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https://github.com/timknip/asblender

Actionscript 3 library for reading Blender .blend files
https://github.com/timknip/asblender

Last synced: 22 days ago
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Actionscript 3 library for reading Blender .blend files

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README

        

ASBLENDER
=========================================

ASBlender is an Actionscript 3 library to read Blender .blend files.

See http://www.blender.org/development/architecture/blender-file-format/ for an explanation of the .blend format.

The complete .blend is read into simple AS3 Object's which map to the structures defined in the so-called DNA.

Disadvantage of this approach is that you have to "know" how the structures look like.
=> check "printDNA" in USAGE below

USAGE
=========================================

[Embed (source="/assets/crystal_cube.blend", mimeType="application/octet-stream")]
public var BlenderData:Class;

var blend:BlendFile = new BlendFile();

blend.read(new BlenderData());

if (blend.scenes.length) {
// Blender can have multiple scenes, don't know yet how to grab the "active" scene.
buildScene(blend.scenes[0]);
}

/**
* Prints out the DNA as contained in the .blend
*/
private function printDNA(blend:BlendFile):void {
var struct:DNAStruct;
var field:DNAField;

for each (struct in blend.dna.structs) {
var type:String = blend.dna.types[ struct.type ];

trace(type);

for each (field in struct.fields) {
trace(field.type + " " + field.name);
}
}
}

private function buildScene(scene:Object):void {

var obj:Object = scene.base.first;

while (obj) {
// grab the Blender Object.
// The Blender Object defines rotation, scale, translation etc.
var object:Object = obj.object;

trace("Object name: " + object.id.name + " type: " + object.type + " matrix: " + object.obmat);

//for (var key:String in object) {
// trace(key);
//}

if (object.data) {
switch (object.type) {
case 1: // Mesh
trace (" -> Mesh: " + object.data.id.name);
buildMesh(object.data);
break;
case 10: // Lamp
trace (" -> Lamp: " + object.data.id.name);
break;
case 11: // Camera
trace (" -> Camera: " + object.data.id.name);
break;
default:
break;
}
}

obj = obj.next;
}
}

private function buildMesh(mesh:Object):void {
var numVertices:int = mesh.totvert;
var numFaces:int = mesh.totface;
var i:int;

trace(" -> #verts : " + numVertices);

for (i = 0; i < numVertices; i++) {
var v:Object = mesh.mvert[i];

var x:Number = v.co[0];
var y:Number = v.co[1];
var z:Number = v.co[2];

trace(" -> -> vertex: " + x + " " + y + " " + z);
}

trace(" -> #faces : " + numFaces);

for (i = 0; i < numFaces; i++) {
var f:Object = mesh.mface[i];

var v1:int = f.v1;
var v2:int = f.v2;
var v3:int = f.v3;
var v4:int = f.v4;

trace(" -> -> indices: " + v1 + " " + v2 + " " + v3 + " " + v4);

if (mesh.mtface) {
// UV coords are defined
var tf:Object = mesh.mtface[i];

trace(" -> -> -> uv: " + tf.uv);
}
}
}