object_prototypes = {}
unique_objects = []
+ export_names = {}
for o in objs:
if o.name in object_prototypes:
continue
continue
if u.data.name!=o.data.name:
continue
- if u.technique!=o.technique:
- continue
if any(s.link=="OBJECT" for s in u.material_slots):
continue
clones.append(u)
+ prefix = o.name
+ for c in clones:
+ while not c.name.startswith(prefix):
+ pos = max(prefix.rfind(' '), prefix.rfind('.'))
+ if pos<0:
+ break;
+ prefix = prefix[:pos]
+
+ if prefix:
+ export_names[o.name+".object"] = prefix.strip(" .")+".object"
+
unique_objects.append(o)
for c in clones:
object_prototypes[c.name] = o
resources = {}
self.export_scene_resources(context, unique_objects, resources, progress)
+ for n, r in resources.items():
+ if r.name in export_names:
+ r.name = export_names[r.name]
scene_res = self.export_scene(context, objs, progress, prototypes=object_prototypes, resources=resources)
refs = scene_res.collect_references()
keywords = { ".mat": "material",
".mesh": "mesh",
".object": "object",
- ".tech": "technique" }
+ ".tech": "technique",
+ ".tex2d": "texture2d" }
with open(os.path.join(path, base+"_resources.mdc"), "w") as res_out:
for r in refs:
st = Statement(keywords[os.path.splitext(r.name)[1]], r.name)
def export_scene_resources(self, context, objs, resources, progress):
from .export_object import ObjectExporter
object_export = ObjectExporter()
- object_export.separate_mesh = True
- object_export.separate_tech = True
+ object_export.single_file = False
+
+ material_maps = {}
for i, o in enumerate(objs):
progress.push_task_slice(o.name, i, len(objs))
- object_export.export_object_resources(context, o, resources, progress)
+ object_export.export_object_resources(context, o, resources, progress, material_maps=material_maps)
obj_name = o.name+".object"
resources[obj_name] = object_export.export_object(context, o, progress, resources=resources)
progress.pop_task()
for o in objs:
obj_res = resources[prototypes[o.name].name+".object"]
- st = scene_res.create_reference_statement("object", obj_res)
- # XXX Parent relationships screw up the location and rotation
- st.sub.append(Statement("position", o.location[0], o.location[1], o.location[2]))
- if o.rotation_mode=="AXIS_ANGLE":
- angle = o.rotation_axis_angle[0]
- axis = o.rotation_axis_angle[1:]
+ st = scene_res.create_reference_statement("object", obj_res, o.name)
+
+ ss = Statement("transform")
+
+ loc = o.matrix_world.to_translation()
+ ss.sub.append(Statement("position", *tuple(loc)))
+
+ quat = o.matrix_world.to_quaternion()
+ if o.rotation_mode in ('XYZ', 'XZY', 'YXZ', 'YZX', 'ZXY', 'ZYX'):
+ angles = [a*180/math.pi for a in quat.to_euler()]
+ ss.sub.append(Statement("euler", *angles));
else:
- if o.rotation_mode=="QUATERNION":
- q = o.rotation_quaternion
- else:
- q = o.rotation_euler.to_quaternion()
- angle = q.angle
- axis = q.axis
- st.sub.append(Statement("rotation", angle*180/math.pi, axis[0], axis[1], axis[2]))
- st.sub.append(Statement("scale", o.scale[0], o.scale[1], o.scale[2]))
+ ss.sub.append(Statement("rotation", quat.angle*180/math.pi, *tuple(quat.axis)))
+
+ scale = o.matrix_world.to_scale()
+ ss.sub.append(Statement("scale", *tuple(scale)))
+
+ st.sub.append(ss)
scene_res.statements.append(st)
progress.set_progress(1.0)