io_tower_of_babel.py 124 KB

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  1. bl_info = {
  2. 'name': 'Tower of Babel',
  3. 'author': 'David Catuhe, Jeff Palmer',
  4. 'version': (1, 0, 1),
  5. 'blender': (2, 69, 0),
  6. 'location': 'File > Export > Tower of Babel [.babylon + .js + .ts + .html(s)]',
  7. 'description': 'Produce Babylon scene file (.babylon), Translate to inline JavaScript & TypeScript',
  8. 'warning': "Holy crap batman! You've been warned!",
  9. 'wiki_url': 'https://github.com/BabylonJS/Babylon.js/wiki/13-Blender',
  10. 'tracker_url': '',
  11. 'category': 'Import-Export'}
  12. import bpy
  13. import bpy_extras.io_utils
  14. import gpu # for experimental use in Materials constructor: shader = gpu.export_shader(scene, material), (currently commented out)
  15. import math
  16. import mathutils
  17. import os
  18. import shutil
  19. import sys, traceback # for writing errors to log file
  20. #===============================================================================
  21. # Registration the calling of the INFO_MT_file_export file selector
  22. def menu_func(self, context):
  23. self.layout.operator(TowerOfBabel.bl_idname, text = 'Tower of Babel [.babylon + .js + .ts + .html(s)]')
  24. # store keymaps here to access after registration (commented out for now)
  25. #addon_keymaps = []
  26. def register():
  27. bpy.utils.register_module(__name__)
  28. bpy.types.INFO_MT_file_export.append(menu_func)
  29. # create the hotkey
  30. # kc = bpy.context.window_manager.keyconfigs.addon
  31. # km = kc.keymaps.new(name='3D View', space_type='VIEW_3D')
  32. # kmi = km.keymap_items.new('wm.call_menu', 'W', 'PRESS', alt=True)
  33. # kmi.properties.name = TowerOfBabel.bl_idname
  34. # kmi.active = True
  35. # addon_keymaps.append((km, kmi))
  36. def unregister():
  37. bpy.utils.unregister_module(__name__)
  38. bpy.types.INFO_MT_file_export.remove(menu_func)
  39. # for km, kmi in addon_keymaps:
  40. # km.keymap_items.remove(kmi)
  41. # addon_keymaps.clear()
  42. if __name__ == '__main__':
  43. register()
  44. #===============================================================================
  45. # output related constants
  46. MAX_VERTEX_ELEMENTS = 65535
  47. VERTEX_OUTPUT_PER_LINE = 1000
  48. MAX_FLOAT_PRECISION = '%.4f'
  49. MAX_INFLUENCERS_PER_VERTEX = 4
  50. INTERNAL_NS_VAR = 'internal'
  51. MATERIALS_PATH_VAR = 'materialsRootDir'
  52. # used in World constructor, defined in BABYLON.Scene
  53. #FOGMODE_NONE = 0
  54. #FOGMODE_EXP = 1
  55. #FOGMODE_EXP2 = 2
  56. FOGMODE_LINEAR = 3
  57. # used in Mesh & Node constructors, defined in BABYLON.AbstractMesh
  58. BILLBOARDMODE_NONE = 0
  59. #BILLBOARDMODE_X = 1
  60. #BILLBOARDMODE_Y = 2
  61. #BILLBOARDMODE_Z = 4
  62. BILLBOARDMODE_ALL = 7
  63. # used in Mesh constructor, defined in BABYLON.PhysicsEngine
  64. SPHERE_IMPOSTER = 1
  65. BOX_IMPOSTER = 2
  66. #PLANE_IMPOSTER = 3
  67. MESH_IMPOSTER = 4
  68. CAPSULE_IMPOSTER = 5
  69. CONE_IMPOSTER = 6
  70. CYLINDER_IMPOSTER = 7
  71. CONVEX_HULL_IMPOSTER = 8
  72. # used in Light constructor never formally defined in Babylon, but used in babylonFileLoader
  73. POINT_LIGHT = 0
  74. DIRECTIONAL_LIGHT = 1
  75. SPOT_LIGHT = 2
  76. HEMI_LIGHT = 3
  77. # used in Texture constructor, defined in BABYLON.Texture
  78. CLAMP_ADDRESSMODE = 0
  79. WRAP_ADDRESSMODE = 1
  80. MIRROR_ADDRESSMODE = 2
  81. # used in Texture constructor, defined in BABYLON.Texture
  82. EXPLICIT_MODE = 0
  83. SPHERICAL_MODE = 1
  84. #PLANAR_MODE = 2
  85. CUBIC_MODE = 3
  86. #PROJECTION_MODE = 4
  87. #SKYBOX_MODE = 5
  88. # passed to Animation constructor from animatable objects, defined in BABYLON.Animation
  89. #ANIMATIONTYPE_FLOAT = 0
  90. ANIMATIONTYPE_VECTOR3 = 1
  91. #ANIMATIONTYPE_QUATERNION = 2
  92. ANIMATIONTYPE_MATRIX = 3
  93. #ANIMATIONTYPE_COLOR3 = 4
  94. # passed to Animation constructor from animatable objects, defined in BABYLON.Animation
  95. #ANIMATIONLOOPMODE_RELATIVE = 0
  96. ANIMATIONLOOPMODE_CYCLE = 1
  97. #ANIMATIONLOOPMODE_CONSTANT = 2
  98. #===============================================================================
  99. class TowerOfBabel(bpy.types.Operator, bpy_extras.io_utils.ExportHelper):
  100. bl_idname = 'unknown.use' # module will not load with out it, also must have a dot
  101. bl_label = 'TOB Export' # used on the label of the actual 'save' button
  102. filename_ext = '.js' # required to have one, although not really used
  103. filepath = bpy.props.StringProperty(subtype = 'FILE_PATH') # assigned once the file selector returns
  104. log_handler = None # assigned in execute
  105. nameSpace = None # assigned in execute
  106. versionCheckCode = 'if (typeof(BABYLON.Engine.Version) === "undefined" || Number(BABYLON.Engine.Version.substr(0, 4)) < 1.14) throw "Babylon version too old";\n'
  107. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  108. export_onlyCurrentLayer = bpy.props.BoolProperty(
  109. name="Export only current layer",
  110. description="Export only current layer",
  111. default = False,
  112. )
  113. export_javaScript = bpy.props.BoolProperty(
  114. name="Export Javascript (.js) File",
  115. description="Produce an inline JavaScript (xxx.js) File",
  116. default = True,
  117. )
  118. export_typeScript = bpy.props.BoolProperty(
  119. name="Export Typescript (.ts) File",
  120. description="Produce an inline TypeScript (xxx.ts) File",
  121. default = True,
  122. )
  123. export_json = bpy.props.BoolProperty(
  124. name="Export JSON (.babylon) File",
  125. description="Produce a JSON (xxx.babylon) File",
  126. default = True,
  127. )
  128. export_html = bpy.props.BoolProperty(
  129. name="Export applicable .html File(s)",
  130. description="Produce a xxx_JSON.html and/or xxx_inline.html as required by other selections",
  131. default = True,
  132. )
  133. def draw(self, context):
  134. layout = self.layout
  135. layout.prop(self, 'export_onlyCurrentLayer')
  136. layout.prop(self, "export_javaScript")
  137. layout.prop(self, "export_typeScript")
  138. layout.prop(self, "export_json")
  139. layout.prop(self, "export_html")
  140. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  141. nWarnings = 0
  142. @staticmethod
  143. def warn(msg, numTabIndent = 1, noNewLine = False):
  144. TowerOfBabel.log(msg, numTabIndent, noNewLine)
  145. TowerOfBabel.nWarnings += 1
  146. @staticmethod
  147. def log(msg, numTabIndent = 1, noNewLine = False):
  148. for i in range(numTabIndent):
  149. TowerOfBabel.log_handler.write('\t')
  150. TowerOfBabel.log_handler.write(msg)
  151. if not noNewLine: TowerOfBabel.log_handler.write('\n')
  152. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  153. @staticmethod
  154. def define_static_method(name, is_typescript, loadCheckVar = '', optionalArg = '', optionalTsType = '', optionalDefault = '""'):
  155. if is_typescript:
  156. ret = '\n export function ' + name + '(scene : BABYLON.Scene';
  157. if len(optionalArg) > 0 : ret += ', ' + optionalArg + ' : ' + optionalTsType + " = " + optionalDefault
  158. ret += ') : void {\n';
  159. else:
  160. ret = '\n ' + INTERNAL_NS_VAR + '.' + name + ' = function(scene';
  161. if len(optionalArg) > 0 : ret += ', ' + optionalArg + " = " + optionalDefault
  162. ret += '){\n';
  163. ret += ' ' + TowerOfBabel.versionCheckCode
  164. if len(loadCheckVar) > 0 : ret += ' if (' + loadCheckVar + ') return;\n'
  165. return ret + " console.log('In " + name + "');\n"
  166. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  167. materials = []
  168. @staticmethod
  169. def uvRequiredForMaterial(baseMaterialId):
  170. fullName = TowerOfBabel.nameSpace + '.' + baseMaterialId
  171. for material in TowerOfBabel.materials:
  172. if material.name == fullName and len(material.textures) > 0:
  173. return True
  174. return False
  175. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  176. def execute(self, context):
  177. try:
  178. filepathDotExtension = self.filepath.rpartition('.')
  179. self.filepathMinusExtension = filepathDotExtension[0]
  180. # assign nameSpace, based on OS
  181. if self.filepathMinusExtension.find('\\') != -1:
  182. TowerOfBabel.nameSpace = legal_js_identifier(self.filepathMinusExtension.rpartition('\\')[2])
  183. else:
  184. TowerOfBabel.nameSpace = legal_js_identifier(self.filepathMinusExtension.rpartition('/')[2])
  185. TowerOfBabel.nWarnings = 0 # explicitly reset, incase there was an earlier export this session
  186. TowerOfBabel.log_handler = open(self.filepathMinusExtension + '.log', 'w')
  187. TOB_version = bl_info['version']
  188. TowerOfBabel.log('Tower of Babel version: ' + str(TOB_version[0]) + '.' + str(TOB_version[1]) + '.' + str(TOB_version[2]) +
  189. ', Blender version: ' + bpy.app.version_string)
  190. if bpy.ops.object.mode_set.poll():
  191. bpy.ops.object.mode_set(mode = 'OBJECT')
  192. scene = context.scene
  193. TowerOfBabel.log('========= Conversion from Blender to Babylon friendly Python objects =========', 0)
  194. self.world = World(scene)
  195. bpy.ops.screen.animation_cancel()
  196. currentFrame = bpy.context.scene.frame_current
  197. bpy.context.scene.frame_set(0)
  198. # Active camera
  199. if scene.camera != None:
  200. self.activeCamera = scene.camera.name
  201. else:
  202. TowerOfBabel.warn('WARNING: No active camera has been assigned, or is not in a currently selected Blender layer')
  203. # Materials, static for ease of uvs requirement testing
  204. stuffs = [mat for mat in bpy.data.materials if mat.users >= 1]
  205. for material in stuffs:
  206. TowerOfBabel.materials.append(Material(material, scene, self.filepath)) # need file path incase an image texture
  207. self.cameras = []
  208. self.lights = []
  209. self.shadowGenerators = []
  210. self.skeletons = []
  211. skeletonId = 0
  212. self.meshesAndNodes = []
  213. self.multiMaterials = []
  214. for object in [object for object in scene.objects]:
  215. if object.type == 'CAMERA':
  216. if object.is_visible(scene): # no isInSelectedLayer() required, is_visible() handles this for them
  217. self.cameras.append(Camera(object))
  218. else:
  219. TowerOfBabel.warn('WARNING: The following camera not visible in scene thus ignored: ' + object.name)
  220. elif object.type == 'LAMP':
  221. if object.is_visible(scene): # no isInSelectedLayer() required, is_visible() handles this for them
  222. bulb = Light(object)
  223. self.lights.append(bulb)
  224. if object.data.shadowMap != 'NONE':
  225. if bulb.light_type == DIRECTIONAL_LIGHT:
  226. self.shadowGenerators.append(ShadowGenerator(object, scene))
  227. else:
  228. TowerOfBabel.warn('WARNING: Only directional (sun) type of lamp is invalid for shadows thus ignored: ' + object.name)
  229. else:
  230. TowerOfBabel.warn('WARNING: The following lamp not visible in scene thus ignored: ' + object.name)
  231. elif object.type == 'ARMATURE': #skeleton.pose.bones
  232. if object.is_visible(scene):
  233. self.skeletons.append(Skeleton(object, scene, skeletonId))
  234. skeletonId += 1
  235. else:
  236. TowerOfBabel.warn('WARNING: The following armature not visible in scene thus ignored: ' + object.name)
  237. elif object.type == 'MESH':
  238. forcedParent = None
  239. nameID = ''
  240. nextStartFace = 0
  241. while True and self.isInSelectedLayer(object, scene):
  242. mesh = Mesh(object, scene, self.multiMaterials, nextStartFace, forcedParent, nameID)
  243. self.meshesAndNodes.append(mesh)
  244. nextStartFace = mesh.offsetFace
  245. if nextStartFace == 0:
  246. break
  247. if forcedParent is None:
  248. nameID = 0
  249. forcedParent = object
  250. TowerOfBabel.warn('WARNING: The following mesh has exceeded the maximum # of vertex elements & will be broken into multiple Babylon meshes: ' + object.name)
  251. nameID = nameID + 1
  252. elif object.type == 'EMPTY':
  253. self.meshesAndNodes.append(Node(object))
  254. else:
  255. TowerOfBabel.warn('WARNING: The following object is not currently exportable thus ignored: ' + object.name)
  256. bpy.context.scene.frame_set(currentFrame)
  257. # 3 passes of output files
  258. if (self.export_json ): self.to_scene_file ()
  259. if (self.export_typeScript): self.core_script_file(True)
  260. if (self.export_javaScript): self.core_script_file(False)
  261. if (self.export_html):
  262. TowerOfBabel.log('========= Writing of html files started =========', 0)
  263. if (self.export_javaScript): self.writeHtmls(True)
  264. if (self.export_json ): TowerOfBabel.writeHtmls(self, False)
  265. TowerOfBabel.log('========= Writing of html files completed =========', 0)
  266. except:# catch *all* exceptions
  267. ex = sys.exc_info()
  268. TowerOfBabel.log('========= An error was encountered =========', 0)
  269. stack = traceback.format_tb(ex[2])
  270. for line in stack:
  271. TowerOfBabel.log_handler.write(line) # avoid tabs & extra newlines by not calling log() inside catch
  272. TowerOfBabel.log_handler.write('ERROR: ' + str(ex[1]) + '\n')
  273. raise
  274. finally:
  275. TowerOfBabel.log('========= end of processing =========', 0)
  276. TowerOfBabel.log_handler.close()
  277. if (TowerOfBabel.nWarnings > 0):
  278. self.report({'WARNING'}, 'Processing completed, but ' + str(TowerOfBabel.nWarnings) + ' WARNINGS were raised, see log file.')
  279. return {'FINISHED'}
  280. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  281. def to_scene_file(self):
  282. TowerOfBabel.log('========= Writing of scene file started =========', 0)
  283. # Open file
  284. file_handler = open(self.filepathMinusExtension + '.babylon', 'w')
  285. file_handler.write('{')
  286. self.world.to_scene_file(file_handler)
  287. # Materials
  288. file_handler.write(',\n"materials":[')
  289. first = True
  290. for material in TowerOfBabel.materials:
  291. if first != True:
  292. file_handler.write(',')
  293. first = False
  294. material.to_scene_file(file_handler)
  295. file_handler.write(']')
  296. # Multi-materials
  297. file_handler.write(',\n"multiMaterials":[')
  298. first = True
  299. for multimaterial in self.multiMaterials:
  300. if first != True:
  301. file_handler.write(',')
  302. first = False
  303. multimaterial.to_scene_file(file_handler)
  304. file_handler.write(']')
  305. # Armatures/Bones
  306. file_handler.write(',\n"skeletons":[')
  307. first = True
  308. for skeleton in self.skeletons:
  309. if first != True:
  310. file_handler.write(',')
  311. first = False
  312. skeleton.to_scene_file(file_handler)
  313. file_handler.write(']')
  314. # Meshes
  315. file_handler.write(',\n"meshes":[')
  316. first = True
  317. for m in range(0, len(self.meshesAndNodes)):
  318. mesh = self.meshesAndNodes[m]
  319. # skip if mesh already written by that name, since this one is an instance
  320. skip = False
  321. for n in range(0, m):
  322. skip |= mesh.dataName == self.meshesAndNodes[n].dataName # nodes have no dataname, so no need to check for
  323. if skip: continue
  324. if first != True:
  325. file_handler.write(',')
  326. first = False
  327. mesh.to_scene_file(file_handler, self.meshesAndNodes)
  328. file_handler.write(']')
  329. # Cameras
  330. file_handler.write(',\n"cameras":[')
  331. first = True
  332. for camera in self.cameras:
  333. if first != True:
  334. file_handler.write(',')
  335. first = False
  336. camera.to_scene_file(file_handler)
  337. file_handler.write(']')
  338. # Active camera
  339. if hasattr(self, 'activeCamera'):
  340. write_string(file_handler, 'activeCamera', self.activeCamera)
  341. # Lights
  342. file_handler.write(',\n"lights":[')
  343. first = True
  344. for light in self.lights:
  345. if first != True:
  346. file_handler.write(',')
  347. first = False
  348. light.to_scene_file(file_handler)
  349. file_handler.write(']')
  350. # Shadow generators
  351. file_handler.write(',\n"shadowGenerators":[')
  352. first = True
  353. for shadowGen in self.shadowGenerators:
  354. if first != True:
  355. file_handler.write(',')
  356. first = False
  357. shadowGen.to_scene_file(file_handler)
  358. file_handler.write(']')
  359. # Closing
  360. file_handler.write('}')
  361. file_handler.close()
  362. TowerOfBabel.log('========= Writing of scene file completed =========', 0)
  363. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  364. def core_script_file(self, is_typescript):
  365. indent1 = ' '
  366. indent2 = ' '
  367. ns = '' if is_typescript else INTERNAL_NS_VAR + '.'
  368. close = '}\n' if is_typescript else '};\n'
  369. name = 'typescript' if is_typescript else 'javascript'
  370. ext = '.ts' if is_typescript else '.js'
  371. TowerOfBabel.log('========= Writing of ' + name + ' file started =========', 0)
  372. file_handler = open(self.filepathMinusExtension + ext, 'w')
  373. # World - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  374. if is_typescript:
  375. self.world.to_typescript(file_handler, self.meshesAndNodes)
  376. else:
  377. self.world.to_javascript(file_handler, self.meshesAndNodes)
  378. # Materials - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  379. file_handler.write('\n' + indent1 + 'var matLoaded = false;')
  380. file_handler.write(TowerOfBabel.define_static_method('defineMaterials', is_typescript, 'matLoaded', MATERIALS_PATH_VAR, 'string', '"./"'))
  381. file_handler.write(indent2 + 'if (' + MATERIALS_PATH_VAR + '.lastIndexOf("/") + 1 !== ' + MATERIALS_PATH_VAR + '.length) { ' + MATERIALS_PATH_VAR + ' += "/"; }\n')
  382. file_handler.write(indent2 + 'var material' + (' : BABYLON.StandardMaterial;\n' if is_typescript else ';\n') )
  383. file_handler.write(indent2 + 'var texture' + (' : BABYLON.Texture;\n' if is_typescript else ';\n') )
  384. for material in TowerOfBabel.materials:
  385. material.core_script(file_handler, indent2)
  386. file_handler.write(indent2 + ns + 'defineMultiMaterials(scene);\n')
  387. file_handler.write(indent2 + 'matLoaded = true;\n')
  388. file_handler.write(indent1 + close)
  389. # Multi-materials - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  390. file_handler.write(TowerOfBabel.define_static_method('defineMultiMaterials', is_typescript))
  391. file_handler.write(indent2 + 'var multiMaterial' + (' : BABYLON.MultiMaterial;\n' if is_typescript else ';\n') )
  392. for multimaterial in self.multiMaterials:
  393. multimaterial.core_script(file_handler, indent2)
  394. file_handler.write(indent1 + close)
  395. # Armatures/Bones - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  396. file_handler.write('\n' + indent1 + 'var bonesLoaded = false;')
  397. file_handler.write(TowerOfBabel.define_static_method('defineSkeletons', is_typescript, 'bonesLoaded'))
  398. file_handler.write(indent2 + 'var skeleton' + (' : BABYLON.Skeleton;\n' if is_typescript else ';\n') )
  399. file_handler.write(indent2 + 'var bone' + (' : BABYLON.Bone;\n' if is_typescript else ';\n') )
  400. file_handler.write(indent2 + 'var animation' + (' : BABYLON.Animation;\n' if is_typescript else ';\n') )
  401. for skeleton in self.skeletons:
  402. skeleton.core_script(file_handler, indent2)
  403. file_handler.write(indent2 + 'bonesLoaded = true;\n')
  404. file_handler.write(indent1 + close)
  405. # Meshes and Nodes - - - - - - - - - - - - - - - - - - - - - - - - - - -
  406. for mesh in self.meshesAndNodes:
  407. mesh.core_script(file_handler, self.get_kids(mesh), indent1, is_typescript)
  408. # Cameras - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  409. file_handler.write(TowerOfBabel.define_static_method('defineCameras', is_typescript))
  410. file_handler.write(indent2 + 'var camera;\n') # intensionally vague, since sub-classes instances & different specifc propeties set
  411. for camera in self.cameras:
  412. camera.core_script(file_handler, indent2, is_typescript)
  413. if hasattr(self, 'activeCamera'):
  414. file_handler.write(indent2 + 'scene.setActiveCameraByID("' + self.activeCamera + '");\n')
  415. file_handler.write(indent1 + close)
  416. # Lights - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  417. file_handler.write(TowerOfBabel.define_static_method('defineLights', is_typescript))
  418. file_handler.write(indent2 + 'var light;\n') # intensionally vague, since sub-classes instances & different specifc propeties set
  419. for light in self.lights:
  420. light.core_script(file_handler, indent2, is_typescript)
  421. file_handler.write(indent1 + close)
  422. # Shadow generators - - - - - - - - - - - - - - - - - - - - - - - - - - -
  423. file_handler.write(TowerOfBabel.define_static_method('defineShadowGen', is_typescript))
  424. file_handler.write(indent2 + 'var light;\n') # intensionally vague, since scene.getLightByID() returns Light, not DirectionalLight
  425. file_handler.write(indent2 + 'var shadowGenerator' + (' : BABYLON.ShadowGenerator;\n' if is_typescript else ';\n') )
  426. file_handler.write(indent2 + 'var renderList' + (' : Array<BABYLON.AbstractMesh>;\n' if is_typescript else ';\n') )
  427. for shadowGen in self.shadowGenerators:
  428. shadowGen.core_script(file_handler, indent2)
  429. file_handler.write(indent1 + close)
  430. # Module closing - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  431. if is_typescript:
  432. file_handler.write('\n}')
  433. else:
  434. file_handler.write(' return ' + INTERNAL_NS_VAR + ';\n')
  435. file_handler.write('\n}());')
  436. file_handler.close()
  437. TowerOfBabel.log('========= Writing of ' + name + ' file completed =========', 0)
  438. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  439. def writeHtmls(self, is_javascript):
  440. header = '<head>\n'
  441. header += ' <meta charset="UTF-8">\n'
  442. header += ' <title>' + TowerOfBabel.nameSpace + '</title>\n'
  443. header += ' <!-- edit path - name of babylon library as required -->\n'
  444. header += ' <script src="./babylon.js"></script>\n'
  445. if is_javascript:
  446. header += ' <script src="./' + TowerOfBabel.nameSpace + '.js"></script>\n'
  447. header += ' <style>\n'
  448. header += ' html, body { width: 100%; height: 100%; margin: 0; padding: 0; overflow: hidden; } \n'
  449. header += ' #renderCanvas{ width: 100%; height: 100%; } \n'
  450. header += ' </style>\n'
  451. header += '</head>\n'
  452. body = '<body>\n<canvas id="renderCanvas"></canvas>\n'
  453. scriptStart = '<script>\n'
  454. scriptStart += ' if (BABYLON.Engine.isSupported()) {\n'
  455. scriptStart += ' var canvas = document.getElementById("renderCanvas");\n'
  456. scriptStart += ' var engine = new BABYLON.Engine(canvas, true);\n'
  457. scriptStart += ' console.log("Babylon version: " + BABYLON.Engine.Version);\n\n'
  458. JSON = ' var url = "."; // edit when .babylon / texture files in a different dir than html\n'
  459. JSON += ' BABYLON.SceneLoader.Load(url, "' + TowerOfBabel.nameSpace + '.babylon", engine, \n'
  460. JSON += ' function (newScene) {\n'
  461. JSON += ' newScene.executeWhenReady(function () {\n'
  462. JSON += ' // Attach camera to canvas inputs\n'
  463. JSON += ' newScene.activeCamera.attachControl(canvas);\n\n'
  464. JSON += ' // Once the scene is loaded, register a render loop\n'
  465. JSON += ' engine.runRenderLoop(function () {\n'
  466. JSON += ' newScene.render();\n'
  467. JSON += ' });\n'
  468. JSON += ' });\n'
  469. JSON += ' },\n'
  470. JSON += ' function (progress) {\n'
  471. JSON += ' // To do: give progress feedback to user\n'
  472. JSON += ' }\n'
  473. JSON += ' );\n'
  474. inline = ' var scene = new BABYLON.Scene(engine);\n'
  475. inline += ' materialsRootDir = "."; // edit when texture files in a different dir than html\n'
  476. inline += ' ' + TowerOfBabel.nameSpace + '.initScene(scene, materialsRootDir);\n'
  477. inline += ' scene.activeCamera.attachControl(canvas);\n'
  478. inline += ' engine.runRenderLoop(function () {\n'
  479. inline += ' scene.render();\n'
  480. inline += ' });\n'
  481. noWebGL = ' }else{\n'
  482. noWebGL += ' alert("WebGL not supported in this browser.\\n\\n" + \n'
  483. noWebGL += ' "If in Safari browser, check \'Show Develop menu in menu bar\' on the Advanced tab of Preferences. " +\n'
  484. noWebGL += ' "On the \'Develop\' menu, check the \'Enable WebGL\' menu item.");\n'
  485. noWebGL += ' }\n\n'
  486. scriptEnd = ' //Resize\n'
  487. scriptEnd += ' window.addEventListener("resize", function () {\n'
  488. scriptEnd += ' engine.resize();\n'
  489. scriptEnd += ' });\n'
  490. scriptEnd += '</script>\n'
  491. filename = self.filepathMinusExtension;
  492. filename += '_inline.html' if is_javascript else '_JSON.html'
  493. file_handler = open(filename, 'w')
  494. file_handler.write('<html>\n')
  495. file_handler.write(header)
  496. file_handler.write(body)
  497. file_handler.write(scriptStart)
  498. if is_javascript:
  499. file_handler.write(inline)
  500. else:
  501. file_handler.write(JSON)
  502. file_handler.write(noWebGL)
  503. file_handler.write(scriptEnd)
  504. file_handler.write('</body>\n</html>')
  505. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  506. def isInSelectedLayer(self, obj, scene):
  507. return not self.export_onlyCurrentLayer or obj.layers[scene.active_layer]
  508. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  509. # not relying on python parentObj.children, since would not account for forced parents (those meshes with > MAX_VERTEX_ELEMENTS)
  510. def get_kids(self, prospectiveParent):
  511. kids = []
  512. for mesh in self.meshesAndNodes:
  513. if hasattr(mesh, 'parentId') and mesh.parentId == prospectiveParent.name:
  514. kids.append(mesh)
  515. return kids
  516. #===============================================================================
  517. class World:
  518. def __init__(self, scene):
  519. self.autoClear = True
  520. world = scene.world
  521. if world:
  522. self.world_ambient = world.ambient_color
  523. else:
  524. self.world_ambient = mathutils.Color((0.2, 0.2, 0.3))
  525. self.gravity = scene.gravity
  526. if world and world.mist_settings.use_mist:
  527. self.fogMode = FOGMODE_LINEAR
  528. self.fogColor = world.horizon_color
  529. self.fogStart = world.mist_settings.start
  530. self.fogEnd = world.mist_settings.depth
  531. self.fogDensity = 0.1
  532. TowerOfBabel.log('Python World class constructor completed')
  533. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  534. def to_scene_file(self, file_handler):
  535. write_bool(file_handler, 'autoClear', self.autoClear, True)
  536. write_color(file_handler, 'clearColor', self.world_ambient)
  537. write_color(file_handler, 'ambientColor', self.world_ambient)
  538. write_vector(file_handler, 'gravity', self.gravity)
  539. if hasattr(self, 'fogMode'):
  540. write_int(file_handler, 'fogMode', self.fogMode)
  541. write_color(file_handler, 'fogColor', self.fogColor)
  542. write_float(file_handler, 'fogStart', self.fogStart)
  543. write_float(file_handler, 'fogEnd', self.fogEnd)
  544. write_float(file_handler, 'fogDensity', self.fogDensity)
  545. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  546. def to_javascript(self, file_handler, meshes):
  547. file_handler.write('"use strict";\n')
  548. file_handler.write('var __extends = this.__extends || function (d, b) {\n')
  549. file_handler.write(' for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];\n')
  550. file_handler.write(' function __() { this.constructor = d; }\n')
  551. file_handler.write(' __.prototype = b.prototype;\n')
  552. file_handler.write(' d.prototype = new __();\n')
  553. file_handler.write('};\n')
  554. file_handler.write('var '+ TowerOfBabel.nameSpace + ' = (function(){\n')
  555. file_handler.write(' var ' + INTERNAL_NS_VAR + ' = {};\n')
  556. file_handler.write(' ' + INTERNAL_NS_VAR + '.initScene = function(scene, ' + MATERIALS_PATH_VAR + ' = "./"){\n')
  557. self.core_script(file_handler, meshes, ' ', False)
  558. file_handler.write(' };\n')
  559. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  560. def to_typescript(self, file_handler, meshes):
  561. file_handler.write('module ' + TowerOfBabel.nameSpace + '{\n\n')
  562. file_handler.write(' export function initScene(scene : BABYLON.Scene, ' + MATERIALS_PATH_VAR + ' : string = "./") : void {\n')
  563. self.core_script(file_handler, meshes, ' ', True)
  564. file_handler.write(' }\n')
  565. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  566. def core_script(self, file_handler, meshes, indent, is_typescript):
  567. ns = '' if is_typescript else INTERNAL_NS_VAR + '.'
  568. file_handler.write(indent + TowerOfBabel.versionCheckCode)
  569. file_handler.write(indent + 'scene.autoClear = ' + format_bool(self.autoClear) + ';\n')
  570. file_handler.write(indent + 'scene.clearColor = new BABYLON.Color3(' + format_color(self.world_ambient) + ');\n')
  571. file_handler.write(indent + 'scene.ambientColor = new BABYLON.Color3(' + format_color(self.world_ambient) + ');\n')
  572. file_handler.write(indent + 'scene.gravity = new BABYLON.Vector3(' + format_vector(self.gravity) + ');\n')
  573. if hasattr(self, 'fogMode'):
  574. file_handler.write(indent + 'scene.fogMode = ' + self.fogMode + ';\n')
  575. file_handler.write(indent + 'scene.fogColor = new BABYLON.Color3(' + format_color(self.fogColor) + ');\n')
  576. file_handler.write(indent + 'scene.fogStart = ' + self.fogStart + ';\n')
  577. file_handler.write(indent + 'scene.fogEnd = ' + self.fogEnd + ';\n')
  578. file_handler.write(indent + 'scene.fogDensity = ' + self.fogDensity + ';\n')
  579. file_handler.write('\n' + indent + '// define materials & skeletons before meshes\n')
  580. file_handler.write(indent + ns + 'defineMaterials(scene, ' + MATERIALS_PATH_VAR + ');\n')
  581. file_handler.write(indent + ns + 'defineSkeletons(scene);\n')
  582. file_handler.write('\n' + indent + '// instance all root meshes\n')
  583. for mesh in meshes:
  584. if not hasattr(mesh, 'parentId'):
  585. properName = legal_js_identifier(mesh.name)
  586. file_handler.write(indent + 'new ' + ns + properName + '("' + mesh.name + '", scene);\n')
  587. file_handler.write('\n' + indent + '// define cameras after meshes, incase LockedTarget is in use\n')
  588. file_handler.write(indent + ns + 'defineCameras (scene);\n')
  589. file_handler.write('\n' + indent + '// cannot call Shadow Gen prior to all lights & meshes being instanced\n')
  590. file_handler.write(indent + ns + 'defineLights (scene);\n')
  591. file_handler.write(indent + ns + 'defineShadowGen(scene);\n')
  592. #===============================================================================
  593. class FCurveAnimatable:
  594. def __init__(self, object, supportsRotation, supportsPosition, supportsScaling, xOffsetForRotation = 0):
  595. # just because a sub-class can be animatable does not mean it is
  596. self.animationsPresent = object.animation_data and object.animation_data.action
  597. rotAnim = False
  598. locAnim = False
  599. scaAnim = False
  600. if (self.animationsPresent):
  601. TowerOfBabel.log('FCurve animation processing begun for: ' + object.name, 1)
  602. self.animations = []
  603. for fcurve in object.animation_data.action.fcurves:
  604. if supportsRotation and fcurve.data_path == 'rotation_euler' and rotAnim == False:
  605. self.animations.append(VectorAnimation(object, 'rotation_euler', 'rotation', -1, xOffsetForRotation))
  606. rotAnim = True
  607. elif supportsPosition and fcurve.data_path == 'location' and locAnim == False:
  608. self.animations.append(VectorAnimation(object, 'location', 'position', 1))
  609. locAnim = True
  610. elif supportsScaling and fcurve.data_path == 'scale' and scaAnim == False:
  611. self.animations.append(VectorAnimation(object, 'scale', 'scaling', 1))
  612. scaAnim = True
  613. #Set Animations
  614. self.autoAnimate = True
  615. self.autoAnimateFrom = bpy.context.scene.frame_end
  616. self.autoAnimateTo = 0
  617. for animation in self.animations:
  618. if self.autoAnimateFrom > animation.get_first_frame():
  619. self.autoAnimateFrom = animation.get_first_frame()
  620. if self.autoAnimateTo < animation.get_last_frame():
  621. self.autoAnimateTo = animation.get_last_frame()
  622. self.autoAnimateLoop = True
  623. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  624. def to_scene_file(self, file_handler):
  625. if (self.animationsPresent):
  626. file_handler.write('\n,"animations":[')
  627. first = True
  628. for animation in self.animations:
  629. if first == False:
  630. file_handler.write(',')
  631. animation.to_scene_file(file_handler)
  632. first = False
  633. file_handler.write(']')
  634. write_bool(file_handler, 'autoAnimate', self.autoAnimate)
  635. write_int(file_handler, 'autoAnimateFrom', self.autoAnimateFrom)
  636. write_int(file_handler, 'autoAnimateTo', self.autoAnimateTo)
  637. write_bool(file_handler, 'autoAnimateLoop', self.autoAnimateLoop)
  638. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  639. def core_script(self, file_handler, jsVarName, indent, is_typescript):
  640. if (self.animationsPresent):
  641. file_handler.write(indent + 'var animation' + (' : BABYLON.Animation;\n' if is_typescript else ';\n') )
  642. for animation in self.animations:
  643. animation.core_script(file_handler, indent) # assigns the previously declared js variable 'animation'
  644. file_handler.write(indent + jsVarName + '.animations.push(animation);\n')
  645. if self.autoAnimate:
  646. file_handler.write(indent + 'scene.beginAnimation(' + jsVarName + ', ' +
  647. format_int(self.autoAnimateFrom) + ',' +
  648. format_int(self.autoAnimateTo) + ',' +
  649. format_bool(self.autoAnimateLoop) + ', 1.0);\n')
  650. #===============================================================================
  651. class Mesh(FCurveAnimatable):
  652. def __init__(self, object, scene, multiMaterials, startFace, forcedParent, nameID):
  653. super().__init__(object, True, True, True) #Should animations be done when foredParent
  654. self.name = object.name + nameID
  655. TowerOfBabel.log('processing begun of mesh: ' + self.name)
  656. self.isVisible = not object.hide_render
  657. self.isEnabled = True
  658. self.useFlatShading = object.data.useFlatShading
  659. self.checkCollisions = object.data.checkCollisions
  660. self.receiveShadows = object.data.receiveShadows
  661. # used to support shared vertex instances in later passed
  662. self.dataName = object.data.name
  663. if forcedParent is None:
  664. if object.parent and object.parent.type != 'ARMATURE':
  665. self.parentId = object.parent.name
  666. else:
  667. self.parentId = forcedParent.name
  668. # Physics
  669. if object.rigid_body != None:
  670. shape_items = {'SPHERE' : SPHERE_IMPOSTER,
  671. 'BOX' : BOX_IMPOSTER,
  672. 'MESH' : MESH_IMPOSTER,
  673. 'CAPSULE' : CAPSULE_IMPOSTER,
  674. 'CONE' : CONE_IMPOSTER,
  675. 'CYLINDER' : CYLINDER_IMPOSTER,
  676. 'CONVEX_HULL': CONVEX_HULL_IMPOSTER}
  677. shape_type = shape_items[object.rigid_body.collision_shape]
  678. self.physicsImpostor = shape_type
  679. mass = object.rigid_body.mass
  680. if mass < 0.005:
  681. mass = 0
  682. self.physicsMass = mass
  683. self.physicsFriction = object.rigid_body.friction
  684. self.physicsRestitution = object.rigid_body.restitution
  685. # Geometry, awkward, maybe nuke hasSkeleton test; can there only be one?
  686. hasSkeleton = True if object.parent and object.parent.type == 'ARMATURE' and len(object.vertex_groups) > 0 else False
  687. if hasSkeleton:
  688. # determine the skeleton ID by iterating thru objects counting armatures until parent is found
  689. i = 0
  690. for obj in [object for object in scene.objects if object.is_visible(scene)]:
  691. if (obj.type == 'ARMATURE'):
  692. if (obj.name == object.parent.name):
  693. self.skeletonId = i
  694. break;
  695. else:
  696. i += 1
  697. # detect if any textures in the material slots, which would mean UV mapping is required
  698. uvRequired = False
  699. for slot in object.material_slots:
  700. uvRequired |= TowerOfBabel.uvRequiredForMaterial(slot.name)
  701. if len(object.material_slots) == 1:
  702. self.materialId = TowerOfBabel.nameSpace + '.' + object.material_slots[0].name
  703. self.billboardMode = BILLBOARDMODE_ALL if object.material_slots[0].material.game_settings.face_orientation == 'BILLBOARD' else BILLBOARDMODE_NONE;
  704. elif len(object.material_slots) > 1:
  705. multimat = MultiMaterial(object.material_slots, len(multiMaterials))
  706. self.materialId = multimat.name
  707. multiMaterials.append(multimat)
  708. self.billboardMode = BILLBOARDMODE_NONE
  709. else:
  710. self.billboardMode = BILLBOARDMODE_NONE
  711. TowerOfBabel.warn('WARNING: No materials have been assigned: ', 2)
  712. # Get mesh
  713. mesh = object.to_mesh(scene, True, 'PREVIEW')
  714. world = object.matrix_world
  715. if object.parent and not hasSkeleton:
  716. world *= object.parent.matrix_world.inverted()
  717. # use defaults when not None
  718. if forcedParent is None:
  719. loc, rot, scale = world.decompose()
  720. self.position = loc
  721. self.rotation = scale_vector(rot.to_euler('XYZ'), -1)
  722. self.scaling = scale
  723. else:
  724. self.position = mathutils.Vector((0, 0, 0))
  725. self.rotation = scale_vector(mathutils.Vector((0, 0, 0)), 1) # isn't scaling 0's by 1 same as 0?
  726. self.scaling = mathutils.Vector((1, 1, 1))
  727. # Triangulate mesh if required
  728. Mesh.mesh_triangulate(mesh)
  729. # Getting vertices and indices
  730. self.positions = []
  731. self.normals = []
  732. self.uvs = [] # not always used
  733. self.uvs2 = [] # not always used
  734. self.colors = [] # not always used
  735. self.indices = []
  736. self.subMeshes = []
  737. hasUV = len(mesh.tessface_uv_textures) > 0
  738. if hasUV:
  739. UVmap = mesh.tessface_uv_textures[0].data
  740. hasUV2 = len(mesh.tessface_uv_textures) > 1
  741. if hasUV2:
  742. UV2map = mesh.tessface_uv_textures[1].data
  743. hasVertexColor = len(mesh.vertex_colors) > 0
  744. if hasVertexColor:
  745. Colormap = mesh.tessface_vertex_colors.active.data
  746. if hasSkeleton:
  747. self.skeletonWeights = []
  748. self.skeletonIndices = []
  749. self.skeletonIndicesCompressed = []
  750. # used tracking of vertices as they are recieved
  751. alreadySavedVertices = []
  752. vertices_UVs = []
  753. vertices_UV2s = []
  754. vertices_Colors = []
  755. vertices_indices = []
  756. self.offsetFace = 0
  757. for v in range(0, len(mesh.vertices)):
  758. alreadySavedVertices.append(False)
  759. vertices_UVs.append([])
  760. vertices_UV2s.append([])
  761. vertices_Colors.append([])
  762. vertices_indices.append([])
  763. materialsCount = max(1, len(object.material_slots))
  764. verticesCount = 0
  765. indicesCount = 0
  766. for materialIndex in range(materialsCount):
  767. if self.offsetFace != 0:
  768. break
  769. subMeshVerticesStart = verticesCount
  770. subMeshIndexStart = indicesCount
  771. for faceIndex in range(startFace, len(mesh.tessfaces)): # For each face
  772. face = mesh.tessfaces[faceIndex]
  773. if face.material_index != materialIndex:
  774. continue
  775. if verticesCount + 3 > MAX_VERTEX_ELEMENTS:
  776. self.offsetFace = faceIndex
  777. break
  778. for v in range(3): # For each vertex in face
  779. vertex_index = face.vertices[v]
  780. vertex = mesh.vertices[vertex_index]
  781. position = vertex.co
  782. normal = vertex.normal
  783. #skeletons
  784. if hasSkeleton:
  785. matricesWeights = []
  786. matricesWeights.append(0.0)
  787. matricesWeights.append(0.0)
  788. matricesWeights.append(0.0)
  789. matricesWeights.append(0.0)
  790. matricesIndices = []
  791. matricesIndices.append(0.0)
  792. matricesIndices.append(0.0)
  793. matricesIndices.append(0.0)
  794. matricesIndices.append(0.0)
  795. matricesIndicesCompressed = 0
  796. # Getting influences
  797. i = 0
  798. offset = 0
  799. for group in vertex.groups:
  800. index = group.group
  801. weight = group.weight
  802. for boneIndex, bone in enumerate(object.parent.pose.bones):
  803. if object.vertex_groups[index].name == bone.name:
  804. if (i == MAX_INFLUENCERS_PER_VERTEX):
  805. TowerOfBabel.warn('WARNING: Maximum # of influencers exceeded for a vertex, extras ignored', 2)
  806. break
  807. matricesWeights[i] = weight
  808. matricesIndices[i] = boneIndex
  809. matricesIndicesCompressed += boneIndex << offset
  810. offset = offset + 8
  811. i = i + 1
  812. # Texture coordinates
  813. if hasUV:
  814. vertex_UV = UVmap[face.index].uv[v]
  815. if hasUV2:
  816. vertex_UV2 = UV2map[face.index].uv[v]
  817. # Vertex color
  818. if hasVertexColor:
  819. if v == 0:
  820. vertex_Color = Colormap[face.index].color1
  821. if v == 1:
  822. vertex_Color = Colormap[face.index].color2
  823. if v == 2:
  824. vertex_Color = Colormap[face.index].color3
  825. # Check if the current vertex is already saved
  826. alreadySaved = alreadySavedVertices[vertex_index] and not hasSkeleton
  827. if alreadySaved:
  828. alreadySaved = False
  829. # UV
  830. index_UV = 0
  831. for savedIndex in vertices_indices[vertex_index]:
  832. if hasUV:
  833. vUV = vertices_UVs[vertex_index][index_UV]
  834. if (vUV[0] != vertex_UV[0] or vUV[1] != vertex_UV[1]):
  835. continue
  836. if hasUV2:
  837. vUV2 = vertices_UV2s[vertex_index][index_UV]
  838. if (vUV2[0] != vertex_UV2[0] or vUV2[1] != vertex_UV2[1]):
  839. continue
  840. if hasVertexColor:
  841. vColor = vertices_Colors[vertex_index][index_UV]
  842. if (vColor.r != vertex_Color.r or vColor.g != vertex_Color.g or vColor.b != vertex_Color.b):
  843. continue
  844. if vertices_indices[vertex_index][index_UV] >= subMeshVerticesStart:
  845. alreadySaved = True
  846. break
  847. index_UV += 1
  848. if (alreadySaved):
  849. # Reuse vertex
  850. index = vertices_indices[vertex_index][index_UV]
  851. else:
  852. # Export new one
  853. index = verticesCount
  854. alreadySavedVertices[vertex_index] = True
  855. if hasUV:
  856. vertices_UVs[vertex_index].append(vertex_UV)
  857. self.uvs.append(vertex_UV[0])
  858. self.uvs.append(vertex_UV[1])
  859. if hasUV2:
  860. vertices_UV2s[vertex_index].append(vertex_UV2)
  861. self.uvs2.append(vertex_UV2[0])
  862. self.uvs2.append(vertex_UV2[1])
  863. if hasVertexColor:
  864. vertices_Colors[vertex_index].append(vertex_Color)
  865. self.colors.append(vertex_Color.r)
  866. self.colors.append(vertex_Color.g)
  867. self.colors.append(vertex_Color.b)
  868. if hasSkeleton:
  869. self.skeletonWeights.append(matricesWeights[0])
  870. self.skeletonWeights.append(matricesWeights[1])
  871. self.skeletonWeights.append(matricesWeights[2])
  872. self.skeletonWeights.append(matricesWeights[3])
  873. self.skeletonIndices.append(matricesIndices[0])
  874. self.skeletonIndices.append(matricesIndices[1])
  875. self.skeletonIndices.append(matricesIndices[2])
  876. self.skeletonIndices.append(matricesIndices[3])
  877. self.skeletonIndicesCompressed.append(matricesIndicesCompressed)
  878. vertices_indices[vertex_index].append(index)
  879. self.positions.append(position)
  880. self.normals.append(normal)
  881. verticesCount += 1
  882. self.indices.append(index)
  883. indicesCount += 1
  884. self.subMeshes.append(SubMesh(materialIndex, subMeshVerticesStart, subMeshIndexStart, verticesCount - subMeshVerticesStart, indicesCount - subMeshIndexStart))
  885. TowerOfBabel.log('num positions : ' + str(len(self.positions)), 2)
  886. TowerOfBabel.log('num normals : ' + str(len(self.normals )), 2)
  887. TowerOfBabel.log('num uvs : ' + str(len(self.uvs )), 2)
  888. TowerOfBabel.log('num uvs2 : ' + str(len(self.uvs2 )), 2)
  889. TowerOfBabel.log('num colors : ' + str(len(self.colors )), 2)
  890. TowerOfBabel.log('num indices : ' + str(len(self.indices )), 2)
  891. if hasattr(self, 'skeletonWeights'):
  892. TowerOfBabel.log('num skeletonWeights: ' + str(len(self.skeletonWeights)), 2)
  893. TowerOfBabel.log('num skeletonIndices: ' + str(len(self.skeletonIndices)), 2)
  894. if uvRequired and len(self.uvs) == 0:
  895. TowerOfBabel.warn('WARNING: textures being used, but no UV Map found', 2)
  896. # shape keys for mesh
  897. if object.data.shape_keys:
  898. basisFound = False
  899. for block in object.data.shape_keys.key_blocks:
  900. if (block.name == 'Basis'):
  901. keyOrderMap = self.get_key_order_map(block)
  902. basisFound = True
  903. break
  904. if not basisFound:
  905. TowerOfBabel.warn('WARNING: Basis key missing, shape-key processing NOT performed', 2)
  906. else:
  907. rawShapeKeys = []
  908. groupNames = []
  909. for block in object.data.shape_keys.key_blocks:
  910. # perform name format validation, before processing
  911. keyName = block.name
  912. # the Basis shape key is a member of all groups, each automatically built from positions, Blender version ignored
  913. if (keyName == 'Basis'): continue
  914. if (keyName.find('-') <= 0):
  915. keyName = 'ENTIRE MESH-' + keyName.upper();
  916. TowerOfBabel.warn('WARNING: Key shape not in group-state format, changed to: ' + keyName, 2)
  917. temp = keyName.upper().partition('-')
  918. rawShapeKeys.append(RawShapeKey(block, temp[0], temp[2], keyOrderMap))
  919. # check for a new group, add to groupNames if so
  920. newGroup = True
  921. for group in groupNames:
  922. if temp[0] == group:
  923. newGroup = False
  924. break
  925. if newGroup:
  926. groupNames.append(temp[0])
  927. # process into ShapeKeyGroups, when rawShapeKeys found
  928. if (len(groupNames) > 0):
  929. self.shapeKeyGroups = []
  930. for group in groupNames:
  931. self.shapeKeyGroups.append(ShapeKeyGroup(group, rawShapeKeys, self.positions))
  932. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  933. def get_key_order_map(self, basisKey):
  934. basisData = basisKey.data
  935. keySz =len(basisData)
  936. ret = []
  937. positionsSz = len(self.positions)
  938. for posIdx in range(0, positionsSz):
  939. for keyIdx in range(0, keySz):
  940. if same_vertex(basisData[keyIdx].co, self.positions[posIdx]):
  941. ret.append(keyIdx)
  942. break
  943. return ret
  944. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  945. def get_proper_name(self):
  946. return legal_js_identifier(self.name)
  947. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  948. def get_base_class(self):
  949. return 'BABYLON.Automaton' if hasattr(self, 'shapeKeyGroups') else 'BABYLON.Mesh'
  950. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  951. @staticmethod
  952. def mesh_triangulate(mesh):
  953. try:
  954. import bmesh
  955. bm = bmesh.new()
  956. bm.from_mesh(mesh)
  957. bmesh.ops.triangulate(bm, faces = bm.faces)
  958. bm.to_mesh(mesh)
  959. mesh.calc_tessface()
  960. bm.free()
  961. except:
  962. pass
  963. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  964. def to_scene_file(self, file_handler, meshesAndNodes):
  965. file_handler.write('{')
  966. write_string(file_handler, 'name', self.name, True)
  967. write_string(file_handler, 'id', self.name)
  968. if hasattr(self, 'parentId'): write_string(file_handler, 'parentId', self.parentId)
  969. if hasattr(self, 'materialId'): write_string(file_handler, 'materialId', self.materialId)
  970. write_int(file_handler, 'billboardMode', self.billboardMode)
  971. write_vector(file_handler, 'position', self.position)
  972. write_vector(file_handler, 'rotation', self.rotation)
  973. write_vector(file_handler, 'scaling', self.scaling)
  974. write_bool(file_handler, 'isVisible', self.isVisible)
  975. write_bool(file_handler, 'isEnabled', self.isEnabled)
  976. write_bool(file_handler, 'useFlatShading', self.useFlatShading)
  977. write_bool(file_handler, 'checkCollisions', self.checkCollisions)
  978. write_bool(file_handler, 'receiveShadows', self.receiveShadows)
  979. if hasattr(self, 'physicsImpostor'):
  980. write_int(file_handler, 'physicsImpostor', self.physicsImpostor)
  981. write_float(file_handler, 'physicsMass', self.physicsMass)
  982. write_float(file_handler, 'physicsFriction', self.physicsFriction)
  983. write_float(file_handler, 'physicsRestitution', self.physicsRestitution)
  984. # Geometry
  985. if hasattr(self, 'skeletonId'): write_int(file_handler, 'skeletonId', self.skeletonId)
  986. write_vector_array(file_handler, 'positions', self.positions)
  987. write_vector_array(file_handler, 'normals' , self.normals )
  988. if len(self.uvs) > 0:
  989. write_array(file_handler, 'uvs', self.uvs)
  990. if len(self.uvs2) > 0:
  991. write_array(file_handler, 'uvs2', self.uvs2)
  992. if len(self.colors) > 0:
  993. write_array(file_handler, 'colors', self.colors)
  994. if hasattr(self, 'skeletonWeights'):
  995. write_array(file_handler, 'matricesWeights', self.skeletonWeights)
  996. write_array(file_handler, 'matricesIndices', self.skeletonIndicesCompressed)
  997. write_array(file_handler, 'indices', self.indices)
  998. # Sub meshes
  999. file_handler.write('\n,"subMeshes":[')
  1000. first = True
  1001. for subMesh in self.subMeshes:
  1002. if first == False:
  1003. file_handler.write(',')
  1004. subMesh.to_scene_file(file_handler)
  1005. first = False
  1006. file_handler.write(']')
  1007. super().to_scene_file(file_handler) # Animations
  1008. # Instances
  1009. first = True
  1010. file_handler.write('\n,"instances":[')
  1011. for mesh in meshesAndNodes:
  1012. if mesh.dataName == self.dataName and mesh != self: # nodes have no dataname, so no need to check for
  1013. if first == False:
  1014. file_handler.write(',')
  1015. file_handler.write('{')
  1016. write_string(file_handler, 'name', mesh.name, True)
  1017. write_vector(file_handler, 'position', mesh.position)
  1018. write_vector(file_handler, 'rotation', mesh.rotation)
  1019. write_vector(file_handler, 'scaling', mesh.scaling)
  1020. file_handler.write('}')
  1021. first = False
  1022. file_handler.write(']')
  1023. # Shape Key Groups
  1024. isAutomaton = hasattr(self, 'shapeKeyGroups')
  1025. write_bool(file_handler, 'isAutomaton', isAutomaton)
  1026. if (isAutomaton):
  1027. first = True
  1028. file_handler.write('\n,"shapeKeyGroups":[')
  1029. for shapeKeyGroup in self.shapeKeyGroups:
  1030. file_handler.write('\n')
  1031. if first == False:
  1032. file_handler.write(',')
  1033. shapeKeyGroup.to_scene_file(file_handler)
  1034. first = False
  1035. file_handler.write(']')
  1036. # Close mesh
  1037. file_handler.write('}\n')
  1038. self.alreadyExported = True
  1039. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1040. def core_script(self, file_handler, kids, indent, is_typescript):
  1041. properName = self.get_proper_name()
  1042. isRootMesh = not hasattr(self, 'parentId')
  1043. isAutomaton = hasattr(self, 'shapeKeyGroups')
  1044. baseClass = self.get_base_class()
  1045. ns = '' if is_typescript else INTERNAL_NS_VAR + '.'
  1046. var = ''
  1047. indent2 = ''
  1048. if isRootMesh:
  1049. var = 'this'
  1050. indent2 = indent + ' '
  1051. if is_typescript:
  1052. # declaration of class & memeber kids
  1053. file_handler.write('\n' + indent + 'export class ' + properName + ' extends ' + baseClass + ' {\n')
  1054. for kid in kids:
  1055. file_handler.write(indent + ' public ' + kid.get_proper_name() + ' : ' + kid.get_base_class() + ';\n')
  1056. file_handler.write(indent + ' constructor(name: string, scene: BABYLON.Scene, ' + MATERIALS_PATH_VAR + ': string = "./") {\n')
  1057. file_handler.write(indent2 + 'super(name, scene);\n\n')
  1058. file_handler.write(indent2 + TowerOfBabel.nameSpace + '.defineMaterials(scene, ' + MATERIALS_PATH_VAR + '); //embedded version check\n')
  1059. else:
  1060. file_handler.write('\n' + indent + INTERNAL_NS_VAR + '.' + properName + ' = (function (_super) {\n')
  1061. file_handler.write(indent + ' __extends(' + properName + ', _super);\n')
  1062. file_handler.write(indent + ' function ' + properName + '(name, scene, ' + MATERIALS_PATH_VAR + ' = "./"){\n')
  1063. file_handler.write(indent2 + '_super.call(this, name, scene);\n\n')
  1064. file_handler.write(indent2 + INTERNAL_NS_VAR + '.defineMaterials(scene, ' + MATERIALS_PATH_VAR + '); //embedded version check\n')
  1065. else:
  1066. var = 'ret'
  1067. indent2 = indent + ' '
  1068. if is_typescript:
  1069. file_handler.write('\n' + indent + 'function child_' + properName + '(scene : BABYLON.Scene, parent : any) : ' + baseClass + ' {\n')
  1070. else:
  1071. file_handler.write('\n' + indent + INTERNAL_NS_VAR + '.child_' + properName + ' = function(scene, parent){\n')
  1072. file_handler.write(indent2 + TowerOfBabel.versionCheckCode)
  1073. file_handler.write(indent2 + 'var ' + var + ' = new ' + baseClass + '("' + properName + '_" + parent.name, scene);\n')
  1074. file_handler.write(indent2 + 'ret.parent = parent;\n')
  1075. file_handler.write(indent2 + "console.log('defining mesh: ' + " + var + ".name);\n")
  1076. # not part of root mesh test to allow for nested parenting
  1077. for kid in kids:
  1078. file_handler.write(indent2 + var + '.' + kid.get_proper_name() + ' = ' + ns + 'child_' + kid.get_proper_name() + '(scene, this);\n')
  1079. file_handler.write('\n')
  1080. if hasattr(self, 'materialId'): file_handler.write(indent2 + var + '.setMaterialByID("' + self.materialId + '");\n')
  1081. file_handler.write(indent2 + var + '.id = ' + var + '.name;\n')
  1082. file_handler.write(indent2 + var + '.billboardMode = ' + format_int(self.billboardMode) + ';\n')
  1083. file_handler.write(indent2 + var + '.position.x = ' + format_f(self.position.x) + ';\n')
  1084. file_handler.write(indent2 + var + '.position.y = ' + format_f(self.position.z) + ';\n')
  1085. file_handler.write(indent2 + var + '.position.z = ' + format_f(self.position.y) + ';\n')
  1086. file_handler.write(indent2 + var + '.rotation.x = ' + format_f(self.rotation.x) + ';\n')
  1087. file_handler.write(indent2 + var + '.rotation.y = ' + format_f(self.rotation.z) + ';\n')
  1088. file_handler.write(indent2 + var + '.rotation.z = ' + format_f(self.rotation.y) + ';\n')
  1089. file_handler.write(indent2 + var + '.scaling.x = ' + format_f(self.scaling.x) + ';\n')
  1090. file_handler.write(indent2 + var + '.scaling.y = ' + format_f(self.scaling.z) + ';\n')
  1091. file_handler.write(indent2 + var + '.scaling.z = ' + format_f(self.scaling.y) + ';\n')
  1092. file_handler.write(indent2 + var + '.isVisible = ' + format_bool(self.isVisible) + ';\n')
  1093. file_handler.write(indent2 + var + '.checkCollisions = ' + format_bool(self.checkCollisions) + ';\n')
  1094. file_handler.write(indent2 + var + '.receiveShadows = ' + format_bool(self.receiveShadows) + ';\n')
  1095. if hasattr(self, 'physicsImpostor'):
  1096. file_handler.write(indent2 + 'if (!scene.isPhysicsEnabled()) {\n')
  1097. file_handler.write(indent2 + '\tscene.enablePhysics();\n')
  1098. file_handler.write(indent2 + '}\t')
  1099. file_handler.write(indent2 + var + '.setPhysicsState({ impostor: ' + format_int(self.physicsImpostor) +
  1100. ', mass: ' + format_f(self.physicsMass) +
  1101. ', friction: ' + format_f(self.physicsFriction) +
  1102. ', restitution: ' + format_f(self.physicsRestitution) + '});\n')
  1103. # Geometry
  1104. if hasattr(self, 'skeletonId'):
  1105. if is_typescript:
  1106. file_handler.write(indent2 + TowerOfBabel.nameSpace + '.defineSkeletons(scene);\n')
  1107. else:
  1108. file_handler.write('\n' + indent2 + INTERNAL_NS_VAR + '.defineSkeletons(scene);\n')
  1109. file_handler.write(indent2 + var + '.skeleton = scene.getLastSkeletonByID("' + format_int(self.skeletonId) + '");\n\n')
  1110. indent3 = indent2 + ' '
  1111. file_handler.write(indent2 + var + '.setVerticesData(BABYLON.VertexBuffer.PositionKind, [\n')
  1112. file_handler.write(indent3 + format_vector_array(self.positions, VERTEX_OUTPUT_PER_LINE, indent3) + '\n')
  1113. file_handler.write(indent2 + '],\n')
  1114. file_handler.write(indent2 + format_bool(isAutomaton) + ');\n\n')
  1115. file_handler.write(indent2 + var + '.setVerticesData(BABYLON.VertexBuffer.NormalKind, [\n')
  1116. file_handler.write(indent3 + format_vector_array(self.normals, VERTEX_OUTPUT_PER_LINE, indent3) + '\n')
  1117. file_handler.write(indent2 + '],\n')
  1118. file_handler.write(indent2 + format_bool(isAutomaton) + ');\n\n')
  1119. if len(self.uvs) > 0:
  1120. file_handler.write(indent2 + var + '.setVerticesData(BABYLON.VertexBuffer.UVKind, [\n')
  1121. file_handler.write(indent3 + format_array(self.uvs, VERTEX_OUTPUT_PER_LINE, indent3) + '\n')
  1122. file_handler.write(indent2 + '],\n')
  1123. file_handler.write(indent2 + format_bool(False) + ');\n\n')
  1124. if len(self.uvs2) > 0:
  1125. file_handler.write(indent2 + var + '.setVerticesData(BABYLON.VertexBuffer.UV2Kind, [\n')
  1126. file_handler.write(indent3 + format_array(self.uvs2, VERTEX_OUTPUT_PER_LINE, indent3) + '\n')
  1127. file_handler.write(indent2 + '],\n')
  1128. file_handler.write(indent2 + format_bool(False) + ');\n\n')
  1129. if len(self.colors) > 0:
  1130. file_handler.write(indent2 + var + '.setVerticesData(BABYLON.VertexBuffer.ColorKind, [\n')
  1131. file_handler.write(indent3 + format_array(self.colors, VERTEX_OUTPUT_PER_LINE,indent3) + '\n')
  1132. file_handler.write(indent2 + '],\n')
  1133. file_handler.write(indent2 + format_bool(False) + ');\n\n')
  1134. if hasattr(self, 'skeletonWeights'):
  1135. file_handler.write(indent2 + var + '.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, [\n')
  1136. file_handler.write(indent3 + format_array(self.skeletonWeights, VERTEX_OUTPUT_PER_LINE, indent3) + '\n')
  1137. file_handler.write(indent2 + '],\n')
  1138. file_handler.write(indent2 + format_bool(False) + ');\n\n')
  1139. file_handler.write(indent2 + var + '.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, [\n')
  1140. file_handler.write(indent3 + format_array(self.skeletonIndices, VERTEX_OUTPUT_PER_LINE, indent3) + '\n')
  1141. file_handler.write(indent2 + '],\n')
  1142. file_handler.write(indent2 + format_bool(False) + ');\n\n')
  1143. file_handler.write(indent2 + var + '.setIndices([\n')
  1144. file_handler.write(indent3 + format_array(self.indices, VERTEX_OUTPUT_PER_LINE, indent3) + '\n')
  1145. file_handler.write(indent2 + ']);\n\n')
  1146. # this can be in core, since submesh is same for both JS & TS
  1147. file_handler.write(indent2 + var + '.subMeshes = [];\n')
  1148. for subMesh in self.subMeshes:
  1149. subMesh.core_script(file_handler, var, indent2)
  1150. if self.useFlatShading:
  1151. file_handler.write(indent2 + var + '.convertToFlatShadedMesh();\n')
  1152. # Update, but not sure why, did not change position, rotation, or scaling objects
  1153. file_handler.write(indent2 + var + '.computeWorldMatrix(true);\n')
  1154. # Octree, cannot predetermine since something in scene; break down and write an if (ERRORS in Typescript)
  1155. if not is_typescript:
  1156. file_handler.write(indent2 + 'if (scene._selectionOctree) {\n')
  1157. file_handler.write(indent3 + 'scene.createOrUpdateSelectionOctree();\n')
  1158. file_handler.write(indent2 + '}\n')
  1159. if (isAutomaton):
  1160. file_handler.write(indent2 + 'var shapeKeyGroup' + (' : BABYLON.ShapeKeyGroup;\n' if is_typescript else ';\n') )
  1161. for shapeKeyGroup in self.shapeKeyGroups:
  1162. shapeKeyGroup.core_script(file_handler, var, indent2) # assigns the previously declared js variable 'shapeKeyGroup'
  1163. file_handler.write(indent2 + 'this.addShapeKeyGroup(shapeKeyGroup);\n')
  1164. super().core_script(file_handler, var, indent2, is_typescript) # Animations
  1165. if isRootMesh:
  1166. file_handler.write(indent + ' }\n')
  1167. if is_typescript:
  1168. file_handler.write(indent + '}\n')
  1169. else:
  1170. file_handler.write(indent + ' return ' + properName + ';\n')
  1171. file_handler.write(indent + '})(' + baseClass + ');\n')
  1172. else:
  1173. file_handler.write(indent + ' return ret;\n')
  1174. file_handler.write(indent + '}\n')
  1175. #===============================================================================
  1176. class Node:
  1177. def __init__(self, node):
  1178. TowerOfBabel.log('processing begun of node: ' + node.name)
  1179. self.name = node.name
  1180. world = node.matrix_world
  1181. if (node.parent):
  1182. world = node.parent.matrix_world.inverted() * node.matrix_world
  1183. loc, rot, scale = world.decompose()
  1184. if node.parent != None:
  1185. self.parentId = node.parent.name
  1186. self.position = loc
  1187. self.rotation = scale_vector(rot.to_euler('XYZ'), -1)
  1188. self.scaling = scale
  1189. self.isVisible = False
  1190. self.checkCollisions = False
  1191. self.billboardMode = BILLBOARDMODE_NONE
  1192. self.receiveShadows = False
  1193. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1194. def get_proper_name(self):
  1195. return legal_js_identifier(self.name)
  1196. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1197. def to_scene_file(self, file_handler, ignored):
  1198. file_handler.write('{')
  1199. write_string(file_handler, 'name', self.name, True)
  1200. write_string(file_handler, 'id', self.name)
  1201. if hasattr(self, 'parentId'): write_string(file_handler, 'parentId', self.parentId)
  1202. write_vector(file_handler, 'position', self.position)
  1203. write_vector(file_handler, 'rotation', self.rotation)
  1204. write_vector(file_handler, 'scaling', self.scaling)
  1205. write_bool(file_handler, 'isVisible', self.isVisible)
  1206. write_bool(file_handler, 'checkCollisions', self.checkCollisions)
  1207. write_int(file_handler, 'billboardMode', self.billboardMode)
  1208. write_bool(file_handler, 'receiveShadows', self.receiveShadows)
  1209. file_handler.write('}')
  1210. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1211. def core_script(self, file_handler, kids, indent, is_typescript):
  1212. properName = self.get_proper_name()
  1213. isRootNode = not hasattr(self, 'parentId')
  1214. var = ''
  1215. indent2 = ''
  1216. if isRootNode:
  1217. var = 'this'
  1218. indent2 = indent + ' '
  1219. if is_typescript:
  1220. # declaration of class & memeber kids
  1221. file_handler.write('\n' + indent + 'export class ' + properName + ' extends BABYLON.Mesh {\n')
  1222. for kid in kids:
  1223. file_handler.write(indent + ' public ' + kid.get_proper_name() + ' : ' + kid.getBaseClass() + ';\n')
  1224. file_handler.write(indent + ' constructor(name: string, scene: BABYLON.Scene) {\n')
  1225. file_handler.write(indent2 + 'super(name, scene);\n\n')
  1226. file_handler.write(indent2 + TowerOfBabel.nameSpace + '.defineMaterials(scene); //embedded version check\n')
  1227. else:
  1228. file_handler.write('\n' + indent + INTERNAL_NS_VAR + '.' + properName + ' = (function (_super) {\n')
  1229. file_handler.write(indent + ' __extends(' + properName + ', _super);\n')
  1230. file_handler.write(indent + ' function ' + properName + '(name, scene){\n')
  1231. file_handler.write(indent2 + '_super.call(this, name, scene);\n\n')
  1232. else:
  1233. var = 'ret'
  1234. indent2 = indent + ' '
  1235. if is_typescript:
  1236. file_handler.write('\n' + indent + 'function child_' + properName + '(scene : BABYLON.Scene, parent : Any) : BABYLON.Mesh {\n')
  1237. else:
  1238. file_handler.write('\n' + indent + INTERNAL_NS_VAR + '.child_' + properName + ' = function(scene, parent){\n')
  1239. file_handler.write(indent2 + TowerOfBabel.versionCheckCode)
  1240. file_handler.write(indent2 + 'var ' + var + ' = new BABYLON.Mesh("' + properName + '_"' + 'parent.name, scene);\n')
  1241. file_handler.write(indent2 + 'ret.parent = parent;\n')
  1242. file_handler.write(indent2 + TowerOfBabel.versionCheckCode)
  1243. file_handler.write(indent2 + "console.log('defining node: ' + " + var + ".name);\n")
  1244. # not part of root mesh test to allow for nested parenting
  1245. for kid in kids:
  1246. file_handler.write(indent2 + var + '.' + kid.getProperName() + ' = ' + INTERNAL_NS_VAR + '.child_' + kid.getProperName() + '(scene, this);\n')
  1247. file_handler.write('\n')
  1248. file_handler.write(indent2 + var + '.id = ' + var + '.name;\n')
  1249. file_handler.write(indent2 + var + '.billboardMode = ' + format_int(self.billboardMode) + ';\n')
  1250. file_handler.write(indent2 + var + '.position.x = ' + format_f(self.position.x) + ';\n')
  1251. file_handler.write(indent2 + var + '.position.y = ' + format_f(self.position.z) + ';\n')
  1252. file_handler.write(indent2 + var + '.position.z = ' + format_f(self.position.y) + ';\n')
  1253. file_handler.write(indent2 + var + '.rotation.x = ' + format_f(self.rotation.x) + ';\n')
  1254. file_handler.write(indent2 + var + '.rotation.y = ' + format_f(self.rotation.z) + ';\n')
  1255. file_handler.write(indent2 + var + '.rotation.z = ' + format_f(self.rotation.y) + ';\n')
  1256. file_handler.write(indent2 + var + '.scaling.x = ' + format_f(self.scaling.x) + ';\n')
  1257. file_handler.write(indent2 + var + '.scaling.y = ' + format_f(self.scaling.z) + ';\n')
  1258. file_handler.write(indent2 + var + '.scaling.z = ' + format_f(self.scaling.y) + ';\n')
  1259. file_handler.write(indent2 + var + '.isVisible = ' + format_bool(self.isVisible) + ';\n')
  1260. file_handler.write(indent2 + var + '.checkCollisions = ' + format_bool(self.checkCollisions) + ';\n')
  1261. file_handler.write(indent2 + var + '.receiveShadows = ' + format_bool(self.receiveShadows) + ';\n')
  1262. if isRootNode:
  1263. file_handler.write(indent + ' }\n')
  1264. if is_typescript:
  1265. file_handler.write(indent + '}\n')
  1266. else:
  1267. file_handler.write(indent + ' return ' + properName + ';\n')
  1268. file_handler.write(indent + '})(BABYLON.Mesh);\n')
  1269. else:
  1270. file_handler.write(indent + ' return ret;\n')
  1271. file_handler.write(indent + '}\n')
  1272. #===============================================================================
  1273. class SubMesh:
  1274. def __init__(self, materialIndex, verticesStart, indexStart, verticesCount, indexCount):
  1275. self.materialIndex = materialIndex
  1276. self.verticesStart = verticesStart
  1277. self.indexStart = indexStart
  1278. self.verticesCount = verticesCount
  1279. self.indexCount = indexCount
  1280. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1281. def to_scene_file(self, file_handler):
  1282. file_handler.write('{')
  1283. write_int(file_handler, 'materialIndex', self.materialIndex, True)
  1284. write_int(file_handler, 'verticesStart', self.verticesStart)
  1285. write_int(file_handler, 'verticesCount', self.verticesCount)
  1286. write_int(file_handler, 'indexStart' , self.indexStart)
  1287. write_int(file_handler, 'indexCount' , self.indexCount)
  1288. file_handler.write('}')
  1289. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1290. def core_script(self, file_handler, jsMeshVar, indent):
  1291. file_handler.write(indent + 'new BABYLON.SubMesh(' +
  1292. format_int(self.materialIndex) + ', ' +
  1293. format_int(self.verticesStart) + ', ' +
  1294. format_int(self.verticesCount) + ', ' +
  1295. format_int(self.indexStart) + ', ' +
  1296. format_int(self.indexCount) + ', ' + jsMeshVar + ');\n')
  1297. #===============================================================================
  1298. # extract data in Mesh order, no optimization from group analyse yet
  1299. class RawShapeKey:
  1300. def __init__(self, keyBlock, group, state, keyOrderMap):
  1301. self.group = group
  1302. self.state = state
  1303. self.vertices = []
  1304. retSz = len(keyOrderMap)
  1305. for idx in range(0, retSz):
  1306. self.vertices.append(keyBlock.data[keyOrderMap[idx]].co)
  1307. #===============================================================================
  1308. class ShapeKeyGroup:
  1309. def __init__(self, group, rawShapeKeys, positions):
  1310. self.group = group
  1311. self.stateNames = []
  1312. self.stateVertices = []
  1313. self.affectedIndices = []
  1314. nRawKeys = len(rawShapeKeys)
  1315. nSize = len(positions)
  1316. sameForAll = []
  1317. for i in range(0, nSize):
  1318. sameForAll.append(True)
  1319. # first pass to determine which vertices are not the same across all members of a group & also positions
  1320. for i in range(0, nSize):
  1321. for key in rawShapeKeys:
  1322. # no need for more checking once 1 difference is found
  1323. if not sameForAll[i]:
  1324. break;
  1325. # skip key if not member of the current group being processed
  1326. if group != key.group:
  1327. continue;
  1328. # check vertex not different from positions, aka. Basis
  1329. if not same_vertex(key.vertices[i], positions[i]):
  1330. sameForAll[i] = False
  1331. break;
  1332. affectedWholeVertices = []
  1333. affectedVertices = []
  1334. # pass to convert sameForAll into self.affectedIndices, build 'BASIS' state at the same time
  1335. for i in range(0, nSize):
  1336. if not sameForAll[i]:
  1337. affectedWholeVertices.append(i)
  1338. self.affectedIndices.append(i * 3 + 0)
  1339. self.affectedIndices.append(i * 3 + 1)
  1340. self.affectedIndices.append(i * 3 + 2)
  1341. affectedVertices.append(positions[i])
  1342. self.basisState = affectedVertices
  1343. TowerOfBabel.log('Shape-key group, ' + group + ', # of affected vertices: '+ str(len(affectedWholeVertices)) + ', out of ' + str(nSize), 2)
  1344. # pass to convert rawShapeKeys in this group, to stateVertices of only affected indices
  1345. for key in rawShapeKeys:
  1346. if group != key.group:
  1347. continue;
  1348. affectedVertices = []
  1349. for idx in affectedWholeVertices:
  1350. affectedVertices.append(key.vertices[idx])
  1351. self.stateNames.append(key.state)
  1352. self.stateVertices.append(affectedVertices)
  1353. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1354. def to_scene_file(self, file_handler):
  1355. file_handler.write('{')
  1356. write_string(file_handler, 'group', self.group, True)
  1357. write_array(file_handler, 'affectedIndices', self.affectedIndices)
  1358. write_vector_array(file_handler, 'basisState', self.basisState)
  1359. file_handler.write('\n,"states":[')
  1360. first = True
  1361. for state_idx in range(len(self.stateVertices)):
  1362. if first != True:
  1363. file_handler.write(',')
  1364. first = False
  1365. file_handler.write('\n{')
  1366. write_string(file_handler, 'stateName', self.stateNames[state_idx], True)
  1367. write_vector_array(file_handler, 'state', self.stateVertices[state_idx])
  1368. file_handler.write('\n}')
  1369. file_handler.write(']') # close states
  1370. file_handler.write('}')
  1371. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1372. def core_script(self, file_handler, var, indent):
  1373. indent2 = indent + ' '
  1374. file_handler.write(indent + 'shapeKeyGroup = new BABYLON.ShapeKeyGroup(' + var + ', "' + self.group + '",[\n')
  1375. file_handler.write(indent2 + format_array(self.affectedIndices, VERTEX_OUTPUT_PER_LINE, indent2) + '\n')
  1376. file_handler.write(indent + '],[\n')
  1377. file_handler.write(indent2 + format_vector_array(self.basisState, VERTEX_OUTPUT_PER_LINE, indent2) + '\n')
  1378. file_handler.write(indent + ']);\n')
  1379. for state_idx in range(len(self.stateVertices)):
  1380. file_handler.write(indent + 'shapeKeyGroup.addShapeKey("' + self.stateNames[state_idx] + '",[\n')
  1381. file_handler.write(indent2 + format_vector_array(self.stateVertices[state_idx], VERTEX_OUTPUT_PER_LINE, indent2) + '\n')
  1382. file_handler.write(indent + ']);\n')
  1383. #===============================================================================
  1384. class Bone:
  1385. def __init__(self, bone, skeleton, scene, index):
  1386. TowerOfBabel.log('processing begun of bone: ' + bone.name + ', index: '+ str(index))
  1387. self.name = bone.name
  1388. self.index = index
  1389. matrix_world = skeleton.matrix_world
  1390. self.matrix = Bone.get_matrix(bone, matrix_world)
  1391. parentId = -1
  1392. if (bone.parent):
  1393. for parent in skeleton.pose.bones:
  1394. parentId += 1
  1395. if parent == bone.parent:
  1396. break;
  1397. self.parentBoneIndex = parentId
  1398. #animation
  1399. if (skeleton.animation_data):
  1400. TowerOfBabel.log('animation begun of bone: ' + self.name)
  1401. self.animation = Animation(ANIMATIONTYPE_MATRIX, scene.render.fps, ANIMATIONLOOPMODE_CYCLE, 'anim', '_matrix')
  1402. start_frame = scene.frame_start
  1403. end_frame = scene.frame_end
  1404. previousBoneMatrix = None
  1405. for frame in range(start_frame, end_frame + 1):
  1406. bpy.context.scene.frame_set(frame)
  1407. currentBoneMatrix = Bone.get_matrix(bone, skeleton.matrix_world)
  1408. if (frame != end_frame and currentBoneMatrix == previousBoneMatrix):
  1409. continue
  1410. self.animation.frames.append(frame)
  1411. self.animation.values.append(Bone.get_matrix(bone, matrix_world))
  1412. previousBoneMatrix = currentBoneMatrix
  1413. bpy.context.scene.frame_set(start_frame)
  1414. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1415. @staticmethod
  1416. def get_matrix(bone, matrix_world):
  1417. SystemMatrix = mathutils.Matrix.Scale(-1, 4, mathutils.Vector((0, 0, 1))) * mathutils.Matrix.Rotation(math.radians(-90), 4, 'X')
  1418. if (bone.parent):
  1419. return (SystemMatrix * matrix_world * bone.parent.matrix).inverted() * (SystemMatrix * matrix_world * bone.matrix)
  1420. else:
  1421. return SystemMatrix * matrix_world * bone.matrix
  1422. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1423. def to_scene_file(self, file_handler):
  1424. file_handler.write('\n{')
  1425. write_string(file_handler, 'name', self.name, True)
  1426. write_int(file_handler, 'index', self.index)
  1427. write_matrix4(file_handler, 'matrix', self.matrix)
  1428. write_int(file_handler, 'parentBoneIndex', self.parentBoneIndex)
  1429. #animation
  1430. if hasattr(self, 'animation'):
  1431. file_handler.write(',"animation":')
  1432. self.animation.to_scene_file(file_handler)
  1433. file_handler.write('}')
  1434. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1435. # assume the following JS variables have already been declared: skeleton, bone, animation
  1436. def core_script(self, file_handler, indent):
  1437. parentBone = 'skeleton.bones[' + format_int(self.parentBoneIndex) + ']' if self.parentBoneIndex != -1 else 'null'
  1438. file_handler.write(indent + 'bone = new BABYLON.Bone("' + self.name + '", skeleton,' + parentBone + ', BABYLON.Matrix.FromValues(' + format_matrix4(self.matrix) + '));\n')
  1439. if hasattr(self, 'animation'):
  1440. self.animation.core_script(file_handler, indent) # declares and set the variable animation
  1441. file_handler.write(indent + 'bone.animations.push(animation);\n\n')
  1442. #===============================================================================
  1443. class Skeleton:
  1444. def __init__(self, skeleton, scene, id):
  1445. TowerOfBabel.log('processing begun of skeleton: ' + skeleton.name + ', id: '+ str(id))
  1446. self.name = skeleton.name
  1447. self.id = id
  1448. self.bones = []
  1449. bones = skeleton.pose.bones
  1450. j = 0
  1451. for bone in bones:
  1452. self.bones.append(Bone(bone, skeleton, scene, j))
  1453. j = j + 1
  1454. TowerOfBabel.log('processing complete of skeleton: ' + skeleton.name)
  1455. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1456. def to_scene_file(self, file_handler):
  1457. file_handler.write('{')
  1458. write_string(file_handler, 'name', self.name, True)
  1459. write_int(file_handler, 'id', self.id) # keep int for legacy of original exporter
  1460. file_handler.write(',"bones":[')
  1461. first = True
  1462. for bone in self.bones:
  1463. if first != True:
  1464. file_handler.write(',')
  1465. first = False
  1466. bone.to_scene_file(file_handler)
  1467. file_handler.write(']')
  1468. file_handler.write('}')
  1469. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1470. # assume the following JS variables have already been declared: scene, skeleton, bone, animation
  1471. def core_script(self, file_handler, indent):
  1472. # specifying scene gets skeleton added to scene in constructor
  1473. file_handler.write(indent + "console.log('defining skeleton: " + self.name + "');\n")
  1474. file_handler.write(indent + 'skeleton = new BABYLON.Skeleton("' + self.name + '", "' + format_int(self.id) + '", scene);\n') # MUST be String for inline
  1475. for bone in self.bones:
  1476. bone.core_script(file_handler, indent)
  1477. #===============================================================================
  1478. class Camera(FCurveAnimatable):
  1479. def __init__(self, camera):
  1480. super().__init__(camera, True, True, False, math.pi / 2)
  1481. self.name = camera.name
  1482. TowerOfBabel.log('processing begun of camera: ' + self.name)
  1483. self.position = camera.location
  1484. self.rotation = mathutils.Vector((-camera.rotation_euler[0] + math.pi / 2, camera.rotation_euler[1], -camera.rotation_euler[2])) # extra parens needed
  1485. self.fov = camera.data.angle
  1486. self.minZ = camera.data.clip_start
  1487. self.maxZ = camera.data.clip_end
  1488. self.speed = 1.0
  1489. self.inertia = 0.9
  1490. self.checkCollisions = camera.data.checkCollisions
  1491. self.applyGravity = camera.data.applyGravity
  1492. self.ellipsoid = camera.data.ellipsoid
  1493. for constraint in camera.constraints:
  1494. if constraint.type == 'TRACK_TO':
  1495. self.lockedTargetId = constraint.target.name
  1496. break
  1497. self.useFollowCamera = camera.data.useFollowCamera
  1498. if self.useFollowCamera:
  1499. self.followHeight = camera.data.followHeight
  1500. self.followDistance = camera.data.followDistance
  1501. self.followRotation = camera.data.followRotation
  1502. if not hasattr(self, 'lockedTargetId'):
  1503. TowerOfBabel.warn('WARNING: Follow Camera specified, but no target to track', 2)
  1504. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1505. def to_scene_file(self, file_handler):
  1506. file_handler.write('{')
  1507. write_string(file_handler, 'name', self.name, True)
  1508. write_string(file_handler, 'id', self.name)
  1509. write_vector(file_handler, 'position', self.position)
  1510. write_vector(file_handler, 'rotation', self.rotation)
  1511. write_float(file_handler, 'fov', self.fov)
  1512. write_float(file_handler, 'minZ', self.minZ)
  1513. write_float(file_handler, 'maxZ', self.maxZ)
  1514. write_float(file_handler, 'speed', self.speed)
  1515. write_float(file_handler, 'inertia', self.inertia)
  1516. write_bool(file_handler, 'checkCollisions', self.checkCollisions)
  1517. write_bool(file_handler, 'applyGravity', self.applyGravity)
  1518. write_bool(file_handler, 'useFollowCamera', self.useFollowCamera)
  1519. write_array3(file_handler, 'ellipsoid', self.ellipsoid)
  1520. if self.useFollowCamera:
  1521. write_int(file_handler, 'heightOffset', self.followHeight)
  1522. write_int(file_handler, 'radius', self.followDistance)
  1523. write_int(file_handler, 'rotationOffset', self.followRotation)
  1524. if hasattr(self, 'lockedTargetId'):
  1525. write_string(file_handler, 'lockedTargetId', self.lockedTargetId)
  1526. super().to_scene_file(file_handler) # Animations
  1527. file_handler.write('}')
  1528. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1529. def core_script(self, file_handler, indent, is_typescript):
  1530. cameraClass = 'BABYLON.FollowCamera' if self.useFollowCamera else 'BABYLON.FreeCamera'
  1531. file_handler.write(indent + 'camera = new ' + cameraClass + '("' + self.name + '", new BABYLON.Vector3(' + format_vector(self.position) + '), scene);\n')
  1532. file_handler.write(indent + 'camera.id = "' + self.name + '";\n')
  1533. file_handler.write(indent + 'camera.rotation = new BABYLON.Vector3(' + format_vector(self.rotation) + ');\n')
  1534. file_handler.write(indent + 'camera.fov = ' + format_f(self.fov) + ';\n')
  1535. file_handler.write(indent + 'camera.minZ = ' + format_f(self.minZ) + ';\n')
  1536. file_handler.write(indent + 'camera.maxZ = ' + format_f(self.maxZ) + ';\n')
  1537. file_handler.write(indent + 'camera.speed = ' + format_f(self.speed) + ';\n')
  1538. file_handler.write(indent + 'camera.inertia = ' + format(self.inertia) + ';\n')
  1539. file_handler.write(indent + 'camera.checkCollisions = ' + format_bool(self.checkCollisions) + ';\n')
  1540. file_handler.write(indent + 'camera.applyGravity = ' + format_bool(self.applyGravity) + ';\n')
  1541. file_handler.write(indent + 'camera.ellipsoid = new BABYLON.Vector3(' + format_array3(self.ellipsoid) + ');\n')
  1542. if self.useFollowCamera:
  1543. file_handler.write(indent + 'camera.heightOffset = ' + format_int(self.followHeight) + ';\n')
  1544. file_handler.write(indent + 'camera.radius = ' + format_int(self.followDistance) + ';\n')
  1545. file_handler.write(indent + 'camera.rotationOffset = ' + format_int(self.followRotation) + ';\n')
  1546. if hasattr(self, 'lockedTargetId'):
  1547. if self.useFollowCamera:
  1548. file_handler.write(indent + 'camera.target = scene.getMeshByID("' + self.lockedTargetId + '");\n')
  1549. else:
  1550. file_handler.write(indent + 'camera.lockedTarget = scene.getMeshByID("' + self.lockedTargetId + '");\n')
  1551. super().core_script(file_handler, 'camera', indent, is_typescript) # Animations
  1552. #===============================================================================
  1553. class Light(FCurveAnimatable):
  1554. def __init__(self, light):
  1555. super().__init__(light, False, True, False)
  1556. self.name = light.name
  1557. TowerOfBabel.log('processing begun of light: ' + self.name)
  1558. light_type_items = {'POINT': POINT_LIGHT, 'SUN': DIRECTIONAL_LIGHT, 'SPOT': SPOT_LIGHT, 'HEMI': HEMI_LIGHT, 'AREA': 0}
  1559. self.light_type = light_type_items[light.data.type]
  1560. if self.light_type == POINT_LIGHT:
  1561. self.position = light.location
  1562. if light.data.use_sphere:
  1563. self.range = light.data.distance
  1564. elif self.light_type == DIRECTIONAL_LIGHT:
  1565. self.position = light.location
  1566. self.direction = Light.get_direction(light.matrix_world)
  1567. elif self.light_type == SPOT_LIGHT:
  1568. self.position = light.location
  1569. self.direction = Light.get_direction(light.matrix_world)
  1570. self.angle = light.data.spot_size
  1571. self.exponent = light.data.spot_blend * 2
  1572. if light.data.use_sphere:
  1573. self.range = light.data.distance
  1574. else:
  1575. matrix_world = light.matrix_world.copy()
  1576. matrix_world.translation = mathutils.Vector((0, 0, 0))
  1577. self.direction = -(mathutils.Vector((0, 0, -1)) * matrix_world)
  1578. self.groundColor = mathutils.Color((0, 0, 0))
  1579. self.intensity = light.data.energy
  1580. self.diffuse = light.data.color if light.data.use_diffuse else mathutils.Color((0, 0, 0))
  1581. self.specular = light.data.color if light.data.use_specular else mathutils.Color((0, 0, 0))
  1582. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1583. def to_scene_file(self, file_handler):
  1584. file_handler.write('{')
  1585. write_string(file_handler, 'name', self.name, True)
  1586. write_string(file_handler, 'id', self.name)
  1587. write_float(file_handler, 'type', self.light_type)
  1588. if hasattr(self, 'position' ): write_vector(file_handler, 'position' , self.position )
  1589. if hasattr(self, 'direction' ): write_vector(file_handler, 'direction' , self.direction )
  1590. if hasattr(self, 'angle' ): write_float (file_handler, 'angle' , self.angle )
  1591. if hasattr(self, 'exponent' ): write_float (file_handler, 'exponent' , self.exponent )
  1592. if hasattr(self, 'groundColor'): write_color (file_handler, 'groundColor', self.groundColor)
  1593. if hasattr(self, 'range' ): write_float (file_handler, 'range' , self.range )
  1594. write_float(file_handler, 'intensity', self.intensity)
  1595. write_color(file_handler, 'diffuse', self.diffuse)
  1596. write_color(file_handler, 'specular', self.specular)
  1597. super().to_scene_file(file_handler) # Animations
  1598. file_handler.write('}')
  1599. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1600. def core_script(self, file_handler, indent, is_typescript):
  1601. if self.light_type == POINT_LIGHT:
  1602. file_handler.write(indent + 'light = new BABYLON.PointLight("' + self.name + '", new BABYLON.Vector3(' + format_vector(self.position) + '), scene);\n')
  1603. elif self.light_type == DIRECTIONAL_LIGHT:
  1604. file_handler.write(indent + 'light = new BABYLON.DirectionalLight("' + self.name + '", new BABYLON.Vector3(' + format_vector(self.direction) + '), scene);\n')
  1605. file_handler.write(indent + 'light.position = new BABYLON.Vector3(' + format_vector(self.position) + ');\n')
  1606. elif self.light_type == SPOT_LIGHT:
  1607. file_handler.write(indent + 'light = new BABYLON.SpotLight("' + self.name + '", new BABYLON.Vector3(' + format_vector(self.position) +
  1608. '), new BABYLON.Vector3(' + format_vector(self.direction) + '), ' + format_f(self.angle) + ', ' + format_f(self.exponent) + ', scene);\n')
  1609. else:
  1610. file_handler.write(indent + 'light = new BABYLON.HemisphericLight("' + self.name + '", new BABYLON.Vector3(' + format_vector(self.direction) + '), scene);\n')
  1611. file_handler.write(indent + 'light.groundColor = new BABYLON.Color3(' + format_color(self.groundColor) + ');\n')
  1612. file_handler.write(indent + 'light.id = "' + self.name + '";\n')
  1613. file_handler.write(indent + 'light.intensity = ' + format_f(self.intensity) + ';\n')
  1614. if hasattr(self, 'range'):
  1615. file_handler.write(indent + 'light.range = ' + format_f(self.range) + ';\n')
  1616. file_handler.write(indent + 'light.diffuse = new BABYLON.Color3(' + format_color(self.diffuse) + ');\n')
  1617. file_handler.write(indent + 'light.specular = new BABYLON.Color3(' + format_color(self.specular) + ');\n')
  1618. super().core_script(file_handler, 'camera', indent, is_typescript) # Animations
  1619. @staticmethod
  1620. def get_direction(matrix):
  1621. return (matrix.to_3x3() * mathutils.Vector((0.0, 0.0, -1.0))).normalized()
  1622. #===============================================================================
  1623. class ShadowGenerator:
  1624. def __init__(self, lamp, scene):
  1625. TowerOfBabel.log('processing begun of shadows for light: ' + lamp.name)
  1626. self.useVarianceShadowMap = lamp.data.shadowMap == 'VAR' if True else False
  1627. self.mapSize = lamp.data.shadowMapSize
  1628. self.lightId = lamp.name
  1629. self.shadowCasters = []
  1630. for object in [object for object in scene.objects]:
  1631. if (object.type == 'MESH' and object.data.castShadows):
  1632. self.shadowCasters.append(object.name)
  1633. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1634. def to_scene_file(self, file_handler):
  1635. file_handler.write('{')
  1636. write_bool(file_handler, 'useVarianceShadowMap', self.useVarianceShadowMap, True)
  1637. write_int(file_handler, 'mapSize', self.mapSize)
  1638. write_string(file_handler, 'lightId', self.lightId)
  1639. file_handler.write(',"renderList":[')
  1640. first = True
  1641. for caster in self.shadowCasters:
  1642. if first != True:
  1643. file_handler.write(',')
  1644. first = False
  1645. file_handler.write('"' + caster + '"')
  1646. file_handler.write(']')
  1647. file_handler.write('}')
  1648. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1649. def core_script(self, file_handler, indent):
  1650. file_handler.write(indent + 'light = scene.getLightByID("' + self.lightId + '");\n')
  1651. file_handler.write(indent + 'shadowGenerator = new BABYLON.ShadowGenerator(' + format_int(self.mapSize) + ', light);\n')
  1652. file_handler.write(indent + 'shadowGenerator.useVarianceShadowMap = ' + format_bool(self.useVarianceShadowMap) + ';\n')
  1653. file_handler.write(indent + 'renderList = shadowGenerator.getShadowMap().renderList;\n')
  1654. for caster in self.shadowCasters:
  1655. file_handler.write(indent + 'renderList.push(scene.getMeshByID("' + caster + '"));\n')
  1656. #===============================================================================
  1657. class MultiMaterial:
  1658. def __init__(self, material_slots, idx):
  1659. self.name = TowerOfBabel.nameSpace + '.' + 'Multimaterial#' + str(idx)
  1660. TowerOfBabel.log('processing begun of multimaterial: ' + self.name, 2)
  1661. self.materials = []
  1662. for mat in material_slots:
  1663. self.materials.append(TowerOfBabel.nameSpace + '.' + mat.name)
  1664. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1665. def to_scene_file(self, file_handler):
  1666. file_handler.write('{')
  1667. write_string(file_handler, 'name', self.name, True)
  1668. write_string(file_handler, 'id', self.name)
  1669. file_handler.write(',"materials":[')
  1670. first = True
  1671. for materialName in self.materials:
  1672. if first != True:
  1673. file_handler.write(',')
  1674. file_handler.write('"' + materialName +'"')
  1675. first = False
  1676. file_handler.write(']')
  1677. file_handler.write('}')
  1678. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1679. def core_script(self, file_handler, indent):
  1680. file_handler.write(indent + 'multiMaterial = new BABYLON.MultiMaterial("' + self.name + '", scene);\n')
  1681. file_handler.write(indent + 'multiMaterial.id = "' + self.name + '";\n')
  1682. for materialName in self.materials:
  1683. file_handler.write(indent + 'multiMaterial.subMaterials.push(scene.getMaterialByID("' + materialName + '"));\n')
  1684. #===============================================================================
  1685. class Texture:
  1686. def __init__(self, slot, level, texture, filepath):
  1687. # Copy image to output
  1688. try:
  1689. image = texture.texture.image
  1690. imageFilepath = os.path.normpath(bpy.path.abspath(image.filepath))
  1691. basename = os.path.basename(imageFilepath)
  1692. targetdir = os.path.dirname(filepath)
  1693. targetpath = os.path.join(targetdir, basename)
  1694. if image.packed_file:
  1695. image.save_render(targetpath)
  1696. else:
  1697. sourcepath = bpy.path.abspath(image.filepath)
  1698. shutil.copy(sourcepath, targetdir)
  1699. except:
  1700. ex = sys.exc_info()
  1701. TowerOfBabel.log_handler.write('Error encountered processing image file: ' + imageFilepath + ', Error: '+ str(ex[1]) + '\n')
  1702. pass
  1703. # Export
  1704. self.slot = slot
  1705. self.name = basename
  1706. self.level = level
  1707. self.hasAlpha = texture.texture.use_alpha
  1708. if (texture.mapping == 'CUBE'):
  1709. self.coordinatesMode = CUBIC_MODE
  1710. if (texture.mapping == 'SPHERE'):
  1711. self.coordinatesMode = SPHERICAL_MODE
  1712. else:
  1713. self.coordinatesMode = EXPLICIT_MODE
  1714. self.uOffset = texture.offset.x
  1715. self.vOffset = texture.offset.y
  1716. self.uScale = texture.scale.x
  1717. self.vScale = texture.scale.y
  1718. self.uAng = 0
  1719. self.vAng = 0
  1720. self.wAng = 0
  1721. if (texture.texture.extension == 'REPEAT'):
  1722. if (texture.texture.use_mirror_x):
  1723. self.wrapU = MIRROR_ADDRESSMODE
  1724. else:
  1725. self.wrapU = WRAP_ADDRESSMODE
  1726. if (texture.texture.use_mirror_y):
  1727. self.wrapV = MIRROR_ADDRESSMODE
  1728. else:
  1729. self.wrapV = WRAP_ADDRESSMODE
  1730. else:
  1731. self.wrapU = CLAMP_ADDRESSMODE
  1732. self.wrapU = CLAMP_ADDRESSMODE
  1733. self.coordinatesIndex = 0
  1734. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1735. def to_scene_file(self, file_handler):
  1736. file_handler.write(',"' + self.slot + '":{')
  1737. write_string(file_handler, 'name', self.name, True)
  1738. write_float(file_handler, 'level', self.level)
  1739. write_float(file_handler, 'hasAlpha', self.hasAlpha)
  1740. write_int(file_handler, 'coordinatesMode', self.coordinatesMode)
  1741. write_float(file_handler, 'uOffset', self.uOffset)
  1742. write_float(file_handler, 'vOffset', self.vOffset)
  1743. write_float(file_handler, 'uScale', self.uScale)
  1744. write_float(file_handler, 'vScale', self.vScale)
  1745. write_float(file_handler, 'uAng', self.uAng)
  1746. write_float(file_handler, 'vAng', self.vAng)
  1747. write_float(file_handler, 'wAng', self.wAng)
  1748. write_int(file_handler, 'wrapU', self.wrapU)
  1749. write_int(file_handler, 'wrapV', self.wrapV)
  1750. write_int(file_handler, 'coordinatesIndex', self.coordinatesIndex)
  1751. file_handler.write('}')
  1752. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1753. def core_script(self, file_handler, indent):
  1754. file_handler.write(indent + 'texture = new BABYLON.Texture(' + MATERIALS_PATH_VAR + ' + "' + self.name + '", scene);\n')
  1755. file_handler.write(indent + 'texture.name = ' + MATERIALS_PATH_VAR + ' + "' + self.name + '";\n')
  1756. file_handler.write(indent + 'texture.hasAlpha = ' + format_bool(self.hasAlpha) + ';\n')
  1757. file_handler.write(indent + 'texture.level = ' + format_f(self.level) + ';\n')
  1758. file_handler.write(indent + 'texture.coordinatesIndex = ' + format_int(self.coordinatesIndex) + ';\n')
  1759. file_handler.write(indent + 'texture.coordinatesMode = ' + format_int(self.coordinatesMode) + ';\n')
  1760. file_handler.write(indent + 'texture.uOffset = ' + format_f(self.uOffset) + ';\n')
  1761. file_handler.write(indent + 'texture.vOffset = ' + format_f(self.vOffset) + ';\n')
  1762. file_handler.write(indent + 'texture.uScale = ' + format_f(self.uScale) + ';\n')
  1763. file_handler.write(indent + 'texture.vScale = ' + format_f(self.vScale) + ';\n')
  1764. file_handler.write(indent + 'texture.uAng = ' + format_f(self.uAng) + ';\n')
  1765. file_handler.write(indent + 'texture.vAng = ' + format_f(self.vAng) + ';\n')
  1766. file_handler.write(indent + 'texture.wAng = ' + format_f(self.wAng) + ';\n')
  1767. file_handler.write(indent + 'texture.wrapU = ' + format_int(self.wrapU) + ';\n')
  1768. file_handler.write(indent + 'texture.wrapV = ' + format_int(self.wrapV) + ';\n')
  1769. #===============================================================================
  1770. class Material:
  1771. def __init__(self, material, scene, filepath):
  1772. self.name = TowerOfBabel.nameSpace + '.' + material.name
  1773. TowerOfBabel.log('processing begun of material: ' + self.name)
  1774. self.ambient = material.ambient * material.diffuse_color
  1775. self.diffuse = material.diffuse_intensity * material.diffuse_color
  1776. self.specular = material.specular_intensity * material.specular_color
  1777. self.emissive = material.emit * material.diffuse_color
  1778. self.specularPower = material.specular_hardness
  1779. self.alpha = material.alpha
  1780. self.backFaceCulling = material.game_settings.use_backface_culling
  1781. # Textures
  1782. self.textures = []
  1783. textures = [mtex for mtex in material.texture_slots if mtex and mtex.texture]
  1784. for mtex in textures:
  1785. if mtex.texture.type == 'IMAGE':
  1786. if mtex.texture.image:
  1787. if (mtex.use_map_color_diffuse and (mtex.texture_coords != 'REFLECTION')):
  1788. # Diffuse
  1789. self.textures.append(Texture('diffuseTexture', mtex.diffuse_color_factor, mtex, filepath))
  1790. if mtex.use_map_ambient:
  1791. # Ambient
  1792. self.textures.append(Texture('ambientTexture', mtex.ambient_factor, mtex, filepath))
  1793. if mtex.use_map_alpha:
  1794. # Opacity
  1795. self.textures.append(Texture('opacityTexture', mtex.alpha_factor, mtex, filepath))
  1796. if mtex.use_map_color_diffuse and (mtex.texture_coords == 'REFLECTION'):
  1797. # Reflection
  1798. self.textures.append(Texture('reflectionTexture', mtex.diffuse_color_factor, mtex, filepath))
  1799. if mtex.use_map_emit:
  1800. # Emissive
  1801. self.textures.append(Texture('emissiveTexture', mtex.emit_factor, mtex, filepath))
  1802. if mtex.use_map_normal:
  1803. # Bump
  1804. self.textures.append(Texture('bumpTexture', mtex.emit_factor, mtex, filepath))
  1805. else: #type == 'STUCCI' or 'NOISE'
  1806. TowerOfBabel.warn('WARNING texture type not currently supported: ' + mtex.texture.type + ', ignored.')
  1807. # glsl_handler = open('/home/jeff/Desktop/' + mtex.texture.type + '.glsl', 'w')
  1808. # glsl_handler.write(shader['vertex'])
  1809. # glsl_handler.write('\n//#############################################################################\n')
  1810. # glsl_handler.write(shader['fragment'])
  1811. # glsl_handler.close()
  1812. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1813. def to_scene_file(self, file_handler):
  1814. file_handler.write('{')
  1815. write_string(file_handler, 'name', self.name, True)
  1816. write_string(file_handler, 'id', self.name)
  1817. write_color(file_handler, 'ambient', self.ambient)
  1818. write_color(file_handler, 'diffuse', self.diffuse)
  1819. write_color(file_handler, 'specular', self.specular)
  1820. write_color(file_handler, 'emissive', self.emissive)
  1821. write_float(file_handler, 'specularPower', self.specularPower)
  1822. write_float(file_handler, 'alpha', self.alpha)
  1823. write_bool(file_handler, 'backFaceCulling', self.backFaceCulling)
  1824. first = True
  1825. for texSlot in self.textures:
  1826. if first != True:
  1827. file_handler.write(',')
  1828. first = False
  1829. texSlot.to_scene_file(file_handler)
  1830. file_handler.write('}')
  1831. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1832. def core_script(self, file_handler, indent):
  1833. file_handler.write(indent + 'material = new BABYLON.StandardMaterial("' + self.name + '", scene);\n')
  1834. file_handler.write(indent + 'material.ambientColor = new BABYLON.Color3(' + format_color(self.ambient) + ');\n')
  1835. file_handler.write(indent + 'material.diffuseColor = new BABYLON.Color3(' + format_color(self.diffuse) + ');\n')
  1836. file_handler.write(indent + 'material.specularColor = new BABYLON.Color3(' + format_color(self.specular) + ');\n')
  1837. file_handler.write(indent + 'material.emissiveColor = new BABYLON.Color3(' + format_color(self.emissive) + ');\n')
  1838. file_handler.write(indent + 'material.specularPower = ' + format_f(self.specularPower) + ';\n')
  1839. file_handler.write(indent + 'material.alpha = ' + format_f(self.alpha ) + ';\n')
  1840. file_handler.write(indent + 'material.backFaceCulling = ' + format_bool(self.backFaceCulling) + ';\n')
  1841. for texSlot in self.textures:
  1842. texSlot.core_script(file_handler, indent)
  1843. file_handler.write(indent + 'material.' + texSlot.slot + ' = texture;\n')
  1844. #===============================================================================
  1845. class Animation:
  1846. def __init__(self, dataType, framePerSecond, loopBehavior, name, propertyInBabylon):
  1847. self.dataType = dataType
  1848. self.framePerSecond = framePerSecond
  1849. self.loopBehavior = loopBehavior
  1850. self.name = name
  1851. self.propertyInBabylon = propertyInBabylon
  1852. #keys
  1853. self.frames = []
  1854. self.values = [] # vector3 for ANIMATIONTYPE_VECTOR3 & matrices for ANIMATIONTYPE_MATRIX
  1855. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1856. # for auto animate
  1857. def get_first_frame(self):
  1858. return self.frames[0] if len(self.frames) > 0 else -1
  1859. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1860. # for auto animate
  1861. def get_last_frame(self):
  1862. return self.frames[len(self.frames) - 1] if len(self.frames) > 0 else -1
  1863. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1864. def to_scene_file(self, file_handler):
  1865. file_handler.write('{')
  1866. write_int(file_handler, 'dataType', self.dataType, True)
  1867. write_int(file_handler, 'framePerSecond', self.framePerSecond)
  1868. file_handler.write(',"keys":[')
  1869. first = True
  1870. for frame_idx in range(len(self.frames)):
  1871. if first != True:
  1872. file_handler.write(',')
  1873. first = False
  1874. file_handler.write('{')
  1875. write_int(file_handler, 'frame', self.frames[frame_idx], True)
  1876. if self.dataType == ANIMATIONTYPE_MATRIX:
  1877. write_matrix4(file_handler, 'values', self.values[frame_idx])
  1878. else:
  1879. write_vector(file_handler, 'values', self.values[frame_idx])
  1880. file_handler.write('}')
  1881. file_handler.write(']') # close keys
  1882. # put this at the end to make less crazy looking ]}]]]}}}}}}}]]]],
  1883. # since animation is also at the end of the bone, mesh, camera, or light
  1884. write_int(file_handler, 'loopBehavior', self.loopBehavior)
  1885. write_string(file_handler, 'name', self.name)
  1886. write_string(file_handler, 'property', self.propertyInBabylon)
  1887. file_handler.write('}')
  1888. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1889. # assigns the var 'animation', which the caller has already defined
  1890. # .babylon writes 'values', but the babylonFileLoader reads it, changing it to 'value'
  1891. def core_script(self, file_handler, indent):
  1892. file_handler.write(indent + 'animation = new BABYLON.Animation("' + self.name + '", "' +
  1893. self.propertyInBabylon + '", ' +
  1894. format_int(self.framePerSecond) + ', ' +
  1895. format_int(self.dataType) + ', ' +
  1896. format_int(self.loopBehavior) + ');\n')
  1897. file_handler.write(indent + 'animation.setKeys([\n')
  1898. nFrames = len(self.frames)
  1899. for frame_idx in range(nFrames):
  1900. file_handler.write(indent + '{frame: ' + format_int(self.frames[frame_idx]) + ', value: ')
  1901. if self.dataType == ANIMATIONTYPE_MATRIX:
  1902. file_handler.write('BABYLON.Matrix.FromValues(' + format_matrix4(self.values[frame_idx]) + ')}')
  1903. else:
  1904. file_handler.write('new BABYLON.Vector3(' + format_vector(self.values[frame_idx]) + ')}')
  1905. if frame_idx + 1 < nFrames:
  1906. file_handler.write(',')
  1907. file_handler.write('\n')
  1908. file_handler.write(indent + ']);\n')
  1909. #===============================================================================
  1910. class VectorAnimation(Animation):
  1911. def __init__(self, object, attrInBlender, propertyInBabylon, mult, xOffset = 0):
  1912. super().__init__(ANIMATIONTYPE_VECTOR3, 30, ANIMATIONLOOPMODE_CYCLE, propertyInBabylon + ' animation', propertyInBabylon)
  1913. # capture built up from fcurves
  1914. frames = dict()
  1915. for fcurve in object.animation_data.action.fcurves:
  1916. if fcurve.data_path == attrInBlender:
  1917. for key in fcurve.keyframe_points:
  1918. frame = key.co.x
  1919. frames[frame] = 1
  1920. #for each frame (next step ==> set for key frames)
  1921. for Frame in sorted(frames):
  1922. self.frames.append(Frame)
  1923. bpy.context.scene.frame_set(int(Frame + bpy.context.scene.frame_start))
  1924. self.values.append(scale_vector(getattr(object, attrInBlender), mult, xOffset))
  1925. #===============================================================================
  1926. # module level formatting methods, called from multiple classes
  1927. #===============================================================================
  1928. def legal_js_identifier(input):
  1929. out = ''
  1930. prefix = ''
  1931. for char in input:
  1932. if len(out) == 0:
  1933. if char in '0123456789':
  1934. # cannot take the chance that leading numbers being chopped of cause name conflicts, e.g (01.R & 02.R)
  1935. prefix += char
  1936. continue
  1937. elif char.upper() not in 'ABCDEFGHIJKLMNOPQRSTUVWXYZ':
  1938. continue
  1939. legal = char if char.upper() in 'ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_' else '_'
  1940. out += legal
  1941. if len(prefix) > 0:
  1942. out += '_' + prefix
  1943. return out
  1944. def format_f(num):
  1945. s = MAX_FLOAT_PRECISION % num # rounds to N decimal places while changing to string
  1946. s = s.rstrip('0') # ignore trailing zeroes
  1947. s = s.rstrip('.') # ignore trailing .
  1948. return '0' if s == '-0' else s
  1949. def format_matrix4(matrix):
  1950. tempMatrix = matrix.copy()
  1951. tempMatrix.transpose()
  1952. ret = ''
  1953. first = True
  1954. for vect in tempMatrix:
  1955. if (first != True):
  1956. ret +=','
  1957. first = False;
  1958. ret += format_f(vect[0]) + ',' + format_f(vect[1]) + ',' + format_f(vect[2]) + ',' + format_f(vect[3])
  1959. return ret
  1960. def format_array3(array):
  1961. return format_f(array[0]) + ',' + format_f(array[1]) + ',' + format_f(array[2])
  1962. def format_array(array, max_per_line = MAX_VERTEX_ELEMENTS, indent = ''):
  1963. ret = ''
  1964. first = True
  1965. nOnLine = 0
  1966. for element in array:
  1967. if (first != True):
  1968. ret +=','
  1969. first = False;
  1970. ret += format_f(element)
  1971. nOnLine += 1
  1972. if nOnLine >= max_per_line:
  1973. ret += '\n' + indent
  1974. nOnLine = 0
  1975. return ret
  1976. def format_color(color):
  1977. return format_f(color.r) + ',' + format_f(color.g) + ',' + format_f(color.b)
  1978. def format_vector(vector):
  1979. return format_f(vector.x) + ',' + format_f(vector.z) + ',' + format_f(vector.y)
  1980. def format_vector_array(vectorArray, max_per_line = MAX_VERTEX_ELEMENTS, indent = ''):
  1981. ret = ''
  1982. first = True
  1983. nOnLine = 0
  1984. for vector in vectorArray:
  1985. if (first != True):
  1986. ret +=','
  1987. first = False;
  1988. ret += format_vector(vector)
  1989. nOnLine += 3
  1990. if nOnLine >= max_per_line:
  1991. ret += '\n' + indent
  1992. nOnLine = 0
  1993. return ret
  1994. def format_quaternion(quaternion):
  1995. return format_f(quaternion.x) + ',' + format_f(quaternion.z) + ',' + format_f(quaternion.y) + ',' + format_f(-quaternion.w)
  1996. def format_int(int):
  1997. candidate = str(int) # when int string of an int
  1998. if '.' in candidate:
  1999. return format_f(math.floor(int)) # format_f removes un-neccessary precision
  2000. else:
  2001. return candidate
  2002. def format_bool(bool):
  2003. if bool:
  2004. return 'true'
  2005. else:
  2006. return 'false'
  2007. def scale_vector(vector, mult, xOffset = 0):
  2008. ret = vector.copy()
  2009. ret.x *= mult
  2010. ret.x += xOffset
  2011. ret.z *= mult
  2012. ret.y *= mult
  2013. return ret
  2014. def same_vertex(vertA, vertB):
  2015. return vertA.x == vertB.x and vertA.y == vertB.y and vertA.z == vertB.z
  2016. #===============================================================================
  2017. # module level methods for writing JSON (.babylon) files
  2018. #===============================================================================
  2019. def write_matrix4(file_handler, name, matrix):
  2020. file_handler.write(',"' + name + '":[' + format_matrix4(matrix) + ']')
  2021. def write_array(file_handler, name, array):
  2022. file_handler.write('\n,"' + name + '":[' + format_array(array) + ']')
  2023. def write_array3(file_handler, name, array):
  2024. file_handler.write(',"' + name + '":[' + format_array3(array) + ']')
  2025. def write_color(file_handler, name, color):
  2026. file_handler.write(',"' + name + '":[' + format_color(color) + ']')
  2027. def write_vector(file_handler, name, vector):
  2028. file_handler.write(',"' + name + '":[' + format_vector(vector) + ']')
  2029. def write_vector_array(file_handler, name, vectorArray):
  2030. file_handler.write('\n,"' + name + '":[' + format_vector_array(vectorArray) + ']')
  2031. def write_quaternion(file_handler, name, quaternion):
  2032. file_handler.write(',"' + name +'":[' + format_quaternion(quaternion) + ']')
  2033. def write_string(file_handler, name, string, noComma = False):
  2034. if noComma == False:
  2035. file_handler.write(',')
  2036. file_handler.write('"' + name + '":"' + string + '"')
  2037. def write_float(file_handler, name, float):
  2038. file_handler.write(',"' + name + '":' + format_f(float))
  2039. def write_int(file_handler, name, int, noComma = False):
  2040. if noComma == False:
  2041. file_handler.write(',')
  2042. file_handler.write('"' + name + '":' + format_int(int))
  2043. def write_bool(file_handler, name, bool, noComma = False):
  2044. if noComma == False:
  2045. file_handler.write(',')
  2046. file_handler.write('"' + name + '":' + format_bool(bool))
  2047. #===============================================================================
  2048. # custom properties definition and display
  2049. bpy.types.Mesh.useFlatShading = bpy.props.BoolProperty(
  2050. name='Use Flat Shading',
  2051. description='',
  2052. default = False
  2053. )
  2054. bpy.types.Mesh.checkCollisions = bpy.props.BoolProperty(
  2055. name='Check Collisions',
  2056. description='Indicates mesh should be checked that it does not run into anything.',
  2057. default = False
  2058. )
  2059. bpy.types.Mesh.castShadows = bpy.props.BoolProperty(
  2060. name='Cast Shadows',
  2061. description='',
  2062. default = False
  2063. )
  2064. bpy.types.Mesh.receiveShadows = bpy.props.BoolProperty(
  2065. name='Receive Shadows',
  2066. description='',
  2067. default = False
  2068. )
  2069. bpy.types.Camera.checkCollisions = bpy.props.BoolProperty(
  2070. name='Check Collisions',
  2071. description='',
  2072. default = False
  2073. )
  2074. bpy.types.Camera.applyGravity = bpy.props.BoolProperty(
  2075. name='Apply Gravity',
  2076. description='',
  2077. default = False
  2078. )
  2079. bpy.types.Camera.useFollowCamera = bpy.props.BoolProperty(
  2080. name='Use Follow Camera',
  2081. description='',
  2082. default = False
  2083. )
  2084. bpy.types.Camera.followHeight = bpy.props.IntProperty(
  2085. name='Follow Height',
  2086. description='how high above the object to maintain the camera',
  2087. default = 0
  2088. )
  2089. bpy.types.Camera.followDistance = bpy.props.IntProperty(
  2090. name='Follow Distance',
  2091. description='how far from the object to follow',
  2092. default = 10
  2093. )
  2094. bpy.types.Camera.followRotation = bpy.props.IntProperty(
  2095. name='Follow rotation',
  2096. description='rotate around the object, use 180 to follow from the front of the object',
  2097. default = 0
  2098. )
  2099. bpy.types.Camera.ellipsoid = bpy.props.FloatVectorProperty(
  2100. name='Ellipsoid',
  2101. description='',
  2102. default = mathutils.Vector((0.2, 0.9, 0.2))
  2103. )
  2104. bpy.types.Lamp.shadowMap = bpy.props.EnumProperty(
  2105. name='Shadow Map Type',
  2106. description='',
  2107. items = (('NONE', 'None', 'No Shadow Maps'), ('STD', 'Standard', 'Use Standard Shadow Maps'), ('VAR', 'Variance', 'Use Variance Shadow Maps')),
  2108. default = 'NONE'
  2109. )
  2110. bpy.types.Lamp.shadowMapSize = bpy.props.IntProperty(
  2111. name='Shadow Map Size',
  2112. description='',
  2113. default = 512
  2114. )
  2115. class ObjectPanel(bpy.types.Panel):
  2116. bl_label = 'Tower of Babel'
  2117. bl_space_type = 'PROPERTIES'
  2118. bl_region_type = 'WINDOW'
  2119. bl_context = 'data'
  2120. def draw(self, context):
  2121. ob = context.object
  2122. if not ob or not ob.data:
  2123. return
  2124. layout = self.layout
  2125. isMesh = isinstance(ob.data, bpy.types.Mesh)
  2126. isCamera = isinstance(ob.data, bpy.types.Camera)
  2127. isLight = isinstance(ob.data, bpy.types.Lamp)
  2128. if isMesh:
  2129. layout.prop(ob.data, 'useFlatShading')
  2130. layout.prop(ob.data, 'checkCollisions')
  2131. layout.prop(ob.data, 'castShadows')
  2132. layout.prop(ob.data, 'receiveShadows')
  2133. elif isCamera:
  2134. layout.prop(ob.data, 'checkCollisions')
  2135. layout.prop(ob.data, 'applyGravity')
  2136. layout.prop(ob.data, 'ellipsoid')
  2137. layout.prop(ob.data, 'useFollowCamera')
  2138. layout.prop(ob.data, 'followHeight')
  2139. layout.prop(ob.data, 'followDistance')
  2140. layout.prop(ob.data, 'followRotation')
  2141. elif isLight:
  2142. layout.prop(ob.data, 'shadowMap')
  2143. layout.prop(ob.data, 'shadowMapSize')