diff --git a/release/io/export_3ds.py b/release/io/export_3ds.py
index 56268b2925a..19c12146769 100644
--- a/release/io/export_3ds.py
+++ b/release/io/export_3ds.py
@@ -60,6 +60,22 @@ import bpy
# except:
# struct = None
+# also used by X3D exporter
+# return a tuple (free, object list), free is True if memory should be freed later with free_derived_objects()
+def create_derived_objects(ob):
+ if ob.parent and ob.parent.dupli_type != 'NONE':
+ return False, None
+
+ if ob.dupli_type != 'NONE':
+ ob.create_dupli_list()
+ return True, [(dob.object, dob.matrix) for dob in ob.dupli_list]
+ else:
+ return False, [(ob, ob.matrix)]
+
+# also used by X3D exporter
+def free_derived_objects(ob):
+ ob.free_dupli_list()
+
# So 3ds max can open files, limit names to 12 in length
# this is verry annoying for filenames!
name_unique = []
@@ -941,17 +957,9 @@ def save_3ds(filename, context):
# for ob in sce.objects.context:
# get derived objects
- derived = []
+ free, derived = create_derived_objects(ob)
- # ignore dupli children
- if ob.parent and ob.parent.dupli_type != 'NONE':
- continue
-
- if ob.dupli_type != 'NONE':
- ob.create_dupli_list()
- derived = [(dob.object, dob.matrix) for dob in ob.dupli_list]
- else:
- derived = [(ob, ob.matrix)]
+ if derived == None: continue
for ob_derived, mat in derived:
# for ob_derived, mat in getDerivedObjects(ob, False):
@@ -1003,8 +1011,12 @@ def save_3ds(filename, context):
if f.material_index >= mat_ls_len:
# if f.mat >= mat_ls_len:
f.material_index = 0
-# f.mat = 0
-
+ # f.mat = 0
+
+ if free:
+ free_derived_objects(ob)
+
+
# Make material chunks for all materials used in the meshes:
for mat_and_image in materialDict.values():
object_info.add_subchunk(make_material_chunk(mat_and_image[0], mat_and_image[1]))
diff --git a/release/io/export_x3d.py b/release/io/export_x3d.py
index b57be2286e9..30a4b1483b0 100644
--- a/release/io/export_x3d.py
+++ b/release/io/export_x3d.py
@@ -54,10 +54,13 @@ Known issues:
####################################
import math
+import os
import bpy
import Mathutils
+from export_3ds import create_derived_objects, free_derived_objects
+
# import Blender
# from Blender import Object, Lamp, Draw, Image, Text, sys, Mesh
# from Blender.Scene import Render
@@ -166,8 +169,10 @@ class x3d_class:
self.file.write("\n")
self.file.write("\n")
self.file.write("\n")
- self.file.write("\t\n" % sys.basename(bfile))
- self.file.write("\t\n" % Blender.Get('version'))
+ self.file.write("\t\n" % os.path.basename(bfile))
+ # self.file.write("\t\n" % sys.basename(bfile))
+ self.file.write("\t\n" % '2.5')
+ # self.file.write("\t\n" % Blender.Get('version'))
self.file.write("\t\n")
self.file.write("\n")
self.file.write("\n")
@@ -211,9 +216,12 @@ class x3d_class:
'''
def writeViewpoint(self, ob, mat, scene):
- context = scene.render
- ratio = float(context.imageSizeY())/float(context.imageSizeX())
- lens = (360* (math.atan(ratio *16 / ob.data.getLens()) / math.pi))*(math.pi/180)
+ context = scene.render_data
+ # context = scene.render
+ ratio = float(context.resolution_x)/float(context.resolution_y)
+ # ratio = float(context.imageSizeY())/float(context.imageSizeX())
+ lens = (360* (math.atan(ratio *16 / ob.data.lens) / math.pi))*(math.pi/180)
+ # lens = (360* (math.atan(ratio *16 / ob.data.getLens()) / math.pi))*(math.pi/180)
lens = min(lens, math.pi)
# get the camera location, subtract 90 degress from X to orient like X3D does
@@ -221,7 +229,8 @@ class x3d_class:
loc = self.rotatePointForVRML(mat.translationPart())
rot = mat.toEuler()
- rot = (((rot[0]-90)*DEG2RAD), rot[1]*DEG2RAD, rot[2]*DEG2RAD)
+ rot = (((rot[0]-90)), rot[1], rot[2])
+ # rot = (((rot[0]-90)*DEG2RAD), rot[1]*DEG2RAD, rot[2]*DEG2RAD)
nRot = self.rotatePointForVRML( rot )
# convert to Quaternion and to Angle Axis
Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
@@ -237,13 +246,18 @@ class x3d_class:
def writeFog(self, world):
if world:
- mtype = world.getMistype()
- mparam = world.getMist()
- grd = world.getHor()
+ mtype = world.mist.falloff
+ # mtype = world.getMistype()
+ mparam = world.mist
+ # mparam = world.getMist()
+ grd = world.horizon_color
+ # grd = world.getHor()
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
else:
return
- if (mtype == 1 or mtype == 2):
+ if (mtype == 'LINEAR' or mtype == 'INVERSE_QUADRATIC'):
+ mtype = 1 if mtype == 'LINEAR' else 2
+ # if (mtype == 1 or mtype == 2):
self.file.write("\n\n" % round(mparam[2],self.cp))
@@ -256,7 +270,8 @@ class x3d_class:
def writeSpotLight(self, ob, mtx, lamp, world):
safeName = self.cleanStr(ob.name)
if world:
- ambi = world.amb
+ ambi = world.ambient_color
+ # ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
@@ -264,7 +279,8 @@ class x3d_class:
# compute cutoff and beamwidth
intensity=min(lamp.energy/1.75,1.0)
- beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
+ beamWidth=((lamp.spot_size*math.pi)/180.0)*.37;
+ # beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
cutOffAngle=beamWidth*1.3
dx,dy,dz=self.computeDirection(mtx)
@@ -275,12 +291,14 @@ class x3d_class:
#location=(ob.matrixWorld*MATWORLD).translationPart() # now passed
location=(mtx*MATWORLD).translationPart()
- radius = lamp.dist*math.cos(beamWidth)
+ radius = lamp.distance*math.cos(beamWidth)
+ # radius = lamp.dist*math.cos(beamWidth)
self.file.write("\n\n" % (round(dx,4),round(dy,4),round(dz,4)))
def writePointLight(self, ob, mtx, lamp, world):
safeName = self.cleanStr(ob.name)
if world:
- ambi = world.amb
+ ambi = world.ambient_color
+ # ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
@@ -318,9 +339,11 @@ class x3d_class:
self.file.write("\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
'''
def writeNode(self, ob, mtx):
@@ -362,24 +385,41 @@ class x3d_class:
vColors={} # 'multi':1
meshName = self.cleanStr(ob.name)
- meshME = self.cleanStr(ob.getData(mesh=1).name) # We dont care if its the mesh name or not
+ meshME = self.cleanStr(ob.data.name) # We dont care if its the mesh name or not
+ # meshME = self.cleanStr(ob.getData(mesh=1).name) # We dont care if its the mesh name or not
if len(mesh.faces) == 0: return
- mode = 0
- if mesh.faceUV:
- for face in mesh.faces:
- mode |= face.mode
+ mode = []
+ # mode = 0
+ if mesh.active_uv_texture:
+ # if mesh.faceUV:
+ for face in mesh.active_uv_texture.data:
+ # for face in mesh.faces:
+ if face.halo and 'HALO' not in mode:
+ mode += ['HALO']
+ if face.billboard and 'BILLBOARD' not in mode:
+ mode += ['BILLBOARD']
+ if face.object_color and 'OBJECT_COLOR' not in mode:
+ mode += ['OBJECT_COLOR']
+ if face.collision and 'COLLISION' not in mode:
+ mode += ['COLLISION']
+ # mode |= face.mode
- if mode & Mesh.FaceModes.HALO and self.halonode == 0:
+ if 'HALO' in mode and self.halonode == 0:
+ # if mode & Mesh.FaceModes.HALO and self.halonode == 0:
self.writeIndented("\n",1)
self.halonode = 1
- elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0:
+ elif 'BILLBOARD' in mode and self.billnode == 0:
+ # elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0:
self.writeIndented("\n",1)
self.billnode = 1
- elif mode & Mesh.FaceModes.OBCOL and self.matonly == 0:
+ elif 'OBJECT_COLOR' in mode and self.matonly == 0:
+ # elif mode & Mesh.FaceModes.OBCOL and self.matonly == 0:
self.matonly = 1
- elif mode & Mesh.FaceModes.TILES and self.tilenode == 0:
- self.tilenode = 1
- elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0:
+ # TF_TILES is marked as deprecated in DNA_meshdata_types.h
+ # elif mode & Mesh.FaceModes.TILES and self.tilenode == 0:
+ # self.tilenode = 1
+ elif 'COLLISION' not in mode and self.collnode == 0:
+ # elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0:
self.writeIndented("\n",1)
self.collnode = 1
@@ -401,34 +441,44 @@ class x3d_class:
quat = mtx.toQuat()
rot= quat.axis
- # self.writeIndented('\n' % (rot[0], rot[1], rot[2], rot[3]))
self.writeIndented('\n' % \
- (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle*DEG2RAD) )
+ (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle) )
+ # self.writeIndented('\n' % \
+ # (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle*DEG2RAD) )
self.writeIndented("\n",1)
maters=mesh.materials
hasImageTexture=0
issmooth=0
- if len(maters) > 0 or mesh.faceUV:
+ if len(maters) > 0 or mesh.active_uv_texture:
+ # if len(maters) > 0 or mesh.faceUV:
self.writeIndented("\n", 1)
# right now this script can only handle a single material per mesh.
if len(maters) >= 1:
mat=maters[0]
- matFlags = mat.getMode()
- if not matFlags & Blender.Material.Modes['TEXFACE']:
- self.writeMaterial(mat, self.cleanStr(maters[0].name,''), world)
+ # matFlags = mat.getMode()
+ if not mat.face_texture:
+ # if not matFlags & Blender.Material.Modes['TEXFACE']:
+ self.writeMaterial(mat, self.cleanStr(mat.name,''), world)
+ # self.writeMaterial(mat, self.cleanStr(maters[0].name,''), world)
if len(maters) > 1:
print("Warning: mesh named %s has multiple materials" % meshName)
print("Warning: only one material per object handled")
#-- textures
- if mesh.faceUV:
- for face in mesh.faces:
- if (hasImageTexture == 0) and (face.image):
+ face = None
+ if mesh.active_uv_texture:
+ # if mesh.faceUV:
+ for face in mesh.active_uv_texture.data:
+ # for face in mesh.faces:
+ if face.image:
+ # if (hasImageTexture == 0) and (face.image):
self.writeImageTexture(face.image)
- hasImageTexture=1 # keep track of face texture
- if self.tilenode == 1:
+ # hasImageTexture=1 # keep track of face texture
+ break
+ if self.tilenode == 1 and face and face.image:
+ # if self.tilenode == 1:
self.writeIndented("\n" % (face.image.xrep, face.image.yrep))
self.tilenode = 0
self.writeIndented("\n", -1)
@@ -458,11 +508,13 @@ class x3d_class:
issmooth=1
break
if issmooth==1:
- creaseAngle=(mesh.degr)*(math.pi/180.0)
+ creaseAngle=(mesh.autosmooth_angle)*(math.pi/180.0)
+ # creaseAngle=(mesh.degr)*(math.pi/180.0)
self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp)))
#--- output textureCoordinates if UV texture used
- if mesh.faceUV:
+ if mesh.active_uv_texture:
+ # if mesh.faceUV:
if self.matonly == 1 and self.share == 1:
self.writeFaceColors(mesh)
elif hasImageTexture == 1:
@@ -476,7 +528,8 @@ class x3d_class:
self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI)
#--- output textureCoordinates if UV texture used
- if mesh.faceUV:
+ if mesh.active_uv_texture:
+ # if mesh.faceUV:
if hasImageTexture == 1:
self.writeTextureCoordinates(mesh)
elif self.matonly == 1 and self.share == 1:
@@ -516,16 +569,22 @@ class x3d_class:
if self.writingcoords == 0:
self.file.write('coordIndex="')
for face in mesh.faces:
- fv = face.v
+ fv = face.verts
+ # fv = face.v
- if len(face)==3:
- self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
+ if len(fv)==3:
+ # if len(face)==3:
+ self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
+ # self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
else:
if EXPORT_TRI:
- self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
- self.file.write("%i %i %i -1, " % (fv[0].index, fv[2].index, fv[3].index))
+ self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
+ # self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
+ self.file.write("%i %i %i -1, " % (fv[0], fv[2], fv[3]))
+ # self.file.write("%i %i %i -1, " % (fv[0].index, fv[2].index, fv[3].index))
else:
- self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index))
+ self.file.write("%i %i %i %i -1, " % (fv[0], fv[1], fv[2], fv[3]))
+ # self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index))
self.file.write("\">\n")
else:
@@ -543,8 +602,12 @@ class x3d_class:
texIndexList=[]
j=0
- for face in mesh.faces:
- for uv in face.uv:
+ for face in mesh.active_uv_texture.data:
+ # for face in mesh.faces:
+ uvs = [face.uv1, face.uv2, face.uv3, face.uv4] if face.verts[3] else [face.uv1, face.uv2, face.uv3]
+
+ for uv in uvs:
+ # for uv in face.uv:
texIndexList.append(j)
texCoordList.append(uv)
j=j+1
@@ -568,15 +631,24 @@ class x3d_class:
def writeFaceColors(self, mesh):
if self.writingcolor == 0:
self.file.write("colorPerVertex=\"false\" ")
- else:
+ elif mesh.active_vertex_color:
+ # else:
self.writeIndented(" 2:
- print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b))
- aColor = self.rgbToFS(c)
- self.file.write("%s, " % aColor)
+ for face in mesh.active_vertex_color.data:
+ c = face.color1
+ if self.verbose > 2:
+ print("Debug: face.col r=%d g=%d b=%d" % (c[0], c[1], c[2]))
+ # print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b))
+ aColor = self.rgbToFS(c)
+ self.file.write("%s, " % aColor)
+
+ # for face in mesh.faces:
+ # if face.col:
+ # c=face.col[0]
+ # if self.verbose > 2:
+ # print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b))
+ # aColor = self.rgbToFS(c)
+ # self.file.write("%s, " % aColor)
self.file.write("\" />")
self.writeIndented("\n",-1)
@@ -589,22 +661,31 @@ class x3d_class:
self.matNames[matName]=1
- ambient = mat.amb/3
- diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
+ ambient = mat.ambient/3
+ # ambient = mat.amb/3
+ diffuseR, diffuseG, diffuseB = tuple(mat.diffuse_color)
+ # diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
if world:
- ambi = world.getAmb()
- ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
+ ambi = world.ambient_color
+ # ambi = world.getAmb()
+ ambi0, ambi1, ambi2 = (ambi[0]*mat.ambient)*2, (ambi[1]*mat.ambient)*2, (ambi[2]*mat.ambient)*2
+ # ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
else:
ambi0, ambi1, ambi2 = 0, 0, 0
emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/2, (diffuseG*mat.emit+ambi1)/2, (diffuseB*mat.emit+ambi2)/2
- shininess = mat.hard/512.0
- specR = (mat.specCol[0]+0.001)/(1.25/(mat.spec+0.001))
- specG = (mat.specCol[1]+0.001)/(1.25/(mat.spec+0.001))
- specB = (mat.specCol[2]+0.001)/(1.25/(mat.spec+0.001))
+ shininess = mat.specular_hardness/512.0
+ # shininess = mat.hard/512.0
+ specR = (mat.specular_color[0]+0.001)/(1.25/(mat.specular_reflection+0.001))
+ # specR = (mat.specCol[0]+0.001)/(1.25/(mat.spec+0.001))
+ specG = (mat.specular_color[1]+0.001)/(1.25/(mat.specular_reflection+0.001))
+ # specG = (mat.specCol[1]+0.001)/(1.25/(mat.spec+0.001))
+ specB = (mat.specular_color[2]+0.001)/(1.25/(mat.specular_reflection+0.001))
+ # specB = (mat.specCol[2]+0.001)/(1.25/(mat.spec+0.001))
transp = 1-mat.alpha
- matFlags = mat.getMode()
- if matFlags & Blender.Material.Modes['SHADELESS']:
+ # matFlags = mat.getMode()
+ if mat.shadeless:
+ # if matFlags & Blender.Material.Modes['SHADELESS']:
ambient = 1
shine = 1
specR = emitR = diffuseR
@@ -635,10 +716,13 @@ class x3d_class:
def writeBackground(self, world, alltextures):
if world: worldname = world.name
else: return
- blending = world.getSkytype()
- grd = world.getHor()
+ blending = (world.blend_sky, world.paper_sky, world.real_sky)
+ # blending = world.getSkytype()
+ grd = world.horizon_color
+ # grd = world.getHor()
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
- sky = world.getZen()
+ sky = world.zenith_color
+ # sky = world.getZen()
sky0, sky1, sky2 = sky[0], sky[1], sky[2]
mix0, mix1, mix2 = grd[0]+sky[0], grd[1]+sky[1], grd[2]+sky[2]
mix0, mix1, mix2 = mix0/2, mix1/2, mix2/2
@@ -646,27 +730,32 @@ class x3d_class:
if worldname not in self.namesStandard:
self.file.write("DEF=\"%s\" " % self.secureName(worldname))
# No Skytype - just Hor color
- if blending == 0:
+ if blending == (0, 0, 0):
+ # if blending == 0:
self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("skyColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
# Blend Gradient
- elif blending == 1:
+ elif blending == (1, 0, 0):
+ # elif blending == 1:
self.file.write("groundColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
self.file.write("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
# Blend+Real Gradient Inverse
- elif blending == 3:
+ elif blending == (1, 0, 1):
+ # elif blending == 3:
self.file.write("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
self.file.write("skyColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
# Paper - just Zen Color
- elif blending == 4:
+ elif blending == (0, 0, 1):
+ # elif blending == 4:
self.file.write("groundColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
# Blend+Real+Paper - komplex gradient
- elif blending == 7:
+ elif blending == (1, 1, 1):
+ # elif blending == 7:
self.writeIndented("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.writeIndented("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.writeIndented("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
@@ -675,22 +764,43 @@ class x3d_class:
else:
self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
+
alltexture = len(alltextures)
+
for i in range(alltexture):
- namemat = alltextures[i].name
- pic = alltextures[i].getImage()
+ tex = alltextures[i]
+
+ if tex.type != 'IMAGE':
+ continue
+
+ namemat = tex.name
+ # namemat = alltextures[i].name
+
+ pic = tex.image
+
+ # using .expandpath just in case, os.path may not expect //
+ basename = os.path.basename(bpy.sys.expandpath(pic.filename))
+
+ pic = alltextures[i].image
+ # pic = alltextures[i].getImage()
if (namemat == "back") and (pic != None):
- self.file.write("\n\tbackUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
+ self.file.write("\n\tbackUrl=\"%s\" " % basename)
+ # self.file.write("\n\tbackUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
elif (namemat == "bottom") and (pic != None):
- self.writeIndented("bottomUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
+ self.writeIndented("bottomUrl=\"%s\" " % basename)
+ # self.writeIndented("bottomUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
elif (namemat == "front") and (pic != None):
- self.writeIndented("frontUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
+ self.writeIndented("frontUrl=\"%s\" " % basename)
+ # self.writeIndented("frontUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
elif (namemat == "left") and (pic != None):
- self.writeIndented("leftUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
+ self.writeIndented("leftUrl=\"%s\" " % basename)
+ # self.writeIndented("leftUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
elif (namemat == "right") and (pic != None):
- self.writeIndented("rightUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
+ self.writeIndented("rightUrl=\"%s\" " % basename)
+ # self.writeIndented("rightUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
elif (namemat == "top") and (pic != None):
- self.writeIndented("topUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
+ self.writeIndented("topUrl=\"%s\" " % basename)
+ # self.writeIndented("topUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
self.writeIndented("/>\n\n")
##########################################################
@@ -711,44 +821,65 @@ class x3d_class:
self.proto = 0
- # COPIED FROM OBJ EXPORTER
- if EXPORT_APPLY_MODIFIERS:
- temp_mesh_name = '~tmp-mesh'
+ # # COPIED FROM OBJ EXPORTER
+ # if EXPORT_APPLY_MODIFIERS:
+ # temp_mesh_name = '~tmp-mesh'
- # Get the container mesh. - used for applying modifiers and non mesh objects.
- containerMesh = meshName = tempMesh = None
- for meshName in Blender.NMesh.GetNames():
- if meshName.startswith(temp_mesh_name):
- tempMesh = Mesh.Get(meshName)
- if not tempMesh.users:
- containerMesh = tempMesh
- if not containerMesh:
- containerMesh = Mesh.New(temp_mesh_name)
+ # # Get the container mesh. - used for applying modifiers and non mesh objects.
+ # containerMesh = meshName = tempMesh = None
+ # for meshName in Blender.NMesh.GetNames():
+ # if meshName.startswith(temp_mesh_name):
+ # tempMesh = Mesh.Get(meshName)
+ # if not tempMesh.users:
+ # containerMesh = tempMesh
+ # if not containerMesh:
+ # containerMesh = Mesh.New(temp_mesh_name)
# --------------------------
- for ob_main in scene.objects.context:
- for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
+ for ob_main in [o for o in scene.objects if o.is_visible()]:
+ # for ob_main in scene.objects.context:
+
+ free, derived = create_derived_objects(ob_main)
+
+ if derived == None: continue
+
+ for ob, ob_mat in derived:
+ # for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
objType=ob.type
objName=ob.name
self.matonly = 0
- if objType == "Camera":
+ if objType == "CAMERA":
+ # if objType == "Camera":
self.writeViewpoint(ob, ob_mat, scene)
- elif objType in ("Mesh", "Curve", "Surf", "Text") :
- if EXPORT_APPLY_MODIFIERS or objType != 'Mesh':
- me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scene)
+ elif objType in ("MESH", "CURVE", "SURF", "TEXT") :
+ # elif objType in ("Mesh", "Curve", "Surf", "Text") :
+ if EXPORT_APPLY_MODIFIERS or objType != 'MESH':
+ # if EXPORT_APPLY_MODIFIERS or objType != 'Mesh':
+ me = ob.create_mesh(EXPORT_APPLY_MODIFIERS, 'PREVIEW')
+ # me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scene)
else:
- me = ob.getData(mesh=1)
+ me = ob.data
+ # me = ob.getData(mesh=1)
self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI = EXPORT_TRI)
- elif objType == "Lamp":
+
+ # free mesh created with create_mesh()
+ if me != ob.data:
+ bpy.data.remove_mesh(me)
+
+ elif objType == "LAMP":
+ # elif objType == "Lamp":
data= ob.data
datatype=data.type
- if datatype == Lamp.Types.Lamp:
+ if datatype == 'POINT':
+ # if datatype == Lamp.Types.Lamp:
self.writePointLight(ob, ob_mat, data, world)
- elif datatype == Lamp.Types.Spot:
+ elif datatype == 'SPOT':
+ # elif datatype == Lamp.Types.Spot:
self.writeSpotLight(ob, ob_mat, data, world)
- elif datatype == Lamp.Types.Sun:
+ elif datatype == 'SUN':
+ # elif datatype == Lamp.Types.Sun:
self.writeDirectionalLight(ob, ob_mat, data, world)
else:
self.writeDirectionalLight(ob, ob_mat, data, world)
@@ -758,12 +889,15 @@ class x3d_class:
else:
#print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType)
pass
-
+
+ if free:
+ free_derived_objects(ob_main)
+
self.file.write("\n\n")
- if EXPORT_APPLY_MODIFIERS:
- if containerMesh:
- containerMesh.verts = None
+ # if EXPORT_APPLY_MODIFIERS:
+ # if containerMesh:
+ # containerMesh.verts = None
self.cleanup()
@@ -812,10 +946,13 @@ class x3d_class:
faceMap={}
nFaceIndx=0
- if mesh.faceUV:
- for face in mesh.faces:
+ if mesh.active_uv_texture:
+ # if mesh.faceUV:
+ for face in mesh.active_uv_texture.data:
+ # for face in mesh.faces:
sidename='';
- if face.mode & Mesh.FaceModes.TWOSIDE:
+ if face.twoside:
+ # if face.mode & Mesh.FaceModes.TWOSIDE:
sidename='two'
else:
sidename='one'
@@ -859,31 +996,38 @@ class x3d_class:
print("Debug: face.image=%s" % face.image.name)
print("Debug: face.materialIndex=%d" % face.materialIndex)
- def getVertexColorByIndx(self, mesh, indx):
- c = None
- for face in mesh.faces:
- j=0
- for vertex in face.v:
- if vertex.index == indx:
- c=face.col[j]
- break
- j=j+1
- if c: break
- return c
+ # XXX not used
+ # def getVertexColorByIndx(self, mesh, indx):
+ # c = None
+ # for face in mesh.faces:
+ # j=0
+ # for vertex in face.v:
+ # if vertex.index == indx:
+ # c=face.col[j]
+ # break
+ # j=j+1
+ # if c: break
+ # return c
def meshToString(self,mesh):
- print("Debug: mesh.hasVertexUV=%d" % mesh.vertexColors)
- print("Debug: mesh.faceUV=%d" % mesh.faceUV)
- print("Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours())
+ # print("Debug: mesh.hasVertexUV=%d" % mesh.vertexColors)
+ print("Debug: mesh.faceUV=%d" % (len(mesh.uv_textures) > 0))
+ # print("Debug: mesh.faceUV=%d" % mesh.faceUV)
+ print("Debug: mesh.hasVertexColours=%d" % (len(mesh.vertex_colors) > 0))
+ # print("Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours())
print("Debug: mesh.verts=%d" % len(mesh.verts))
print("Debug: mesh.faces=%d" % len(mesh.faces))
print("Debug: mesh.materials=%d" % len(mesh.materials))
def rgbToFS(self, c):
- s="%s %s %s" % (
- round(c.r/255.0,self.cp),
- round(c.g/255.0,self.cp),
- round(c.b/255.0,self.cp))
+ s="%s %s %s" % (round(c[0]/255.0,self.cp),
+ round(c[1]/255.0,self.cp),
+ round(c[2]/255.0,self.cp))
+
+ # s="%s %s %s" % (
+ # round(c.r/255.0,self.cp),
+ # round(c.g/255.0,self.cp),
+ # round(c.b/255.0,self.cp))
return s
def computeDirection(self, mtx):
@@ -891,9 +1035,10 @@ class x3d_class:
ax,ay,az = (mtx*MATWORLD).toEuler()
- ax *= DEG2RAD
- ay *= DEG2RAD
- az *= DEG2RAD
+ # ax *= DEG2RAD
+ # ay *= DEG2RAD
+ # az *= DEG2RAD
+
# rot X
x1=x
y1=y*math.cos(ax)-z*math.sin(ax)
@@ -980,11 +1125,11 @@ class x3d_class:
# Callbacks, needed before Main
##########################################################
-def x3d_export(filename, \
- EXPORT_APPLY_MODIFIERS= False,\
- EXPORT_TRI= False,\
- EXPORT_GZIP= False,\
- ):
+def x3d_export(filename,
+ context,
+ EXPORT_APPLY_MODIFIERS=False,
+ EXPORT_TRI=False,
+ EXPORT_GZIP=False):
if EXPORT_GZIP:
if not filename.lower().endswith('.x3dz'):
@@ -994,9 +1139,13 @@ def x3d_export(filename, \
filename = '.'.join(filename.split('.')[:-1]) + '.x3d'
- scene = Blender.Scene.GetCurrent()
+ scene = context.scene
+ # scene = Blender.Scene.GetCurrent()
world = scene.world
- alltextures = Blender.Texture.Get()
+
+ # XXX these are global textures while .Get() returned only scene's?
+ alltextures = bpy.data.textures
+ # alltextures = Blender.Texture.Get()
wrlexport=x3d_class(filename)
wrlexport.export(\
@@ -1064,11 +1213,15 @@ class EXPORT_OT_x3d(bpy.types.Operator):
# to the class instance from the operator settings before calling.
__props__ = [
- bpy.props.StringProperty(attr="filename", name="File Name", description="File name used for exporting the X3D file", maxlen= 1024, default= ""),
+ bpy.props.StringProperty(attr="filename", name="File Name", description="File name used for exporting the X3D file", maxlen=1024, default=""),
+
+ bpy.props.BoolProperty(attr="apply_modifiers", name="Apply Modifiers", description="Use transformed mesh data from each object.", default=True),
+ bpy.props.BoolProperty(attr="triangulate", name="Triangulate", description="Triangulate quads.", default=False),
+ bpy.props.BoolProperty(attr="compress", name="Compress", description="GZip the resulting file, requires a full python install.", default=False),
]
def execute(self, context):
- raise Exception("Not doing anything yet.")
+ x3d_export(self.filename, context, self.apply_modifiers, self.triangulate, self.compress)
return ('FINISHED',)
def invoke(self, context, event):
@@ -1081,3 +1234,6 @@ class EXPORT_OT_x3d(bpy.types.Operator):
return context.active_object != None
bpy.ops.add(EXPORT_OT_x3d)
+
+# NOTES
+# - blender version is hardcoded