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