• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Neometron

Functions called twice in Blender export script

2 posts in this topic

I have decided to picked up an old project of mine that I want to finish. It's a DirectX 9 export script for Blender 2.49b using the compiled Python 2.6.2. There is no Python installation on the machine. The issue is that one or possibly more of my class functions are being called twice. However, it does not reflect in my .x file output.

Mesh and MeshFace are functions of class cLayoutManager. For a simple cube with six faces in a mesh, MeshFace is called six times by the Mesh function. But MeshFace is being called 12 times; 6 from Mesh and 6 more for some reason I don't know.

Here is some code:

[source lang="python"]def Mesh(self, ExportMesh = None, ExportArmature = None):

# NAMESPACE #
EXPORT = self.EXPORT
LAYOUT = self
TOKEN = self.TOKEN

# GET MESH NAME #
strMeshName = EXPORT.RESERVED.Verify(ExportMesh.name)

# CREATE MESH TAG #
LAYOUT.OpenTag("Mesh", strMeshName)

# CREATE CURRENT INDENT TOKEN #
TIndent = TOKEN.cIndentToken(TOKEN)
TOKEN.addToken(TIndent)

# GET NUMBER OF VERTS IN MESH #
nVerts = len(ExportMesh.verts)

# CREATE DWORD TOKEN #
LAYOUT.Dword(nVerts)
TOKEN.addToken(TOKEN.TNL)

# LOOP THROUGH ALL VERT VECTORS #
for nIndex in range(0, nVerts):
vert = ExportMesh.verts[nIndex]

TOKEN.addToken(TIndent)

LAYOUT.Vector(vert.co.x, vert.co.y, vert.co.z)

if(nIndex != (nVerts-1)):
TOKEN.addToken(TOKEN.TComma)
TOKEN.addToken(TOKEN.TNL)
else:
TOKEN.addToken(TOKEN.TSC)
TOKEN.addToken(TOKEN.TNL)
# END FOR LOOP BLOCK #

TOKEN.addToken(TIndent)

# GET NUMBER OF FACES IN MESH #
nFaces = len(ExportMesh.faces)

# CREATE DWORD TOKEN #
LAYOUT.Dword(nFaces) #Number of Faces
TOKEN.addToken(TOKEN.TNL)

# LOOP THROUGH ALL FACES IN MESH #
for nIndex in range(0, nFaces):
TOKEN.addToken(TIndent)

EXPORT.GUI.CONSOLE.Log("LAYOUTMGR.Mesh: Calling LAYOUTMGR.MeshFace", 3)
LAYOUT.MeshFace(ExportMesh.faces[nIndex])

if(nIndex != (nFaces-1)):
TOKEN.addToken(TOKEN.TComma)
TOKEN.addToken(TOKEN.TNL)
else:
TOKEN.addToken(TOKEN.TSC)
TOKEN.addToken(TOKEN.TNL)
# END FOR LOOP BLOCK #

#TOKEN.addToken(TOKEN.TNL)

[/source]

There is more to the Mesh function but this is up to point of calling MeshFace. LAYOUT = self

[source lang="python"]def MeshFace(self, face = None):

# NAMESPACE #
EXPORT = self.EXPORT
LAYOUT = self
TOKEN = self.TOKEN

EXPORT.GUI.CONSOLE.Log("LAYOUTMGR.MeshFace: Self %s" % self)
EXPORT.GUI.CONSOLE.Log("LAYOUTMGR.MeshFace: FACE %s" % face)

nMaxVert = len(face.verts)
if nMaxVert < 3 or nMaxVert > 4:
EXPORT.GUI.CONSOLE.Log("LAYOUTMGR.MeshFace: WARNING - Mesh Inconsistancy: Face has %d vertices" % (nMaxVert))

LAYOUT.Dword(nMaxVert)
TOKEN.addToken(TOKEN.TSpace)

VertIndexItems = []
for Vert in face.verts:

VertIndexItems += [Vert.index]

LAYOUT.DwordItems(VertIndexItems, nMaxVert)

# UPDATE PROGRESS UI #
print "MeshFace Layout"
EXPORT.GUI.GIP_Bar.upValue()
EXPORT.GUI.MSG.RedrawAllGI()
#END cLayoutManager.MeshFace(self, face):

[/source]

[b]Sample of my log output:[/b]
LAYOUTMGR.Mesh: Calling LAYOUTMGR.MeshFace
LAYOUTMGR.MeshFace: Self <__main__.cLayoutManager instance at 0x0C0E92D8>
LAYOUTMGR.MeshFace: FACE <__main__.cFace instance at 0x0252AC60>
LAYOUTMGR.Mesh: Calling LAYOUTMGR.MeshFace
LAYOUTMGR.MeshFace: Self <__main__.cLayoutManager instance at 0x0C0E92D8>
LAYOUTMGR.MeshFace: FACE <__main__.cFace instance at 0x0252AC88>
LAYOUTMGR.Mesh: Calling LAYOUTMGR.MeshFace
LAYOUTMGR.MeshFace: Self <__main__.cLayoutManager instance at 0x0C0E92D8>
LAYOUTMGR.MeshFace: FACE <__main__.cFace instance at 0x0252ACB0>
LAYOUTMGR.Mesh: Calling LAYOUTMGR.MeshFace
LAYOUTMGR.MeshFace: Self <__main__.cLayoutManager instance at 0x0C0E92D8>
LAYOUTMGR.MeshFace: FACE <__main__.cFace instance at 0x0252ACD8>
LAYOUTMGR.Mesh: Calling LAYOUTMGR.MeshFace
LAYOUTMGR.MeshFace: Self <__main__.cLayoutManager instance at 0x0C0E92D8>
LAYOUTMGR.MeshFace: FACE <__main__.cFace instance at 0x0252AD00>
LAYOUTMGR.Mesh: Calling LAYOUTMGR.MeshFace
LAYOUTMGR.MeshFace: Self <__main__.cLayoutManager instance at 0x0C0E92D8>
LAYOUTMGR.MeshFace: FACE <__main__.cFace instance at 0x0252AD28>
[color=#b22222]LAYOUTMGR.MeshFace: Self <__main__.cLayoutManager instance at 0x0C0E92D8>
LAYOUTMGR.MeshFace: FACE <__main__.cFace instance at 0x0252AC60>
LAYOUTMGR.MeshFace: Self <__main__.cLayoutManager instance at 0x0C0E92D8>
LAYOUTMGR.MeshFace: FACE <__main__.cFace instance at 0x0252AC88>
LAYOUTMGR.MeshFace: Self <__main__.cLayoutManager instance at 0x0C0E92D8>
LAYOUTMGR.MeshFace: FACE <__main__.cFace instance at 0x0252ACB0>
LAYOUTMGR.MeshFace: Self <__main__.cLayoutManager instance at 0x0C0E92D8>
LAYOUTMGR.MeshFace: FACE <__main__.cFace instance at 0x0252ACD8>
LAYOUTMGR.MeshFace: Self <__main__.cLayoutManager instance at 0x0C0E92D8>
LAYOUTMGR.MeshFace: FACE <__main__.cFace instance at 0x0252AD00>
LAYOUTMGR.MeshFace: Self <__main__.cLayoutManager instance at 0x0C0E92D8>
LAYOUTMGR.MeshFace: FACE <__main__.cFace instance at 0x0252AD28>[/color]

Note: Highlighted log entries in red are the extra function calls in question


Here is the .x output of Blender's default startup cube. In the mesh there are 8 verts and 6 faces which the export does correctly.

[color=#696969]xof 0303txt 0032[/color]
[color=#696969]Frame RootFrame
{
FrameTransformMatrix
{
1.000000,0.000000,0.000000,0.000000,
0.000000,1.000000,0.000000,0.000000,
0.000000,0.000000,1.000000,0.000000,
0.000000,0.000000,0.000000,1.000000;;
}[/color]
[color=#696969] Frame OBJ_Cube
{
FrameTransformMatrix
{
1.000000,0.000000,0.000000,0.000000,
0.000000,1.000000,0.000000,0.000000,
0.000000,0.000000,-1.000000,0.000000,
0.000000,0.000000,0.000000,1.000000;;
}[/color]
[color=#696969] Mesh
{
8;
1.000000;1.000000;-1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000;1.000000;-1.000000;,
1.000000;0.999999;1.000000;,
0.999999;-1.000001;1.000000;,
-1.000000;-1.000000;1.000000;,
-1.000000;1.000000;1.000000;;
6;[/color]
[b]4; 0,3,2,1;,
4; 4,5,6,7;,
4; 0,1,5,4;,
4; 1,2,6,5;,
4; 2,3,7,6;,
4; 4,7,3,0;;[/b]
[color=#696969]MeshNormals
{
8;
0.577349;0.577349;-0.577349;,
0.577349;-0.577349;-0.577349;,
-0.577349;-0.577349;-0.577349;,
-0.577349;0.577349;-0.577349;,
0.577349;0.577349;0.577349;,
0.577349;-0.577349;0.577349;,
-0.577349;-0.577349;0.577349;,
-0.577349;0.577349;0.577349;;
6;
4; 0,3,2,1;,
4; 4,5,6,7;,
4; 0,1,5,4;,
4; 1,2,6,5;,
4; 2,3,7,6;,
4; 4,7,3,0;;
}
}
}
}[/color]

Note: Bold items are the result of function MeshFace


Any clues on why or what is calling MeshFace function six more times?
0

Share this post


Link to post
Share on other sites
Can't see anything immediately wrong. Does the blender scripting environment allow you to use [url="http://docs.python.org/library/traceback.html"]python's traceback module[/url]?
1

Share this post


Link to post
Share on other sites
Thank edd, It appeared that I had to install python to get the traceback module to work. I suppose the default install of Blender doesn't include it. Anyways, afterwards I have written a trace function to work with my log file.

Here are the results:

_________________________________________EXPORT RUNTIME TRACE________________________________________
THREAD: 3372
TRACEBACK:
DX9Export - 248b.py 354 Run LAYOUT.Frame(FrameOutline)
DX9Export - 248b.py 1540 Frame LAYOUT.Frame(Item.FrameChildren)
[b]DX9Export - 248b.py 1550 Frame LAYOUT.Mesh(ExportMesh, ExportArmature)[/b]
DX9Export - 248b.py 1774 Mesh LAYOUT.MeshFace(ExportMesh.faces[nIndex])
_____________________________________________________________________________________________________

_________________________________________EXPORT RUNTIME TRACE________________________________________
THREAD: 3372
TRACEBACK:
DX9Export - 248b.py 354 Run LAYOUT.Frame(FrameOutline)
DX9Export - 248b.py 1540 Frame LAYOUT.Frame(Item.FrameChildren)
DX9Export - 248b.py 1550 Frame LAYOUT.Mesh(ExportMesh, ExportArmature)
[b]DX9Export - 248b.py 1796 Mesh LAYOUT.MeshNormals(ExportMesh)[/b]
DX9Export - 248b.py 1986 MeshNormals self.MeshFace(face)
_____________________________________________________________________________________________________

I feel silly XP
I do call MeshFace function twice; once for the mesh and once for the normals hence the correct .x file output.
When I cut out the rest of the Mesh function code when I posted, I thought it was not important to include that section of code. I was wrong because it happened to have Mesh calling MeshNormals which calls MeshFace. So nothing is broken after all - yea!
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0