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authorCampbell Barton <ideasman42@gmail.com>2011-05-16 20:03:11 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-05-16 20:03:11 +0400
commitc8bbe3cc89d2838195418695331e4995f2d04ccf (patch)
tree11bd8ae9a7008847325bc58842357bf594e05912 /io_scene_x3d
parent2a41c432bdbc7690985314c245aadb6070efb661 (diff)
minor speedup, cleanup to x3d export
Diffstat (limited to 'io_scene_x3d')
-rw-r--r--io_scene_x3d/export_x3d.py178
1 files changed, 77 insertions, 101 deletions
diff --git a/io_scene_x3d/export_x3d.py b/io_scene_x3d/export_x3d.py
index 4fa73b3b..111814e3 100644
--- a/io_scene_x3d/export_x3d.py
+++ b/io_scene_x3d/export_x3d.py
@@ -42,8 +42,8 @@ import mathutils
from bpy_extras.io_utils import create_derived_objects, free_derived_objects
-def round_color(col, cp):
- return tuple([round(max(min(c, 1.0), 0.0), cp) for c in col])
+def clamp_color(col):
+ return tuple([max(min(c, 1.0), 0.0) for c in col])
def matrix_direction(mtx):
@@ -63,11 +63,6 @@ class x3d_class:
self.billnode = 0
self.halonode = 0
self.collnode = 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
self.global_matrix = mathutils.Matrix.Rotation(-(math.pi / 2.0), 4, 'X')
@@ -129,9 +124,7 @@ class x3d_class:
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" % bfile)
- # self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile))
self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % bpy.app.version_string)
- # 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")
@@ -161,8 +154,8 @@ class x3d_class:
def writeViewpoint(self, ob, mat, scene):
loc, quat, scale = mat.decompose()
- self.file.write("<Viewpoint DEF=\"%s\" " % (self.cleanStr(ob.name)))
- self.file.write("description=\"%s\" " % (ob.name))
+ 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[:])
self.file.write("orientation=\"%3.2f %3.2f %3.2f %3.2f\" " % (quat.axis[:] + (quat.angle, )))
@@ -180,8 +173,8 @@ class x3d_class:
mtype = 1 if mtype == 'LINEAR' else 2
# if (mtype == 1 or mtype == 2):
self.file.write("<Fog fogType=\"%s\" " % self.namesFog[mtype])
- self.file.write("color=\"%s %s %s\" " % round_color(world.horizon_color, self.cp))
- self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam.depth, self.cp))
+ self.file.write("color=\"%.3f %.3f %.3f\" " % clamp_color(world.horizon_color))
+ self.file.write("visibilityRange=\"%.3f\" />\n\n" % mparam.depth)
else:
return
@@ -213,7 +206,7 @@ class x3d_class:
self.file.write("radius=\"%.4f\" " % radius)
self.file.write("ambientIntensity=\"%.4f\" " % amb_intensity)
self.file.write("intensity=\"%.4f\" " % intensity)
- self.file.write("color=\"%.4f %.4f %.4f\" " % round_color(lamp.color, 4))
+ self.file.write("color=\"%.4f %.4f %.4f\" " % clamp_color(lamp.color))
self.file.write("beamWidth=\"%.4f\" " % beamWidth)
self.file.write("cutOffAngle=\"%.4f\" " % cutOffAngle)
self.file.write("direction=\"%.4f %.4f %.4f\" " % (dx, dy, dz))
@@ -233,7 +226,7 @@ class x3d_class:
dx, dy, dz = matrix_direction(mtx)
self.file.write("<DirectionalLight DEF=\"%s\" " % safeName)
self.file.write("ambientIntensity=\"%.4f\" " % amb_intensity)
- self.file.write("color=\"%.4f %.4f %.4f\" " % round_color(lamp.color, 4))
+ self.file.write("color=\"%.4f %.4f %.4f\" " % clamp_color(lamp.color))
self.file.write("intensity=\"%.4f\" " % intensity)
self.file.write("direction=\"%.4f %.4f %.4f\" />\n\n" % (dx, dy, dz))
@@ -242,7 +235,7 @@ class x3d_class:
if world:
ambi = world.ambient_color
# ambi = world.amb
- amb_intensity = ((float(ambi[0] + ambi[1] + ambi[2])) / 3) / 2.5
+ amb_intensity = ((float(ambi[0] + ambi[1] + ambi[2])) / 3.0) / 2.5
else:
ambi = 0.0
amb_intensity = 0.0
@@ -252,7 +245,7 @@ class x3d_class:
self.file.write("<PointLight DEF=\"%s\" " % safeName)
self.file.write("ambientIntensity=\"%.4f\" " % amb_intensity)
- self.file.write("color=\"%.4f %.4f %.4f\" " % round_color(lamp.color, 4))
+ self.file.write("color=\"%.4f %.4f %.4f\" " % clamp_color(lamp.color))
self.file.write("intensity=\"%.4f\" " % intensity)
self.file.write("radius=\"%.4f\" " % lamp.distance)
@@ -285,35 +278,30 @@ class x3d_class:
if not mesh.faces:
return
- mode = []
- # mode = 0
- if mesh.uv_textures.active:
- # if mesh.faceUV:
- for face in mesh.uv_textures.active.data:
- # for face in mesh.faces:
- if face.use_halo and 'HALO' not in mode:
- mode += ['HALO']
- if face.use_billboard and 'BILLBOARD' not in mode:
- mode += ['BILLBOARD']
- if face.use_object_color and 'OBJECT_COLOR' not in mode:
- mode += ['OBJECT_COLOR']
- if face.use_collision and 'COLLISION' not in mode:
- mode += ['COLLISION']
- # mode |= face.mode
-
- if 'HALO' in mode and self.halonode == 0:
- # if mode & Mesh.FaceModes.HALO and self.halonode == 0:
+ texface_use_halo = texface_use_billboard = texface_use_collision = 0
+
+ if mesh.uv_textures.active: # if mesh.faceUV:
+ for face in mesh.uv_textures.active.data: # for face in mesh.faces:
+ texface_use_halo |= face.use_halo
+ texface_use_billboard |= face.use_billboard
+ texface_use_collision |= face.use_collision
+ # texface_use_object_color |= face.use_object_color
+
+ if texface_use_halo and self.halonode == 0:
self.write_indented("<Billboard axisOfRotation=\"0 0 0\">\n", 1)
self.halonode = 1
- elif 'BILLBOARD' in mode and self.billnode == 0:
- # elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0:
+ elif texface_use_billboard and self.billnode == 0:
self.write_indented("<Billboard axisOfRotation=\"0 1 0\">\n", 1)
self.billnode = 1
- elif 'COLLISION' not in mode and self.collnode == 0:
- # elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0:
+ elif texface_use_collision and self.collnode == 0:
self.write_indented("<Collision enabled=\"false\">\n", 1)
self.collnode = 1
+ del texface_use_halo
+ del texface_use_billboard
+ del texface_use_collision
+ # del texface_use_object_color
+
loc, quat, sca = mtx.decompose()
self.write_indented("<Transform DEF=\"%s\" " % shape_name_x3d, 1)
@@ -574,12 +562,12 @@ class x3d_class:
specColor = emitColor = diffuseColor
self.write_indented("<Material DEF=\"MA_%s\" " % matName, 1)
- self.file.write("diffuseColor=\"%s %s %s\" " % round_color(diffuseColor, self.cp))
- self.file.write("specularColor=\"%s %s %s\" " % round_color(specColor, self.cp))
- self.file.write("emissiveColor=\"%s %s %s\" \n" % round_color(emitColor, self.cp))
- self.write_indented("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.file.write("diffuseColor=\"%.3f %.3f %.3f\" " % clamp_color(diffuseColor))
+ self.file.write("specularColor=\"%.3f %.3f %.3f\" " % clamp_color(specColor))
+ self.file.write("emissiveColor=\"%.3f %.3f %.3f\" \n" % clamp_color(emitColor))
+ self.write_indented("ambientIntensity=\"%.3f\" " % ambient)
+ self.file.write("shininess=\"%.3f\" " % shininess)
+ self.file.write("transparency=\"%s\" />" % transp)
self.write_indented("\n", -1)
def writeImageTexture(self, image):
@@ -607,7 +595,7 @@ class x3d_class:
self.file.write("url='%s' />" % " ".join(["\"%s\"" % f.replace("\\", "/") for f in images]))
self.write_indented("\n", -1)
- def writeBackground(self, world, alltextures):
+ def writeBackground(self, world):
if world:
worldname = world.name
else:
@@ -615,47 +603,43 @@ class x3d_class:
blending = world.use_sky_blend, world.use_sky_paper, world.use_sky_real
- grd_triple = round_color(world.horizon_color, self.cp)
- sky_triple = round_color(world.zenith_color, self.cp)
- mix_triple = round_color(((grd_triple[i] + sky_triple[i]) / 2.0 for i in range(3)), self.cp)
+ grd_triple = clamp_color(world.horizon_color)
+ sky_triple = clamp_color(world.zenith_color)
+ mix_triple = clamp_color((grd_triple[i] + sky_triple[i]) / 2.0 for i in range(3))
self.file.write("<Background DEF=\"%s\" " % self.secureName(worldname))
# No Skytype - just Hor color
if blending == (False, False, False):
- self.file.write("groundColor=\"%s %s %s\" " % grd_triple)
- self.file.write("skyColor=\"%s %s %s\" " % grd_triple)
+ self.file.write("groundColor=\"%.3f %.3f %.3f\" " % grd_triple)
+ self.file.write("skyColor=\"%.3f %.3f %.3f\" " % grd_triple)
# Blend Gradient
elif blending == (True, False, False):
- self.file.write("groundColor=\"%s %s %s, " % grd_triple)
- self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " % mix_triple)
- self.file.write("skyColor=\"%s %s %s, " % sky_triple)
- self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " % mix_triple)
+ self.file.write("groundColor=\"%.3f %.3f %.3f, " % grd_triple)
+ self.file.write("%.3f %.3f %.3f\" groundAngle=\"1.57, 1.57\" " % mix_triple)
+ self.file.write("skyColor=\"%.3f %.3f %.3f, " % sky_triple)
+ self.file.write("%.3f %.3f %.3f\" skyAngle=\"1.57, 1.57\" " % mix_triple)
# Blend+Real Gradient Inverse
elif blending == (True, False, True):
- self.file.write("groundColor=\"%s %s %s, %s %s %s\" " % (sky_triple + grd_triple))
+ self.file.write("groundColor=\"%.3f %.3f %.3f, %.3f %.3f %.3f\" " % (sky_triple + grd_triple))
self.file.write("groundAngle=\"1.57\" ")
- self.file.write("skyColor=\"%s %s %s, %s %s %s, %s %s %s\" " % (sky_triple + grd_triple + sky_triple))
+ self.file.write("skyColor=\"%.3f %.3f %.3f, %.3f %.3f %.3f, %.3f %.3f %.3f\" " % (sky_triple + grd_triple + sky_triple))
self.file.write("skyAngle=\"1.57, 3.14159\" ")
# Paper - just Zen Color
elif blending == (False, False, True):
- self.file.write("groundColor=\"%s %s %s\" " % sky_triple)
- self.file.write("skyColor=\"%s %s %s\" " % sky_triple)
+ self.file.write("groundColor=\"%.3f %.3f %.3f\" " % sky_triple)
+ self.file.write("skyColor=\"%.3f %.3f %.3f\" " % sky_triple)
# Blend+Real+Paper - komplex gradient
elif blending == (True, True, True):
- self.write_indented("groundColor=\"%s %s %s, " % sky_triple)
- self.write_indented("%s %s %s\" groundAngle=\"1.57, 1.57\" " % grd_triple)
- self.write_indented("skyColor=\"%s %s %s, " % sky_triple)
- self.write_indented("%s %s %s\" skyAngle=\"1.57, 1.57\" " % grd_triple)
+ self.write_indented("groundColor=\"%.3f %.3f %.3f, " % sky_triple)
+ self.write_indented("%.3f %.3f %.3f\" groundAngle=\"1.57, 1.57\" " % grd_triple)
+ self.write_indented("skyColor=\"%.3f %.3f %.3f, " % sky_triple)
+ self.write_indented("%.3f %.3f %.3f\" skyAngle=\"1.57, 1.57\" " % grd_triple)
# Any Other two colors
else:
- self.file.write("groundColor=\"%s %s %s\" " % grd_triple)
- self.file.write("skyColor=\"%s %s %s\" " % sky_triple)
-
- alltexture = len(alltextures)
-
- for i in range(alltexture):
- tex = alltextures[i]
+ self.file.write("groundColor=\"%.3f %.3f %.3f\" " % grd_triple)
+ self.file.write("skyColor=\"%.3f %.3f %.3f\" " % sky_triple)
+ for tex in bpy.data.textures:
if tex.type != 'IMAGE' or tex.image is None:
continue
@@ -667,30 +651,32 @@ class x3d_class:
# using .expandpath just in case, os.path may not expect //
basename = os.path.basename(bpy.path.abspath(pic.filepath))
- pic = alltextures[i].image
- if (namemat == "back") and (pic != None):
- self.file.write("\n\tbackUrl=\"%s\" " % basename)
- elif (namemat == "bottom") and (pic != None):
- self.write_indented("bottomUrl=\"%s\" " % basename)
- elif (namemat == "front") and (pic != None):
- self.write_indented("frontUrl=\"%s\" " % basename)
- elif (namemat == "left") and (pic != None):
- self.write_indented("leftUrl=\"%s\" " % basename)
- elif (namemat == "right") and (pic != None):
- self.write_indented("rightUrl=\"%s\" " % basename)
- elif (namemat == "top") and (pic != None):
- self.write_indented("topUrl=\"%s\" " % basename)
+ if pic:
+ if namemat == "back":
+ self.file.write("\n\tbackUrl=\"%s\" " % basename)
+ elif namemat == "bottom":
+ self.write_indented("bottomUrl=\"%s\" " % basename)
+ elif namemat == "front":
+ self.write_indented("frontUrl=\"%s\" " % basename)
+ elif namemat == "left":
+ self.write_indented("leftUrl=\"%s\" " % basename)
+ elif namemat == "right":
+ self.write_indented("rightUrl=\"%s\" " % basename)
+ elif namemat == "top":
+ self.write_indented("topUrl=\"%s\" " % basename)
self.write_indented("/>\n\n")
##########################################################
# export routine
##########################################################
- def export(self, scene, world, alltextures,
- use_apply_modifiers=False,
- use_selection=True,
- EXPORT_TRI=False,
- ):
+ def export(self, scene,
+ use_apply_modifiers=False,
+ use_selection=True,
+ EXPORT_TRI=False,
+ ):
+
+ world = scene.world
# tag un-exported IDs
bpy.data.meshes.tag(False)
@@ -701,7 +687,7 @@ class x3d_class:
self.writeHeader()
# self.writeScript()
self.writeNavigationInfo(scene)
- self.writeBackground(world, alltextures)
+ self.writeBackground(world)
self.writeFog(world)
self.proto = 0
@@ -787,10 +773,10 @@ class x3d_class:
newName = '%s%s' % (prefix, newName)
if newName[0].isdigit():
- newName = "%s%s" % ('_', newName)
+ newName = "%s%s" % ("_", newName)
for bad in [' ', '"', '#', "'", ', ', '.', '[', '\\', ']', '{', '}']:
- newName = newName.replace(bad, '_')
+ newName = newName.replace(bad, "_")
return newName
def faceToString(self, face):
@@ -821,10 +807,6 @@ class x3d_class:
print("Debug: mesh.faces=%d" % len(mesh.faces))
print("Debug: mesh.materials=%d" % len(mesh.materials))
- # 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
# For writing well formed VRML code
@@ -862,14 +844,8 @@ def save(operator, context, filepath="",
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
- # XXX these are global textures while .Get() returned only scene's?
- alltextures = bpy.data.textures
- # alltextures = Blender.Texture.Get()
-
wrlexport = x3d_class(filepath)
wrlexport.export(scene,
- world,
- alltextures,
use_apply_modifiers=use_apply_modifiers,
use_selection=use_selection,
EXPORT_TRI=use_triangulate,