Index: export_3ds.py =================================================================== --- export_3ds.py (revision 3273) +++ export_3ds.py (working copy) @@ -49,9 +49,22 @@ MATDIFFUSE = 0xA020 # This holds the color of the object/material MATSPECULAR = 0xA030 # SPecular color of the object/material MATSHINESS = 0xA040 # ?? -MATMAP = 0xA200 # This is a header for a new material -MATMAPFILE = 0xA300 # This holds the file name of the texture +MAT_DIFFUSEMAP = 0xA200 # This is a header for a new diffuse texture +MAT_OPACMAP = 0xA210 # head for opacity map +MAT_BUMPMAP = 0xA230 # read for normal map +MAT_SPECMAP = 0xA204 # read for specularity map + +#>------ sub defines of MAT_???MAP +MATMAPFILE = 0xA300 # This holds the file name of a texture + +MAT_MAP_TILING = 0xa351 # 2nd bit (from LSB) is mirror UV flag +MAT_MAP_USCALE = 0xA354 # U axis scaling +MAT_MAP_VSCALE = 0xA356 # V axis scaling +MAT_MAP_UOFFSET = 0xA358 # U axis offset +MAT_MAP_VOFFSET = 0xA35A # V axis offset +MAT_MAP_ANG = 0xA35C # UV rotation around the z-axis in rad + RGB1 = 0x0011 RGB2 = 0x0012 @@ -423,10 +436,10 @@ # EXPORT ###################################################### -def get_material_images(material): +def get_material_image_texslots(material): # blender utility func. if material: - return [s.texture.image for s in material.texture_slots if s and s.texture.type == 'IMAGE' and s.texture.image] + return [s for s in material.texture_slots if s and s.texture.type == 'IMAGE' and s.texture.image] return [] # images = [] @@ -454,24 +467,79 @@ return mat_sub -def make_material_texture_chunk(chunk_id, images): - """Make Material Map texture chunk +def make_material_texture_chunk(chunk_id, texslots, tess_uv_image=None): + """Make Material Map texture chunk given a seq. of `MaterialTextureSlot`'s + + `tess_uv_image` is optionally used as image source if the slots are + empty. No additional filtering for mapping modes is done, all + slots are written "as is". """ + mat_sub = _3ds_chunk(chunk_id) + has_entry = False - def add_image(image): - import bpy + import bpy + + def add_texslot(texslot): + texture = texslot.texture + image = texture.image + filename = bpy.path.basename(image.filepath) mat_sub_file = _3ds_chunk(MATMAPFILE) mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename))) mat_sub.add_subchunk(mat_sub_file) - for image in images: - add_image(image) + maptile = 0 - return mat_sub + # no perfect mapping for mirror modes - 3DS only has uniform mirror w. repeat=2 + if texture.extension == 'REPEAT' and (texture.use_mirror_x and texture.repeat_x > 1) \ + or (texture.use_mirror_y and texture.repeat_y > 1): + maptile |= 0x2 + # CLIP maps to 3DS' decal flag + elif texture.extension == 'CLIP': + maptile |= 0x10 + + mat_sub_tile = _3ds_chunk(MAT_MAP_TILING) + mat_sub_tile.add_variable("maptiling", _3ds_ushort(maptile)) + mat_sub.add_subchunk(mat_sub_tile) + mat_sub_uscale = _3ds_chunk(MAT_MAP_USCALE) + mat_sub_uscale.add_variable("mapuscale", _3ds_float(texslot.scale[0])) + mat_sub.add_subchunk(mat_sub_uscale) + mat_sub_vscale = _3ds_chunk(MAT_MAP_VSCALE) + mat_sub_vscale.add_variable("mapuscale", _3ds_float(texslot.scale[1])) + mat_sub.add_subchunk(mat_sub_vscale) + + mat_sub_uoffset = _3ds_chunk(MAT_MAP_UOFFSET) + mat_sub_uoffset.add_variable("mapuoffset", _3ds_float(texslot.offset[0])) + mat_sub.add_subchunk(mat_sub_uoffset) + + mat_sub_voffset = _3ds_chunk(MAT_MAP_VOFFSET) + mat_sub_voffset.add_variable("mapvoffset", _3ds_float(texslot.offset[1])) + mat_sub.add_subchunk(mat_sub_voffset) + + + # store all textures for this mapto in order. This at least is what + # the 3DS exporter did so far, afaik most readers will just skip + # over 2nd textures. + for slot in texslots: + add_texslot(slot) + has_entry = True + + # image from tess. UV face - basically the code above should handle + # this already. No idea why its here so keep it :-) + if tess_uv_image and not has_entry: + has_entry = True + + filename = bpy.path.basename(tess_uv_image.filepath) + mat_sub_file = _3ds_chunk(MATMAPFILE) + mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename))) + mat_sub.add_subchunk(mat_sub_file) + + return mat_sub if has_entry else None + + def make_material_chunk(material, image): '''Make a material chunk out of a blender material.''' material_chunk = _3ds_chunk(MATERIAL) @@ -495,13 +563,42 @@ material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color[:])) material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color[:])) - images = get_material_images(material) # can be None - if image: - images.append(image) + slots = get_material_image_texslots(material) # can be None - if images: - material_chunk.add_subchunk(make_material_texture_chunk(MATMAP, images)) + if slots: + spec = [s for s in slots if s.use_map_specular or s.use_map_color_spec] + matmap = make_material_texture_chunk(MAT_SPECMAP, spec) + if matmap: + material_chunk.add_subchunk(matmap) + + alpha = [s for s in slots if s.use_map_alpha] + matmap = make_material_texture_chunk(MAT_OPACMAP, alpha) + if matmap: + material_chunk.add_subchunk(matmap) + + normal = [s for s in slots if s.use_map_normal] + matmap = make_material_texture_chunk(MAT_BUMPMAP, normal) + if matmap: + material_chunk.add_subchunk(matmap) + + # make sure no textures are lost. Everything that doesn't fit + # into a channel is exported as diffuse texture with a + # warning. + diffuse = [] + for s in slots: + if s.use_map_color_diffuse: + diffuse.append(s) + elif not (s in normal or s in alpha or s in spec): + print('\nwarning: failed to map texture to 3DS map channel, assuming diffuse') + diffuse.append(s) + + if diffuse: + matmap = make_material_texture_chunk(MAT_DIFFUSEMAP, diffuse, image) + if matmap: + material_chunk.add_subchunk(matmap) + + return material_chunk Index: import_3ds.py =================================================================== --- import_3ds.py (revision 3273) +++ import_3ds.py (working copy) @@ -66,6 +66,13 @@ MAT_BUMP_MAP = 0xA230 # This is a header for a new bump map MAT_MAP_FILEPATH = 0xA300 # This holds the file name of the texture +MAT_MAP_TILING = 0xa351 # 2nd bit (from LSB) is mirror UV flag +MAT_MAP_USCALE = 0xA354 # U axis scaling +MAT_MAP_VSCALE = 0xA356 # V axis scaling +MAT_MAP_UOFFSET = 0xA358 # U axis offset +MAT_MAP_VOFFSET = 0xA35A # V axis offset +MAT_MAP_ANG = 0xA35C # UV rotation around the z-axis in rad + MAT_FLOAT_COLOR = 0x0010 # color defined as 3 floats MAT_24BIT_COLOR = 0x0011 # color defined as 3 bytes @@ -211,7 +218,7 @@ skip_chunk.bytes_read += buffer_size -def add_texture_to_material(image, texture, material, mapto): +def add_texture_to_material(image, texture, scale, offset, extension, material, mapto): #print('assigning %s to %s' % (texture, material)) if mapto not in {'COLOR', 'SPECULARITY', 'ALPHA', 'NORMAL'}: @@ -225,7 +232,19 @@ mtex.texture = texture mtex.texture_coords = 'UV' mtex.use_map_color_diffuse = False + + mtex.scale = (scale[0],scale[1],1.0) + mtex.offset = (offset[0],offset[1],0.0) + texture.extension = 'REPEAT' + if extension == 'mirror': + # 3DS mirror flag can be emulated by these settings (at least so it seems) + texture.repeat_x = texture.repeat_y = 2 + texture.use_mirror_x = texture.use_mirror_y = True + elif extension == 'decal': + # 3DS' decal mode maps best to Blenders CLIP + texture.extension = 'CLIP' + if mapto == 'COLOR': mtex.use_map_color_diffuse = True elif mapto == 'SPECULARITY': @@ -255,6 +274,7 @@ # TEXMODE = Mesh.FaceModes['TEX'] # Localspace variable names, faster. + STRUCT_SIZE_FLOAT = struct.calcsize('f') STRUCT_SIZE_2FLOAT = struct.calcsize('2f') STRUCT_SIZE_3FLOAT = struct.calcsize('3f') STRUCT_SIZE_4FLOAT = struct.calcsize('4f') @@ -352,10 +372,20 @@ CreateBlenderObject = False def read_float_color(temp_chunk): - temp_data = file.read(struct.calcsize('3f')) - temp_chunk.bytes_read += 12 + temp_data = file.read(STRUCT_SIZE_3FLOAT) + temp_chunk.bytes_read += STRUCT_SIZE_3FLOAT return [float(col) for col in struct.unpack('<3f', temp_data)] + def read_float(temp_chunk): + temp_data = file.read(STRUCT_SIZE_FLOAT) + temp_chunk.bytes_read += STRUCT_SIZE_FLOAT + return struct.unpack('