fix for bugs

[bf-blender-Bug Tracker][6693] x3d export bug in V2.44 release
[bf-blender-Bug Tracker][7773] .x3d exporter problems (moving meshes away)
Updated how objects are transformed, and use Mesh rather then NMesh.
also removed vertex color saving since it was really slow and vcolors are stored per face in blender.
This commit is contained in:
Campbell Barton
2008-04-30 22:30:52 +00:00
parent 3a430c33d2
commit 5fef83b0ce

View File

@@ -1,15 +1,12 @@
#!BPY
""" Registration info for Blender menus:
Name: 'X3D Extensible 3D (.x3d)...'
Blender: 235
Blender: 245
Group: 'Export'
Submenu: 'All Objects...' all
Submenu: 'All Objects compressed...' comp
Submenu: 'Selected Objects...' selected
Tooltip: 'Export to Extensible 3D file (.x3d)'
Tooltip: 'Export selection to Extensible 3D file (.x3d)'
"""
__author__ = ("Bart")
__author__ = ("Bart", "Campbell Barton")
__email__ = ["Bart, bart:neeneenee*de"]
__url__ = ["Author's (Bart) homepage, http://www.neeneenee.de/vrml"]
__version__ = "2006/01/17"
@@ -22,10 +19,9 @@ Run this script from "File->Export" menu. A pop-up will ask whether you
want to export only selected or all relevant objects.
Known issues:<br>
Doesn't handle multiple materials (don't use material indices);<br>
Doesn't handle multiple UV textures on a single mesh (create a mesh
for each texture);<br>
Can't get the texture array associated with material * not the UV ones;
Doesn't handle multiple materials (don't use material indices);<br>
Doesn't handle multiple UV textures on a single mesh (create a mesh for each texture);<br>
Can't get the texture array associated with material * not the UV ones;
"""
@@ -58,953 +54,903 @@ for each texture);<br>
####################################
import Blender
from Blender import Object, NMesh, Lamp, Draw, Image, Text, sys
from Blender import Object, Lamp, Draw, Image, Text, sys, Mesh
from Blender.Scene import Render
import math
#
DEG2RAD=0.017453292519943295
MATWORLD= Blender.Mathutils.RotationMatrix(-90, 4, 'x')
####################################
# Global Variables
####################################
scene = Blender.Scene.GetCurrent()
world = Blender.World.GetCurrent()
worldmat = Blender.Texture.Get()
filename = Blender.Get('filename')
_safeOverwrite = True
ARG=''
extension = ''
class DrawTypes:
"""Object DrawTypes enum values
BOUNDS - draw only the bounding box of the object
WIRE - draw object as a wire frame
SOLID - draw object with flat shading
SHADED - draw object with OpenGL shading
"""
BOUNDBOX = 1
WIRE = 2
SOLID = 3
SHADED = 4
TEXTURE = 5
if not hasattr(Blender.Object,'DrawTypes'):
Blender.Object.DrawTypes = DrawTypes()
##########################################################
# Functions for writing output file
##########################################################
class VRML2Export:
def __init__(self, filename):
#--- public you can change these ---
self.writingcolor = 0
self.writingtexture = 0
self.writingcoords = 0
self.wire = 0
self.proto = 1
self.matonly = 0
self.share = 0
self.billnode = 0
self.halonode = 0
self.collnode = 0
self.tilenode = 0
self.verbose=2 # level of verbosity in console 0-none, 1-some, 2-most
self.cp=3 # decimals for material color values 0.000 - 1.000
self.vp=3 # decimals for vertex coordinate values 0.000 - n.000
self.tp=3 # decimals for texture coordinate values 0.000 - 1.000
self.it=3
#--- class private don't touch ---
self.texNames={} # dictionary of textureNames
self.matNames={} # dictionary of materiaNames
self.meshNames={} # dictionary of meshNames
self.indentLevel=0 # keeps track of current indenting
self.filename=filename
self.file = open(filename, "w")
self.bNav=0
self.nodeID=0
self.namesReserved=[ "Anchor","Appearance","Arc2D","ArcClose2D","AudioClip","Background","Billboard",
"BooleanFilter","BooleanSequencer","BooleanToggle","BooleanTrigger","Box","Circle2D",
"Collision","Color","ColorInterpolator","ColorRGBA","component","Cone","connect",
"Contour2D","ContourPolyline2D","Coordinate","CoordinateDouble","CoordinateInterpolator",
"CoordinateInterpolator2D","Cylinder","CylinderSensor","DirectionalLight","Disk2D",
"ElevationGrid","EspduTransform","EXPORT","ExternProtoDeclare","Extrusion","field",
"fieldValue","FillProperties","Fog","FontStyle","GeoCoordinate","GeoElevationGrid",
"GeoLocationLocation","GeoLOD","GeoMetadata","GeoOrigin","GeoPositionInterpolator",
"GeoTouchSensor","GeoViewpoint","Group","HAnimDisplacer","HAnimHumanoid","HAnimJoint",
"HAnimSegment","HAnimSite","head","ImageTexture","IMPORT","IndexedFaceSet",
"IndexedLineSet","IndexedTriangleFanSet","IndexedTriangleSet","IndexedTriangleStripSet",
"Inline","IntegerSequencer","IntegerTrigger","IS","KeySensor","LineProperties","LineSet",
"LoadSensor","LOD","Material","meta","MetadataDouble","MetadataFloat","MetadataInteger",
"MetadataSet","MetadataString","MovieTexture","MultiTexture","MultiTextureCoordinate",
"MultiTextureTransform","NavigationInfo","Normal","NormalInterpolator","NurbsCurve",
"NurbsCurve2D","NurbsOrientationInterpolator","NurbsPatchSurface",
"NurbsPositionInterpolator","NurbsSet","NurbsSurfaceInterpolator","NurbsSweptSurface",
"NurbsSwungSurface","NurbsTextureCoordinate","NurbsTrimmedSurface","OrientationInterpolator",
"PixelTexture","PlaneSensor","PointLight","PointSet","Polyline2D","Polypoint2D",
"PositionInterpolator","PositionInterpolator2D","ProtoBody","ProtoDeclare","ProtoInstance",
"ProtoInterface","ProximitySensor","ReceiverPdu","Rectangle2D","ROUTE","ScalarInterpolator",
"Scene","Script","Shape","SignalPdu","Sound","Sphere","SphereSensor","SpotLight","StaticGroup",
"StringSensor","Switch","Text","TextureBackground","TextureCoordinate","TextureCoordinateGenerator",
"TextureTransform","TimeSensor","TimeTrigger","TouchSensor","Transform","TransmitterPdu",
"TriangleFanSet","TriangleSet","TriangleSet2D","TriangleStripSet","Viewpoint","VisibilitySensor",
"WorldInfo","X3D","XvlShell","VertexShader","FragmentShader","MultiShaderAppearance","ShaderAppearance" ]
self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005",
"Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012",
"Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013",
"Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012",
"World","World.000","World.001","World.002","World.003","World.004","World.005" ]
self.namesFog=[ "","LINEAR","EXPONENTIAL","" ]
def __init__(self, filename):
#--- public you can change these ---
self.writingcolor = 0
self.writingtexture = 0
self.writingcoords = 0
self.proto = 1
self.matonly = 0
self.share = 0
self.billnode = 0
self.halonode = 0
self.collnode = 0
self.tilenode = 0
self.verbose=2 # level of verbosity in console 0-none, 1-some, 2-most
self.cp=3 # decimals for material color values 0.000 - 1.000
self.vp=3 # decimals for vertex coordinate values 0.000 - n.000
self.tp=3 # decimals for texture coordinate values 0.000 - 1.000
self.it=3
#--- class private don't touch ---
self.texNames={} # dictionary of textureNames
self.matNames={} # dictionary of materiaNames
self.meshNames={} # dictionary of meshNames
self.indentLevel=0 # keeps track of current indenting
self.filename=filename
self.file = open(filename, "w")
self.bNav=0
self.nodeID=0
self.namesReserved=[ "Anchor","Appearance","Arc2D","ArcClose2D","AudioClip","Background","Billboard",
"BooleanFilter","BooleanSequencer","BooleanToggle","BooleanTrigger","Box","Circle2D",
"Collision","Color","ColorInterpolator","ColorRGBA","component","Cone","connect",
"Contour2D","ContourPolyline2D","Coordinate","CoordinateDouble","CoordinateInterpolator",
"CoordinateInterpolator2D","Cylinder","CylinderSensor","DirectionalLight","Disk2D",
"ElevationGrid","EspduTransform","EXPORT","ExternProtoDeclare","Extrusion","field",
"fieldValue","FillProperties","Fog","FontStyle","GeoCoordinate","GeoElevationGrid",
"GeoLocationLocation","GeoLOD","GeoMetadata","GeoOrigin","GeoPositionInterpolator",
"GeoTouchSensor","GeoViewpoint","Group","HAnimDisplacer","HAnimHumanoid","HAnimJoint",
"HAnimSegment","HAnimSite","head","ImageTexture","IMPORT","IndexedFaceSet",
"IndexedLineSet","IndexedTriangleFanSet","IndexedTriangleSet","IndexedTriangleStripSet",
"Inline","IntegerSequencer","IntegerTrigger","IS","KeySensor","LineProperties","LineSet",
"LoadSensor","LOD","Material","meta","MetadataDouble","MetadataFloat","MetadataInteger",
"MetadataSet","MetadataString","MovieTexture","MultiTexture","MultiTextureCoordinate",
"MultiTextureTransform","NavigationInfo","Normal","NormalInterpolator","NurbsCurve",
"NurbsCurve2D","NurbsOrientationInterpolator","NurbsPatchSurface",
"NurbsPositionInterpolator","NurbsSet","NurbsSurfaceInterpolator","NurbsSweptSurface",
"NurbsSwungSurface","NurbsTextureCoordinate","NurbsTrimmedSurface","OrientationInterpolator",
"PixelTexture","PlaneSensor","PointLight","PointSet","Polyline2D","Polypoint2D",
"PositionInterpolator","PositionInterpolator2D","ProtoBody","ProtoDeclare","ProtoInstance",
"ProtoInterface","ProximitySensor","ReceiverPdu","Rectangle2D","ROUTE","ScalarInterpolator",
"Scene","Script","Shape","SignalPdu","Sound","Sphere","SphereSensor","SpotLight","StaticGroup",
"StringSensor","Switch","Text","TextureBackground","TextureCoordinate","TextureCoordinateGenerator",
"TextureTransform","TimeSensor","TimeTrigger","TouchSensor","Transform","TransmitterPdu",
"TriangleFanSet","TriangleSet","TriangleSet2D","TriangleStripSet","Viewpoint","VisibilitySensor",
"WorldInfo","X3D","XvlShell","VertexShader","FragmentShader","MultiShaderAppearance","ShaderAppearance" ]
self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005",
"Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012",
"Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013",
"Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012",
"World","World.000","World.001","World.002","World.003","World.004","World.005" ]
self.namesFog=[ "","LINEAR","EXPONENTIAL","" ]
##########################################################
# Writing nodes routines
##########################################################
def writeHeader(self):
#bfile = sys.expandpath( Blender.Get('filename') ).replace('<', '&lt').replace('>', '&gt')
bfile = self.filename.replace('<', '&lt').replace('>', '&gt') # use outfile name
self.file.write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n")
self.file.write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.0//EN\" \"http://www.web3d.org/specifications/x3d-3.0.dtd\">\n")
self.file.write("<X3D version=\"3.0\" profile=\"Immersive\" xmlns:xsd=\"http://www.w3.org/2001/XMLSchema-instance\" xsd:noNamespaceSchemaLocation=\"http://www.web3d.org/specifications/x3d-3.0.xsd\">\n")
self.file.write("<head>\n")
self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile))
self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version'))
self.file.write("\t<meta name=\"translator\" content=\"X3D exporter v1.55 (2006/01/17)\" />\n")
self.file.write("</head>\n")
self.file.write("<Scene>\n")
def writeHeader(self):
#bfile = sys.expandpath( Blender.Get('filename') ).replace('<', '&lt').replace('>', '&gt')
bfile = self.filename.replace('<', '&lt').replace('>', '&gt') # use outfile name
self.file.write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n")
self.file.write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.0//EN\" \"http://www.web3d.org/specifications/x3d-3.0.dtd\">\n")
self.file.write("<X3D version=\"3.0\" profile=\"Immersive\" xmlns:xsd=\"http://www.w3.org/2001/XMLSchema-instance\" xsd:noNamespaceSchemaLocation=\"http://www.web3d.org/specifications/x3d-3.0.xsd\">\n")
self.file.write("<head>\n")
self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile))
self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version'))
self.file.write("\t<meta name=\"translator\" content=\"X3D exporter v1.55 (2006/01/17)\" />\n")
self.file.write("</head>\n")
self.file.write("<Scene>\n")
# This functionality is poorly defined, disabling for now - campbell
'''
def writeInline(self):
inlines = Blender.Scene.Get()
allinlines = len(inlines)
if scene != inlines[0]:
return
else:
for i in xrange(allinlines):
nameinline=inlines[i].name
if (nameinline not in self.namesStandard) and (i > 0):
self.file.write("<Inline DEF=\"%s\" " % (self.cleanStr(nameinline)))
nameinline = nameinline+".x3d"
self.file.write("url=\"%s\" />" % nameinline)
self.file.write("\n\n")
'''
def writeScript(self):
textEditor = Blender.Text.Get()
alltext = len(textEditor)
for i in xrange(alltext):
nametext = textEditor[i].name
nlines = textEditor[i].getNLines()
if (self.proto == 1):
if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines()
for j in xrange(nalllines):
self.writeIndented(alllines[j] + "\n")
elif (self.proto == 0):
if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines()
for j in xrange(nalllines):
self.writeIndented(alllines[j] + "\n")
self.writeIndented("\n")
def writeInline(self):
inlines = Blender.Scene.Get()
allinlines = len(inlines)
if scene != inlines[0]:
return
else:
for i in xrange(allinlines):
nameinline=inlines[i].name
if (nameinline not in self.namesStandard) and (i > 0):
self.file.write("<Inline DEF=\"%s\" " % (self.cleanStr(nameinline)))
nameinline = nameinline+".x3d"
self.file.write("url=\"%s\" />" % nameinline)
self.file.write("\n\n")
def writeViewpoint(self, ob, 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)
lens = min(lens, math.pi)
# get the camera location, subtract 90 degress from X to orient like X3D does
mat = ob.matrixWorld
loc = self.rotatePointForVRML(mat.translationPart())
rot = mat.toEuler()
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])
Q1 = self.multiplyQuaternions(Q[0], Q[1])
Qf = self.multiplyQuaternions(Q1, Q[2])
angleAxis = self.quaternionToAngleAxis(Qf)
self.file.write("<Viewpoint DEF=\"%s\" " % (self.cleanStr(ob.name)))
self.file.write("description=\"%s\" " % (ob.name))
self.file.write("centerOfRotation=\"0 0 0\" ")
self.file.write("position=\"%3.2f %3.2f %3.2f\" " % (loc[0], loc[1], loc[2]))
self.file.write("orientation=\"%3.2f %3.2f %3.2f %3.2f\" " % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
self.file.write("fieldOfView=\"%.3f\" />\n\n" % (lens))
def writeScript(self):
textEditor = Blender.Text.Get()
alltext = len(textEditor)
for i in xrange(alltext):
nametext = textEditor[i].getName()
nlines = textEditor[i].getNLines()
if (self.proto == 1):
if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines()
for j in xrange(nalllines):
self.writeIndented(alllines[j] + "\n")
elif (self.proto == 0):
if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines()
for j in xrange(nalllines):
self.writeIndented(alllines[j] + "\n")
self.writeIndented("\n")
def writeFog(self, world):
if world:
mtype = world.getMistype()
mparam = world.getMist()
grd = world.getHor()
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
else:
return
if (mtype == 1 or mtype == 2):
self.file.write("<Fog fogType=\"%s\" " % self.namesFog[mtype])
self.file.write("color=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam[2],self.cp))
else:
return
'''
def writeNavigationInfo(self, scene):
allObj = []
allObj = list(scene.objects)
headlight = "true"
vislimit = 0.0
for ob in allObj:
objType=ob.type
if objType == "Camera":
vislimit = ob.data.clipEnd
elif objType == "Lamp":
headlight = "false"
self.file.write("<NavigationInfo headlight=\"%s\" " % headlight)
self.file.write("visibilityLimit=\"%s\" " % (round(vislimit,self.cp)))
self.file.write("type=\"EXAMINE\", \"ANY\" avatarSize=\"0.25, 1.75, 0.75\" />\n\n")
'''
def writeSpotLight(self, ob, lamp, world):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
def writeViewpoint(self, thisObj):
context = scene.getRenderingContext()
ratio = float(context.imageSizeY())/float(context.imageSizeX())
lens = (360* (math.atan(ratio *16 / thisObj.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
loc = self.rotatePointForVRML(thisObj.loc)
rot = [thisObj.RotX - 1.57, thisObj.RotY, thisObj.RotZ]
nRot = self.rotatePointForVRML(rot)
# convert to Quaternion and to Angle Axis
Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
Q1 = self.multiplyQuaternions(Q[0], Q[1])
Qf = self.multiplyQuaternions(Q1, Q[2])
angleAxis = self.quaternionToAngleAxis(Qf)
self.file.write("<Viewpoint DEF=\"%s\" " % (self.cleanStr(thisObj.name)))
self.file.write("description=\"%s\" " % (thisObj.name))
self.file.write("centerOfRotation=\"0 0 0\" ")
self.file.write("position=\"%3.2f %3.2f %3.2f\" " % (loc[0], loc[1], loc[2]))
self.file.write("orientation=\"%3.2f %3.2f %3.2f %3.2f\" " % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
self.file.write("fieldOfView=\"%.3f\" />\n\n" % (lens))
# compute cutoff and beamwidth
intensity=min(lamp.energy/1.75,1.0)
beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
cutOffAngle=beamWidth*1.3
def writeFog(self):
if world:
mtype = world.getMistype()
mparam = world.getMist()
grd = world.getHor()
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
else:
return
if (mtype == 1 or mtype == 2):
self.file.write("<Fog fogType=\"%s\" " % self.namesFog[mtype])
self.file.write("color=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam[2],self.cp))
else:
return
dx,dy,dz=self.computeDirection(ob)
# note -dx seems to equal om[3][0]
# note -dz seems to equal om[3][1]
# note dy seems to equal om[3][2]
def writeNavigationInfo(self, scene):
allObj = []
allObj = list(scene.objects)
headlight = "true"
vislimit = 0.0
for thisObj in allObj:
objType=thisObj.type
if objType == "Camera":
vislimit = thisObj.data.clipEnd
elif objType == "Lamp":
headlight = "false"
self.file.write("<NavigationInfo headlight=\"%s\" " % headlight)
self.file.write("visibilityLimit=\"%s\" " % (round(vislimit,self.cp)))
self.file.write("type=\"EXAMINE\", \"ANY\" avatarSize=\"0.25, 1.75, 0.75\" />\n\n")
location=(ob.matrixWorld*MATWORLD).translationPart()
radius = lamp.dist*math.cos(beamWidth)
self.file.write("<SpotLight DEF=\"%s\" " % safeName)
self.file.write("radius=\"%s\" " % (round(radius,self.cp)))
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("beamWidth=\"%s\" " % (round(beamWidth,self.cp)))
self.file.write("cutOffAngle=\"%s\" " % (round(cutOffAngle,self.cp)))
self.file.write("direction=\"%s %s %s\" " % (round(dx,3),round(dy,3),round(dz,3)))
self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
def writeDirectionalLight(self, ob, lamp, world):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
def writeSpotLight(self, ob, lamp):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
intensity=min(lamp.energy/1.75,1.0)
(dx,dy,dz)=self.computeDirection(ob)
self.file.write("<DirectionalLight DEF=\"%s\" " % safeName)
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
self.file.write("direction=\"%s %s %s\" />\n\n" % (round(dx,4),round(dy,4),round(dz,4)))
# compute cutoff and beamwidth
intensity=min(lamp.energy/1.75,1.0)
beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
cutOffAngle=beamWidth*1.3
def writePointLight(self, ob, lamp, world):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
location=(ob.matrixWorld*MATWORLD).translationPart()
intensity=min(lamp.energy/1.75,1.0)
radius = lamp.dist
self.file.write("<PointLight DEF=\"%s\" " % safeName)
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
self.file.write("radius=\"%s\" " % radius )
self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
dx,dy,dz=self.computeDirection(ob)
# note -dx seems to equal om[3][0]
# note -dz seems to equal om[3][1]
# note dy seems to equal om[3][2]
def writeNode(self, ob):
obname=str(ob.name)
if obname in self.namesStandard:
return
else:
dx,dy,dz = self.computeDirection(ob)
location=(ob.matrixWorld*MATWORLD).translationPart()
self.writeIndented("<%s\n" % obname,1)
self.writeIndented("# direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
self.writeIndented("# location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
self.writeIndented("/>\n",-1)
self.writeIndented("\n")
location=ob.getLocation('worldspace')
radius = lamp.dist*math.cos(beamWidth)
self.file.write("<SpotLight DEF=\"%s\" " % safeName)
self.file.write("radius=\"%s\" " % (round(radius,self.cp)))
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("beamWidth=\"%s\" " % (round(beamWidth,self.cp)))
self.file.write("cutOffAngle=\"%s\" " % (round(cutOffAngle,self.cp)))
self.file.write("direction=\"%s %s %s\" " % (round(dx,3),round(dy,3),round(dz,3)))
self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
def writeDirectionalLight(self, ob, lamp):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
def secureName(self, name):
name = name + str(self.nodeID)
self.nodeID=self.nodeID+1
if len(name) <= 3:
newname = "_" + str(self.nodeID)
return "%s" % (newname)
else:
for bad in ['"','#',"'",',','.','[','\\',']','{','}']:
name=name.replace(bad,'_')
if name in self.namesReserved:
newname = name[0:3] + "_" + str(self.nodeID)
return "%s" % (newname)
elif name[0].isdigit():
newname = "_" + name + str(self.nodeID)
return "%s" % (newname)
else:
newname = name
return "%s" % (newname)
intensity=min(lamp.energy/1.75,1.0)
(dx,dy,dz)=self.computeDirection(ob)
self.file.write("<DirectionalLight DEF=\"%s\" " % safeName)
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
self.file.write("direction=\"%s %s %s\" />\n\n" % (round(dx,4),round(dy,4),round(dz,4)))
def writeIndexedFaceSet(self, ob, world, normals = 0):
imageMap={} # set of used images
sided={} # 'one':cnt , 'two':cnt
vColors={} # 'multi':1
meshName = self.cleanStr(ob.name)
mesh=ob.getData(mesh=1)
meshME = self.cleanStr(mesh.name)
if len(mesh.faces) == 0: return
mode = 0
if mesh.faceUV:
for face in mesh.faces:
mode |= face.mode
if mode & Mesh.FaceModes.HALO and self.halonode == 0:
self.writeIndented("<Billboard axisOfRotation=\"0 0 0\">\n",1)
self.halonode = 1
elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0:
self.writeIndented("<Billboard axisOfRotation=\"0 1 0\">\n",1)
self.billnode = 1
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:
self.writeIndented("<Collision enabled=\"false\">\n",1)
self.collnode = 1
def writePointLight(self, ob, lamp):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
location=ob.getLocation('worldspace')
intensity=min(lamp.energy/1.75,1.0)
radius = lamp.dist
self.file.write("<PointLight DEF=\"%s\" " % safeName)
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
self.file.write("radius=\"%s\" " % radius )
self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
if nIFSCnt > 1:
self.writeIndented("<Group DEF=\"%s%s\">\n" % ("G_", meshName),1)
if sided.has_key('two') and sided['two'] > 0:
bTwoSided=1
else:
bTwoSided=0
def writeNode(self, thisObj):
obname=str(thisObj.getName())
if obname in self.namesStandard:
return
else:
dx,dy,dz = self.computeDirection(thisObj)
location = thisObj.getLocation('worldspace')
self.writeIndented("<%s\n" % obname,1)
self.writeIndented("# direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
self.writeIndented("# location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
self.writeIndented("/>\n",-1)
self.writeIndented("\n")
mtx = ob.matrixWorld * MATWORLD
loc= mtx.translationPart()
sca= mtx.scalePart()
quat = mtx.toQuat()
rot= quat.axis
def secureName(self, name):
name = name + str(self.nodeID)
self.nodeID=self.nodeID+1
if len(name) <= 3:
newname = "_" + str(self.nodeID)
return "%s" % (newname)
else:
for bad in ['"','#',"'",',','.','[','\\',']','{','}']:
name=name.replace(bad,'_')
if name in self.namesReserved:
newname = name[0:3] + "_" + str(self.nodeID)
return "%s" % (newname)
elif name[0].isdigit():
newname = "_" + name + str(self.nodeID)
return "%s" % (newname)
else:
newname = name
return "%s" % (newname)
# self.writeIndented('<Transform rotation="%.6f %.6f %.6f %.6f">\n' % (rot[0], rot[1], rot[2], rot[3]))
self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\n' % \
(meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle*DEG2RAD) )
def writeIndexedFaceSet(self, ob, normals = 0):
imageMap={} # set of used images
sided={} # 'one':cnt , 'two':cnt
vColors={} # 'multi':1
meshName = self.cleanStr(ob.name)
mesh=ob.data
meshME = self.cleanStr(mesh.name)
if len(mesh.faces) == 0: return
for face in mesh.faces:
if face.mode & Blender.NMesh.FaceModes['HALO'] and self.halonode == 0:
self.writeIndented("<Billboard axisOfRotation=\"0 0 0\">\n",1)
self.halonode = 1
elif face.mode & Blender.NMesh.FaceModes['BILLBOARD'] and self.billnode == 0:
self.writeIndented("<Billboard axisOfRotation=\"0 1 0\">\n",1)
self.billnode = 1
elif face.mode & Blender.NMesh.FaceModes['OBCOL'] and self.matonly == 0:
self.matonly = 1
elif face.mode & Blender.NMesh.FaceModes['SHAREDCOL'] and self.share == 0:
self.share = 1
elif face.mode & Blender.NMesh.FaceModes['TILES'] and self.tilenode == 0:
self.tilenode = 1
elif not face.mode & Blender.NMesh.FaceModes['DYNAMIC'] and self.collnode == 0:
self.writeIndented("<Collision enabled=\"false\">\n",1)
self.collnode = 1
self.writeIndented("<Shape>\n",1)
maters=mesh.materials
hasImageTexture=0
issmooth=0
nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
if nIFSCnt > 1:
self.writeIndented("<Group DEF=\"%s%s\">\n" % ("G_", meshName),1)
if sided.has_key('two') and sided['two'] > 0:
bTwoSided=1
else:
bTwoSided=0
location= ob.getLocation('worldspace')
self.writeIndented("<Transform DEF=\"%s\" translation=\"%s %s %s\">\n" % (meshName, round(location[0],3), round(location[1],3), round(location[2],3)),1)
self.writeIndented("<Shape>\n",1)
maters=mesh.materials
hasImageTexture=0
issmooth=0
if len(maters) > 0 or mesh.faceUV:
self.writeIndented("<Appearance>\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)
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):
self.writeImageTexture(face.image)
hasImageTexture=1 # keep track of face texture
if self.tilenode == 1:
self.writeIndented("<TextureTransform scale=\"%s %s\" />\n" % (face.image.xrep, face.image.yrep))
self.tilenode = 0
self.writeIndented("</Appearance>\n", -1)
if len(maters) > 0 or mesh.hasFaceUV():
self.writeIndented("<Appearance>\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,''))
if len(maters) > 1:
print "Warning: mesh named %s has multiple materials" % meshName
print "Warning: only one material per object handled"
#-- textures
if mesh.hasFaceUV():
for face in mesh.faces:
if (hasImageTexture == 0) and (face.image):
self.writeImageTexture(face.image)
hasImageTexture=1 # keep track of face texture
if self.tilenode == 1:
self.writeIndented("<TextureTransform scale=\"%s %s\" />\n" % (face.image.xrep, face.image.yrep))
self.tilenode = 0
self.writeIndented("</Appearance>\n", -1)
#-- IndexedFaceSet or IndexedLineSet
#-- IndexedFaceSet or IndexedLineSet
# user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5
ifStyle="IndexedFaceSet"
# look up mesh name, use it if available
if self.meshNames.has_key(meshME):
self.writeIndented("<%s USE=\"ME_%s\">" % (ifStyle, meshME), 1)
self.meshNames[meshME]+=1
else:
if int(mesh.users) > 1:
self.writeIndented("<%s DEF=\"ME_%s\" " % (ifStyle, meshME), 1)
self.meshNames[meshME]=1
else:
self.writeIndented("<%s " % ifStyle, 1)
if bTwoSided == 1:
self.file.write("solid=\"false\" ")
else:
self.file.write("solid=\"true\" ")
# check if object is wireframe only
if ob.drawType == Blender.Object.DrawTypes.WIRE:
# user selected WIRE=2 on the Drawtype=Wire on (F9) Edit page
ifStyle="IndexedLineSet"
self.wire = 1
else:
# user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5
ifStyle="IndexedFaceSet"
# look up mesh name, use it if available
if self.meshNames.has_key(meshME):
self.writeIndented("<%s USE=\"ME_%s\">" % (ifStyle, meshME), 1)
self.meshNames[meshME]+=1
else:
if int(mesh.users) > 1:
self.writeIndented("<%s DEF=\"ME_%s\" " % (ifStyle, meshME), 1)
self.meshNames[meshME]=1
else:
self.writeIndented("<%s " % ifStyle, 1)
if ob.drawType != Blender.Object.DrawTypes.WIRE:
if bTwoSided == 1:
self.file.write("solid=\"false\" ")
else:
self.file.write("solid=\"true\" ")
for face in mesh.faces:
if face.smooth:
issmooth=1
break
if issmooth==1:
creaseAngle=(mesh.degr)*(math.pi/180.0)
self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp)))
for face in mesh.faces:
if face.smooth:
issmooth=1
break
if issmooth==1 and self.wire == 0:
creaseAngle=(mesh.getMaxSmoothAngle())*(math.pi/180.0)
self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp)))
#--- output textureCoordinates if UV texture used
if mesh.faceUV:
if self.matonly == 1 and self.share == 1:
self.writeFaceColors(mesh)
elif hasImageTexture == 1:
self.writeTextureCoordinates(mesh)
#--- output coordinates
self.writeCoordinates(ob, mesh, meshName)
#--- output vertexColors
if self.share == 1 and self.matonly == 0:
self.writeVertexColors(mesh)
if ob.drawType != Blender.Object.DrawTypes.WIRE:
#--- output textureCoordinates if UV texture used
if mesh.hasFaceUV():
if self.matonly == 1 and self.share == 1:
self.writeFaceColors(mesh)
elif hasImageTexture == 1:
self.writeTextureCoordinates(mesh)
#--- output coordinates
self.writeCoordinates(ob, mesh, meshName)
self.writingcoords = 1
self.writingtexture = 1
self.writingcolor = 1
self.writeCoordinates(ob, mesh, meshName)
#--- output textureCoordinates if UV texture used
if mesh.faceUV:
if hasImageTexture == 1:
self.writeTextureCoordinates(mesh)
elif self.matonly == 1 and self.share == 1:
self.writeFaceColors(mesh)
#--- output vertexColors
self.matonly = 0
self.share = 0
self.writingcoords = 0
self.writingtexture = 0
self.writingcolor = 0
#--- output closing braces
self.writeIndented("</%s>\n" % ifStyle, -1)
self.writeIndented("</Shape>\n", -1)
self.writeIndented("</Transform>\n", -1)
self.writingcoords = 1
self.writingtexture = 1
self.writingcolor = 1
self.writeCoordinates(ob, mesh, meshName)
if ob.drawType != Blender.Object.DrawTypes.WIRE:
#--- output textureCoordinates if UV texture used
if mesh.hasFaceUV():
if hasImageTexture == 1:
self.writeTextureCoordinates(mesh)
elif self.matonly == 1 and self.share == 1:
self.writeFaceColors(mesh)
#--- output vertexColors
if self.share == 1 and self.matonly == 0:
self.writeVertexColors(mesh)
self.matonly = 0
self.share = 0
self.wire = 0
self.writingcoords = 0
self.writingtexture = 0
self.writingcolor = 0
#--- output closing braces
self.writeIndented("</%s>\n" % ifStyle, -1)
self.writeIndented("</Shape>\n", -1)
self.writeIndented("</Transform>\n", -1)
if self.halonode == 1:
self.writeIndented("</Billboard>\n", -1)
self.halonode = 0
if self.halonode == 1:
self.writeIndented("</Billboard>\n", -1)
self.halonode = 0
if self.billnode == 1:
self.writeIndented("</Billboard>\n", -1)
self.billnode = 0
if self.billnode == 1:
self.writeIndented("</Billboard>\n", -1)
self.billnode = 0
if self.collnode == 1:
self.writeIndented("</Collision>\n", -1)
self.collnode = 0
if self.collnode == 1:
self.writeIndented("</Collision>\n", -1)
self.collnode = 0
if nIFSCnt > 1:
self.writeIndented("</Group>\n", -1)
if nIFSCnt > 1:
self.writeIndented("</Group>\n", -1)
self.file.write("\n")
self.file.write("\n")
def writeCoordinates(self, ob, mesh, meshName):
# create vertex list and pre rotate -90 degrees X for VRML
if self.writingcoords == 0:
self.file.write('coordIndex="')
for face in mesh.faces:
fv = face.v
if len(face)==4:
self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index))
else:
self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
self.file.write("\">\n")
else:
#-- vertices
# mesh.transform(ob.matrixWorld)
self.writeIndented("<Coordinate DEF=\"%s%s\" \n" % ("coord_",meshName), 1)
self.file.write("\t\t\t\tpoint=\"")
for v in mesh.verts:
self.file.write("%.6f %.6f %.6f, " % tuple(v.co))
self.file.write("\" />")
self.writeIndented("\n", -1)
def writeCoordinates(self, ob, mesh, meshName):
meshVertexList = mesh.verts
def writeTextureCoordinates(self, mesh):
texCoordList=[]
texIndexList=[]
j=0
# create vertex list and pre rotate -90 degrees X for VRML
location= ob.getLocation('worldspace')
if self.writingcoords == 0:
self.file.write('coordIndex="')
for face in mesh.faces:
for i in xrange(len(face)):
indx=face[i].index
self.file.write("%s " % indx)
self.file.write("-1, ")
self.file.write("\">\n")
else:
#-- vertices
mesh.transform(ob.matrixWorld)
self.writeIndented("<Coordinate DEF=\"%s%s\" \n" % ("coord_",meshName), 1)
self.file.write("\t\t\t\tpoint=\"")
for v in meshVertexList:
self.file.write("%.6f %.6f %.6f, " % tuple(v.co))
self.file.write("\" />")
self.writeIndented("\n", -1)
for face in mesh.faces:
for uv in face.uv:
texIndexList.append(j)
texCoordList.append(uv)
j=j+1
texIndexList.append(-1)
if self.writingtexture == 0:
self.file.write("\n\t\t\ttexCoordIndex=\"")
texIndxStr=""
for i in xrange(len(texIndexList)):
texIndxStr = texIndxStr + "%d, " % texIndexList[i]
if texIndexList[i]==-1:
self.file.write(texIndxStr)
texIndxStr=""
self.file.write("\"\n\t\t\t")
else:
self.writeIndented("<TextureCoordinate point=\"", 1)
for i in xrange(len(texCoordList)):
self.file.write("%s %s, " % (round(texCoordList[i][0],self.tp), round(texCoordList[i][1],self.tp)))
self.file.write("\" />")
self.writeIndented("\n", -1)
def writeTextureCoordinates(self, mesh):
texCoordList=[]
texIndexList=[]
j=0
def writeFaceColors(self, mesh):
if self.writingcolor == 0:
self.file.write("colorPerVertex=\"false\" ")
else:
self.writeIndented("<Color color=\"", 1)
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)
def writeMaterial(self, mat, matName, world):
# look up material name, use it if available
if self.matNames.has_key(matName):
self.writeIndented("<Material USE=\"MA_%s\" />\n" % matName)
self.matNames[matName]+=1
return;
for face in mesh.faces:
for i in xrange(len(face)):
texIndexList.append(j)
texCoordList.append(face.uv[i])
j=j+1
texIndexList.append(-1)
if self.writingtexture == 0:
self.file.write("\n\t\t\ttexCoordIndex=\"")
texIndxStr=""
for i in xrange(len(texIndexList)):
texIndxStr = texIndxStr + "%d, " % texIndexList[i]
if texIndexList[i]==-1:
self.file.write(texIndxStr)
texIndxStr=""
self.file.write("\"\n\t\t\t")
else:
self.writeIndented("<TextureCoordinate point=\"", 1)
for i in xrange(len(texCoordList)):
self.file.write("%s %s, " % (round(texCoordList[i][0],self.tp), round(texCoordList[i][1],self.tp)))
self.file.write("\" />")
self.writeIndented("\n", -1)
self.matNames[matName]=1
def writeFaceColors(self, mesh):
if self.writingcolor == 0:
self.file.write("colorPerVertex=\"false\" ")
else:
self.writeIndented("<Color color=\"", 1)
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)
ambient = mat.amb/3
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
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
def writeVertexColors(self, mesh):
if self.writingcolor == 0:
self.file.write("colorPerVertex=\"false\" ")
else:
self.writeIndented("<Color color=\"", 1)
for i in xrange(len(mesh.verts)):
c=self.getVertexColorByIndx(mesh,i)
if self.verbose > 2:
print "Debug: vertex[%d].col r=%d g=%d b=%d" % (i, c.r, c.g, c.b)
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))
transp = 1-mat.alpha
matFlags = mat.getMode()
if matFlags & Blender.Material.Modes['SHADELESS']:
ambient = 1
shine = 1
specR = emitR = diffuseR
specG = emitG = diffuseG
specB = emitB = diffuseB
self.writeIndented("<Material DEF=\"MA_%s\" " % matName, 1)
self.file.write("diffuseColor=\"%s %s %s\" " % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp)))
self.file.write("specularColor=\"%s %s %s\" " % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp)))
self.file.write("emissiveColor=\"%s %s %s\" \n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp)))
self.writeIndented("ambientIntensity=\"%s\" " % (round(ambient,self.cp)))
self.file.write("shininess=\"%s\" " % (round(shininess,self.cp)))
self.file.write("transparency=\"%s\" />" % (round(transp,self.cp)))
self.writeIndented("\n",-1)
aColor = self.rgbToFS(c)
self.file.write("%s, " % aColor)
self.file.write("\" />")
self.writeIndented("\n",-1)
def writeImageTexture(self, image):
name = image.name
filename = image.filename.split('/')[-1].split('\\')[-1]
if self.texNames.has_key(name):
self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
self.texNames[name] += 1
return
else:
self.writeIndented("<ImageTexture DEF=\"%s\" " % self.cleanStr(name), 1)
self.file.write("url=\"%s\" />" % name)
self.writeIndented("\n",-1)
self.texNames[name] = 1
def writeMaterial(self, mat, matName):
# look up material name, use it if available
if self.matNames.has_key(matName):
self.writeIndented("<Material USE=\"MA_%s\" />\n" % matName)
self.matNames[matName]+=1
return;
self.matNames[matName]=1
ambient = mat.amb/3
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
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.getSpec()+0.001))
specG = (mat.specCol[1]+0.001)/(1.25/(mat.getSpec()+0.001))
specB = (mat.specCol[2]+0.001)/(1.25/(mat.getSpec()+0.001))
transp = 1-mat.alpha
matFlags = mat.getMode()
if matFlags & Blender.Material.Modes['SHADELESS']:
ambient = 1
shine = 1
specR = emitR = diffuseR
specG = emitG = diffuseG
specB = emitB = diffuseB
self.writeIndented("<Material DEF=\"MA_%s\" " % matName, 1)
self.file.write("diffuseColor=\"%s %s %s\" " % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp)))
self.file.write("specularColor=\"%s %s %s\" " % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp)))
self.file.write("emissiveColor=\"%s %s %s\" \n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp)))
self.writeIndented("ambientIntensity=\"%s\" " % (round(ambient,self.cp)))
self.file.write("shininess=\"%s\" " % (round(shininess,self.cp)))
self.file.write("transparency=\"%s\" />" % (round(transp,self.cp)))
self.writeIndented("\n",-1)
def writeImageTexture(self, image):
name = image.name
filename = image.filename.split('/')[-1].split('\\')[-1]
if self.texNames.has_key(name):
self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
self.texNames[name] += 1
return
else:
self.writeIndented("<ImageTexture DEF=\"%s\" " % self.cleanStr(name), 1)
self.file.write("url=\"%s\" />" % name)
self.writeIndented("\n",-1)
self.texNames[name] = 1
def writeBackground(self):
if world: worldname = world.name
else: return
blending = world.getSkytype()
grd = world.getHor()
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
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
self.file.write("<Background ")
if worldname not in self.namesStandard:
self.file.write("DEF=\"%s\" " % self.secureName(worldname))
# No Skytype - just Hor color
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:
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:
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:
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:
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)))
self.writeIndented("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
# Any Other two colors
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(worldmat)
for i in xrange(alltexture):
namemat = worldmat[i].getName()
pic = worldmat[i].getImage()
if (namemat == "back") and (pic != None):
self.file.write("\n\tbackUrl=\"%s\" " % str(pic.getName()))
elif (namemat == "bottom") and (pic != None):
self.writeIndented("bottomUrl=\"%s\" " % str(pic.getName()))
elif (namemat == "front") and (pic != None):
self.writeIndented("frontUrl=\"%s\" " % str(pic.getName()))
elif (namemat == "left") and (pic != None):
self.writeIndented("leftUrl=\"%s\" " % str(pic.getName()))
elif (namemat == "right") and (pic != None):
self.writeIndented("rightUrl=\"%s\" " % str(pic.getName()))
elif (namemat == "top") and (pic != None):
self.writeIndented("topUrl=\"%s\" " % str(pic.getName()))
self.writeIndented("/>\n\n")
def writeBackground(self, world, alltextures):
if world: worldname = world.name
else: return
blending = world.getSkytype()
grd = world.getHor()
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
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
self.file.write("<Background ")
if worldname not in self.namesStandard:
self.file.write("DEF=\"%s\" " % self.secureName(worldname))
# No Skytype - just Hor color
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:
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:
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:
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:
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)))
self.writeIndented("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
# Any Other two colors
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 xrange(alltexture):
namemat = alltextures[i].name
pic = alltextures[i].getImage()
if (namemat == "back") and (pic != None):
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])
elif (namemat == "front") and (pic != None):
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])
elif (namemat == "right") and (pic != None):
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("/>\n\n")
##########################################################
# export routine
##########################################################
def export(self, scene, world, worldmat):
print "Info: starting X3D export to " + self.filename + "..."
self.writeHeader()
self.writeScript()
self.writeNavigationInfo(scene)
self.writeBackground()
self.writeFog()
self.proto = 0
allObj = []
if ARG == 'selected':
allObj = list(scene.objects.context)
else:
allObj = list(scene.objects)
self.writeInline()
for thisObj in allObj:
try:
objType=thisObj.type
objName=thisObj.name
self.matonly = 0
if objType == "Camera":
self.writeViewpoint(thisObj)
elif objType == "Mesh":
self.writeIndexedFaceSet(thisObj, normals = 0)
elif objType == "Lamp":
lmpName= thisObj.data
lmpType=lmpName.getType()
if lmpType == Lamp.Types.Lamp:
self.writePointLight(thisObj, lmpName)
elif lmpType == Lamp.Types.Spot:
self.writeSpotLight(thisObj, lmpName)
elif lmpType == Lamp.Types.Sun:
self.writeDirectionalLight(thisObj, lmpName)
else:
self.writeDirectionalLight(thisObj, lmpName)
elif objType == "Empty" and objName != "Empty":
self.writeNode(thisObj)
else:
#print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType())
print ""
except AttributeError:
print "Error: Unable to get type info for %s" % thisObj.getName()
if ARG != 'selected':
self.writeScript()
self.file.write("\n</Scene>\n</X3D>")
self.cleanup()
def export(self, scene, world, alltextures):
print "Info: starting X3D export to " + self.filename + "..."
self.writeHeader()
self.writeScript()
# self.writeNavigationInfo(scene) # This seems to position me in some strange area I cant see the model (with BS Contact) - Campbell
self.writeBackground(world, alltextures)
self.writeFog(world)
self.proto = 0
for ob in scene.objects.context:
objType=ob.type
objName=ob.name
self.matonly = 0
if objType == "Camera":
self.writeViewpoint(ob, scene)
elif objType == "Mesh":
self.writeIndexedFaceSet(ob, world, normals = 0)
elif objType == "Lamp":
data= ob.data
datatype=data.type
if datatype == Lamp.Types.Lamp:
self.writePointLight(ob, data, world)
elif datatype == Lamp.Types.Spot:
self.writeSpotLight(ob, data, world)
elif datatype == Lamp.Types.Sun:
self.writeDirectionalLight(ob, data, world)
else:
self.writeDirectionalLight(ob, data, world)
elif objType == "Empty" and objName != "Empty":
self.writeNode(ob)
else:
#print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType)
print ""
if ARG != 'selected':
self.writeScript()
self.file.write("\n</Scene>\n</X3D>")
self.cleanup()
##########################################################
# Utility methods
##########################################################
def cleanup(self):
self.file.close()
self.texNames={}
self.matNames={}
self.indentLevel=0
print "Info: finished X3D export to %s\n" % self.filename
def cleanup(self):
self.file.close()
self.texNames={}
self.matNames={}
self.indentLevel=0
print "Info: finished X3D export to %s\n" % self.filename
def cleanStr(self, name, prefix='rsvd_'):
"""cleanStr(name,prefix) - try to create a valid VRML DEF name from object name"""
def cleanStr(self, name, prefix='rsvd_'):
"""cleanStr(name,prefix) - try to create a valid VRML DEF name from object name"""
newName=name[:]
if len(newName) == 0:
self.nNodeID+=1
return "%s%d" % (prefix, self.nNodeID)
if newName in self.namesReserved:
newName='%s%s' % (prefix,newName)
if newName[0].isdigit():
newName='%s%s' % ('_',newName)
newName=name[:]
if len(newName) == 0:
self.nNodeID+=1
return "%s%d" % (prefix, self.nNodeID)
if newName in self.namesReserved:
newName='%s%s' % (prefix,newName)
if newName[0].isdigit():
newName='%s%s' % ('_',newName)
for bad in [' ','"','#',"'",',','.','[','\\',']','{','}']:
newName=newName.replace(bad,'_')
return newName
for bad in [' ','"','#',"'",',','.','[','\\',']','{','}']:
newName=newName.replace(bad,'_')
return newName
def countIFSSetsNeeded(self, mesh, imageMap, sided, vColors):
"""
countIFFSetsNeeded() - should look at a blender mesh to determine
how many VRML IndexFaceSets or IndexLineSets are needed. A
new mesh created under the following conditions:
o - split by UV Textures / one per mesh
o - split by face, one sided and two sided
o - split by smooth and flat faces
o - split when faces only have 2 vertices * needs to be an IndexLineSet
"""
imageNameMap={}
faceMap={}
nFaceIndx=0
for face in mesh.faces:
sidename='';
if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
sidename='two'
else:
sidename='one'
if sided.has_key(sidename):
sided[sidename]+=1
else:
sided[sidename]=1
def countIFSSetsNeeded(self, mesh, imageMap, sided, vColors):
"""
countIFFSetsNeeded() - should look at a blender mesh to determine
how many VRML IndexFaceSets or IndexLineSets are needed. A
new mesh created under the following conditions:
o - split by UV Textures / one per mesh
o - split by face, one sided and two sided
o - split by smooth and flat faces
o - split when faces only have 2 vertices * needs to be an IndexLineSet
"""
imageNameMap={}
faceMap={}
nFaceIndx=0
if mesh.faceUV:
for face in mesh.faces:
sidename='';
if face.mode & Mesh.FaceModes.TWOSIDE:
sidename='two'
else:
sidename='one'
if sided.has_key(sidename):
sided[sidename]+=1
else:
sided[sidename]=1
image = face.image
if image:
faceName="%s_%s" % (face.image.name, sidename);
try:
imageMap[faceName].append(face)
except:
imageMap[faceName]=[face.image.name,sidename,face]
if face.image:
faceName="%s_%s" % (face.image.name, sidename);
if self.verbose > 2:
for faceName in imageMap.iterkeys():
ifs=imageMap[faceName]
print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
(faceName, ifs[0], ifs[1], len(ifs)-2)
try:
imageMap[faceName].append(face)
except:
imageMap[faceName]=[face.image.name,sidename,face]
return len(imageMap)
def faceToString(self,face):
if self.verbose > 2:
for faceName in imageMap.iterkeys():
ifs=imageMap[faceName]
print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
(faceName, ifs[0], ifs[1], len(ifs)-2)
print "Debug: face.flag=0x%x (bitflags)" % face.flag
if face.sel:
print "Debug: face.sel=true"
return len(imageMap)
def faceToString(self,face):
print "Debug: face.mode=0x%x (bitflags)" % face.mode
if face.mode & Mesh.FaceModes.TWOSIDE:
print "Debug: face.mode twosided"
print "Debug: face.flag=0x%x (bitflags)" % face.flag
if face.sel:
print "Debug: face.sel=true"
print "Debug: face.transp=0x%x (enum)" % face.transp
if face.transp == Mesh.FaceTranspModes.SOLID:
print "Debug: face.transp.SOLID"
print "Debug: face.mode=0x%x (bitflags)" % face.mode
if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
print "Debug: face.mode twosided"
if face.image:
print "Debug: face.image=%s" % face.image.name
print "Debug: face.materialIndex=%d" % face.materialIndex
print "Debug: face.transp=0x%x (enum)" % face.transp
if face.transp == NMesh.FaceTranspModes.SOLID:
print "Debug: face.transp.SOLID"
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
if face.image:
print "Debug: face.image=%s" % face.image.name
print "Debug: face.materialIndex=%d" % face.materialIndex
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.verts=%d" % len(mesh.verts)
print "Debug: mesh.faces=%d" % len(mesh.faces)
print "Debug: mesh.materials=%d" % len(mesh.materials)
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 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))
return s
def meshToString(self,mesh):
print "Debug: mesh.hasVertexUV=%d" % mesh.hasVertexUV()
print "Debug: mesh.hasFaceUV=%d" % mesh.hasFaceUV()
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 computeDirection(self, ob):
x,y,z=(0,-1.0,0) # point down
ax,ay,az = (ob.matrixWorld*MATWORLD).toEuler()
ax *= DEG2RAD
ay *= DEG2RAD
az *= DEG2RAD
# rot X
x1=x
y1=y*math.cos(ax)-z*math.sin(ax)
z1=y*math.sin(ax)+z*math.cos(ax)
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))
return s
# rot Y
x2=x1*math.cos(ay)+z1*math.sin(ay)
y2=y1
z2=z1*math.cos(ay)-x1*math.sin(ay)
def computeDirection(self, ob):
x,y,z=(0,-1.0,0) # point down
ax,ay,az = (ob.RotX,ob.RotZ,ob.RotY)
# rot Z
x3=x2*math.cos(az)-y2*math.sin(az)
y3=x2*math.sin(az)+y2*math.cos(az)
z3=z2
# rot X
x1=x
y1=y*math.cos(ax)-z*math.sin(ax)
z1=y*math.sin(ax)+z*math.cos(ax)
return [x3,y3,z3]
# rot Y
x2=x1*math.cos(ay)+z1*math.sin(ay)
y2=y1
z2=z1*math.cos(ay)-x1*math.sin(ay)
# swap Y and Z to handle axis difference between Blender and VRML
#------------------------------------------------------------------------
def rotatePointForVRML(self, v):
x = v[0]
y = v[2]
z = -v[1]
vrmlPoint=[x, y, z]
return vrmlPoint
# rot Z
x3=x2*math.cos(az)-y2*math.sin(az)
y3=x2*math.sin(az)+y2*math.cos(az)
z3=z2
# For writing well formed VRML code
#------------------------------------------------------------------------
def writeIndented(self, s, inc=0):
if inc < 1:
self.indentLevel = self.indentLevel + inc
return [x3,y3,z3]
spaces=""
for x in xrange(self.indentLevel):
spaces = spaces + "\t"
self.file.write(spaces + s)
# swap Y and Z to handle axis difference between Blender and VRML
#------------------------------------------------------------------------
def rotatePointForVRML(self, v):
x = v[0]
y = v[2]
z = -v[1]
vrmlPoint=[x, y, z]
return vrmlPoint
if inc > 0:
self.indentLevel = self.indentLevel + inc
# For writing well formed VRML code
#------------------------------------------------------------------------
def writeIndented(self, s, inc=0):
if inc < 1:
self.indentLevel = self.indentLevel + inc
# Converts a Euler to three new Quaternions
# Angles of Euler are passed in as radians
#------------------------------------------------------------------------
def eulerToQuaternions(self, x, y, z):
Qx = [math.cos(x/2), math.sin(x/2), 0, 0]
Qy = [math.cos(y/2), 0, math.sin(y/2), 0]
Qz = [math.cos(z/2), 0, 0, math.sin(z/2)]
quaternionVec=[Qx,Qy,Qz]
return quaternionVec
# Multiply two Quaternions together to get a new Quaternion
#------------------------------------------------------------------------
def multiplyQuaternions(self, Q1, Q2):
result = [((Q1[0] * Q2[0]) - (Q1[1] * Q2[1]) - (Q1[2] * Q2[2]) - (Q1[3] * Q2[3])),
((Q1[0] * Q2[1]) + (Q1[1] * Q2[0]) + (Q1[2] * Q2[3]) - (Q1[3] * Q2[2])),
((Q1[0] * Q2[2]) + (Q1[2] * Q2[0]) + (Q1[3] * Q2[1]) - (Q1[1] * Q2[3])),
((Q1[0] * Q2[3]) + (Q1[3] * Q2[0]) + (Q1[1] * Q2[2]) - (Q1[2] * Q2[1]))]
return result
# Convert a Quaternion to an Angle Axis (ax, ay, az, angle)
# angle is in radians
#------------------------------------------------------------------------
def quaternionToAngleAxis(self, Qf):
scale = math.pow(Qf[1],2) + math.pow(Qf[2],2) + math.pow(Qf[3],2)
ax = Qf[1]
ay = Qf[2]
az = Qf[3]
spaces=""
for x in xrange(self.indentLevel):
spaces = spaces + "\t"
self.file.write(spaces + s)
if inc > 0:
self.indentLevel = self.indentLevel + inc
# Converts a Euler to three new Quaternions
# Angles of Euler are passed in as radians
#------------------------------------------------------------------------
def eulerToQuaternions(self, x, y, z):
Qx = [math.cos(x/2), math.sin(x/2), 0, 0]
Qy = [math.cos(y/2), 0, math.sin(y/2), 0]
Qz = [math.cos(z/2), 0, 0, math.sin(z/2)]
quaternionVec=[Qx,Qy,Qz]
return quaternionVec
# Multiply two Quaternions together to get a new Quaternion
#------------------------------------------------------------------------
def multiplyQuaternions(self, Q1, Q2):
result = [((Q1[0] * Q2[0]) - (Q1[1] * Q2[1]) - (Q1[2] * Q2[2]) - (Q1[3] * Q2[3])),
((Q1[0] * Q2[1]) + (Q1[1] * Q2[0]) + (Q1[2] * Q2[3]) - (Q1[3] * Q2[2])),
((Q1[0] * Q2[2]) + (Q1[2] * Q2[0]) + (Q1[3] * Q2[1]) - (Q1[1] * Q2[3])),
((Q1[0] * Q2[3]) + (Q1[3] * Q2[0]) + (Q1[1] * Q2[2]) - (Q1[2] * Q2[1]))]
return result
# Convert a Quaternion to an Angle Axis (ax, ay, az, angle)
# angle is in radians
#------------------------------------------------------------------------
def quaternionToAngleAxis(self, Qf):
scale = math.pow(Qf[1],2) + math.pow(Qf[2],2) + math.pow(Qf[3],2)
ax = Qf[1]
ay = Qf[2]
az = Qf[3]
if scale > .0001:
ax/=scale
ay/=scale
az/=scale
angle = 2 * math.acos(Qf[0])
result = [ax, ay, az, angle]
return result
if scale > .0001:
ax/=scale
ay/=scale
az/=scale
angle = 2 * math.acos(Qf[0])
result = [ax, ay, az, angle]
return result
##########################################################
# Callbacks, needed before Main
##########################################################
def select_file(filename):
if not filename.endswith(extension):
filename += extension
if _safeOverwrite and sys.exists(filename):
result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0")
if(result != 1):
return
if not filename.endswith(extension):
filename += extension
#if _safeOverwrite and sys.exists(filename):
# result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0")
#if(result != 1):
# return
scene = Blender.Scene.GetCurrent()
world = scene.world
alltextures = Blender.Texture.Get()
wrlexport=VRML2Export(filename)
wrlexport.export(scene, world, worldmat)
wrlexport=VRML2Export(filename)
wrlexport.export(scene, world, alltextures)
def createWRLPath():
filename = Blender.Get('filename')
print filename
if filename.find('.') != -1:
filename = filename.split('.')[0]
filename += extension
print filename
return filename
#########################################################
# main routine
#########################################################
try:
ARG = __script__['arg'] # user selected argument
except:
print "older version"
if Blender.Get('version') < 235:
print "Warning: X3D export failed, wrong blender version!"
print " You aren't running blender version 2.35 or greater"
print " download a newer version from http://blender3d.org/"
else:
if ARG == 'comp':
from gzip import *
extension=".x3dz"
else:
extension=".x3d"
Blender.Window.FileSelector(select_file,"Export X3D",createWRLPath())
if __name__ == '__main__':
Blender.Window.FileSelector(select_file,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d'))
# select_file('/shared/bed1.x3d')