io_export_babylon.py 44 KB

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  1. bl_info = {
  2. "name": "Babylon.js",
  3. "author": "David Catuhe",
  4. "version": (1, 1),
  5. "blender": (2, 67, 0),
  6. "location": "File > Export > Babylon.js (.babylon)",
  7. "description": "Export Babylon.js scenes (.babylon)",
  8. "warning": "",
  9. "wiki_url": "",
  10. "tracker_url": "",
  11. "category": "Import-Export"}
  12. import math
  13. import os
  14. import bpy
  15. import string
  16. import bpy_extras.io_utils
  17. from bpy.props import *
  18. import mathutils, math
  19. import struct
  20. import shutil
  21. from os import remove
  22. from bpy_extras.io_utils import (ExportHelper, axis_conversion)
  23. from bpy.props import (BoolProperty, FloatProperty, StringProperty, EnumProperty, FloatVectorProperty)
  24. from math import radians
  25. from mathutils import *
  26. class SubMesh:
  27. materialIndex = 0
  28. verticesStart = 0
  29. verticesCount = 0
  30. indexStart = 0
  31. indexCount = 0
  32. class MultiMaterial:
  33. name = ""
  34. materials = []
  35. class Export_babylon(bpy.types.Operator, ExportHelper):
  36. """Export Babylon.js scene (.babylon)"""
  37. bl_idname = "scene.babylon"
  38. bl_label = "Export Babylon.js scene"
  39. filename_ext = ".babylon"
  40. filepath = ""
  41. # global_scale = FloatProperty(name="Scale", min=0.01, max=1000.0, default=1.0)
  42. def execute(self, context):
  43. return Export_babylon.save(self, context, **self.as_keywords(ignore=("check_existing", "filter_glob", "global_scale")))
  44. def mesh_triangulate(mesh):
  45. try:
  46. import bmesh
  47. bm = bmesh.new()
  48. bm.from_mesh(mesh)
  49. bmesh.ops.triangulate(bm, faces=bm.faces)
  50. bm.to_mesh(mesh)
  51. mesh.calc_tessface()
  52. bm.free()
  53. except:
  54. pass
  55. def write_matrix4(file_handler, name, matrix):
  56. file_handler.write(",\""+name+"\":[")
  57. tempMatrix = matrix.copy()
  58. tempMatrix.transpose()
  59. first = True
  60. for vect in tempMatrix:
  61. if (first != True):
  62. file_handler.write(",")
  63. first = False;
  64. file_handler.write("%.4f,%.4f,%.4f,%.4f"%(vect[0],vect[1], vect[2], vect[3]))
  65. file_handler.write("]")
  66. def write_array3(file_handler, name, array):
  67. file_handler.write(",\""+name+"\":[" + "%.4f,%.4f,%.4f"%(array[0],array[1],array[2]) + "]")
  68. def write_color(file_handler, name, color):
  69. file_handler.write(",\""+name+"\":[" + "%.4f,%.4f,%.4f"%(color.r,color.g,color.b) + "]")
  70. def write_vector(file_handler, name, vector):
  71. file_handler.write(",\""+name+"\":[" + "%.4f,%.4f,%.4f"%(vector.x,vector.z,vector.y) + "]")
  72. def write_quaternion(file_handler, name, quaternion):
  73. file_handler.write(",\""+name+"\":[" + "%.4f,%.4f,%.4f,%.4f"%(quaternion.x,quaternion.z,quaternion.y, -quaternion.w) + "]")
  74. def write_vectorScaled(file_handler, name, vector, mult):
  75. file_handler.write(",\""+name+"\":[" + "%.4f,%.4f,%.4f"%(vector.x * mult, vector.z * mult, vector.y * mult) + "]")
  76. def write_string(file_handler, name, string, noComma=False):
  77. if noComma == False:
  78. file_handler.write(",")
  79. file_handler.write("\""+name+"\":\"" + string + "\"")
  80. def write_float(file_handler, name, float):
  81. file_handler.write(",\""+name+"\":" + "%.4f"%(float))
  82. def write_int(file_handler, name, int, noComma=False):
  83. if noComma == False:
  84. file_handler.write(",")
  85. file_handler.write("\""+name+"\":" + str(int))
  86. def write_bool(file_handler, name, bool, noComma=False):
  87. if noComma == False:
  88. file_handler.write(",")
  89. if bool:
  90. file_handler.write("\""+name+"\":" + "true")
  91. else:
  92. file_handler.write("\""+name+"\":" + "false")
  93. def getDirection(matrix):
  94. return (matrix.to_3x3() * mathutils.Vector((0.0, 0.0, -1.0))).normalized()
  95. def export_camera(object, scene, file_handler):
  96. invWorld = object.matrix_world.copy()
  97. invWorld.invert()
  98. target = mathutils.Vector((0, 1, 0)) * invWorld
  99. file_handler.write("{")
  100. Export_babylon.write_string(file_handler, "name", object.name, True)
  101. Export_babylon.write_string(file_handler, "id", object.name)
  102. Export_babylon.write_vector(file_handler, "position", object.location)
  103. Export_babylon.write_vector(file_handler, "target", target)
  104. Export_babylon.write_float(file_handler, "fov", object.data.angle)
  105. Export_babylon.write_float(file_handler, "minZ", object.data.clip_start)
  106. Export_babylon.write_float(file_handler, "maxZ", object.data.clip_end)
  107. Export_babylon.write_float(file_handler, "speed", 1.0)
  108. Export_babylon.write_float(file_handler, "inertia", 0.9)
  109. Export_babylon.write_bool(file_handler, "checkCollisions", object.data.checkCollisions)
  110. Export_babylon.write_bool(file_handler, "applyGravity", object.data.applyGravity)
  111. Export_babylon.write_array3(file_handler, "ellipsoid", object.data.ellipsoid)
  112. locAnim = False
  113. coma = False
  114. if object.animation_data:
  115. if object.animation_data.action:
  116. file_handler.write(",\"animations\":[")
  117. for fcurve in object.animation_data.action.fcurves:
  118. if fcurve.data_path == "location" and locAnim == False:
  119. Export_babylon.export_animation(object, scene, file_handler, "location", "position", coma, 1)
  120. locAnim = coma = True
  121. file_handler.write("]")
  122. #Set Animations
  123. Export_babylon.write_bool(file_handler, "autoAnimate", True)
  124. Export_babylon.write_int(file_handler, "autoAnimateFrom", 0)
  125. Export_babylon.write_int(file_handler, "autoAnimateTo", bpy.context.scene.frame_end - bpy.context.scene.frame_start + 1)
  126. Export_babylon.write_bool(file_handler, "autoAnimateLoop", True)
  127. file_handler.write("}")
  128. def export_light(object, scene, file_handler):
  129. light_type_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 0}
  130. light_type = light_type_items[object.data.type]
  131. file_handler.write("{")
  132. Export_babylon.write_string(file_handler, "name", object.name, True)
  133. Export_babylon.write_string(file_handler, "id", object.name)
  134. Export_babylon.write_float(file_handler, "type", light_type)
  135. if light_type == 0:
  136. Export_babylon.write_vector(file_handler, "position", object.location)
  137. elif light_type == 1:
  138. direction = Export_babylon.getDirection(object.matrix_world)
  139. Export_babylon.write_vector(file_handler, "position", object.location)
  140. Export_babylon.write_vector(file_handler, "direction", direction)
  141. elif light_type == 2:
  142. Export_babylon.write_vector(file_handler, "position", object.location)
  143. direction = Export_babylon.getDirection(object.matrix_world)
  144. Export_babylon.write_vector(file_handler, "direction", direction)
  145. Export_babylon.write_float(file_handler, "angle", object.data.spot_size)
  146. Export_babylon.write_float(file_handler, "exponent", object.data.spot_blend * 2)
  147. else:
  148. matrix_world = object.matrix_world.copy()
  149. matrix_world.translation = mathutils.Vector((0, 0, 0))
  150. direction = mathutils.Vector((0, 0, -1)) * matrix_world
  151. Export_babylon.write_vector(file_handler, "direction", -direction)
  152. Export_babylon.write_color(file_handler, "groundColor", mathutils.Color((0, 0, 0)))
  153. Export_babylon.write_float(file_handler, "intensity", object.data.energy)
  154. if object.data.use_diffuse:
  155. Export_babylon.write_color(file_handler, "diffuse", object.data.color)
  156. else:
  157. Export_babylon.write_color(file_handler, "diffuse", mathutils.Color((0, 0, 0)))
  158. if object.data.use_specular:
  159. Export_babylon.write_color(file_handler, "specular", object.data.color)
  160. else:
  161. Export_babylon.write_color(file_handler, "specular", mathutils.Color((0, 0, 0)))
  162. file_handler.write("}")
  163. def export_texture(slot, level, texture, scene, file_handler, filepath):
  164. # Copy image to output
  165. try:
  166. image = texture.texture.image
  167. imageFilepath = os.path.normpath(bpy.path.abspath(image.filepath))
  168. basename = os.path.basename(imageFilepath)
  169. targetdir = os.path.dirname(filepath)
  170. targetpath = os.path.join(targetdir, basename)
  171. if image.packed_file:
  172. image.save_render(targetpath)
  173. else:
  174. sourcepath = bpy.path.abspath(image.filepath)
  175. shutil.copy(sourcepath, targetdir)
  176. except:
  177. pass
  178. # Export
  179. file_handler.write(",\""+slot+"\":{")
  180. Export_babylon.write_string(file_handler, "name", basename, True)
  181. Export_babylon.write_float(file_handler, "level", level)
  182. Export_babylon.write_float(file_handler, "hasAlpha", texture.texture.use_alpha)
  183. coordinatesMode = 0;
  184. if (texture.mapping == "CUBE"):
  185. coordinatesMode = 3;
  186. if (texture.mapping == "SPHERE"):
  187. coordinatesMode = 1;
  188. Export_babylon.write_int(file_handler, "coordinatesMode", coordinatesMode)
  189. Export_babylon.write_float(file_handler, "uOffset", texture.offset.x)
  190. Export_babylon.write_float(file_handler, "vOffset", texture.offset.y)
  191. Export_babylon.write_float(file_handler, "uScale", texture.scale.x)
  192. Export_babylon.write_float(file_handler, "vScale", texture.scale.y)
  193. Export_babylon.write_float(file_handler, "uAng", 0)
  194. Export_babylon.write_float(file_handler, "vAng", 0)
  195. Export_babylon.write_float(file_handler, "wAng", 0)
  196. if (texture.texture.extension == "REPEAT"):
  197. Export_babylon.write_bool(file_handler, "wrapU", True)
  198. Export_babylon.write_bool(file_handler, "wrapV", True)
  199. else:
  200. Export_babylon.write_bool(file_handler, "wrapU", False)
  201. Export_babylon.write_bool(file_handler, "wrapV", False)
  202. Export_babylon.write_int(file_handler, "coordinatesIndex", 0)
  203. file_handler.write("}")
  204. def export_material(material, scene, file_handler, filepath):
  205. file_handler.write("{")
  206. Export_babylon.write_string(file_handler, "name", material.name, True)
  207. Export_babylon.write_string(file_handler, "id", material.name)
  208. Export_babylon.write_color(file_handler, "ambient", material.ambient * material.diffuse_color)
  209. Export_babylon.write_color(file_handler, "diffuse", material.diffuse_intensity * material.diffuse_color)
  210. Export_babylon.write_color(file_handler, "specular", material.specular_intensity * material.specular_color)
  211. Export_babylon.write_float(file_handler, "specularPower", material.specular_hardness)
  212. Export_babylon.write_color(file_handler, "emissive", material.emit * material.diffuse_color)
  213. Export_babylon.write_float(file_handler, "alpha", material.alpha)
  214. Export_babylon.write_bool(file_handler, "backFaceCulling", material.game_settings.use_backface_culling)
  215. # Textures
  216. for mtex in material.texture_slots:
  217. if mtex and mtex.texture and mtex.texture.type == 'IMAGE':
  218. if mtex.texture.image:
  219. if (mtex.use_map_color_diffuse and(mtex.texture_coords != 'REFLECTION')):
  220. # Diffuse
  221. Export_babylon.export_texture("diffuseTexture", mtex.diffuse_color_factor, mtex, scene, file_handler, filepath)
  222. if mtex.use_map_ambient:
  223. # Ambient
  224. Export_babylon.export_texture("ambientTexture", mtex.ambient_factor, mtex, scene, file_handler, filepath)
  225. if mtex.use_map_alpha:
  226. # Opacity
  227. Export_babylon.export_texture("opacityTexture", mtex.alpha_factor, mtex, scene, file_handler, filepath)
  228. if mtex.use_map_color_diffuse and (mtex.texture_coords == 'REFLECTION'):
  229. # Reflection
  230. Export_babylon.export_texture("reflectionTexture", mtex.diffuse_color_factor, mtex, scene, file_handler, filepath)
  231. if mtex.use_map_emit:
  232. # Emissive
  233. Export_babylon.export_texture("emissiveTexture", mtex.emit_factor, mtex, scene, file_handler, filepath)
  234. if mtex.use_map_normal:
  235. # Bump
  236. Export_babylon.export_texture("bumpTexture", mtex.emit_factor, mtex, scene, file_handler, filepath)
  237. file_handler.write("}")
  238. def export_multimaterial(multimaterial, scene, file_handler):
  239. file_handler.write("{")
  240. Export_babylon.write_string(file_handler, "name", multimaterial.name, True)
  241. Export_babylon.write_string(file_handler, "id", multimaterial.name)
  242. file_handler.write(",\"materials\":[")
  243. first = True
  244. for materialName in multimaterial.materials:
  245. if first != True:
  246. file_handler.write(",")
  247. file_handler.write("\"" + materialName +"\"")
  248. first = False
  249. file_handler.write("]")
  250. file_handler.write("}")
  251. def export_animation(object, scene, file_handler, typeBl, typeBa, coma, mult):
  252. if coma == True:
  253. file_handler.write(",")
  254. file_handler.write("{")
  255. Export_babylon.write_int(file_handler, "dataType", 1, True)
  256. Export_babylon.write_int(file_handler, "framePerSecond", 30)
  257. Export_babylon.write_int(file_handler, "loopBehavior", 1)
  258. Export_babylon.write_string(file_handler, "name", typeBa+" animation")
  259. Export_babylon.write_string(file_handler, "property", typeBa)
  260. file_handler.write(",\"keys\":[")
  261. frames = dict()
  262. for fcurve in object.animation_data.action.fcurves:
  263. if fcurve.data_path == typeBl:
  264. for key in fcurve.keyframe_points:
  265. frame = key.co.x
  266. frames[frame] = 1
  267. #for each frame (next step ==> set for key frames)
  268. i = 0
  269. for Frame in sorted(frames):
  270. if i == 0 and Frame != 0.0:
  271. file_handler.write("{")
  272. Export_babylon.write_int(file_handler, "frame", 0, True)
  273. bpy.context.scene.frame_set(int(Frame + bpy.context.scene.frame_start))
  274. Export_babylon.write_vectorScaled(file_handler, "values", getattr(object,typeBl), mult)
  275. file_handler.write("},")
  276. i = i + 1
  277. file_handler.write("{")
  278. Export_babylon.write_int(file_handler, "frame", Frame, True)
  279. bpy.context.scene.frame_set(int(Frame + bpy.context.scene.frame_start))
  280. Export_babylon.write_vectorScaled(file_handler, "values", getattr(object,typeBl), mult)
  281. file_handler.write("}")
  282. if i != len(frames):
  283. file_handler.write(",")
  284. else:
  285. file_handler.write(",{")
  286. Export_babylon.write_int(file_handler, "frame", bpy.context.scene.frame_end - bpy.context.scene.frame_start + 1, True)
  287. bpy.context.scene.frame_set(int(Frame + bpy.context.scene.frame_start))
  288. Export_babylon.write_vectorScaled(file_handler, "values", getattr(object,typeBl), mult)
  289. file_handler.write("}")
  290. file_handler.write("]}")
  291. def export_mesh(object, scene, file_handler, multiMaterials):
  292. # Get mesh
  293. mesh = object.to_mesh(scene, True, "PREVIEW")
  294. # Transform
  295. loc = mathutils.Vector((0, 0, 0))
  296. rot = mathutils.Quaternion((0, 0, 0, 1))
  297. scale = mathutils.Vector((1, 1, 1))
  298. world = object.matrix_world
  299. if object.parent and object.parent.type == "ARMATURE" and len(object.vertex_groups) > 0:
  300. hasSkeleton = True
  301. else:
  302. hasSkeleton = False
  303. if (object.parent):
  304. world = object.parent.matrix_world.inverted() * object.matrix_world
  305. loc, rot, scale = world.decompose()
  306. # Triangulate mesh if required
  307. Export_babylon.mesh_triangulate(mesh)
  308. # Getting vertices and indices
  309. positions=",\"positions\":["
  310. normals=",\"normals\":["
  311. indices=",\"indices\":["
  312. hasUV = True;
  313. hasUV2 = True;
  314. hasVertexColor = True
  315. if len(mesh.tessface_uv_textures) > 0:
  316. UVmap=mesh.tessface_uv_textures[0].data
  317. uvs=",\"uvs\":["
  318. else:
  319. hasUV = False
  320. if len(mesh.tessface_uv_textures) > 1:
  321. UV2map=mesh.tessface_uv_textures[1].data
  322. uvs2=",\"uvs2\":["
  323. else:
  324. hasUV2 = False
  325. if len(mesh.vertex_colors) > 0:
  326. Colormap = mesh.tessface_vertex_colors.active.data
  327. colors=",\"colors\":["
  328. else:
  329. hasVertexColor = False
  330. if hasSkeleton:
  331. skeletonWeight = ",\"matricesWeights\":["
  332. skeletonIndices = ",\"matricesIndices\":["
  333. alreadySavedVertices = []
  334. vertices_UVs=[]
  335. vertices_UV2s=[]
  336. vertices_Colors=[]
  337. vertices_indices=[]
  338. subMeshes = []
  339. for v in range(0, len(mesh.vertices)):
  340. alreadySavedVertices.append(False)
  341. vertices_UVs.append([])
  342. vertices_UV2s.append([])
  343. vertices_Colors.append([])
  344. vertices_indices.append([])
  345. materialsCount = max(1, len(object.material_slots))
  346. verticesCount = 0
  347. indicesCount = 0
  348. for materialIndex in range(materialsCount):
  349. subMeshes.append(SubMesh())
  350. subMeshes[materialIndex].materialIndex = materialIndex
  351. subMeshes[materialIndex].verticesStart = verticesCount
  352. subMeshes[materialIndex].indexStart = indicesCount
  353. for face in mesh.tessfaces: # For each face
  354. if face.material_index != materialIndex:
  355. continue
  356. for v in range(3): # For each vertex in face
  357. vertex_index = face.vertices[v]
  358. vertex = mesh.vertices[vertex_index]
  359. position = vertex.co
  360. normal = vertex.normal
  361. #skeletons
  362. if hasSkeleton:
  363. matricesWeights = []
  364. matricesIndices = 0
  365. matricesWeights.append(0.0)
  366. matricesWeights.append(0.0)
  367. matricesWeights.append(0.0)
  368. matricesWeights.append(0.0)
  369. # Getting influences
  370. i = 0
  371. offset = 0
  372. for group in vertex.groups:
  373. index = group.group
  374. weight = group.weight
  375. for boneIndex, bone in enumerate(object.parent.pose.bones):
  376. if object.vertex_groups[index].name == bone.name:
  377. matricesWeights[i] = weight
  378. matricesIndices += boneIndex << offset
  379. offset = offset + 8
  380. i = i + 1
  381. if (i == 4):
  382. break;
  383. if (i == 4):
  384. break;
  385. # Texture coordinates
  386. if hasUV:
  387. vertex_UV = UVmap[face.index].uv[v]
  388. if hasUV2:
  389. vertex_UV2 = UV2map[face.index].uv[v]
  390. # Vertex color
  391. if hasVertexColor:
  392. if v == 0:
  393. vertex_Color = Colormap[face.index].color1
  394. if v == 1:
  395. vertex_Color = Colormap[face.index].color2
  396. if v == 2:
  397. vertex_Color = Colormap[face.index].color3
  398. # Check if the current vertex is already saved
  399. alreadySaved = alreadySavedVertices[vertex_index] and not hasSkeleton
  400. if alreadySaved:
  401. alreadySaved=False
  402. # UV
  403. index_UV = 0
  404. for savedIndex in vertices_indices[vertex_index]:
  405. if hasUV:
  406. vUV = vertices_UVs[vertex_index][index_UV]
  407. if (vUV[0]!=vertex_UV[0] or vUV[1]!=vertex_UV[1]):
  408. continue
  409. if hasUV2:
  410. vUV2 = vertices_UV2s[vertex_index][index_UV]
  411. if (vUV2[0]!=vertex_UV2[0] or vUV2[1]!=vertex_UV2[1]):
  412. continue
  413. if hasVertexColor:
  414. vColor = vertices_Colors[vertex_index][index_UV]
  415. if (vColor.r!=vertex_Color.r or vColor.g!=vertex_Color.g or vColor.b!=vertex_Color.b):
  416. continue
  417. if vertices_indices[vertex_index][index_UV] >= subMeshes[materialIndex].verticesStart:
  418. alreadySaved=True
  419. break
  420. index_UV+=1
  421. if (alreadySaved):
  422. # Reuse vertex
  423. index=vertices_indices[vertex_index][index_UV]
  424. else:
  425. # Export new one
  426. index=verticesCount
  427. alreadySavedVertices[vertex_index]=True
  428. if hasUV:
  429. vertices_UVs[vertex_index].append(vertex_UV)
  430. uvs+="%.4f,%.4f,"%(vertex_UV[0], vertex_UV[1])
  431. if hasUV2:
  432. vertices_UV2s[vertex_index].append(vertex_UV2)
  433. uvs2+="%.4f,%.4f,"%(vertex_UV2[0], vertex_UV2[1])
  434. if hasVertexColor:
  435. vertices_Colors[vertex_index].append(vertex_Color)
  436. colors+="%.4f,%.4f,%.4f,"%(vertex_Color.r,vertex_Color.g,vertex_Color.b)
  437. if hasSkeleton:
  438. skeletonWeight+="%.4f,%.4f,%.4f,%.4f,"%(matricesWeights[0], matricesWeights[1], matricesWeights[2], matricesWeights[3])
  439. skeletonIndices+="%i,"%(matricesIndices)
  440. vertices_indices[vertex_index].append(index)
  441. positions+="%.4f,%.4f,%.4f,"%(position.x,position.z,position.y)
  442. normals+="%.4f,%.4f,%.4f,"%(normal.x,normal.z,normal.y)
  443. verticesCount += 1
  444. indices+="%i,"%(index)
  445. indicesCount += 1
  446. subMeshes[materialIndex].verticesCount = verticesCount - subMeshes[materialIndex].verticesStart
  447. subMeshes[materialIndex].indexCount = indicesCount - subMeshes[materialIndex].indexStart
  448. positions=positions.rstrip(',')
  449. normals=normals.rstrip(',')
  450. indices=indices.rstrip(',')
  451. positions+="]\n"
  452. normals+="]\n"
  453. indices+="]\n"
  454. if hasUV:
  455. uvs=uvs.rstrip(',')
  456. uvs+="]\n"
  457. if hasUV2:
  458. uvs2=uvs2.rstrip(',')
  459. uvs2+="]\n"
  460. if hasVertexColor:
  461. colors=colors.rstrip(',')
  462. colors+="]\n"
  463. if hasSkeleton:
  464. skeletonWeight=skeletonWeight.rstrip(', ')
  465. skeletonWeight+="]\n"
  466. skeletonIndices= skeletonIndices.rstrip(', ')
  467. skeletonIndices+="]\n"
  468. # Writing mesh
  469. file_handler.write("{")
  470. Export_babylon.write_string(file_handler, "name", object.name, True)
  471. Export_babylon.write_string(file_handler, "id", object.name)
  472. if object.parent != None:
  473. Export_babylon.write_string(file_handler, "parentId", object.parent.name)
  474. if len(object.material_slots) == 1:
  475. material = object.material_slots[0].material
  476. Export_babylon.write_string(file_handler, "materialId", object.material_slots[0].name)
  477. if material.game_settings.face_orientation != "BILLBOARD":
  478. billboardMode = 0
  479. else:
  480. billboardMode = 7
  481. elif len(object.material_slots) > 1:
  482. multimat = MultiMaterial()
  483. multimat.name = "Multimaterial#" + str(len(multiMaterials))
  484. multimat.materials = []
  485. Export_babylon.write_string(file_handler, "materialId", multimat.name)
  486. for mat in object.material_slots:
  487. multimat.materials.append(mat.name)
  488. multiMaterials.append(multimat)
  489. billboardMode = 0
  490. else:
  491. billboardMode = 0
  492. Export_babylon.write_vector(file_handler, "position", loc)
  493. Export_babylon.write_vectorScaled(file_handler, "rotation", rot.to_euler("XYZ"), -1)
  494. Export_babylon.write_vector(file_handler, "scaling", scale)
  495. Export_babylon.write_bool(file_handler, "isVisible", object.is_visible(scene))
  496. Export_babylon.write_bool(file_handler, "isEnabled", True)
  497. Export_babylon.write_bool(file_handler, "checkCollisions", object.data.checkCollisions)
  498. Export_babylon.write_int(file_handler, "billboardMode", billboardMode)
  499. Export_babylon.write_bool(file_handler, "receiveShadows", object.data.receiveShadows)
  500. # Export Physics
  501. if object.rigid_body != None:
  502. shape_items = {'BOX': 1, 'SPHERE': 2}
  503. shape_type = shape_items[object.rigid_body.collision_shape]
  504. Export_babylon.write_int(file_handler, "physicsImpostor", shape_type)
  505. Export_babylon.write_float(file_handler, "physicsMass", object.rigid_body.mass)
  506. Export_babylon.write_float(file_handler, "physicsFriction", object.rigid_body.friction)
  507. Export_babylon.write_float(file_handler, "physicsRestitution", object.rigid_body.restitution)
  508. # Geometry
  509. if hasSkeleton:
  510. i = 0
  511. for obj in [object for object in scene.objects if object.is_visible(scene)]:
  512. if (obj.type == 'ARMATURE'):
  513. if (obj.name == object.parent.name):
  514. Export_babylon.write_int(file_handler, "skeletonId", i)
  515. else:
  516. i = i+1
  517. file_handler.write(positions)
  518. file_handler.write(normals)
  519. if hasUV:
  520. file_handler.write(uvs)
  521. if hasUV2:
  522. file_handler.write(uvs2)
  523. if hasVertexColor:
  524. file_handler.write(colors)
  525. if hasSkeleton:
  526. file_handler.write(skeletonWeight)
  527. file_handler.write(skeletonIndices)
  528. file_handler.write(indices)
  529. # Sub meshes
  530. file_handler.write(",\"subMeshes\":[")
  531. first = True
  532. for subMesh in subMeshes:
  533. if first == False:
  534. file_handler.write(",")
  535. file_handler.write("{")
  536. Export_babylon.write_int(file_handler, "materialIndex", subMesh.materialIndex, True)
  537. Export_babylon.write_int(file_handler, "verticesStart", subMesh.verticesStart)
  538. Export_babylon.write_int(file_handler, "verticesCount", subMesh.verticesCount)
  539. Export_babylon.write_int(file_handler, "indexStart", subMesh.indexStart)
  540. Export_babylon.write_int(file_handler, "indexCount", subMesh.indexCount)
  541. file_handler.write("}")
  542. first = False
  543. file_handler.write("]")
  544. #Export Animations
  545. rotAnim = False
  546. locAnim = False
  547. scaAnim = False
  548. coma = False
  549. if object.animation_data:
  550. if object.animation_data.action:
  551. file_handler.write(",\"animations\":[")
  552. for fcurve in object.animation_data.action.fcurves:
  553. if fcurve.data_path == "rotation_euler" and rotAnim == False:
  554. Export_babylon.export_animation(object, scene, file_handler, "rotation_euler", "rotation", coma, -1)
  555. rotAnim = coma = True
  556. elif fcurve.data_path == "location" and locAnim == False:
  557. Export_babylon.export_animation(object, scene, file_handler, "location", "position", coma, 1)
  558. locAnim = coma = True
  559. elif fcurve.data_path == "scale" and scaAnim == False:
  560. Export_babylon.export_animation(object, scene, file_handler, "scale", "scaling", coma, 1)
  561. locAnim = coma = True
  562. file_handler.write("]")
  563. #Set Animations
  564. Export_babylon.write_bool(file_handler, "autoAnimate", True)
  565. Export_babylon.write_int(file_handler, "autoAnimateFrom", 0)
  566. Export_babylon.write_int(file_handler, "autoAnimateTo", bpy.context.scene.frame_end - bpy.context.scene.frame_start + 1)
  567. Export_babylon.write_bool(file_handler, "autoAnimateLoop", True)
  568. # Closing
  569. file_handler.write("}")
  570. def export_node(object, scene, file_handler):
  571. # Transform
  572. loc = mathutils.Vector((0, 0, 0))
  573. rot = mathutils.Quaternion((0, 0, 0, 1))
  574. scale = mathutils.Vector((1, 1, 1))
  575. world = object.matrix_world
  576. if (object.parent):
  577. world = object.parent.matrix_world.inverted() * object.matrix_world
  578. loc, rot, scale = world.decompose()
  579. # Writing node
  580. file_handler.write("{")
  581. Export_babylon.write_string(file_handler, "name", object.name, True)
  582. Export_babylon.write_string(file_handler, "id", object.name)
  583. if object.parent != None:
  584. Export_babylon.write_string(file_handler, "parentId", object.parent.name)
  585. Export_babylon.write_vector(file_handler, "position", loc)
  586. Export_babylon.write_vectorScaled(file_handler, "rotation", rot.to_euler("XYZ"), -1)
  587. Export_babylon.write_vector(file_handler, "scaling", scale)
  588. Export_babylon.write_bool(file_handler, "isVisible", False)
  589. Export_babylon.write_bool(file_handler, "isEnabled", True)
  590. Export_babylon.write_bool(file_handler, "checkCollisions", False)
  591. Export_babylon.write_int(file_handler, "billboardMode", 0)
  592. Export_babylon.write_bool(file_handler, "receiveShadows", False)
  593. # Closing
  594. file_handler.write("}")
  595. def export_shadowGenerator(lamp, scene, file_handler):
  596. file_handler.write("{")
  597. if lamp.data.shadowMap == 'VAR':
  598. Export_babylon.write_bool(file_handler, "useVarianceShadowMap", True, True)
  599. else:
  600. Export_babylon.write_bool(file_handler, "useVarianceShadowMap", False, True)
  601. Export_babylon.write_int(file_handler, "mapSize", lamp.data.shadowMapSize)
  602. Export_babylon.write_string(file_handler, "lightId", lamp.name)
  603. file_handler.write(",\"renderList\":[")
  604. multiMaterials = []
  605. first = True
  606. for object in [object for object in scene.objects]:
  607. if (object.type == 'MESH' and object.data.castShadows):
  608. if first != True:
  609. file_handler.write(",")
  610. first = False
  611. file_handler.write("\"" + object.name + "\"")
  612. file_handler.write("]")
  613. file_handler.write("}")
  614. def export_bone_matrix(armature, bone, label, file_handler):
  615. SystemMatrix = Matrix.Scale(-1, 4, Vector((0, 0, 1))) * Matrix.Rotation(radians(-90), 4, 'X')
  616. if (bone.parent):
  617. Export_babylon.write_matrix4(file_handler, label, (SystemMatrix * armature.matrix_world * bone.parent.matrix).inverted() * (SystemMatrix * armature.matrix_world * bone.matrix))
  618. else:
  619. Export_babylon.write_matrix4(file_handler, label, SystemMatrix * armature.matrix_world * bone.matrix)
  620. def export_bones(armature, scene, file_handler, id):
  621. file_handler.write("{")
  622. Export_babylon.write_string(file_handler, "name", armature.name, True)
  623. Export_babylon.write_int(file_handler, "id", id)
  624. file_handler.write(",\"bones\":[")
  625. bones = armature.pose.bones
  626. first = True
  627. j = 0
  628. for bone in bones:
  629. if first != True:
  630. file_handler.write(",")
  631. first = False
  632. file_handler.write("{")
  633. Export_babylon.write_string(file_handler, "name", bone.name, True)
  634. Export_babylon.write_int(file_handler, "index", j)
  635. Export_babylon.export_bone_matrix(armature, bone, "matrix", file_handler)
  636. if (bone.parent):
  637. parentId = 0
  638. for parent in bones:
  639. if parent == bone.parent:
  640. break;
  641. parentId += 1
  642. Export_babylon.write_int(file_handler, "parentBoneIndex", parentId)
  643. else:
  644. Export_babylon.write_int(file_handler, "parentBoneIndex", -1)
  645. #animation
  646. if (armature.animation_data.action):
  647. Export_babylon.export_bonesAnimation(armature, bone, scene, file_handler)
  648. j = j + 1
  649. file_handler.write("}")
  650. file_handler.write("]")
  651. file_handler.write("}")
  652. def export_bonesAnimation(armature, bone, scene, file_handler):
  653. file_handler.write(",\"animation\": {")
  654. start_frame = scene.frame_start
  655. end_frame = scene.frame_end
  656. fps = scene.render.fps
  657. Export_babylon.write_int(file_handler, "dataType", 3, True)
  658. Export_babylon.write_int(file_handler, "framePerSecond", fps)
  659. #keys
  660. file_handler.write(",\"keys\":[")
  661. for Frame in range(start_frame, end_frame + 1):
  662. file_handler.write("{")
  663. Export_babylon.write_int(file_handler, "frame", Frame, True)
  664. bpy.context.scene.frame_set(Frame)
  665. Export_babylon.export_bone_matrix(armature, bone, "values", file_handler)
  666. if Frame == end_frame:
  667. file_handler.write("}")
  668. else:
  669. file_handler.write("},")
  670. file_handler.write("]")
  671. Export_babylon.write_int(file_handler, "loopBehavior", 1)
  672. Export_babylon.write_string(file_handler, "name", "anim")
  673. Export_babylon.write_string(file_handler, "property", "_matrix")
  674. file_handler.write("}")
  675. bpy.context.scene.frame_set(start_frame)
  676. def save(operator, context, filepath="",
  677. use_apply_modifiers=False,
  678. use_triangulate=True,
  679. use_compress=False):
  680. # Open file
  681. file_handler = open(filepath, 'w')
  682. if bpy.ops.object.mode_set.poll():
  683. bpy.ops.object.mode_set(mode='OBJECT')
  684. # Writing scene
  685. scene=context.scene
  686. world = scene.world
  687. if world:
  688. world_ambient = world.ambient_color
  689. else:
  690. world_ambient = Color((0.0, 0.0, 0.0))
  691. bpy.ops.screen.animation_cancel()
  692. currentFrame = bpy.context.scene.frame_current
  693. bpy.context.scene.frame_set(0)
  694. file_handler.write("{")
  695. file_handler.write("\"autoClear\":true")
  696. Export_babylon.write_color(file_handler, "clearColor", world_ambient)
  697. Export_babylon.write_color(file_handler, "ambientColor", world_ambient)
  698. Export_babylon.write_vector(file_handler, "gravity", scene.gravity)
  699. if world and world.mist_settings.use_mist:
  700. Export_babylon.write_int(file_handler, "fogMode", 3)
  701. Export_babylon.write_color(file_handler, "fogColor", world.horizon_color)
  702. Export_babylon.write_float(file_handler, "fogStart", world.mist_settings.start)
  703. Export_babylon.write_float(file_handler, "fogEnd", world.mist_settings.depth)
  704. Export_babylon.write_float(file_handler, "fogDensity", 0.1)
  705. # Cameras
  706. file_handler.write(",\"cameras\":[")
  707. first = True
  708. for object in [object for object in scene.objects if object.is_visible(scene)]:
  709. if (object.type == 'CAMERA'):
  710. if first != True:
  711. file_handler.write(",")
  712. first = False
  713. data_string = Export_babylon.export_camera(object, scene, file_handler)
  714. file_handler.write("]")
  715. # Active camera
  716. if scene.camera != None:
  717. Export_babylon.write_string(file_handler, "activeCamera", scene.camera.name)
  718. # Lights
  719. file_handler.write(",\"lights\":[")
  720. first = True
  721. for object in [object for object in scene.objects if object.is_visible(scene)]:
  722. if (object.type == 'LAMP'):
  723. if first != True:
  724. file_handler.write(",")
  725. first = False
  726. data_string = Export_babylon.export_light(object, scene, file_handler)
  727. file_handler.write("]")
  728. # Materials
  729. materials = [mat for mat in bpy.data.materials if mat.users >= 1]
  730. file_handler.write(",\"materials\":[")
  731. first = True
  732. for material in materials:
  733. if first != True:
  734. file_handler.write(",")
  735. first = False
  736. data_string = Export_babylon.export_material(material, scene, file_handler, filepath)
  737. file_handler.write("]")
  738. # Meshes
  739. file_handler.write(",\"meshes\":[")
  740. multiMaterials = []
  741. first = True
  742. for object in [object for object in scene.objects]:
  743. if object.type == 'MESH' or object.type == 'EMPTY':
  744. if first != True:
  745. file_handler.write(",")
  746. first = False
  747. if object.type == 'MESH':
  748. data_string = Export_babylon.export_mesh(object, scene, file_handler, multiMaterials)
  749. else:
  750. data_string = Export_babylon.export_node(object, scene, file_handler)
  751. file_handler.write("]")
  752. # Multi-materials
  753. file_handler.write(",\"multiMaterials\":[")
  754. first = True
  755. for multimaterial in multiMaterials:
  756. if first != True:
  757. file_handler.write(",")
  758. first = False
  759. data_string = Export_babylon.export_multimaterial(multimaterial, scene, file_handler)
  760. file_handler.write("]")
  761. # Shadow generators
  762. file_handler.write(",\"shadowGenerators\":[")
  763. first = True
  764. for object in [object for object in scene.objects if object.is_visible(scene)]:
  765. if (object.type == 'LAMP' and object.data.shadowMap != 'NONE'):
  766. if first != True:
  767. file_handler.write(",")
  768. first = False
  769. data_string = Export_babylon.export_shadowGenerator(object, scene, file_handler)
  770. file_handler.write("]")
  771. # Armatures/Bones
  772. file_handler.write(",\"skeletons\":[")
  773. first = True
  774. i = 0
  775. for object in [object for object in scene.objects if object.is_visible(scene)]:
  776. if (object.type == 'ARMATURE'):
  777. if first != True:
  778. file_handler.write(",")
  779. first = False
  780. data_string = Export_babylon.export_bones(object, scene, file_handler, i)
  781. i = i+1
  782. file_handler.write("]")
  783. # Closing
  784. file_handler.write("}")
  785. file_handler.close()
  786. bpy.context.scene.frame_set(currentFrame)
  787. return {'FINISHED'}
  788. # UI
  789. bpy.types.Mesh.checkCollisions = BoolProperty(
  790. name="Check Collisions",
  791. default = False)
  792. bpy.types.Mesh.castShadows = BoolProperty(
  793. name="Cast Shadows",
  794. default = False)
  795. bpy.types.Mesh.receiveShadows = BoolProperty(
  796. name="Receive Shadows",
  797. default = False)
  798. bpy.types.Camera.checkCollisions = BoolProperty(
  799. name="Check Collisions",
  800. default = False)
  801. bpy.types.Camera.applyGravity = BoolProperty(
  802. name="Apply Gravity",
  803. default = False)
  804. bpy.types.Camera.ellipsoid = FloatVectorProperty(
  805. name="Ellipsoid",
  806. default = mathutils.Vector((0.2, 0.9, 0.2)))
  807. bpy.types.Lamp.shadowMap = EnumProperty(
  808. name="Shadow Map Type",
  809. items = (('NONE', "None", "No Shadow Maps"), ('STD', "Standard", "Use Standard Shadow Maps"), ('VAR', "Variance", "Use Variance Shadow Maps")),
  810. default = 'NONE')
  811. bpy.types.Lamp.shadowMapSize = IntProperty(
  812. name="Shadow Map Size",
  813. default = 512)
  814. class ObjectPanel(bpy.types.Panel):
  815. bl_label = "Babylon.js"
  816. bl_space_type = "PROPERTIES"
  817. bl_region_type = "WINDOW"
  818. bl_context = "data"
  819. def draw(self, context):
  820. ob = context.object
  821. if not ob or not ob.data:
  822. return
  823. layout = self.layout
  824. isMesh = isinstance(ob.data, bpy.types.Mesh)
  825. isCamera = isinstance(ob.data, bpy.types.Camera)
  826. isLight = isinstance(ob.data, bpy.types.Lamp)
  827. if isMesh:
  828. layout.prop(ob.data, 'checkCollisions')
  829. layout.prop(ob.data, 'castShadows')
  830. layout.prop(ob.data, 'receiveShadows')
  831. elif isCamera:
  832. layout.prop(ob.data, 'checkCollisions')
  833. layout.prop(ob.data, 'applyGravity')
  834. layout.prop(ob.data, 'ellipsoid')
  835. elif isLight:
  836. layout.prop(ob.data, 'shadowMap')
  837. layout.prop(ob.data, 'shadowMapSize')
  838. ### REGISTER ###
  839. def menu_func(self, context):
  840. self.layout.operator(Export_babylon.bl_idname, text="Babylon.js (.babylon)")
  841. def register():
  842. bpy.utils.register_module(__name__)
  843. bpy.types.INFO_MT_file_export.append(menu_func)
  844. def unregister():
  845. bpy.utils.unregister_module(__name__)
  846. bpy.types.INFO_MT_file_export.remove(menu_func)
  847. if __name__ == "__main__":
  848. register()