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Refactor texture handling in the material exporter
[libs/gl.git] / blender / io_mspgl / export_scene.py
1 import math
2 import os
3
4 class SceneExporter:
5         def __init__(self):
6                 self.resource_collection = True
7                 self.show_progress = True
8
9         def export_to_file(self, context, out_fn):
10                 objs = [o for o in context.selected_objects if o.type=="MESH" and not o.lod_for_parent]
11                 objs = [o for o in objs if (not o.compound or o.parent not in objs)]
12
13                 path, base = os.path.split(out_fn)
14                 base, ext = os.path.splitext(base)
15
16                 from .export_object import ObjectExporter
17                 object_export = ObjectExporter()
18
19                 object_prototypes = {}
20                 unique_objects = []
21                 for o in objs:
22                         if o.name in object_prototypes:
23                                 continue
24
25                         clones = [o]
26                         if not any(s.link=="OBJECT" for s in o.material_slots):
27                                 for u in objs:
28                                         if u is o:
29                                                 continue
30                                         if u.data.name!=o.data.name:
31                                                 continue
32                                         if u.technique!=o.technique:
33                                                 continue
34                                         if any(s.link=="OBJECT" for s in u.material_slots):
35                                                 continue
36
37                                         clones.append(u)
38
39                         unique_objects.append(o)
40                         for c in clones:
41                                 object_prototypes[c.name] = o
42
43                 from .util import Progress
44                 progress = Progress(self.show_progress and context)
45
46                 resources = {}
47                 self.export_scene_resources(context, unique_objects, resources, progress)
48
49                 scene_res = self.export_scene(context, objs, progress, prototypes=object_prototypes, resources=resources)
50                 refs = scene_res.collect_references()
51
52                 from .datafile import Statement
53                 if self.resource_collection:
54                         keywords = { ".mat": "material",
55                                 ".mesh": "mesh",
56                                 ".object": "object",
57                                 ".tech": "technique" }
58                         with open(os.path.join(path, base+"_resources.mdc"), "w") as res_out:
59                                 for r in refs:
60                                         st = Statement(keywords[os.path.splitext(r.name)[1]], r.name)
61                                         st.sub = r.statements
62                                         st.write_to_file(res_out)
63                 else:
64                         res_dir = os.path.join(path, base+"_resources")
65                         if not os.path.exists(res_dir):
66                                 os.makedirs(res_dir)
67                         for r in refs:
68                                 with open(os.path.join(res_dir, r.name), "w") as res_out:
69                                         for s in r.statements:
70                                                 s.write_to_file(res_out)
71
72                 with open(out_fn, "w") as out_file:
73                         for s in scene_res.statements:
74                                 s.write_to_file(out_file)
75
76         def export_scene_resources(self, context, objs, resources, progress):
77                 from .export_object import ObjectExporter
78                 object_export = ObjectExporter()
79                 object_export.separate_mesh = True
80                 object_export.separate_tech = True
81
82                 for i, o in enumerate(objs):
83                         progress.push_task_slice(o.name, i, len(objs))
84                         object_export.export_object_resources(context, o, resources, progress)
85                         obj_name = o.name+".object"
86                         resources[obj_name] = object_export.export_object(context, o, progress, resources=resources)
87                         progress.pop_task()
88
89         def export_scene(self, context, objs, progress, *, prototypes, resources):
90                 from .datafile import Resource, Statement
91                 scene_res = Resource("scene.scene")
92
93                 for o in objs:
94                         obj_res = resources[prototypes[o.name].name+".object"]
95                         st = scene_res.create_reference_statement("object", obj_res)
96                         # XXX Parent relationships screw up the location and rotation
97                         st.sub.append(Statement("position", o.location[0], o.location[1], o.location[2]))
98                         if o.rotation_mode=="AXIS_ANGLE":
99                                 angle = o.rotation_axis_angle[0]
100                                 axis = o.rotation_axis_angle[1:]
101                         else:
102                                 if o.rotation_mode=="QUATERNION":
103                                         q = o.rotation_quaternion
104                                 else:
105                                         q = o.rotation_euler.to_quaternion()
106                                 angle = q.angle
107                                 axis = q.axis
108                         st.sub.append(Statement("rotation", angle*180/math.pi, axis[0], axis[1], axis[2]))
109                         st.sub.append(Statement("scale", o.scale[0], o.scale[1], o.scale[2]))
110                         scene_res.statements.append(st)
111
112                 progress.set_progress(1.0)
113
114                 return scene_res