#!BPY
"""
Name: 'm3d mesh exporter'
Blender: 237
Group: 'Export'
Tooltip: 'Export meshes to .xml'
"""
import Blender
from Blender import NMesh, Object, Scene, Lamp
import math
from math import sin, cos
import os
global indentation
indentation = 0
def indent(file):
if indentation < 1:
return
for i in range(indentation):
file.write("\t");
def setIndent(d):
global indentation
indentation += d
def toQuaternion(fRoll, fYaw, fPitch):
fSinPitch = sin(fPitch*0.5)
fCosPitch = cos(fPitch*0.5)
fSinYaw = sin(fYaw*0.5)
fCosYaw = cos(fYaw*0.5)
fSinRoll = sin(fRoll*0.5)
fCosRoll = cos(fRoll*0.5)
fCosPitchCosYaw = fCosPitch*fCosYaw
fSinPitchSinYaw = fSinPitch*fSinYaw
X = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw
Y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw
Z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw
W = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw
return [W, X, Y, Z]
def export(obj, file):
print "Export %s\n" %obj.getName()
locX = obj.LocX
locY = obj.LocY
locZ = obj.LocZ
rotX = obj.RotX
rotY = obj.RotY
rotZ = obj.RotZ
sizeX = obj.SizeX
sizeY = obj.SizeY
sizeZ = obj.SizeZ
parent = obj.getParent()
while parent:
locX -= parent.LocX
locY -= parent.LocY
locZ -= parent.LocZ
rotX -= parent.RotX
rotY -= parent.RotY
rotZ -= parent.RotZ
sizeX /= parent.SizeX
sizeY /= parent.SizeY
sizeZ /= parent.SizeZ
parent = parent.getParent()
loc = [locX, locY, locZ]
size = [sizeX, sizeY, sizeZ]
quat = toQuaternion(rotX, -rotY, rotZ)
if obj.getType() == "Mesh":
exportMesh(obj, file, loc, size, quat)
def exportMaterial(mat, file):
indent(file)
file.write("\n")
def exportTexture(tex, file):
indent(file)
file.write("\n" % tex.getName())
indent(file)
file.write("\t\n" % os.path.basename(tex.getFilename()))
indent(file)
file.write("\n")
def exportMesh(obj, file, loc, size, quat):
mesh = NMesh.GetRawFromObject(obj.getName())
indent(file)
file.write("\n")
setIndent(1)
for mat in mesh.materials:
exportMaterial(mat, file)
if len(mesh.materials) > 0:
file.write("\n")
textures = []
if mesh.hasFaceUV():
for face in mesh.faces:
if not face.image:
continue;
if textures.count(face.image) == 0:
textures.append(face.image)
for tex in textures:
exportTexture(tex, file)
if len(textures) > 0:
file.write("\n")
for vert in mesh.verts:
indent(file)
file.write("\n" %(vert.no[0], vert.no[2], -vert.no[1]))
file.write("\n")
for face in mesh.faces:
indent(file)
file.write("= len(mesh.materials):
mat = -1
file.write("material=\"%d\">\n" %(mat))
setIndent(1)
for i in range(3):
indent(file);
file.write("\n")
setIndent(-1)
# file.write(" vertex1=\"%d\" vertex2=\"%d\" vertex3=\"%d\"/>\n" %(face.v[0].index, face.v[1].index, face.v[2].index))
indent(file)
file.write("\n")
Object.GetSelected().remove(obj)
for child in Object.GetSelected():
if child.parent == obj:
export(child, file)
Object.GetSelected().remove(child)
setIndent(-1)
indent(file)
file.write("\n\n")
def main():
selected = Object.GetSelected()
if len(selected) == 0:
print "Nothing selected"
return
for obj in selected:
if obj.getType() != "Mesh":
continue
file = open("%s.xml" % (obj.getName()), "w")
file.write(" xml version=\"1.0\" ?>\n")
export(obj, file)
file.close()
main()