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authorCampbell Barton <ideasman42@gmail.com>2013-03-12 10:59:38 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-03-12 10:59:38 +0400
commit369cfd3766fc2d6e764d3e6a39f448674fabebca (patch)
tree26c30f622ad2bb491c295ea6c662ff59d347968d /io_scene_vrml2
parent41c80357961d079bad12713b41b759d0a7baa0b5 (diff)
rename vrml2 addon since it now exports multiple meshes
Diffstat (limited to 'io_scene_vrml2')
-rw-r--r--io_scene_vrml2/__init__.py128
-rw-r--r--io_scene_vrml2/export_vrml2.py271
2 files changed, 399 insertions, 0 deletions
diff --git a/io_scene_vrml2/__init__.py b/io_scene_vrml2/__init__.py
new file mode 100644
index 00000000..802fb7a7
--- /dev/null
+++ b/io_scene_vrml2/__init__.py
@@ -0,0 +1,128 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8-80 compliant>
+
+bl_info = {
+ "name": "VRML2 (Virtual Reality Modeling Language)",
+ "author": "Campbell Barton",
+ "blender": (2, 66, 0),
+ "location": "File > Export",
+ "description": "Exports the active mesh object to VRML2, supporting vertex and material colors",
+ "warning": "",
+ "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
+ "Scripts/Import-Export/VRML2",
+ "tracker_url": "",
+ "support": 'OFFICIAL',
+ "category": "Import-Export"}
+
+if "bpy" in locals():
+ import imp
+ if "export_vrml2" in locals():
+ imp.reload(export_vrml2)
+
+
+import os
+import bpy
+from bpy.props import CollectionProperty, StringProperty, BoolProperty, EnumProperty
+from bpy_extras.io_utils import ExportHelper, path_reference_mode
+
+class ExportVRML(bpy.types.Operator, ExportHelper):
+ """Export a single object as a VRML2, """ \
+ """colors and texture coordinates"""
+ bl_idname = "export_mesh.vrml2"
+ bl_label = "Export VRML2"
+
+ filename_ext = ".wrl"
+ filter_glob = StringProperty(default="*.wrl", options={'HIDDEN'})
+
+ use_selection = BoolProperty(
+ name="Selection Only",
+ description="Export selected objects only",
+ default=False,
+ )
+
+ use_mesh_modifiers = BoolProperty(
+ name="Apply Modifiers",
+ description="Apply Modifiers to the exported mesh",
+ default=True,
+ )
+ use_color = BoolProperty(
+ name="Vertex Colors",
+ description="Export the active vertex color layer",
+ default=True,
+ )
+ color_type = EnumProperty(
+ name='Color',
+ items=(
+ ('MATERIAL', "Material Color", ""),
+ ('VERTEX', "Vertex Color", "")),
+ default='MATERIAL',
+ )
+ use_uv = BoolProperty(
+ name="Texture/UVs",
+ description="Export the active texture and UV coords",
+ default=True,
+ )
+
+ path_mode = path_reference_mode
+
+ @classmethod
+ def poll(cls, context):
+ obj = context.active_object
+ return (obj is not None) and obj.type == 'MESH'
+
+ def execute(self, context):
+ filepath = self.filepath
+ filepath = bpy.path.ensure_ext(filepath, self.filename_ext)
+ from . import export_vrml2
+ keywords = self.as_keywords(ignore=("check_existing", "filter_glob"))
+ return export_vrml2.save(self, context, **keywords)
+
+ def draw(self, context):
+ layout = self.layout
+
+ layout.prop(self, "use_selection")
+ layout.prop(self, "use_mesh_modifiers")
+
+ row = layout.row()
+ row.prop(self, "use_uv")
+ row.prop(self, "use_color")
+ row = layout.row()
+ row.active = self.use_color
+ row.prop(self, "color_type")
+ layout.prop(self, "path_mode")
+
+
+def menu_func_export(self, context):
+ self.layout.operator(ExportVRML.bl_idname, text="VRML2 (.wrl)")
+
+
+def register():
+ bpy.utils.register_module(__name__)
+
+ bpy.types.INFO_MT_file_export.append(menu_func_export)
+
+
+def unregister():
+ bpy.utils.unregister_module(__name__)
+
+ bpy.types.INFO_MT_file_export.remove(menu_func_export)
+
+if __name__ == "__main__":
+ register()
diff --git a/io_scene_vrml2/export_vrml2.py b/io_scene_vrml2/export_vrml2.py
new file mode 100644
index 00000000..a3370a3a
--- /dev/null
+++ b/io_scene_vrml2/export_vrml2.py
@@ -0,0 +1,271 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8-80 compliant>
+
+import bpy
+import bpy_extras
+import bmesh
+import os
+
+def save_bmesh(fw, bm,
+ use_color, color_type, material_colors,
+ use_uv, uv_image,
+ path_mode, copy_set):
+
+ base_src = os.path.dirname(bpy.data.filepath)
+ base_dst = os.path.dirname(fw.__self__.name)
+
+ fw('Shape {\n')
+ fw('\tappearance Appearance {\n')
+ if use_uv:
+ fw('\t\ttexture ImageTexture {\n')
+ filepath = uv_image.filepath
+ filepath_full = bpy.path.abspath(filepath, library=uv_image.library)
+ filepath_ref = bpy_extras.io_utils.path_reference(filepath_full, base_src, base_dst, path_mode, "textures", copy_set, uv_image.library)
+ filepath_base = os.path.basename(filepath_full)
+
+ images = [
+ filepath_ref,
+ filepath_base,
+ filepath_full,
+ ]
+ fw('\t\t\turl [ %s ]\n' % " ".join(['"%s"' % f for f in images]) )
+ del images
+ del filepath_ref, filepath_base, filepath_full, filepath
+ fw('\t\t}\n') # end 'ImageTexture'
+ else:
+ fw('\t\tmaterial Material {\n')
+ fw('\t\t}\n') # end 'Material'
+ fw('\t}\n') # end 'Appearance'
+
+ fw('\tgeometry IndexedFaceSet {\n')
+ fw('\t\tcoord Coordinate {\n')
+ fw('\t\t\tpoint [ ')
+ v = None
+ for v in bm.verts:
+ fw("%.6f %.6f %.6f " % v.co[:])
+ del v
+ fw(']\n') # end 'point[]'
+ fw('\t\t}\n') # end 'Coordinate'
+
+ if use_color:
+ if color_type == 'MATERIAL':
+ fw('\t\tcolorPerVertex FALSE\n')
+ fw('\t\tcolor Color {\n')
+ fw('\t\t\tcolor [ ')
+ c = None
+ for c in material_colors:
+ fw(c)
+ del c
+ fw(']\n') # end 'color[]'
+ fw('\t\t}\n') # end 'Color'
+ elif color_type == 'VERTEX':
+ fw('\t\tcolorPerVertex TRUE\n')
+ fw('\t\tcolor Color {\n')
+ fw('\t\t\tcolor [ ')
+ v = None
+ c_none = "0.00 0.00 0.00 "
+ color_layer = bm.loops.layers.color.active
+ assert(color_layer is not None)
+ for v in bm.verts:
+ # weak, use first loops color
+ try:
+ l = v.link_loops[0]
+ except:
+ l = None
+ fw(c_none if l is None else ("%.2f %.2f %.2f " % l[color_layer][:]))
+
+ del v
+ fw(']\n') # end 'color[]'
+ fw('\t\t}\n') # end 'Color'
+
+ # ---
+
+ if color_type == 'MATERIAL':
+ fw('\t\tcolorIndex [ ')
+ i = None
+ for f in bm.faces:
+ i = f.material_index
+ if i >= len(material_colors):
+ i = 0
+ fw("%d " % i)
+ del i
+ fw(']\n') # end 'colorIndex[]'
+ elif color_type == 'VERTEX':
+ pass
+
+ if use_uv:
+ fw('\t\ttexCoord TextureCoordinate {\n')
+ fw('\t\t\tpoint [ ')
+ v = None
+ uv_layer = bm.loops.layers.uv.active
+ assert(uv_layer is not None)
+ for f in bm.faces:
+ for l in f.loops:
+ fw("%.4f %.4f " % l[uv_layer].uv[:])
+
+ del f
+ fw(']\n') # end 'point[]'
+ fw('\t\t}\n') # end 'TextureCoordinate'
+
+ # ---
+
+ fw('\t\ttexCoordIndex [ ')
+ i = None
+ for i in range(0, len(bm.faces) * 3, 3):
+ fw("%d %d %d -1 " % (i, i + 1, i + 2))
+ del i
+ fw(']\n') # end 'coordIndex[]'
+
+ fw('\t\tcoordIndex [ ')
+ f = fv = None
+ for f in bm.faces:
+ fv = f.verts[:]
+ fw("%d %d %d -1 " % (fv[0].index, fv[1].index, fv[2].index))
+ del f, fv
+ fw(']\n') # end 'coordIndex[]'
+
+ fw('\t}\n') # end 'IndexedFaceSet'
+ fw('}\n') # end 'Shape'
+
+
+def detect_default_image(obj, bm):
+ tex_layer = bm.faces.layers.tex.active
+ if tex_layer is not None:
+ for f in bm.faces:
+ image = f[tex_layer].image
+ if image is not None:
+ return image
+ for m in obj.data.materials:
+ if m is not None:
+ # backwards so topmost are highest priority
+ for mtex in reversed(m.texture_slots):
+ if mtex and mtex.use_map_color_diffuse:
+ texture = mtex.texture
+ if texture and texture.type == 'IMAGE':
+ image = texture.image
+ if image is not None:
+ return image
+ return None
+
+
+def save_object(fw, scene, obj,
+ use_mesh_modifiers,
+ use_color, color_type,
+ use_uv,
+ path_mode, copy_set):
+
+ assert(obj.type == 'MESH')
+
+ if use_mesh_modifiers:
+ is_editmode = (obj.mode == 'EDIT')
+ if is_editmode:
+ bpy.ops.object.editmode_toggle()
+
+ me = obj.to_mesh(scene, True, 'PREVIEW', calc_tessface=False)
+ bm = bmesh.new()
+ bm.from_mesh(me)
+
+ if is_editmode:
+ bpy.ops.object.editmode_toggle()
+ else:
+ me = obj.data
+ if obj.mode == 'EDIT':
+ bm_orig = bmesh.from_edit_mesh(me)
+ bm = bm_orig.copy()
+ else:
+ bm = bmesh.new()
+ bm.from_mesh(me)
+
+ bm.transform(obj.matrix_world)
+ bmesh.ops.triangulate(bm, faces=bm.faces, use_beauty=True)
+
+ # default empty
+ material_colors = []
+ uv_image = None
+
+ if use_color:
+ if color_type == 'VERTEX':
+ if bm.loops.layers.color.active is None:
+ use_color = False
+ elif color_type == 'MATERIAL':
+ if not me.materials:
+ use_color = False
+ else:
+ material_colors = [
+ "%.2f %.2f %.2f " % (m.diffuse_color[:] if m else (1.0, 1.0, 1.0))
+ for m in me.materials]
+ else:
+ assert(0)
+
+ if use_uv:
+ if bm.loops.layers.uv.active is None:
+ use_uv = False
+ uv_image = detect_default_image(obj, bm)
+ if uv_image is None:
+ use_uv = False
+
+ save_bmesh(fw, bm,
+ use_color, color_type, material_colors,
+ use_uv, uv_image,
+ path_mode, copy_set)
+
+ bm.free()
+
+
+def save(operator,
+ context,
+ filepath="",
+ use_selection=False,
+ use_mesh_modifiers=True,
+ use_color=True,
+ color_type='MATERIAL',
+ use_uv=True,
+ path_mode='AUTO'):
+
+ scene = context.scene
+
+ # store files to copy
+ copy_set = set()
+
+ file = open(filepath, 'w', encoding='utf-8')
+ fw = file.write
+ fw('#VRML V2.0 utf8\n')
+ fw('#modeled using blender3d http://blender.org\n')
+
+ if use_selection:
+ objects = context.selected_objects
+ else:
+ objects = scene.objects
+
+ for obj in objects:
+ if obj.type == 'MESH':
+ fw("\n# %r\n" % obj.name)
+ save_object(fw, scene, obj,
+ use_mesh_modifiers,
+ use_color, color_type,
+ use_uv,
+ path_mode, copy_set)
+
+ file.close()
+
+ # copy all collected files.
+ bpy_extras.io_utils.path_reference_copy(copy_set)
+
+ return {'FINISHED'}