Re-added the Coordinate System and Up Axis options. Apparently XNA uses a right handed system and the option was useful for some users. Oops!

This commit is contained in:
Chris Foster 2013-12-09 13:32:06 -05:00
parent 689bb9c214
commit 74ff963263
2 changed files with 25 additions and 7 deletions

View File

@ -53,6 +53,20 @@ class ExportDirectX(bpy.types.Operator):
description="Export only selected objects",
default=True)
CoordinateSystem = EnumProperty(
name="Coordinate System",
description="Use the selected coordinate system for export",
items=(('LEFT_HANDED', "Left-Handed", "Use a Y up, Z forward system or a Z up, -Y forward system"),
('RIGHT_HANDED', "Right-Handed", "Use a Y up, -Z forward system or a Z up, Y forward system")),
default='LEFT_HANDED')
UpAxis = EnumProperty(
name="Up Axis",
description="The selected axis points upward",
items=(('Y', "Y", "The Y axis points up"),
('Z', "Z", "The Z axis points up")),
default='Y')
ExportMeshes = BoolProperty(
name="Export Meshes",
description="Export mesh objects",

View File

@ -34,9 +34,16 @@ class DirectXExporter:
self.File = File(self.Config.filepath)
self.Log("Setting up coordinate system...")
# SystemMatrix converts from right-handed, z-up to left-handed, y-up
self.SystemMatrix = (Matrix.Scale(-1, 4, Vector((0, 0, 1))) *
Matrix.Rotation(radians(-90), 4, 'X'))
# SystemMatrix converts from right-handed, z-up to the target coordinate system
self.SystemMatrix = Matrix()
if self.Config.CoordinateSystem == 'LEFT_HANDED':
self.SystemMatrix *= Matrix.Scale(-1, 4, Vector((0, 0, 1)))
if self.Config.UpAxis == 'Y':
self.SystemMatrix *= Matrix.Rotation(radians(-90), 4, 'X')
self.Log("Done")
self.Log("Generating object lists for export...")
@ -469,8 +476,6 @@ class MeshExportObject(ExportObject):
self.Exporter.File.Write("{};".format(len(PolygonVertexIndexes)))
PolygonVertexIndexes = PolygonVertexIndexes[::-1]
for VertexCountIndex, VertexIndex in \
enumerate(PolygonVertexIndexes):
@ -574,8 +579,7 @@ class MeshExportObject(ExportObject):
for Index, Polygon in enumerate(MeshEnumerator.PolygonVertexIndexes):
self.Exporter.File.Write("{};".format(len(Polygon)))
# Reverse the winding order
for VertexCountIndex, VertexIndex in enumerate(Polygon[::-1]):
for VertexCountIndex, VertexIndex in enumerate(Polygon):
if VertexCountIndex == len(Polygon) - 1:
self.Exporter.File.Write("{};".format(VertexIndex),
Indent=False)