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ThreeJSExporterV4.ms
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-------------------------------------------------------------------------------------
-- ThreeJSExporter.ms
-- Exports geometry from 3ds max to Three.js models in ASCII JSON format v3
-- Original By: alteredq / http://alteredqualia.com
-- Updated (hacked sloppily)to three.js v4 json format to provide basic output
-- for va3c AEC hackathon project: http://va3c.github.io/
-------------------------------------------------------------------------------------
rollout ThreeJSExporter "ThreeJSExporter"
(
-- Variables
local ostream,
headerFormat = "\"metadata\":
{
\"sourceFile\": \"%\",
\"generator\": \"3ds max ThreeJSExporter for V4\",
\"formatVersion\": 4.2
},",
vertexFormat = "%,%,%",
vertexNormalFormat = "%,%,%",
UVFormat = "%,%",
triFormat = "%,%,%,%",
triUVFormat = "%,%,%,%,%,%,%",
triNFormat = "%,%,%,%,%,%,%",
triUVNFormat = "%,%,%,%,%,%,%,%,%,%",
footerFormat = "}",
-- geometriesHeaderFormat = "\n\"metadata\":
-- {
-- \"type\": \"Object\",
-- \"generator\": \"ObjectExporter\"
-- },
-- \"geometries\": [",
geometriesHeaderFormat = "\"geometries\": [",
geometryDataHeaderFormat = "{
\"uuid\" : \"%\",
\"type\": \"Geometry\",
\"data\" :
{"
-------------------------------------------------------------------------------------
-- User interface
group "ThreeJSExporter v0.8-4.2"
(
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 cameras
function ExportCameras zcameras =
(
Format "\"cameras\": [\n" to:ostream
totalCameras = zcameras.count
for i = 1 to totalCameras do
(
cam = zcameras[i]
Format "{\n" to:ostream
-- debug
Format "\"DbgIndex\" : %,\n" (i-1) to:ostream
Format "\"DbgName\" : \"%\",\n" cam.name to:ostream
Format "\"hfov\" : %,\n" cam.fov to:ostream
Format "\"position\" : %,\n" cam.position to:ostream
Format "\"target\" : %,\n" cam.target.position to:ostream
Format "}\n" to:ostream
)
Format "]\n\n" 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 )
)
function CreateGeomObjectsSection2 objGuids =
(
guid = genguid()
--Format "{\n" to:ostream
Format "\n\"object\": " to:ostream
--Format "\"uuid\":\"" to:ostream
--Format guid to:ostream
-- Format "\",\n\"type\": \"Scene\"," to:ostream
-- Format "\"matrix\": [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]," to:ostream
-- Format "\"children\": [\n" to:ostream
--Format "\n{" to:ostream
for guid in objGuids do
(
Format "\n{" to:ostream
localGuid = genGuid()
Format "\n\"uuid\":\"" to:ostream
Format localGuid to:ostream
Format "\"," to:ostream
Format "\n\"type\": \"Mesh\"," to:ostream
Format "\n\"geometry\":\"" to:ostream
Format guid to:ostream
Format "\"," to:ostream
Format "\n\"matrix\": [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]" to:ostream
Format "\n}" to:ostream
)
--Format "\n}" to:ostream
)
function CreateGeomObjectsSection objGuids =
(
guid = genguid()
--Format "{\n" to:ostream
Format "\n\"object\": {" to:ostream
Format "\"uuid\":\"" to:ostream
Format guid to:ostream
Format "\",\n\"type\": \"Scene\"," to:ostream
Format "\"matrix\": [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]," to:ostream
Format "\"children\": [\n" to:ostream
--Format "\n{" to:ostream
count = objGuids.count
num = 0
for guid in objGuids do
(
num = num+1
Format "\n{" to:ostream
localGuid = genGuid()
Format "\n\"uuid\":\"" to:ostream
Format localGuid to:ostream
Format "\"," to:ostream
Format "\n\"type\": \"Mesh\"," to:ostream
Format "\n\"geometry\":\"" to:ostream
Format guid to:ostream
Format "\"," to:ostream
Format "\n\"matrix\": [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]" to:ostream
if count == num then
Format "\n}" to:ostream
else
Format "\n}," to:ostream
)
--Format "\n}" to:ostream
Format "\n]\n}" to:ostream
)
-------------------------------------------------------------------------------------
-- Export scene
function ExportScene =
(
-- Dump model
Format "{\n" to:ostream