and ENTER)
+
+ 1. Import / create model
+
+ 2. Select all meshes (Select -> Select All by Type -> Mesh)
+
+ 3. Export to OBJ (File -> Export -> Wavefront .obj) [*]
+ - enable following options in exporter
+ Material Groups
+ Rotate X90
+ Apply Modifiers
+ High Quality Normals
+ Copy Images
+ Selection Only
+ Objects as OBJ Objects
+ UVs
+ Normals
+ Materials
+ Edges
+
+ - select empty folder
+ - give your exported file name with "obj" extension
+ - click on "Export OBJ" button
+
+ 4. Your model is now all files in this folder (OBJ, MTL, number of images)
+ - this converter assumes all files staying in the same folder,
+ (OBJ / MTL files use relative paths)
+
+ - for WebGL, textures must be power of 2 sized
+
+ [*] If OBJ export fails (Blender 2.54 beta), patch your Blender installation
+ following instructions here:
+
+ http://www.blendernation.com/2010/09/12/blender-2-54-beta-released/
+
+------
+Author
+------
+AlteredQualia http://alteredqualia.com
+
+"""
+
+import fileinput
+import operator
+import random
+import os.path
+import getopt
+import sys
+import struct
+import math
+
+# #####################################################
+# Configuration
+# #####################################################
+ALIGN = "center" # center bottom top none
+SHADING = "smooth" # smooth flat
+TYPE = "ascii" # ascii binary
+TRANSPARENCY = "normal" # normal invert
+
+# default colors for debugging (each material gets one distinct color):
+# white, red, green, blue, yellow, cyan, magenta
+COLORS = [0xeeeeee, 0xee0000, 0x00ee00, 0x0000ee, 0xeeee00, 0x00eeee, 0xee00ee]
+
+# #####################################################
+# Templates
+# #####################################################
+TEMPLATE_FILE_ASCII = u"""\
+// Converted from: %(fname)s
+// vertices: %(nvertex)d
+// faces: %(nface)d
+// materials: %(nmaterial)d
+//
+// Generated with OBJ -> Three.js converter
+// http://github.com/alteredq/three.js/blob/master/utils/exporters/convert_obj_threejs_slim.py
+
+
+var model = {
+ 'materials': [%(materials)s],
+
+ 'normals': [%(normals)s],
+
+ 'vertices': [%(vertices)s],
+
+ 'uvs': [%(uvs)s],
+
+ 'triangles': [%(triangles)s],
+ 'triangles_n': [%(triangles_n)s],
+ 'triangles_uv': [%(triangles_uv)s],
+ 'triangles_n_uv': [%(triangles_n_uv)s],
+
+ 'quads': [%(quads)s],
+ 'quads_n': [%(quads_n)s],
+ 'quads_uv': [%(quads_uv)s],
+ 'quads_n_uv': [%(quads_n_uv)s],
+
+ 'end': (new Date).getTime()
+ }
+
+postMessage( model );
+"""
+
+TEMPLATE_FILE_BIN = u"""\
+// Converted from: %(fname)s
+// vertices: %(nvertex)d
+// faces: %(nface)d
+// materials: %(nmaterial)d
+//
+// Generated with OBJ -> Three.js converter
+// http://github.com/alteredq/three.js/blob/master/utils/exporters/convert_obj_threejs_slim.py
+
+
+var model = {
+ 'materials': [%(materials)s],
+
+ 'buffers': '%(buffers)s',
+
+ 'end': (new Date).getTime()
+ }
+
+postMessage( model );
+"""
+
+TEMPLATE_VERTEX = "%f,%f,%f"
+
+TEMPLATE_UV_TRI = "%f,%f,%f,%f,%f,%f"
+TEMPLATE_UV_QUAD = "%f,%f,%f,%f,%f,%f,%f,%f"
+
+TEMPLATE_TRI = "%d,%d,%d,%d"
+TEMPLATE_QUAD = "%d,%d,%d,%d,%d"
+
+TEMPLATE_TRI_UV = "%d,%d,%d,%d,%d,%d,%d"
+TEMPLATE_QUAD_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d"
+
+TEMPLATE_TRI_N = "%d,%d,%d,%d,%d,%d,%d"
+TEMPLATE_QUAD_N = "%d,%d,%d,%d,%d,%d,%d,%d,%d"
+
+TEMPLATE_TRI_N_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d,%d"
+TEMPLATE_QUAD_N_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d"
+
+TEMPLATE_N = "%f,%f,%f"
+TEMPLATE_UV = "%f,%f"
+
+# #####################################################
+# Utils
+# #####################################################
+def file_exists(filename):
+ """Return true if file exists and is accessible for reading.
+
+ Should be safer than just testing for existence due to links and
+ permissions magic on Unix filesystems.
+
+ @rtype: boolean
+ """
+
+ try:
+ f = open(filename, 'r')
+ f.close()
+ return True
+ except IOError:
+ return False
+
+
+def get_name(fname):
+ """Create model name based of filename ("path/fname.js" -> "fname").
+ """
+
+ return os.path.basename(fname).split(".")[0]
+
+def bbox(vertices):
+ """Compute bounding box of vertex array.
+ """
+
+ if len(vertices)>0:
+ minx = maxx = vertices[0][0]
+ miny = maxy = vertices[0][1]
+ minz = maxz = vertices[0][2]
+
+ for v in vertices[1:]:
+ if v[0]maxx:
+ maxx = v[0]
+
+ if v[1]maxy:
+ maxy = v[1]
+
+ if v[2]maxz:
+ maxz = v[2]
+
+ return { 'x':[minx,maxx], 'y':[miny,maxy], 'z':[minz,maxz] }
+
+ else:
+ return { 'x':[0,0], 'y':[0,0], 'z':[0,0] }
+
+def translate(vertices, t):
+ """Translate array of vertices by vector t.
+ """
+
+ for i in xrange(len(vertices)):
+ vertices[i][0] += t[0]
+ vertices[i][1] += t[1]
+ vertices[i][2] += t[2]
+
+def center(vertices):
+ """Center model (middle of bounding box).
+ """
+
+ bb = bbox(vertices)
+
+ cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
+ cy = bb['y'][0] + (bb['y'][1] - bb['y'][0])/2.0
+ cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
+
+ translate(vertices, [-cx,-cy,-cz])
+
+def top(vertices):
+ """Align top of the model with the floor (Y-axis) and center it around X and Z.
+ """
+
+ bb = bbox(vertices)
+
+ cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
+ cy = bb['y'][1]
+ cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
+
+ translate(vertices, [-cx,-cy,-cz])
+
+def bottom(vertices):
+ """Align bottom of the model with the floor (Y-axis) and center it around X and Z.
+ """
+
+ bb = bbox(vertices)
+
+ cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
+ cy = bb['y'][0]
+ cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
+
+ translate(vertices, [-cx,-cy,-cz])
+
+def normalize(v):
+ """Normalize 3d vector"""
+
+ l = math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2])
+ v[0] /= l
+ v[1] /= l
+ v[2] /= l
+
+# #####################################################
+# MTL parser
+# #####################################################
+def parse_mtl(fname):
+ """Parse MTL file.
+ """
+
+ materials = {}
+
+ for line in fileinput.input(fname):
+ chunks = line.split()
+ if len(chunks) > 0:
+
+ # Material start
+ # newmtl identifier
+ if chunks[0] == "newmtl" and len(chunks) == 2:
+ identifier = chunks[1]
+ if not identifier in materials:
+ materials[identifier] = {}
+
+ # Diffuse color
+ # Kd 1.000 1.000 1.000
+ if chunks[0] == "Kd" and len(chunks) == 4:
+ materials[identifier]["col_diffuse"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
+
+ # Ambient color
+ # Ka 1.000 1.000 1.000
+ if chunks[0] == "Ka" and len(chunks) == 4:
+ materials[identifier]["col_ambient"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
+
+ # Specular color
+ # Ks 1.000 1.000 1.000
+ if chunks[0] == "Ks" and len(chunks) == 4:
+ materials[identifier]["col_specular"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
+
+ # Specular coefficient
+ # Ns 154.000
+ if chunks[0] == "Ns" and len(chunks) == 2:
+ materials[identifier]["specular_coef"] = float(chunks[1])
+
+ # Transparency
+ # Tr 0.9 or d 0.9
+ if (chunks[0] == "Tr" or chunks[0] == "d") and len(chunks) == 2:
+ if TRANSPARENCY == "invert":
+ materials[identifier]["transparency"] = 1.0 - float(chunks[1])
+ else:
+ materials[identifier]["transparency"] = float(chunks[1])
+
+ # Optical density
+ # Ni 1.0
+ if chunks[0] == "Ni" and len(chunks) == 2:
+ materials[identifier]["optical_density"] = float(chunks[1])
+
+ # Diffuse texture
+ # map_Kd texture_diffuse.jpg
+ if chunks[0] == "map_Kd" and len(chunks) == 2:
+ materials[identifier]["map_diffuse"] = chunks[1]
+
+ # Ambient texture
+ # map_Ka texture_ambient.jpg
+ if chunks[0] == "map_Ka" and len(chunks) == 2:
+ materials[identifier]["map_ambient"] = chunks[1]
+
+ # Specular texture
+ # map_Ks texture_specular.jpg
+ if chunks[0] == "map_Ks" and len(chunks) == 2:
+ materials[identifier]["map_specular"] = chunks[1]
+
+ # Alpha texture
+ # map_d texture_alpha.png
+ if chunks[0] == "map_d" and len(chunks) == 2:
+ materials[identifier]["map_alpha"] = chunks[1]
+
+ # Bump texture
+ # map_bump texture_bump.jpg or bump texture_bump.jpg
+ if (chunks[0] == "map_bump" or chunks[0] == "bump") and len(chunks) == 2:
+ materials[identifier]["map_bump"] = chunks[1]
+
+ # Illumination
+ # illum 2
+ #
+ # 0. Color on and Ambient off
+ # 1. Color on and Ambient on
+ # 2. Highlight on
+ # 3. Reflection on and Ray trace on
+ # 4. Transparency: Glass on, Reflection: Ray trace on
+ # 5. Reflection: Fresnel on and Ray trace on
+ # 6. Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
+ # 7. Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
+ # 8. Reflection on and Ray trace off
+ # 9. Transparency: Glass on, Reflection: Ray trace off
+ # 10. Casts shadows onto invisible surfaces
+ if chunks[0] == "illum" and len(chunks) == 2:
+ materials[identifier]["illumination"] = int(chunks[1])
+
+ return materials
+
+# #####################################################
+# OBJ parser
+# #####################################################
+def parse_vertex(text):
+ """Parse text chunk specifying single vertex.
+
+ Possible formats:
+ vertex index
+ vertex index / texture index
+ vertex index / texture index / normal index
+ vertex index / / normal index
+ """
+
+ v = 0
+ t = 0
+ n = 0
+
+ chunks = text.split("/")
+
+ v = int(chunks[0])
+ if len(chunks) > 1:
+ if chunks[1]:
+ t = int(chunks[1])
+ if len(chunks) > 2:
+ if chunks[2]:
+ n = int(chunks[2])
+
+ return { 'v':v, 't':t, 'n':n }
+
+def parse_obj(fname):
+ """Parse OBJ file.
+ """
+
+ vertices = []
+ normals = []
+ uvs = []
+
+ faces = []
+
+ materials = {}
+ mcounter = 0
+ mcurrent = 0
+
+ mtllib = ""
+
+ # current face state
+ group = 0
+ object = 0
+ smooth = 0
+
+ for line in fileinput.input(fname):
+ chunks = line.split()
+ if len(chunks) > 0:
+
+ # Vertices as (x,y,z) coordinates
+ # v 0.123 0.234 0.345
+ if chunks[0] == "v" and len(chunks) == 4:
+ x = float(chunks[1])
+ y = float(chunks[2])
+ z = float(chunks[3])
+ vertices.append([x,y,z])
+
+ # Normals in (x,y,z) form; normals might not be unit
+ # vn 0.707 0.000 0.707
+ if chunks[0] == "vn" and len(chunks) == 4:
+ x = float(chunks[1])
+ y = float(chunks[2])
+ z = float(chunks[3])
+ normals.append([x,y,z])
+
+ # Texture coordinates in (u,v[,w]) coordinates, w is optional
+ # vt 0.500 -1.352 [0.234]
+ if chunks[0] == "vt" and len(chunks) >= 3:
+ u = float(chunks[1])
+ v = float(chunks[2])
+ w = 0
+ if len(chunks)>3:
+ w = float(chunks[3])
+ uvs.append([u,v,w])
+
+ # Face
+ if chunks[0] == "f" and len(chunks) >= 4:
+ vertex_index = []
+ uv_index = []
+ normal_index = []
+
+ for v in chunks[1:]:
+ vertex = parse_vertex(v)
+ if vertex['v']:
+ vertex_index.append(vertex['v'])
+ if vertex['t']:
+ uv_index.append(vertex['t'])
+ if vertex['n']:
+ normal_index.append(vertex['n'])
+
+ faces.append({
+ 'vertex':vertex_index,
+ 'uv':uv_index,
+ 'normal':normal_index,
+
+ 'material':mcurrent,
+ 'group':group,
+ 'object':object,
+ 'smooth':smooth,
+ })
+
+ # Group
+ if chunks[0] == "g" and len(chunks) == 2:
+ group = chunks[1]
+
+ # Object
+ if chunks[0] == "o" and len(chunks) == 2:
+ object = chunks[1]
+
+ # Materials definition
+ if chunks[0] == "mtllib" and len(chunks) == 2:
+ mtllib = chunks[1]
+
+ # Material
+ if chunks[0] == "usemtl" and len(chunks) == 2:
+ material = chunks[1]
+ if not material in materials:
+ mcurrent = mcounter
+ materials[material] = mcounter
+ mcounter += 1
+ else:
+ mcurrent = materials[material]
+
+ # Smooth shading
+ if chunks[0] == "s" and len(chunks) == 2:
+ smooth = chunks[1]
+
+ return faces, vertices, uvs, normals, materials, mtllib
+
+# #####################################################
+# Generator
+# #####################################################
+def generate_vertex(v):
+ return TEMPLATE_VERTEX % (v[0], v[1], v[2])
+
+def generate_triangle(f):
+ v = f['vertex']
+ return TEMPLATE_TRI % (v[0]-1, v[1]-1, v[2]-1,
+ f['material'])
+
+def generate_triangle_uv(f):
+ v = f['vertex']
+ uv = f['uv']
+ return TEMPLATE_TRI_UV % (v[0]-1, v[1]-1, v[2]-1,
+ f['material'],
+ uv[0]-1, uv[1]-1, uv[2]-1)
+
+def generate_triangle_n(f):
+ v = f['vertex']
+ n = f['normal']
+ return TEMPLATE_TRI_N % (v[0]-1, v[1]-1, v[2]-1,
+ f['material'],
+ n[0]-1, n[1]-1, n[2]-1)
+
+def generate_triangle_n_uv(f):
+ v = f['vertex']
+ n = f['normal']
+ uv = f['uv']
+ return TEMPLATE_TRI_N_UV % (v[0]-1, v[1]-1, v[2]-1,
+ f['material'],
+ n[0]-1, n[1]-1, n[2]-1,
+ uv[0]-1, uv[1]-1, uv[2]-1)
+
+def generate_quad(f):
+ vi = f['vertex']
+ return TEMPLATE_QUAD % (vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1,
+ f['material'])
+
+def generate_quad_uv(f):
+ v = f['vertex']
+ uv = f['uv']
+ return TEMPLATE_QUAD_UV % (v[0]-1, v[1]-1, v[2]-1, v[3]-1,
+ f['material'],
+ uv[0]-1, uv[1]-1, uv[2]-1, uv[3]-1)
+
+def generate_quad_n(f):
+ v = f['vertex']
+ n = f['normal']
+ return TEMPLATE_QUAD_N % (v[0]-1, v[1]-1, v[2]-1, v[3]-1,
+ f['material'],
+ n[0]-1, n[1]-1, n[2]-1, n[3]-1)
+
+def generate_quad_n_uv(f):
+ v = f['vertex']
+ n = f['normal']
+ uv = f['uv']
+ return TEMPLATE_QUAD_N_UV % (v[0]-1, v[1]-1, v[2]-1, v[3]-1,
+ f['material'],
+ n[0]-1, n[1]-1, n[2]-1, n[3]-1,
+ uv[0]-1, uv[1]-1, uv[2]-1, uv[3]-1)
+
+def generate_normal(n):
+ return TEMPLATE_N % (n[0], n[1], n[2])
+
+def generate_uv(uv):
+ return TEMPLATE_UV % (uv[0], 1.0 - uv[1])
+
+# #####################################################
+# Materials
+# #####################################################
+def generate_color(i):
+ """Generate hex color corresponding to integer.
+
+ Colors should have well defined ordering.
+ First N colors are hardcoded, then colors are random
+ (must seed random number generator with deterministic value
+ before getting colors).
+ """
+
+ if i < len(COLORS):
+ return "0x%06x" % COLORS[i]
+ else:
+ return "0x%06x" % int(0xffffff * random.random())
+
+def value2string(v):
+ if type(v)==str and v[0:2] != "0x":
+ return '"%s"' % v
+ return str(v)
+
+def generate_materials(mtl, materials):
+ """Generate JS array of materials objects
+
+ JS material objects are basically prettified one-to-one
+ mappings of MTL properties in JSON format.
+ """
+
+ mtl_array = []
+ for m in mtl:
+ index = materials[m]
+
+ # add debug information
+ # materials should be sorted according to how
+ # they appeared in OBJ file (for the first time)
+ # this index is identifier used in face definitions
+ mtl[m]['a_dbg_name'] = m
+ mtl[m]['a_dbg_index'] = index
+ mtl[m]['a_dbg_color'] = generate_color(index)
+
+ mtl_raw = ",\n".join(['\t"%s" : %s' % (n, value2string(v)) for n,v in sorted(mtl[m].items())])
+ mtl_string = "\t{\n%s\n\t}" % mtl_raw
+ mtl_array.append([index, mtl_string])
+
+ return ",\n\n".join([m for i,m in sorted(mtl_array)])
+
+def generate_mtl(materials):
+ """Generate dummy materials (if there is no MTL file).
+ """
+
+ mtl = {}
+ for m in materials:
+ index = materials[m]
+ mtl[m] = {
+ 'a_dbg_name': m,
+ 'a_dbg_index': index,
+ 'a_dbg_color': generate_color(index)
+ }
+ return mtl
+
+def generate_materials_string(materials, mtllib):
+ """Generate final materials string.
+ """
+
+ random.seed(42) # to get well defined color order for materials
+
+ # default materials with debug colors for when
+ # there is no specified MTL / MTL loading failed,
+ # or if there were no materials / null materials
+ if not materials:
+ materials = { 'default':0 }
+ mtl = generate_mtl(materials)
+
+ if mtllib:
+ # create full pathname for MTL (included from OBJ)
+ path = os.path.dirname(infile)
+ fname = os.path.join(path, mtllib)
+
+ if file_exists(fname):
+ # override default materials with real ones from MTL
+ # (where they exist, otherwise keep defaults)
+ mtl.update(parse_mtl(fname))
+
+ else:
+ print "Couldn't find [%s]" % fname
+
+ return generate_materials(mtl, materials)
+
+# #####################################################
+# Faces
+# #####################################################
+def is_triangle_flat(f):
+ return len(f['vertex'])==3 and not (f["normal"] and SHADING == "smooth") and not f['uv']
+
+def is_triangle_flat_uv(f):
+ return len(f['vertex'])==3 and not (f["normal"] and SHADING == "smooth") and len(f['uv'])==3
+
+def is_triangle_smooth(f):
+ return len(f['vertex'])==3 and f["normal"] and SHADING == "smooth" and not f['uv']
+
+def is_triangle_smooth_uv(f):
+ return len(f['vertex'])==3 and f["normal"] and SHADING == "smooth" and len(f['uv'])==3
+
+def is_quad_flat(f):
+ return len(f['vertex'])==4 and not (f["normal"] and SHADING == "smooth") and not f['uv']
+
+def is_quad_flat_uv(f):
+ return len(f['vertex'])==4 and not (f["normal"] and SHADING == "smooth") and len(f['uv'])==4
+
+def is_quad_smooth(f):
+ return len(f['vertex'])==4 and f["normal"] and SHADING == "smooth" and not f['uv']
+
+def is_quad_smooth_uv(f):
+ return len(f['vertex'])==4 and f["normal"] and SHADING == "smooth" and len(f['uv'])==4
+
+def sort_faces(faces):
+ data = {
+ 'triangles_flat': [],
+ 'triangles_flat_uv': [],
+ 'triangles_smooth': [],
+ 'triangles_smooth_uv': [],
+
+ 'quads_flat': [],
+ 'quads_flat_uv': [],
+ 'quads_smooth': [],
+ 'quads_smooth_uv': []
+ }
+
+ for f in faces:
+ if is_triangle_flat(f):
+ data['triangles_flat'].append(f)
+ elif is_triangle_flat_uv(f):
+ data['triangles_flat_uv'].append(f)
+ elif is_triangle_smooth(f):
+ data['triangles_smooth'].append(f)
+ elif is_triangle_smooth_uv(f):
+ data['triangles_smooth_uv'].append(f)
+
+ elif is_quad_flat(f):
+ data['quads_flat'].append(f)
+ elif is_quad_flat_uv(f):
+ data['quads_flat_uv'].append(f)
+ elif is_quad_smooth(f):
+ data['quads_smooth'].append(f)
+ elif is_quad_smooth_uv(f):
+ data['quads_smooth_uv'].append(f)
+
+ return data
+
+# #####################################################
+# API - ASCII converter
+# #####################################################
+def convert_ascii(infile, outfile):
+ """Convert infile.obj to outfile.js
+
+ Here is where everything happens. If you need to automate conversions,
+ just import this file as Python module and call this method.
+ """
+
+ if not file_exists(infile):
+ print "Couldn't find [%s]" % infile
+ return
+
+ faces, vertices, uvs, normals, materials, mtllib = parse_obj(infile)
+
+ if ALIGN == "center":
+ center(vertices)
+ elif ALIGN == "bottom":
+ bottom(vertices)
+ elif ALIGN == "top":
+ top(vertices)
+
+ normals_string = ""
+ if SHADING == "smooth":
+ normals_string = ",".join(generate_normal(n) for n in normals)
+
+ sfaces = sort_faces(faces)
+
+ text = TEMPLATE_FILE_ASCII % {
+ "name" : get_name(outfile),
+ "vertices" : ",".join(generate_vertex(v) for v in vertices),
+ "triangles" : ",".join(generate_triangle(f) for f in sfaces['triangles_flat']),
+ "triangles_n" : ",".join(generate_triangle_n(f) for f in sfaces['triangles_smooth']),
+ "triangles_uv" : ",".join(generate_triangle_uv(f) for f in sfaces['triangles_flat_uv']),
+ "triangles_n_uv": ",".join(generate_triangle_n_uv(f) for f in sfaces['triangles_smooth_uv']),
+ "quads" : ",".join(generate_quad(f) for f in sfaces['quads_flat']),
+ "quads_n" : ",".join(generate_quad_n(f) for f in sfaces['quads_smooth']),
+ "quads_uv" : ",".join(generate_quad_uv(f) for f in sfaces['quads_flat_uv']),
+ "quads_n_uv" : ",".join(generate_quad_n_uv(f) for f in sfaces['quads_smooth_uv']),
+ "uvs" : ",".join(generate_uv(uv) for uv in uvs),
+ "normals" : normals_string,
+
+ "materials" : generate_materials_string(materials, mtllib),
+
+ "fname" : infile,
+ "nvertex" : len(vertices),
+ "nface" : len(faces),
+ "nmaterial" : len(materials)
+ }
+
+ out = open(outfile, "w")
+ out.write(text)
+ out.close()
+
+ print "%d vertices, %d faces, %d materials" % (len(vertices), len(faces), len(materials))
+
+
+# #############################################################################
+# API - Binary converter
+# #############################################################################
+def convert_binary(infile, outfile):
+ """Convert infile.obj to outfile.js + outfile.bin
+ """
+
+ if not file_exists(infile):
+ print "Couldn't find [%s]" % infile
+ return
+
+ binfile = get_name(outfile) + ".bin"
+
+ faces, vertices, uvs, normals, materials, mtllib = parse_obj(infile)
+
+ if ALIGN == "center":
+ center(vertices)
+ elif ALIGN == "bottom":
+ bottom(vertices)
+ elif ALIGN == "top":
+ top(vertices)
+
+ sfaces = sort_faces(faces)
+
+ # ###################
+ # generate JS file
+ # ###################
+
+ text = TEMPLATE_FILE_BIN % {
+ "name" : get_name(outfile),
+
+ "materials" : generate_materials_string(materials, mtllib),
+ "buffers" : binfile,
+
+ "fname" : infile,
+ "nvertex" : len(vertices),
+ "nface" : len(faces),
+ "nmaterial" : len(materials)
+ }
+
+ out = open(outfile, "w")
+ out.write(text)
+ out.close()
+
+ # ###################
+ # generate BIN file
+ # ###################
+
+ if SHADING == "smooth":
+ nnormals = len(normals)
+ else:
+ nnormals = 0
+
+ buffer = []
+
+ # header
+ # ------
+ header_bytes = struct.calcsize('<8s')
+ header_bytes += struct.calcsize('