Doodle3D-Slicer/three.js-master/utils/exporters/max/ThreeJSExporter.ms
2017-06-22 13:21:07 +02:00

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-------------------------------------------------------------------------------------
-- ThreeJSExporter.ms
-- Exports geometry from 3ds max to Three.js models in ASCII JSON format v3
-- By alteredq / http://alteredqualia.com
-------------------------------------------------------------------------------------
rollout ThreeJSExporter "ThreeJSExporter"
(
-- Variables
local ostream,
headerFormat = "\"metadata\":
{
\"sourceFile\": \"%\",
\"generatedBy\": \"3ds max ThreeJSExporter\",
\"formatVersion\": 3.1,
\"vertices\": %,
\"normals\": %,
\"colors\": %,
\"uvs\": %,
\"triangles\": %,
\"materials\": %
},
",
vertexFormat = "%,%,%",
vertexNormalFormat = "%,%,%",
UVFormat = "%,%",
triFormat = "%,%,%,%",
triUVFormat = "%,%,%,%,%,%,%",
triNFormat = "%,%,%,%,%,%,%",
triUVNFormat = "%,%,%,%,%,%,%,%,%,%",
footerFormat = "}"
-------------------------------------------------------------------------------------
-- User interface
group "ThreeJSExporter v0.8"
(
label msg "Exports selected meshes in Three.js ascii JSON format" align:#left
hyperLink lab1 "Original source at GitHub" address:"https://github.com/alteredq/three.js/blob/master/utils/exporters/max/ThreeJSExporter.ms" color:(color 255 120 0) align:#left
label dummy1 "--------------------------------------------------------" align:#left
checkbox exportColor "Export vertex colors" checked:false enabled:true
checkbox exportUv "Export uvs" checked:true enabled:true
checkbox exportNormal "Export normals" checked:true enabled:true
checkbox smoothNormal "Use vertex normals" checked:false enabled:true
label dummy2 "--------------------------------------------------------" align:#left
checkbox flipYZ "Flip YZ" checked:true enabled:true
checkbox flipUV "Flip UV" checked:false enabled:true
checkbox flipFace "Flip all faces" checked:false enabled:true
checkbox autoflipFace "Try fixing flipped faces" checked:false enabled:true
label dummy3 "--------------------------------------------------------" align:#left
button btn_export "Export selected objects"
)
-------------------------------------------------------------------------------------
-- Dump vertices
function DumpVertices src =
(
Format "\"vertices\": [" to:ostream
num = src.count
if num > 0 then
(
for i = 1 to num do
(
vert = src[i]
if flipYZ.checked then
(
x = vert.x
y = vert.z
z = vert.y
z *= -1
)
else
(
x = vert.x
y = vert.y
z = vert.z
)
Format vertexFormat x y z to:ostream
if i < num then Format "," to:ostream
)
)
Format "],\n\n" to:ostream
)
-------------------------------------------------------------------------------------
-- Dump colors
function DumpColors src useColors =
(
Format "\"colors\": [" to:ostream
num = src.count
if num > 0 and useColors then
(
for i = 1 to num do
(
col = src[i]
r = col.r as Integer
g = col.g as Integer
b = col.b as Integer
hexNum = ( bit.shift r 16 ) + ( bit.shift g 8 ) + b
-- hexColor = formattedPrint hexNum format:"#x"
-- Format "%" hexColor to:ostream
decColor = formattedPrint hexNum format:"#d"
Format "%" decColor to:ostream
if i < num then Format "," to:ostream
)
)
Format "],\n\n" to:ostream
)
-------------------------------------------------------------------------------------
-- Dump normals
function DumpNormals src =
(
Format "\"normals\": [" to:ostream
num = src.count
if num > 0 and exportNormal.checked then
(
for i = 1 to num do
(
normal = src[i]
normal = normalize normal as point3
if flipYZ.checked then
(
x = normal.x
y = normal.z
z = normal.y
z *= -1
)
else
(
x = normal.x
y = normal.y
z = normal.z
)
Format vertexNormalFormat x y z to:ostream
if i < num then Format "," to:ostream
)
)
Format "],\n\n" to:ostream
)
-------------------------------------------------------------------------------------
-- Dump uvs
function DumpUvs src =
(
Format "\"uvs\": [[" to:ostream
num = src.count
if num > 0 and exportUv.checked then
(
for i = 1 to num do
(
uvw = src[i]
u = uvw.x
if flipUV.checked then
(
v = 1 - uvw.y
)
else
(
v = uvw.y
)
Format UVFormat u v to:ostream
if i < num then Format "," to:ostream
)
)
Format "]],\n\n" to:ostream
)
-------------------------------------------------------------------------------------
-- Dump faces
function DumpFaces src useColors =
(
Format "\"faces\": [" to:ostream
num = src.count
if num > 0 then
(
for i = 1 to num do
(
zface = src[i]
fv = zface[1]
fuv = zface[2]
m = zface[3] - 1
fc = zface[4]
needsFlip = zface[5]
isTriangle = true
hasMaterial = true
hasFaceUvs = false
hasFaceVertexUvs = ((classof fuv == Point3) and exportUv.checked)
hasFaceNormals = false
hasFaceVertexNormals = (exportNormal.checked)
hasFaceColors = false
hasFaceVertexColors = ((classof fc == Point3) and useColors)
faceType = 0
faceType = bit.set faceType 1 (not isTriangle)
faceType = bit.set faceType 2 hasMaterial
faceType = bit.set faceType 3 hasFaceUvs
faceType = bit.set faceType 4 hasFaceVertexUvs
faceType = bit.set faceType 5 hasFaceNormals
faceType = bit.set faceType 6 hasFaceVertexNormals
faceType = bit.set faceType 7 hasFaceColors
faceType = bit.set faceType 8 hasFaceVertexColors
if i > 1 then
(
Format "," faceType to:ostream
)
Format "%" faceType to:ostream
if isTriangle then
(
va = (fv.x - 1) as Integer
vb = (fv.y - 1) as Integer
vc = (fv.z - 1) as Integer
if flipFace.checked or needsFlip then
(
tmp = vb
vb = vc
vc = tmp
)
Format ",%,%,%" va vb vc to:ostream
if hasMaterial then
(
Format ",%" m to:ostream
)
if hasFaceVertexUvs then
(
ua = (fuv.x - 1) as Integer
ub = (fuv.y - 1) as Integer
uc = (fuv.z - 1) as Integer
if flipFace.checked or needsFlip then
(
tmp = ub
ub = uc
uc = tmp
)
Format ",%,%,%" ua ub uc to:ostream
)
if hasFaceVertexNormals then
(
if smoothNormal.checked then
(
-- normals have the same indices as vertices
na = va
nb = vb
nc = vc
)
else
(
-- normals have the same indices as face
na = i - 1
nb = na
nc = na
)
if flipFace.checked or needsFlip then
(
tmp = nb
nb = nc
nc = tmp
)
Format ",%,%,%" na nb nc to:ostream
)
if hasFaceVertexColors then
(
ca = (fc.x - 1) as Integer
cb = (fc.y - 1) as Integer
cc = (fc.z - 1) as Integer
if flipFace.checked or needsFlip then
(
tmp = cb
cb = cc
cc = tmp
)
Format ",%,%,%" ca cb cc to:ostream
)
)
)
)
Format "]\n\n" to:ostream
)
-------------------------------------------------------------------------------------
-- Dump color
function DumpColor pcolor label =
(
r = pcolor.r / 255
g = pcolor.g / 255
b = pcolor.b / 255
fr = formattedPrint r format:".4f"
fg = formattedPrint g format:".4f"
fb = formattedPrint b format:".4f"
Format "\"%\" : [%, %, %],\n" label fr fg fb to:ostream
)
-------------------------------------------------------------------------------------
-- Dump map
function DumpMap pmap label =
(
if classof pmap == BitmapTexture then
(
bm = pmap.bitmap
if bm != undefined then
(
fname = filenameFromPath bm.filename
Format "\"%\" : \"%\",\n" label fname to:ostream
)
)
)
-------------------------------------------------------------------------------------
-- Export materials
function ExportMaterials zmaterials zcolors =
(
Format "\"materials\": [\n" to:ostream
totalMaterials = zmaterials.count
for i = 1 to totalMaterials do
(
mat = zmaterials[i]
Format "{\n" to:ostream
-- debug
Format "\"DbgIndex\" : %,\n" (i-1) to:ostream
if classof mat != BooleanClass then
(
useVertexColors = zcolors[i]
Format "\"DbgName\" : \"%\",\n" mat.name to:ostream
-- colors
DumpColor mat.diffuse "colorDiffuse"
DumpColor mat.ambient "colorAmbient"
DumpColor mat.specular "colorSpecular"
t = mat.opacity / 100
s = mat.glossiness
Format "\"transparency\" : %,\n" t to:ostream
Format "\"specularCoef\" : %,\n" s to:ostream
-- maps
DumpMap mat.diffuseMap "mapDiffuse"
DumpMap mat.ambientMap "mapAmbient"
DumpMap mat.specularMap "mapSpecular"
DumpMap mat.bumpMap "mapBump"
DumpMap mat.opacityMap "mapAlpha"
)
else
(
useVertexColors = false
Format "\"DbgName\" : \"%\",\n" "dummy" to:ostream
DumpColor red "colorDiffuse"
)
Format "\"vertexColors\" : %\n" useVertexColors to:ostream
Format "}" to:ostream
if ( i < totalMaterials ) then Format "," to:ostream
Format "\n\n" to:ostream
)
Format "],\n\n" to:ostream
)
-------------------------------------------------------------------------------------
-- Extract vertices from mesh
function ExtractVertices obj whereto =
(
n = obj.numVerts
for i = 1 to n do
(
v = GetVert obj i
append whereto v
)
)
-------------------------------------------------------------------------------------
-- Extract vertex colors from mesh
function ExtractColors obj whereto =
(
nColors = GetNumCPVVerts obj
if nColors > 0 then
(
for i = 1 to nColors do
(
c = GetVertColor obj i
append whereto c
)
)
)
-------------------------------------------------------------------------------------
-- Extract normals from mesh
function ExtractNormals obj whereto needsFlip =
(
if smoothNormal.checked then
(
num = obj.numVerts
for i = 1 to num do
(
n = GetNormal obj i
if flipFace.checked or needsFlip then
(
n.x *= -1
n.y *= -1
n.z *= -1
)
append whereto n
)
)
else
(
num = obj.numFaces
for i = 1 to num do
(
n = GetFaceNormal obj i
if flipFace.checked or needsFlip then
(
n.x *= -1
n.y *= -1
n.z *= -1
)
append whereto n
)
)
)
-------------------------------------------------------------------------------------
-- Extract uvs from mesh
function ExtractUvs obj whereto =
(
n = obj.numTVerts
for i = 1 to n do
(
v = GetTVert obj i
append whereto v
)
)
-------------------------------------------------------------------------------------
-- Extract faces from mesh
function ExtractFaces objMesh objMaterial whereto allMaterials needsFlip hasVColors offsetVert offsetUv offsetColor =
(
n = objMesh.numFaces
hasUVs = objMesh.numTVerts > 0
useMultiMaterial = false
materialIDList = #()
materialClass = classof objMaterial
if materialClass == StandardMaterial then
(
fm = findItem allMaterials objMaterial
)
else if materialClass == MultiMaterial then
(
useMultiMaterial = true
for i = 1 to n do
(
mID = GetFaceMatID objMesh i
materialIndex = findItem objMaterial.materialIDList mID
if materialIndex > 0 then
(
subMaterial = objMaterial.materialList[materialIndex]
mMergedIndex = findItem allMaterials subMaterial
if mMergedIndex > 0 then
(
materialIDList[mID] = mMergedIndex
)
else
(
materialIDList[mID] = findItem allMaterials false
)
)
else
(
materialIDList[mID] = findItem allMaterials false
)
)
)
else
(
-- undefined material
fm = findItem allMaterials false
)
for i = 1 to n do
(
zface = #()
fv = GetFace objMesh i
fv.x += offsetVert
fv.y += offsetVert
fv.z += offsetVert
if useMultiMaterial then
(
mID = GetFaceMatID objMesh i
fm = materialIDList[mID]
)
if hasUVs then
(
fuv = GetTVFace objMesh i
fuv.x += offsetUv
fuv.y += offsetUv
fuv.z += offsetUv
)
else
(
fuv = false
)
if hasVColors then
(
fc = GetVCFace objMesh i
fc.x += offsetColor
fc.y += offsetColor
fc.z += offsetColor
)
else
(
fc = false
)
append zface fv
append zface fuv
append zface fm
append zface fc
append zface needsFlip
append whereto zface
)
)
-------------------------------------------------------------------------------------
-- Extract materials from eventual multi-material
function ExtractMaterials objMesh objMaterial whereto wheretoColors zname hasVColors =
(
materialClass = classof objMaterial
if materialClass == StandardMaterial then
(
if ( findItem whereto objMaterial ) == 0 then
(
append whereto objMaterial
append wheretoColors hasVColors
)
)
else if materialClass == MultiMaterial then
(
n = objMesh.numFaces
for i = 1 to n do
(
mID = getFaceMatId objMesh i
materialIndex = findItem objMaterial.materialIDList mID
if materialIndex > 0 then
(
subMaterial = objMaterial.materialList[materialIndex]
if ( findItem whereto subMaterial ) == 0 then
(
append whereto subMaterial
append wheretoColors hasVColors
)
)
)
)
else
(
-- unknown or undefined material
append whereto false
append wheretoColors false
)
)
-------------------------------------------------------------------------------------
-- Hack to figure out if normals are messed up
function NeedsFaceFlip node =
(
needsFlip = false
local tmp = Snapshot node
face_normal = normalize ( getfacenormal tmp 1 )
face = getface tmp 1
va = getvert tmp face[1]
vb = getvert tmp face[2]
vc = getvert tmp face[3]
computed_normal = normalize ( cross (vc - vb) (va - vb) )
if distance computed_normal face_normal > 0.1 then needsFlip = true
delete tmp
return needsFlip
)
-------------------------------------------------------------------------------------
-- Extract only things that either already are or can be converted to meshes
function ExtractMesh node =
(
if SuperClassOf node == GeometryClass then
(
needsFlip = false
hasVColors = false
zmesh = SnapshotAsMesh node
if autoflipFace.checked then
(
needsFlip = NeedsFaceFlip node
)
if exportColor.checked and ( getNumCPVVerts zmesh ) > 0 then
(
hasVColors = true
)
return #( zmesh, node.name, node.material, needsFlip, hasVColors )
)
-- Not geometry ... could be a camera, light, etc.
return #( false, node.name, 0, false, false )
)
-------------------------------------------------------------------------------------
-- Export scene
function ExportScene =
(
-- Extract meshes
meshObjects = #()
mergedVertices = #()
mergedNormals = #()
mergedColors = #()
mergedUvs = #()
mergedFaces = #()
mergedMaterials = #()
mergedMaterialsColors = #()
sceneHasVColors = false
for obj in selection do
(
result = ExtractMesh obj
meshObj = result[1]
if ClassOf meshObj == TriMesh then
(
meshName = result[2]
meshMaterial = result[3]
needsFlip = result[4]
hasVColors = result[5]
sceneHasVColors = sceneHasVColors or hasVColors
append meshObjects result
vertexOffset = mergedVertices.count
uvOffset = mergedUvs.count
colorOffset = mergedColors.count
ExtractMaterials meshObj meshMaterial mergedMaterials mergedMaterialsColors meshName hasVColors
ExtractVertices meshObj mergedVertices
ExtractNormals meshObj mergedNormals needsFlip
ExtractColors meshObj mergedColors
ExtractUvs meshObj mergedUvs
ExtractFaces meshObj meshMaterial mergedFaces mergedMaterials needsFlip hasVColors vertexOffset uvOffset colorOffset
)
)
totalVertices = mergedVertices.count
totalFaces = mergedFaces.count
totalMaterials = mergedMaterials.count
totalColors = 0
totalNormals = 0
totalUvs = 0
useColors = false
if sceneHasVColors and exportColor.checked then
(
totalColors = mergedColors.count
useColors = true
)
if exportNormal.checked then
(
totalNormals = mergedNormals.count
)
if exportUv.checked then
(
totalUvs = mergedUvs.count
)
-- Dump objects (debug)
-- Format "// Source objects:\n\n" to:ostream
-- i = 0
-- for obj in meshObjects do
-- (
-- meshName = obj[2]
-- Format "// %: %\n" i meshName to:ostream
-- i += 1
-- )
-- Dump model
Format "{\n\n" to:ostream
-- Dump header
Format headerFormat maxFileName totalVertices totalNormals totalColors totalUvs totalFaces totalMaterials to:ostream
-- Dump all materials in the scene
ExportMaterials mergedMaterials mergedMaterialsColors
-- Dump merged data from all selected geometries
DumpVertices mergedVertices
DumpNormals mergedNormals
DumpColors mergedColors useColors
DumpUvs mergedUvs
DumpFaces mergedFaces useColors
-- Dump footer
Format footerFormat to:ostream
)
-------------------------------------------------------------------------------------
-- Open and prepare a file handle for writing
function GetSaveFileStream =
(
zname = getFilenameFile maxFileName
zname += ".js"
fname = GetSaveFileName filename:zname types:"JavaScript file (*.js)|*.js|All Files(*.*)|*.*|"
if fname == undefined then
(
return undefined
)
ostream = CreateFile fname
if ostream == undefined then
(
MessageBox "Couldn't open file for writing !"
return undefined
)
return ostream
)
-------------------------------------------------------------------------------------
-- Export button click handler
on btn_export pressed do
(
ostream = GetSaveFileStream()
if ostream != undefined then
(
ExportScene()
close ostream
)
)
)
createDialog ThreeJSExporter width:300