Blender 2.6 JSON导出器,纹理坐标麻烦

时间:2012-12-05 21:05:04

标签: json python-3.x blender-2.61 exporter

我正在尝试为Blender 2.6x编写一个简单的JSON导出器,因为我能找到的唯一一个(http://code.google.com/p/blender-machete/)不适用于2.6。我从blender获取顶点,法线和索引没有任何问题,但是尽可能地尝试,我似乎无法弄清楚为什么纹理坐标出错了。纹理似乎在一个简单的立方体的对角线斜向倾斜,并且拉伸......真的很丑陋和错误。我一直在网上寻找一些官方出口商的消息来源,但我仍然无法理解,所以我希望有人可以给我一些提示或解决方案。

我用来访问纹理坐标的代码是:

    # add texture coordinates to scene_data structure
    m = bpy.context.active_object.to_mesh(bpy.context.scene, True, 'PREVIEW')
    for j in range(len(m.tessfaces)):
        if len(m.tessface_uv_textures) > 0:
            scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv1.x )
            scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv1.y )
            scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv2.x )
            scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv2.y )
            scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv3.x )
            scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv3.y )

这给了我一个纹理坐标列表,但不知怎的,我做错了,因为我上面解释的纹理外观不正确。

我不知道还有什么可以做但是显示代码,因为我已经尝试以我能想到的各种方式改变它,所以这里是上面代码片段的函数:

def get_json(objects, scene):
    """ Currently only supports one scene. 
        Exports with -Z forward, Y up. """

    scene_data = []
    mesh_number = -1

    # iterate over each mesh
    for i in range(len(bpy.data.objects)):
        if bpy.data.objects[i].type == 'MESH':

            mesh_number += 1

            bpy.ops.object.mode_set(mode='OBJECT')

            # convert all the mesh's faces to triangles
            bpy.data.objects[i].select = True
            bpy.context.scene.objects.active = bpy.data.objects[i]

            bpy.ops.object.mode_set(mode='EDIT')

            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.mesh.quads_convert_to_tris()
            bpy.context.scene.update()

            bpy.ops.object.mode_set(mode='OBJECT')

            bpy.data.objects[i].select = False

            # add data to scene_data structure
            scene_data.append({
                "name"          : bpy.data.objects[i].name,
                "vertices"      : [],
                "indices"       : [],
                "normals"       : [],
                "tex_coords"    : []
            })

            # iterate over all the vertices in the mesh
            for j in range(len(bpy.data.objects[i].data.vertices)):
                # add vertex to scene_data structure
                scene_data[mesh_number]["vertices"].append( bpy.data.objects[i].data.vertices[j].co.x + bpy.data.objects[i].location.x )
                scene_data[mesh_number]["vertices"].append( bpy.data.objects[i].data.vertices[j].co.z + bpy.data.objects[i].location.z )
                scene_data[mesh_number]["vertices"].append( -(bpy.data.objects[i].data.vertices[j].co.y + bpy.data.objects[i].location.y) )

                # add vertex normal to scene_data structure
                scene_data[mesh_number]["normals"].append( bpy.data.objects[i].data.vertices[j].normal.x )
                scene_data[mesh_number]["normals"].append( bpy.data.objects[i].data.vertices[j].normal.z )
                scene_data[mesh_number]["normals"].append( -(bpy.data.objects[i].data.vertices[j].normal.y) )

            # iterate over each face in the mesh
            for j in range(len(bpy.data.objects[i].data.polygons)):
                verts_in_face = bpy.data.objects[i].data.polygons[j].vertices[:]

                # iterate over each vertex in the face
                for k in range(len(verts_in_face)):

                    # twiddle index for -Z forward, Y up
                    index = k
                    if index == 1: index = 2
                    elif index == 2: index = 1

                    # twiddle index so we draw triangles counter-clockwise
                    if index == 0:  index = 2
                    elif index == 2: index = 0

                    # add index to scene_data structure
                    scene_data[mesh_number]["indices"].append( verts_in_face[index] )

            # add texture coordinates to scene_data structure
            m = bpy.context.active_object.to_mesh(bpy.context.scene, True, 'PREVIEW')
            for j in range(len(m.tessfaces)):
                if len(m.tessface_uv_textures) > 0:
                    scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv1.x )
                    scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv1.y )
                    scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv2.x )
                    scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv2.y )
                    scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv3.x )
                    scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv3.y )

    return json.dumps(scene_data, indent=4)

有人请告诉我我做错了什么吗?我已经在这几天了,没有任何进展。

1 个答案:

答案 0 :(得分:0)

经过进一步研究,我想我可能知道这个问题,但我不确定这个......

从这里: http://www.gamedev.net/topic/602169-opengl-drawing-cube-using-gldrawelements-and-gltexcoordpointer/page_p_4811454#entry4811454

  

这是一个不能使用共享顶点的经典示例。一旦引入顶点属性而不是位置,立方体就需要有24个顶点,而不是8.立方体的角不是共享顶点,因为它们没有相同的纹理坐标。

     

例如,前两个三角形由索引[0,1,   2,0,2,3],如果引用顶点和纹理坐标   阵列,面对很好。后两个三角形由   indices [0,4,5,0,5,1],并且引用顶点数组   正确制作立方体的第二面,产生纹理   坐标完全被打破。

我是对的,这是我的问题,还是我离开了?

修改 几乎通过使用更多顶点位置来获得纹理。现在唯一的问题是,一个简单立方体的一个面将被扭曲并对角线到其正确的位置。所有其他面孔看起来都很好。

这是几乎起作用的功能:

def get_json(objects, scene):
    """ Currently only supports one scene. 
        Exports with -Z forward, Y up. """

    object_number = -1
    scene_data = []

    # for every object in the scene
    for object in bpy.context.scene.objects:

        # if the object is a mesh       
        if object.type == 'MESH':

            object_number += 1

            # convert all the mesh's faces to triangles
            bpy.ops.object.mode_set(mode='OBJECT')
            object.select = True
            bpy.context.scene.objects.active = object

            # triangulate using new Blender 2.65 Triangulate modifier
            bpy.ops.object.modifier_add(type='TRIANGULATE')
            object.modifiers["Triangulate"].use_beauty = False
            bpy.ops.object.modifier_apply(apply_as="DATA", modifier="Triangulate")

            bpy.ops.object.mode_set(mode='OBJECT')

            object.select = False

            # add data to scene_data structure
            scene_data.append({
                "name"          : object.name,
                "vertices"      : [],
                "indices"       : [],
                "normals"       : [],
                "tex_coords"    : []
            })

            vertex_number = -1

            # for each face in the object
            for face in object.data.polygons:
                vertices_in_face = face.vertices[:]

                # for each vertex in the face
                for vertex in vertices_in_face:

                    vertex_number += 1

                    # store vertices in scene_data structure
                    scene_data[object_number]["vertices"].append( object.data.vertices[vertex].co.x + object.location.x )
                    scene_data[object_number]["vertices"].append( object.data.vertices[vertex].co.z + object.location.z )
                    scene_data[object_number]["vertices"].append( -(object.data.vertices[vertex].co.y + object.location.y) )

                    # store normals in scene_data structure
                    scene_data[object_number]["normals"].append( object.data.vertices[vertex].normal.x )
                    scene_data[object_number]["normals"].append( object.data.vertices[vertex].normal.z )
                    scene_data[object_number]["normals"].append( -(object.data.vertices[vertex].normal.y) )

                    # store indices in scene_data structure
                    scene_data[object_number]["indices"].append(vertex_number)

            # texture coordinates
            #   bug: for a simple cube, one face's texture is warped
            mesh = object.to_mesh(bpy.context.scene, True, 'PREVIEW')
            if len(mesh.tessface_uv_textures) > 0:
                for data in mesh.tessface_uv_textures.active.data:
                    scene_data[object_number]["tex_coords"].append( data.uv1.x )
                    scene_data[object_number]["tex_coords"].append( data.uv1.y )
                    scene_data[object_number]["tex_coords"].append( data.uv2.x )
                    scene_data[object_number]["tex_coords"].append( data.uv2.y )
                    scene_data[object_number]["tex_coords"].append( data.uv3.x )
                    scene_data[object_number]["tex_coords"].append( data.uv3.y )

    return json.dumps(scene_data, indent=4)

我想知道只有一张脸的纹理被扭曲的原因是什么?我差不多了,但似乎无法想出这个。