==python scripts==
slight updates and cleanups to vrml97 and x3d exporter, the ability to do gzip compression has been added. The redundant vrml exporter has been removed. Thanks Bart
This commit is contained in:
@@ -4,6 +4,7 @@ Name: 'VRML97 (.wrl)...'
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Blender: 235
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Group: 'Export'
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Submenu: 'All Objects...' all
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Submenu: 'All Objects compressed...' comp
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Submenu: 'Selected Objects...' selected
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Tooltip: 'Export to VRML97 file (.wrl)'
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"""
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@@ -12,8 +13,8 @@ __author__ = ("Rick Kimball", "Ken Miller", "Steve Matthews", "Bart")
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__url__ = ["blender", "elysiun",
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"Author's (Rick) homepage, http://kimballsoftware.com/blender",
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"Author's (Bart) homepage, http://www.neeneenee.de/vrml"]
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__version__ = "2005/06/03"
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__email__ = ["Bart, bart:neeneenee*de"]
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__version__ = "2006/01/17"
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__bpydoc__ = """\
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This script exports to VRML97 format.
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@@ -37,8 +38,6 @@ for each texture);<br>
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#
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2003,2004: Rick Kimball rick@vrmlworld.net
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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@@ -61,7 +60,7 @@ for each texture);<br>
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####################################
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import Blender
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from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text
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from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text, sys, Mathutils
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from Blender.Scene import Render
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try:
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from os.path import exists, join
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@@ -80,15 +79,9 @@ world = Blender.World.Get()
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worldmat = Blender.Texture.Get()
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filename = Blender.Get('filename')
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_safeOverwrite = True
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radD=math.pi/180.0
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extension = ''
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ARG=''
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def rad2deg(v):
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return round(v*180.0/math.pi,4)
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def deg2rad(v):
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return (v*math.pi)/180.0;
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class DrawTypes:
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"""Object DrawTypes enum values
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BOUNDS - draw only the bounding box of the object
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@@ -161,11 +154,12 @@ class VRML2Export:
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##########################################################
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def writeHeader(self):
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bfile = sys.expandpath(Blender.Get('filename'))
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self.file.write("#VRML V2.0 utf8\n\n")
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self.file.write("# This file was authored with Blender (http://www.blender.org/)\n")
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self.file.write("# Blender version %s\n" % Blender.Get('version'))
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self.file.write("# Blender file %s\n" % filename)
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self.file.write("# Exported using VRML97 exporter v1.50 (2005/06/03)\n\n")
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self.file.write("# Blender file %s\n" % sys.basename(bfile))
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self.file.write("# Exported using VRML97 exporter v1.55 (2006/01/17)\n\n")
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def writeInline(self):
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inlines = Blender.Scene.Get()
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@@ -205,9 +199,8 @@ class VRML2Export:
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def writeViewpoint(self, thisObj):
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context = scene.getRenderingContext()
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ratio = float(context.imageSizeY())/float(context.imageSizeX())
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lens = (360* (math.atan(ratio *16 / thisObj.data.getLens()) / 3.141593))*(3.141593/180)
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if lens > 3.14:
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lens = 3.14
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lens = (360* (math.atan(ratio *16 / thisObj.data.getLens()) / math.pi))*(math.pi/180)
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lens = min(lens, math.pi)
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# get the camera location, subtract 90 degress from X to orient like VRML does
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loc = self.rotatePointForVRML(thisObj.loc)
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rot = [thisObj.RotX - 1.57, thisObj.RotY, thisObj.RotZ]
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@@ -271,8 +264,8 @@ class VRML2Export:
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ambientIntensity = 0
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# compute cutoff and beamwidth
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intensity=min(lamp.energy/1.5,1.0)
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beamWidth=deg2rad(lamp.spotSize)*.37;
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intensity=min(lamp.energy/1.75,1.0)
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beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
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cutOffAngle=beamWidth*1.3
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(dx,dy,dz)=self.computeDirection(object)
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@@ -303,7 +296,7 @@ class VRML2Export:
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ambi = 0
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ambientIntensity = 0
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intensity=min(lamp.energy/1.5, 1.0)
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intensity=min(lamp.energy/1.75,1.0)
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(dx,dy,dz)=self.computeDirection(object)
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self.writeIndented("DEF %s DirectionalLight {\n" % self.cleanStr(object.name),1)
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self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
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@@ -322,7 +315,7 @@ class VRML2Export:
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ambientIntensity = 0
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om = object.getMatrix()
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location=self.rotVertex(om, (0,0,0));
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intensity=min(lamp.energy/1.5,1.0)
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intensity=min(lamp.energy/1.75,1.0)
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radius = lamp.dist
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self.writeIndented("DEF %s PointLight {\n" % self.cleanStr(object.name),1)
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self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
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@@ -346,28 +339,10 @@ class VRML2Export:
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self.writeIndented("# location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
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self.writeIndented("}\n",-1)
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self.writeIndented("\n")
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def createDef(self, name):
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name = name + str(self.nodeID)
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self.nodeID=self.nodeID+1
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if len(name) <= 3:
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newname = "_" + str(self.nodeID)
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return "%s" % (newname)
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else:
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for bad in [' ','"','#',"'",',','.','[','\\',']','{','}']:
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name=name.replace(bad,'_')
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if name in self.namesReserved:
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newname = name[0:3] + "_" + str(self.nodeID)
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return "%s" % (newname)
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elif name[0].isdigit():
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newname = "_" + name + str(self.nodeID)
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return "%s" % (newname)
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else:
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newname = name
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return "%s" % (newname)
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def secureName(self, name):
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name = name + str(self.nodeID)
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self.nodeID=self.nodeID+1
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self.nodeID += 1
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if len(name) <= 3:
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newname = "_" + str(self.nodeID)
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return "%s" % (newname)
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@@ -385,13 +360,14 @@ class VRML2Export:
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return "%s" % (newname)
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def writeIndexedFaceSet(self, object, normals = 0):
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imageMap={} # set of used images
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sided={} # 'one':cnt , 'two':cnt
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vColors={} # 'multi':1
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meshName = self.cleanStr(object.name)
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mesh=object.getData()
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meshME = self.cleanStr(mesh.name)
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if len(mesh.faces) == 0:
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return
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for face in mesh.faces:
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if face.mode & Blender.NMesh.FaceModes['HALO'] and self.halonode == 0:
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self.writeIndented("Billboard {\n",1)
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@@ -437,17 +413,16 @@ class VRML2Export:
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issmooth=0
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if len(maters) > 0 or mesh.hasFaceUV():
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self.writeIndented("appearance Appearance {\n", 1)
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# right now this script can only handle a single material per mesh.
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if len(maters) >= 1:
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mat=Blender.Material.Get(maters[0].name)
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self.writeMaterial(mat, self.cleanStr(maters[0].name,''))
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if len(maters) > 1:
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print "Warning: mesh named %s has multiple materials" % meshName
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print "Warning: only one material per object handled"
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else:
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self.writeIndented("material NULL\n")
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self.writeIndented("appearance Appearance {\n", 1)
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# right now this script can only handle a single material per mesh.
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if len(maters) >= 1:
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mat=Blender.Material.Get(maters[0].name)
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matFlags = mat.getMode()
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if not matFlags & Blender.Material.Modes['TEXFACE']:
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self.writeMaterial(mat, self.cleanStr(maters[0].name,''))
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if len(maters) > 1:
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print "Warning: mesh named %s has multiple materials" % meshName
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print "Warning: only one material per object handled"
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#-- textures
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if mesh.hasFaceUV():
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@@ -501,7 +476,7 @@ class VRML2Export:
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if face.smooth:
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issmooth=1
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if issmooth==1 and self.wire == 0:
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creaseAngle=(mesh.getMaxSmoothAngle())*radD
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creaseAngle=(mesh.getMaxSmoothAngle())*(math.pi/180.0)
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self.writeIndented("creaseAngle %s\n" % (round(creaseAngle,self.cp)))
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#--- output vertexColors
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@@ -636,22 +611,27 @@ class VRML2Export:
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self.matNames[matName]=1
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ambient = mat.amb/2
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ambient = mat.amb/3
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diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
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if len(world) > 0:
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ambi = world[0].getAmb()
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ambi0, ambi1, ambi2 = ambi[0], ambi[1], ambi[2]
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ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
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else:
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ambi = 0
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ambi0, ambi1, ambi2 = 0, 0, 0
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emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/4, (diffuseG*mat.emit+ambi1)/4, (diffuseB*mat.emit+ambi2)/4
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emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/2, (diffuseG*mat.emit+ambi1)/2, (diffuseB*mat.emit+ambi2)/2
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shininess = mat.hard/255.0
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specR = (mat.specCol[0]+0.001)/(1.05/(mat.getSpec()+0.001))
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specG = (mat.specCol[1]+0.001)/(1.05/(mat.getSpec()+0.001))
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specB = (mat.specCol[2]+0.001)/(1.05/(mat.getSpec()+0.001))
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shininess = mat.hard/512.0
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specR = (mat.specCol[0]+0.001)/(1.25/(mat.getSpec()+0.001))
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specG = (mat.specCol[1]+0.001)/(1.25/(mat.getSpec()+0.001))
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specB = (mat.specCol[2]+0.001)/(1.25/(mat.getSpec()+0.001))
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transp = 1-mat.alpha
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matFlags = mat.getMode()
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if matFlags & Blender.Material.Modes['SHADELESS']:
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ambient = 1
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shine = 1
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specR = emitR = diffuseR
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specG = emitG = diffuseG
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specB = emitB = diffuseB
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self.writeIndented("material DEF MA_%s Material {\n" % matName, 1)
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self.writeIndented("diffuseColor %s %s %s\n" % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp)))
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self.writeIndented("ambientIntensity %s\n" % (round(ambient,self.cp)))
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@@ -687,7 +667,7 @@ class VRML2Export:
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if worldname in self.namesStandard:
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self.writeIndented("Background {\n",1)
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else:
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self.writeIndented("DEF %s Background {\n" % self.createDef(worldname),1)
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self.writeIndented("DEF %s Background {\n" % self.secureName(worldname),1)
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# No Skytype - just Hor color
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if blending == 0:
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self.writeIndented("groundColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
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@@ -1016,7 +996,9 @@ def select_file(filename):
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if(result != 1):
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return
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if filename.find('.wrl', -4) < 0: filename += '.wrl'
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if not filename.endswith(extension):
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filename += extension
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wrlexport=VRML2Export(filename)
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wrlexport.export(scene, world, worldmat)
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@@ -1026,7 +1008,7 @@ def createWRLPath():
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if filename.find('.') != -1:
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filename = filename.split('.')[0]
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filename += ".wrl"
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filename += extension
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print filename
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return filename
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@@ -1041,8 +1023,14 @@ except:
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print "older version"
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if Blender.Get('version') < 235:
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print "Warning: VRML97 export failed, wrong blender version!"
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print " You aren't running blender version 2.35 or greater"
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print " download a newer version from http://blender3d.org/"
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print "Warning: VRML97 export failed, wrong blender version!"
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print " You aren't running blender version 2.35 or greater"
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print " download a newer version from http://blender3d.org/"
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else:
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Blender.Window.FileSelector(select_file,"Export VRML97",createWRLPath())
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if ARG == 'comp':
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extension=".wrz"
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from gzip import *
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else:
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extension=".wrl"
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Blender.Window.FileSelector(select_file,"Export VRML97",createWRLPath())
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@@ -4,16 +4,15 @@ Name: 'X3D Extensible 3D (.x3d)...'
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Blender: 235
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Group: 'Export'
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Submenu: 'All Objects...' all
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Submenu: 'All Objects compressed...' comp
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Submenu: 'Selected Objects...' selected
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Tooltip: 'Export to Extensible 3D file (.x3d)'
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"""
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__author__ = ("Bart")
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__email__ = ["Bart, bart:neeneenee*de"]
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__url__ = ["Author's (Bart) homepage, http://www.neeneenee.de/vrml"]
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__version__ = "2005/06/06"
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__version__ = "2006/01/17"
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__bpydoc__ = """\
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This script exports to X3D format.
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@@ -37,8 +36,6 @@ for each texture);<br>
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#
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2003,2004: Bart bart@neeneenee.de
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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@@ -61,7 +58,7 @@ for each texture);<br>
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####################################
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import Blender
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from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text
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from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text, sys, Mathutils
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from Blender.Scene import Render
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try:
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from os.path import exists, join
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@@ -80,14 +77,8 @@ world = Blender.World.Get()
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worldmat = Blender.Texture.Get()
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filename = Blender.Get('filename')
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_safeOverwrite = True
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radD=math.pi/180.0
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ARG=''
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def rad2deg(v):
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return round(v*180.0/math.pi,4)
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def deg2rad(v):
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return (v*math.pi)/180.0;
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extension = ''
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class DrawTypes:
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"""Object DrawTypes enum values
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@@ -177,13 +168,14 @@ class VRML2Export:
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##########################################################
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def writeHeader(self):
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bfile = sys.expandpath(Blender.Get('filename'))
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self.file.write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n")
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self.file.write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.0//EN\" \"http://www.web3d.org/specifications/x3d-3.0.dtd\">\n")
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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")
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self.file.write("<head>\n")
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self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % filename)
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self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile))
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self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version'))
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self.file.write("\t<meta name=\"translator\" content=\"X3D exporter v1.50 (2005/06/06)\" />\n")
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self.file.write("\t<meta name=\"translator\" content=\"X3D exporter v1.55 (2006/01/17)\" />\n")
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self.file.write("</head>\n")
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self.file.write("<Scene>\n")
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@@ -224,9 +216,8 @@ class VRML2Export:
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def writeViewpoint(self, thisObj):
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context = scene.getRenderingContext()
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ratio = float(context.imageSizeY())/float(context.imageSizeX())
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lens = (360* (math.atan(ratio *16 / thisObj.data.getLens()) / 3.141593))*(3.141593/180)
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if lens > 3.14:
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lens = 3.14
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lens = (360* (math.atan(ratio *16 / thisObj.data.getLens()) / math.pi))*(math.pi/180)
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lens = min(lens, math.pi)
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# get the camera location, subtract 90 degress from X to orient like X3D does
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loc = self.rotatePointForVRML(thisObj.loc)
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rot = [thisObj.RotX - 1.57, thisObj.RotY, thisObj.RotZ]
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@@ -283,8 +274,8 @@ class VRML2Export:
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ambientIntensity = 0
|
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|
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# compute cutoff and beamwidth
|
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intensity=min(lamp.energy/1.5,1.0)
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beamWidth=deg2rad(lamp.spotSize)*.37;
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intensity=min(lamp.energy/1.75,1.0)
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beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
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cutOffAngle=beamWidth*1.3
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|
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(dx,dy,dz)=self.computeDirection(object)
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@@ -314,7 +305,7 @@ class VRML2Export:
|
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ambi = 0
|
||||
ambientIntensity = 0
|
||||
|
||||
intensity=min(lamp.energy/1.5, 1.0)
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intensity=min(lamp.energy/1.75,1.0)
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(dx,dy,dz)=self.computeDirection(object)
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self.file.write("<DirectionalLight DEF=\"%s\" " % safeName)
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self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
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@@ -332,7 +323,7 @@ class VRML2Export:
|
||||
ambientIntensity = 0
|
||||
om = object.getMatrix()
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location=self.rotVertex(om, (0,0,0));
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intensity=min(lamp.energy/1.5,1.0)
|
||||
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)))
|
||||
@@ -354,24 +345,6 @@ class VRML2Export:
|
||||
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")
|
||||
def createDef(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)
|
||||
|
||||
def secureName(self, name):
|
||||
name = name + str(self.nodeID)
|
||||
@@ -393,13 +366,14 @@ class VRML2Export:
|
||||
return "%s" % (newname)
|
||||
|
||||
def writeIndexedFaceSet(self, object, normals = 0):
|
||||
|
||||
imageMap={} # set of used images
|
||||
sided={} # 'one':cnt , 'two':cnt
|
||||
vColors={} # 'multi':1
|
||||
meshName = self.cleanStr(object.name)
|
||||
mesh=object.getData()
|
||||
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)
|
||||
@@ -436,17 +410,16 @@ class VRML2Export:
|
||||
issmooth=0
|
||||
|
||||
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=Blender.Material.Get(maters[0].name)
|
||||
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"
|
||||
else:
|
||||
self.writeIndented("<material NULL />\n")
|
||||
self.writeIndented("<Appearance>\n", 1)
|
||||
# right now this script can only handle a single material per mesh.
|
||||
if len(maters) >= 1:
|
||||
mat=Blender.Material.Get(maters[0].name)
|
||||
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():
|
||||
@@ -489,7 +462,7 @@ class VRML2Export:
|
||||
if face.smooth:
|
||||
issmooth=1
|
||||
if issmooth==1 and self.wire == 0:
|
||||
creaseAngle=(mesh.getMaxSmoothAngle())*radD
|
||||
creaseAngle=(mesh.getMaxSmoothAngle())*(math.pi/180.0)
|
||||
self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp)))
|
||||
|
||||
#--- output vertexColors
|
||||
@@ -640,22 +613,27 @@ class VRML2Export:
|
||||
|
||||
self.matNames[matName]=1
|
||||
|
||||
ambient = mat.amb/2
|
||||
ambient = mat.amb/3
|
||||
diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
|
||||
if len(world) > 0:
|
||||
ambi = world[0].getAmb()
|
||||
ambi0, ambi1, ambi2 = ambi[0], ambi[1], ambi[2]
|
||||
ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
|
||||
else:
|
||||
ambi = 0
|
||||
ambi0, ambi1, ambi2 = 0, 0, 0
|
||||
emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/4, (diffuseG*mat.emit+ambi1)/4, (diffuseB*mat.emit+ambi2)/4
|
||||
emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/2, (diffuseG*mat.emit+ambi1)/2, (diffuseB*mat.emit+ambi2)/2
|
||||
|
||||
shininess = mat.hard/255.0
|
||||
specR = (mat.specCol[0]+0.001)/(1.05/(mat.getSpec()+0.001))
|
||||
specG = (mat.specCol[1]+0.001)/(1.05/(mat.getSpec()+0.001))
|
||||
specB = (mat.specCol[2]+0.001)/(1.05/(mat.getSpec()+0.001))
|
||||
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)))
|
||||
@@ -690,7 +668,7 @@ class VRML2Export:
|
||||
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.createDef(worldname))
|
||||
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)))
|
||||
@@ -1016,7 +994,9 @@ def select_file(filename):
|
||||
if(result != 1):
|
||||
return
|
||||
|
||||
if filename.find('.x3d', -4) < 0: filename += '.x3d'
|
||||
if not filename.endswith(extension):
|
||||
filename += extension
|
||||
|
||||
wrlexport=VRML2Export(filename)
|
||||
wrlexport.export(scene, world, worldmat)
|
||||
|
||||
@@ -1026,7 +1006,7 @@ def createWRLPath():
|
||||
|
||||
if filename.find('.') != -1:
|
||||
filename = filename.split('.')[0]
|
||||
filename += ".x3d"
|
||||
filename += extension
|
||||
print filename
|
||||
|
||||
return filename
|
||||
@@ -1041,8 +1021,14 @@ 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/"
|
||||
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:
|
||||
Blender.Window.FileSelector(select_file,"Export X3D",createWRLPath())
|
||||
if ARG == 'comp':
|
||||
from gzip import *
|
||||
extension=".x3dz"
|
||||
else:
|
||||
extension=".x3d"
|
||||
Blender.Window.FileSelector(select_file,"Export X3D",createWRLPath())
|
||||
|
||||
|
||||
Reference in New Issue
Block a user