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| """
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| Name: 'FEI 2010 Files (*.FEF)'
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| Blender: 242
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| Group: 'Export'
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| Tooltip: 'KONAMI FEF Files'
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| """
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| __author__ = "Skunk"
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| __url__ = ("", "")
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| __version__ = "1.1"
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| __bpydoc__ = ""
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| import Blender, meshtools, BPyMesh
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| from Blender import *
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| from Blender import sys as bsys
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| from Blender.Window import FileSelector
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| REG_KEY = 'fef_reg'
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| EXPORT_DIR = ''
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| IMPORT_DIR = ''
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| idxcero = 0
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| tooltips = {
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| 'EXPORT_DIR': "default / last folder used to export .fef files to",
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| 'IMPORT_DIR': "default / last folder used to import .fef files from"
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| }
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| def update_RegistryInfo():
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| d = {}
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| d['EXPORT_DIR'] = EXPORT_DIR
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| d['IMPORT_DIR'] = IMPORT_DIR
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| Blender.Registry.SetKey(REG_KEY, d, True)
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| rd = Blender.Registry.GetKey(REG_KEY, True)
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| if rd:
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| try:
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| EXPORT_DIR = rd['EXPORT_DIR']
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| IMPORT_DIR = rd['IMPORT_DIR']
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| except KeyError: update_RegistryInfo()
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| else:
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| update_RegistryInfo()
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| class mat:
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| def __init__(self):
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| self.oriname = ''
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| self.newname = ''
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| self.texture = ''
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| class grp:
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| def __init__(self):
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| self.name = ''
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| self.obj_count = 0
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| self.obj_list = []
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| class Obj:
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| def __init__(self):
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| self.name = ''
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| self.tex = ''
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| self.vlist = []
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| self.uvlist = []
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| self.vcol = []
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| self.flist = []
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| def uv_key(uv):
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| return round(uv.x, 6), round(uv.y, 6)
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|
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| class tri_wrapper(object):
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| '''Class representing a triangle.
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| Used when converting faces to triangles'''
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| __slots__ = 'vertex_index', 'faceuvs', 'vcol', 'offset'
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| def __init__(self, vindex=(0,0,0), faceuvs=None, vcol=None):
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| self.vertex_index= vindex
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| self.faceuvs= faceuvs
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| self.vcol = vcol
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| self.offset= [0, 0, 0]
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| def split_into_tri(face, do_uv=False, do_col=False):
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| '''Split a quad face into two triangles'''
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| v = face.v
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| first_tri = tri_wrapper((v[0].index, v[1].index, v[2].index))
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| second_tri = tri_wrapper((v[0].index, v[2].index, v[3].index))
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| if (do_uv):
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| uv = face.uv
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| first_tri.faceuvs= uv_key(uv[0]), uv_key(uv[1]), uv_key(uv[2])
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| second_tri.faceuvs= uv_key(uv[0]), uv_key(uv[2]), uv_key(uv[3])
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| if (do_col):
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| first_tri.vcol = face.col[0],face.col[1],face.col[2]
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| second_tri.vcol = face.col[0],face.col[2],face.col[3]
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| return [first_tri, second_tri]
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| def extract_triangles(mesh):
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| '''Extract triangles from a mesh.
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| If the mesh contains quads, they will be split into triangles.'''
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| tri_list = []
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| do_uv = mesh.faceUV
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| for face in mesh.faces:
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| try:
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| do_col = face.col
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| except:
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| do_col = 0
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| num_fv = len(face)
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| if num_fv==3:
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| new_tri = tri_wrapper((face.v[0].index, face.v[1].index, face.v[2].index))
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| if (do_uv):
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| new_tri.faceuvs= uv_key(face.uv[0]), uv_key(face.uv[1]), uv_key(face.uv[2])
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| if (do_col):
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| new_tri.vcol = face.col[0],face.col[1],face.col[2]
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| tri_list.append(new_tri)
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|
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| else:
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| tri_list.extend( split_into_tri(face, do_uv, do_col) )
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| return tri_list
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|
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| def remove_face_uv(verts, tri_list, matrix):
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| '''Remove face UV coordinates from a list of triangles.
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| Since 3ds files only support one pair of uv coordinates for each vertex, face uv coordinates
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| need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when
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| there are multiple uv coordinates per vertex.'''
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| unique_uvs= [{} for i in xrange(len(verts))]
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| for tri in tri_list:
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| for i in xrange(3):
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| context_uv_vert= unique_uvs[tri.vertex_index[i]]
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| uvkey= tri.faceuvs[i]
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| try:
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| offset_index, uv_3ds= context_uv_vert[uvkey]
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| except:
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| offset_index= len(context_uv_vert)
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| context_uv_vert[tri.faceuvs[i]]= offset_index, uvkey
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| tri.offset[i]= offset_index
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| vert_index = 0
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| vert_array = []
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| uv_array = []
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| index_list=[]
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| for i,vert in enumerate(verts):
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| index_list.append(vert_index)
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| x, y, z = meshtools.apply_transform(vert.co,matrix)
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| uvmap = [None] * len(unique_uvs[i])
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| for ii, uv_3ds in unique_uvs[i].itervalues():
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| vert_array.append((x,y,z))
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| uvmap[ii] = uv_3ds
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| for uv_3ds in uvmap:
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| uv_array.append(uv_3ds)
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| vert_index += len(unique_uvs[i])
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| for tri in tri_list:
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| for i in xrange(3):
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| tri.offset[i]+=index_list[tri.vertex_index[i]]
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| tri.vertex_index= tri.offset
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| return vert_array, uv_array, tri_list
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| def load_meshes(me,new,matrix):
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| tri_list = extract_triangles(me)
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| if me.faceUV:
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| new.vlist, new.uvlist, tri_list = remove_face_uv(me.verts,tri_list,matrix)
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| else:
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| for vert in me.verts:
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| x, y, z = meshtools.apply_transform(vert.co,matrix)
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| new.vlist.append((x,y,z))
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| new.uvlist.append((0.0,0.0))
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| vcolors = {}
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| for tri in tri_list:
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| for j in xrange(3):
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| index = tri.vertex_index[j]
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| if not tri.vcol:
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| color = Blender.NMesh.Col()
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| color.a = 255
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| color.r = 255
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| color.g = 255
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| color.b = 255
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| else:
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| color = tri.vcol[j]
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| vcolors.setdefault(index,[color.a, color.r,color.g,color.b])
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| for v in xrange(len(new.vlist)):
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| new.vcol.append(vcolors[v])
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| for tri in tri_list:
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| new.flist.append((tri.vertex_index))
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| return 1
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| def save_file(file,g):
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| if g.obj_count > 0:
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| file.write("Name = \"%s\" %d\n" % (g.name,g.obj_count))
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| g.obj_list.sort(key=lambda obj:obj.name)
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| for o in g.obj_list:
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| file.write("%s %s\n%d\n" % (o.name,o.tex,len(o.vlist)))
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| for i in range(len(o.vlist)):
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| file.write("%8f %8f %8f " % tuple(o.vlist[i]))
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| u,v = o.uvlist[i][0], o.uvlist[i][1]
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| file.write("%8f %8f 0x" % (u,1-v))
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| for j in range(len(o.vcol[i])):
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| file.write("%02X" % o.vcol[i][j])
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| file.write("\n")
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| file.write("%d\n" % len(o.flist))
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| for f in range(len(o.flist)):
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| file.write("%d %d %d \n" % tuple(o.flist[f]))
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| def add_mat(material,o):
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| found = False
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| try:
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| textu = material.getTextures()
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| except:
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| print "Has Material but Empty: %s"%o.getName()
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| return 'FFFF'
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| if textu[0] != None:
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| if textu[0].tex.type == Texture.Types.IMAGE:
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| new_mat = mat()
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| new_mat.oriname = material.name
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| new_mat.newname = ''
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| try:
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| new_mat.texture = textu[0].tex.image.filename
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| for m in range(len(mat_list)):
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| if mat_list[m].texture == new_mat.texture:
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| found = True
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| break
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| except:
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| print "No Texture Loaded: %s\n"%o.getName()
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| return material.name
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| if not found:
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| mat_list.append(new_mat)
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| return new_mat.texture
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| print "No Texture 1st Pos: %s\n"%o.getName()
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| return material.name
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| def load_objs(parent,group):
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| group.obj_count = 0
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| for o in objs:
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| if o.getParent() == parent:
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| new = Obj()
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| try:
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| new.name = o.getName().split('-')[1] + '-' + o.getName().split('-')[2]
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| except:
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| Blender.Draw.PupMenu("ERROR:%t| Object name \""+o.getName()+"\"not valid.|%l|Name should look like OBJECT_NAME-XX-XX")
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| return -1
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| me = BPyMesh.getMeshFromObject(o, None, True, False, tp)
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| if len(me.materials) >0:
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| new.tex = add_mat(me.materials[0],o)
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| else:
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| print "No Material: %s\n"%o.getName()
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| new.tex = 'FFFF'
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| if load_meshes(me,new,o.matrix) == -1:
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| Blender.Draw.PupMenu('ERROR:%t| Unexpected Error. ')
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| return -1
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| group.obj_list.append(new)
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| group.obj_count += 1
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| return 1
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| def fs_callback(filename):
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| global EXPORT_DIR
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| if not filename.endswith('.fef'): filename = '%s.fef' % filename
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| if bsys.exists(filename):
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| if Blender.Draw.PupMenu('OVERWRITE?%t|File exists') != 1:
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| return
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| editmode = Blender.Window.EditMode()
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| if editmode: Blender.Window.EditMode(0)
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| starttime = bsys.time()
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| export_dir = bsys.dirname(filename)
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| if export_dir != EXPORT_DIR:
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| EXPORT_DIR = export_dir
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| update_RegistryInfo()
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| objs_count=0
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| for o in objs:
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| objs_count+=1
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| grp_mat = ["F00","F01","F02","F03","F04","F05","F06"]
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| grp_names = ["F00","F01","F02","F03","F04","F05","F06"]
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| name = "F00 %x0|F01 %x1|F02 %x2|F03 %x3|F04 %x4|F05 %x5|F06 %x6"
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| new_names = ["F00","F01","F02","F03","F04","F05","F06"]
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| tmp_name = ''
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| for o in objs:
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| if o.getType() == "Empty":
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| if o.getName() not in (grp_names):
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| tmp_name = "Part Name %s is wrong, Please Select the one that matches. " % o.getName()
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| tmp_name += "%t|"
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| tmp_name += name
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| result = Blender.Draw.PupMenu(tmp_name, 10)
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| if result != -1:
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| o.setName(new_names[result])
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| else:
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| return
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| del new_names
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| del name
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| del tmp_name
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| Blender.Window.WaitCursor(1)
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| for o in objs:
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| g = grp()
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| g.name = o.getName()
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| if load_objs(o,g) == -1:
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| return
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| groups.append(g)
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| if len(mat_list) > 51:
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| Blender.Draw.PupMenu('ERROR:%t| Cant use more than 51 Textures,|%l|Please, fix it before export. ')
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| return
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| groups_ordered_mat = []
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| for order in range(len(grp_mat)):
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| for gr in groups:
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| if gr.name == grp_mat[order]:
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| groups_ordered_mat.append(gr)
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| break
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| tipo = tp.getName()
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| tipo = tipo.split('-')[1]
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| if tipo[0] == "F":
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| tex_id = 0x2752
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| else:
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| tex_id = 0x2753
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| for gr in groups_ordered_mat:
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| gr.obj_list.sort(key=lambda obj:obj.name)
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| for o in gr.obj_list:
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| for m in mat_list:
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| if o.tex == m.texture:
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| if m.newname == '':
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| m.newname = "%04x" % tex_id
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| tex_id += 1
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| o.tex = m.newname
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| break
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| mat_list.sort(key=lambda obj:obj.newname)
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| groups_ordered = []
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| for order in range(len(grp_names)):
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| for gr in groups_ordered_mat:
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| if gr.name == grp_names[order]:
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| groups_ordered.append(gr)
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| break
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| del groups_ordered_mat
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| file = open(filename,"w")
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| file.write("//Face and Hair Exchange File (c)2010 by Skunk\n\n")
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| tipo = tp.getName()
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| tipo = tipo.split('-')[1]
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| file.write("Type = \"%s\"\n\n"%tipo.replace("\n",""))
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| file.write("Materials = %d\n\n"% len(mat_list))
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| for m in mat_list:
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| file.write("%s \"%s\"\n"%(m.newname,m.texture))
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|
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| o_count=0
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| for gr_o in groups_ordered:
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| if gr_o.obj_count > 0:
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| o_count += 1
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| file.write("\nMeshes = %d\n\n"% o_count)
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| for gr_o in groups_ordered:
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| save_file(file,gr_o)
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| file.close()
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| endtime = bsys.time() - starttime
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| print "Data exported in %.3f seconds." % endtime
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| Blender.Window.WaitCursor(0)
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| return
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| groups = []
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| mat_list = []
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| tp = Scene.GetCurrent()
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| objs = tp.getChildren()
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| if not objs:
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| Blender.Draw.PupMenu('ERROR: no objects in scene')
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| else:
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| fname = "*.fef"
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| if EXPORT_DIR:
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| fname = bsys.join(EXPORT_DIR, bsys.basename(fname))
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| FileSelector(fs_callback, "Export FEF", fname)
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