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Diffstat (limited to 'io_scene_x3d/export_x3d.py')
-rw-r--r-- | io_scene_x3d/export_x3d.py | 1402 |
1 files changed, 1402 insertions, 0 deletions
diff --git a/io_scene_x3d/export_x3d.py b/io_scene_x3d/export_x3d.py new file mode 100644 index 00000000..8d61d43d --- /dev/null +++ b/io_scene_x3d/export_x3d.py @@ -0,0 +1,1402 @@ +# ##### 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 compliant> + +# Contributors: bart:neeneenee*de, http://www.neeneenee.de/vrml, Campbell Barton + +""" +This script exports to X3D format. + +Usage: +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: + 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; +""" + +import math +import os + +import bpy +import mathutils + +from bpy_extras.io_utils import create_derived_objects, free_derived_objects + +x3d_names_reserved = {'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'} + +# h3d defines +H3D_TOP_LEVEL = 'TOP_LEVEL_TI' +H3D_VIEW_MATRIX = 'view_matrix' + + +def clamp_color(col): + return tuple([max(min(c, 1.0), 0.0) for c in col]) + + +def matrix_direction_neg_z(matrix): + return (matrix.to_3x3() * mathutils.Vector((0.0, 0.0, -1.0))).normalized()[:] + + +def prefix_quoted_str(value, prefix): + return value[0] + prefix + value[1:] + + +def suffix_quoted_str(value, suffix): + return value[:-1] + suffix + value[-1:] + + +def build_hierarchy(objects): + """ returns parent child relationships, skipping + """ + objects_set = set(objects) + par_lookup = {} + + def test_parent(parent): + while (parent is not None) and (parent not in objects_set): + parent = parent.parent + return parent + + for obj in objects: + par_lookup.setdefault(test_parent(obj.parent), []).append((obj, [])) + + for parent, children in par_lookup.items(): + for obj, subchildren in children: + subchildren[:] = par_lookup.get(obj, []) + + return par_lookup.get(None, []) + + +# ----------------------------------------------------------------------------- +# H3D Functions +# ----------------------------------------------------------------------------- +def h3d_shader_glsl_frag_patch(filepath, global_vars): + h3d_file = open(filepath, 'r') + lines = [] + for l in h3d_file: + if l.startswith("void main(void)"): + lines.append("\n") + lines.append("// h3d custom vars begin\n") + for v in global_vars: + lines.append("%s\n" % v) + lines.append("// h3d custom vars end\n") + lines.append("\n") + elif l.lstrip().startswith("lamp_visibility_other("): + w = l.split(', ') + w[1] = '(view_matrix * %s_transform * vec4(%s.x, %s.y, %s.z, 1.0)).xyz' % (w[1], w[1], w[1], w[1]) + l = ", ".join(w) + + lines.append(l) + + h3d_file.close() + + h3d_file = open(filepath, 'w') + h3d_file.writelines(lines) + h3d_file.close() + + +# ----------------------------------------------------------------------------- +# Functions for writing output file +# ----------------------------------------------------------------------------- + +def export(file, + global_matrix, + scene, + use_apply_modifiers=False, + use_selection=True, + use_triangulate=False, + use_normals=False, + use_hierarchy=True, + use_h3d=False, + path_mode='AUTO', + ): + + # ------------------------------------------------------------------------- + # Global Setup + # ------------------------------------------------------------------------- + import bpy_extras + from bpy_extras.io_utils import unique_name + from xml.sax.saxutils import quoteattr + + uuid_cache_object = {} # object + uuid_cache_lamp = {} # 'LA_' + object.name + uuid_cache_view = {} # object, different namespace + uuid_cache_mesh = {} # mesh + uuid_cache_material = {} # material + uuid_cache_image = {} # image + uuid_cache_world = {} # world + + # store files to copy + copy_set = set() + + fw = file.write + base_src = os.path.dirname(bpy.data.filepath) + base_dst = os.path.dirname(file.name) + filename_strip = os.path.splitext(os.path.basename(file.name))[0] + gpu_shader_cache = {} + + if use_h3d: + import gpu + gpu_shader_dummy_mat = bpy.data.materials.new('X3D_DYMMY_MAT') + gpu_shader_cache[None] = gpu.export_shader(scene, gpu_shader_dummy_mat) + h3d_material_route = [] + + # ------------------------------------------------------------------------- + # File Writing Functions + # ------------------------------------------------------------------------- + + def writeHeader(ident): + filepath_quoted = quoteattr(os.path.basename(file.name)) + blender_ver_quoted = quoteattr('Blender %s' % bpy.app.version_string) + + fw('%s<?xml version="1.0" encoding="UTF-8"?>\n' % ident) + if use_h3d: + fw('%s<X3D profile="H3DAPI" version="1.4">\n' % ident) + else: + fw('%s<!DOCTYPE X3D PUBLIC "ISO//Web3D//DTD X3D 3.0//EN" "http://www.web3d.org/specifications/x3d-3.0.dtd">\n' % ident) + fw('%s<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' % ident) + + ident += '\t' + fw('%s<head>\n' % ident) + ident += '\t' + fw('%s<meta name="filename" content=%s />\n' % (ident, filepath_quoted)) + fw('%s<meta name="generator" content=%s />\n' % (ident, blender_ver_quoted)) + # this info was never updated, so blender version should be enough + # fw('%s<meta name="translator" content="X3D exporter v1.55 (2006/01/17)" />\n' % ident) + ident = ident[:-1] + fw('%s</head>\n' % ident) + fw('%s<Scene>\n' % ident) + ident += '\t' + + if use_h3d: + # outputs the view matrix in glModelViewMatrix field + fw('%s<TransformInfo DEF="%s" outputGLMatrices="true" />\n' % (ident, H3D_TOP_LEVEL)) + + return ident + + def writeFooter(ident): + + if use_h3d: + # global + for route in h3d_material_route: + fw('%s%s\n' % (ident, route)) + + ident = ident[:-1] + fw('%s</Scene>\n' % ident) + ident = ident[:-1] + fw('%s</X3D>' % ident) + return ident + + def writeViewpoint(ident, obj, matrix, scene): + view_id = quoteattr(unique_name(obj, 'CA_' + obj.name, uuid_cache_view)) + + loc, quat, scale = matrix.decompose() + + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<Viewpoint ' % ident))) + fw('DEF=%s\n' % view_id) + fw(ident_step + 'centerOfRotation="0 0 0"\n') + fw(ident_step + 'position="%3.2f %3.2f %3.2f"\n' % loc[:]) + fw(ident_step + 'orientation="%3.2f %3.2f %3.2f %3.2f"\n' % (quat.axis.normalized()[:] + (quat.angle, ))) + fw(ident_step + 'fieldOfView="%.3g"\n' % obj.data.angle) + fw(ident_step + '/>\n') + + def writeFog(ident, world): + if world: + mtype = world.mist_settings.falloff + mparam = world.mist_settings + else: + return + + if mparam.use_mist: + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<Fog ' % ident))) + fw('fogType="%s"\n' % ('LINEAR' if (mtype == 'LINEAR') else 'EXPONENTIAL')) + fw(ident_step + 'color="%.3g %.3g %.3g"\n' % clamp_color(world.horizon_color)) + fw(ident_step + 'visibilityRange="%.3g"\n' % mparam.depth) + fw(ident_step + '/>\n') + else: + return + + def writeNavigationInfo(ident, scene): + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<NavigationInfo ' % ident))) + fw('headlight="false"\n') + fw(ident_step + 'visibilityLimit="0.0"\n') + fw(ident_step + 'type=\'"EXAMINE", "ANY"\'\n') + fw(ident_step + 'avatarSize="0.25, 1.75, 0.75"\n') + fw(ident_step + '/>\n') + + def writeTransform_begin(ident, matrix, def_id): + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<Transform ' % ident))) + if def_id is not None: + fw('DEF=%s\n' % def_id) + else: + fw('\n') + + loc, quat, sca = matrix.decompose() + + fw(ident_step + 'translation="%.6g %.6g %.6g"\n' % loc[:]) + # fw(ident_step + 'center="%.6g %.6g %.6g"\n' % (0, 0, 0)) + fw(ident_step + 'scale="%.6g %.6g %.6g"\n' % sca[:]) + fw(ident_step + 'rotation="%.6g %.6g %.6g %.6g"\n' % (quat.axis.normalized()[:] + (quat.angle, ))) + fw(ident_step + '>\n') + ident += '\t' + return ident + + def writeTransform_end(ident): + ident = ident[:-1] + fw('%s</Transform>\n' % ident) + return ident + + def writeSpotLight(ident, obj, matrix, lamp, world): + # note, lamp_id is not re-used + lamp_id = quoteattr(unique_name(obj, 'LA_' + obj.name, uuid_cache_lamp)) + + if world: + ambi = world.ambient_color + amb_intensity = ((ambi[0] + ambi[1] + ambi[2]) / 3.0) / 2.5 + del ambi + else: + amb_intensity = 0.0 + + # compute cutoff and beamwidth + intensity = min(lamp.energy / 1.75, 1.0) + beamWidth = lamp.spot_size * 0.37 + # beamWidth=((lamp.spotSize*math.pi)/180.0)*.37 + cutOffAngle = beamWidth * 1.3 + + orientation = matrix_direction_neg_z(matrix) + + location = matrix.to_translation()[:] + + radius = lamp.distance * math.cos(beamWidth) + # radius = lamp.dist*math.cos(beamWidth) + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<SpotLight ' % ident))) + fw('DEF=%s\n' % lamp_id) + fw(ident_step + 'radius="%.4g"\n' % radius) + fw(ident_step + 'ambientIntensity="%.4g"\n' % amb_intensity) + fw(ident_step + 'intensity="%.4g"\n' % intensity) + fw(ident_step + 'color="%.4g %.4g %.4g"\n' % clamp_color(lamp.color)) + fw(ident_step + 'beamWidth="%.4g"\n' % beamWidth) + fw(ident_step + 'cutOffAngle="%.4g"\n' % cutOffAngle) + fw(ident_step + 'direction="%.4g %.4g %.4g"\n' % orientation) + fw(ident_step + 'location="%.4g %.4g %.4g"\n' % location) + fw(ident_step + '/>\n') + + def writeDirectionalLight(ident, obj, matrix, lamp, world): + # note, lamp_id is not re-used + lamp_id = quoteattr(unique_name(obj, 'LA_' + obj.name, uuid_cache_lamp)) + + if world: + ambi = world.ambient_color + # ambi = world.amb + amb_intensity = ((float(ambi[0] + ambi[1] + ambi[2])) / 3.0) / 2.5 + else: + ambi = 0 + amb_intensity = 0.0 + + intensity = min(lamp.energy / 1.75, 1.0) + + orientation = matrix_direction_neg_z(matrix) + + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<DirectionalLight ' % ident))) + fw('DEF=%s\n' % lamp_id) + fw(ident_step + 'ambientIntensity="%.4g"\n' % amb_intensity) + fw(ident_step + 'color="%.4g %.4g %.4g"\n' % clamp_color(lamp.color)) + fw(ident_step + 'intensity="%.4g"\n' % intensity) + fw(ident_step + 'direction="%.4g %.4g %.4g"\n' % orientation) + fw(ident_step + '/>\n') + + def writePointLight(ident, obj, matrix, lamp, world): + # note, lamp_id is not re-used + lamp_id = quoteattr(unique_name(obj, 'LA_' + obj.name, uuid_cache_lamp)) + + if world: + ambi = world.ambient_color + # ambi = world.amb + amb_intensity = ((float(ambi[0] + ambi[1] + ambi[2])) / 3.0) / 2.5 + else: + ambi = 0.0 + amb_intensity = 0.0 + + intensity = min(lamp.energy / 1.75, 1.0) + location = matrix.to_translation()[:] + + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<PointLight ' % ident))) + fw('DEF=%s\n' % lamp_id) + fw(ident_step + 'ambientIntensity="%.4g"\n' % amb_intensity) + fw(ident_step + 'color="%.4g %.4g %.4g"\n' % clamp_color(lamp.color)) + + fw(ident_step + 'intensity="%.4g"\n' % intensity) + fw(ident_step + 'radius="%.4g" \n' % lamp.distance) + fw(ident_step + 'location="%.4g %.4g %.4g"\n' % location) + fw(ident_step + '/>\n') + + def writeIndexedFaceSet(ident, obj, mesh, matrix, world): + obj_id = quoteattr(unique_name(obj, 'OB_' + obj.name, uuid_cache_object)) + mesh_id = quoteattr(unique_name(mesh, 'ME_' + mesh.name, uuid_cache_mesh)) + mesh_id_group = prefix_quoted_str(mesh_id, 'group_') + mesh_id_coords = prefix_quoted_str(mesh_id, 'coords_') + mesh_id_normals = prefix_quoted_str(mesh_id, 'normals_') + + if not mesh.faces: + return + + texface_use_halo = 0 + texface_use_billboard = 0 + # texface_use_collision = 0 + + use_halonode = False + use_billnode = False + use_collnode = False + + 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 + + # use modifier instead + texface_use_collision = bool([mod for mod in obj.modifiers + if mod.type == 'COLLISION' + if mod.show_viewport]) + + if texface_use_halo: + fw('%s<Billboard axisOfRotation="0 0 0">\n' % ident) + use_halonode = True + ident += '\t' + elif texface_use_billboard: + fw('%s<Billboard axisOfRotation="0 1 0">\n' % ident) + use_billnode = True + ident += '\t' + elif texface_use_collision: + fw('%s<Collision enabled="true">\n' % ident) + use_collnode = True + ident += '\t' + + del texface_use_halo + del texface_use_billboard + del texface_use_collision + # del texface_use_object_color + + ident = writeTransform_begin(ident, matrix, suffix_quoted_str(obj_id, "_TRANSFORM")) + + if mesh.tag: + fw('%s<Group USE=%s />\n' % (ident, mesh_id_group)) + else: + mesh.tag = True + + fw('%s<Group DEF=%s>\n' % (ident, mesh_id_group)) + ident += '\t' + + is_uv = bool(mesh.uv_textures.active) + # is_col, defined for each material + + is_coords_written = False + + mesh_materials = mesh.materials[:] + if not mesh_materials: + mesh_materials = [None] + + mesh_material_tex = [None] * len(mesh_materials) + mesh_material_mtex = [None] * len(mesh_materials) + mesh_material_images = [None] * len(mesh_materials) + + for i, material in enumerate(mesh_materials): + if material: + for mtex in material.texture_slots: + if mtex: + tex = mtex.texture + if tex and tex.type == 'IMAGE': + image = tex.image + if image: + mesh_material_tex[i] = tex + mesh_material_mtex[i] = mtex + mesh_material_images[i] = image + break + + mesh_materials_use_face_texture = [getattr(material, 'use_face_texture', True) for material in mesh_materials] + + # fast access! + mesh_vertices = mesh.vertices[:] + mesh_faces = mesh.faces[:] + mesh_faces_materials = [f.material_index for f in mesh_faces] + mesh_faces_vertices = [f.vertices[:] for f in mesh_faces] + + if is_uv and True in mesh_materials_use_face_texture: + mesh_faces_image = [(fuv.image if (mesh_materials_use_face_texture[mesh_faces_materials[i]] and fuv.use_image) else mesh_material_images[mesh_faces_materials[i]]) for i, fuv in enumerate(mesh.uv_textures.active.data)] + mesh_faces_image_unique = set(mesh_faces_image) + elif len(set(mesh_material_images) | {None}) > 1: # make sure there is at least one image + mesh_faces_image = [mesh_material_images[material_index] for material_index in mesh_faces_materials] + mesh_faces_image_unique = set(mesh_faces_image) + else: + mesh_faces_image = [None] * len(mesh_faces) + mesh_faces_image_unique = {None} + + # group faces + face_groups = {} + for material_index in range(len(mesh_materials)): + for image in mesh_faces_image_unique: + face_groups[material_index, image] = [] + del mesh_faces_image_unique + + for i, (material_index, image) in enumerate(zip(mesh_faces_materials, mesh_faces_image)): + face_groups[material_index, image].append(i) + + # same as face_groups.items() but sorted so we can get predictable output. + face_groups_items = list(face_groups.items()) + face_groups_items.sort(key=lambda m: (m[0][0], getattr(m[0][1], 'name', ''))) + + for (material_index, image), face_group in face_groups_items: # face_groups.items() + if face_group: + material = mesh_materials[material_index] + + fw('%s<Shape>\n' % ident) + ident += '\t' + + is_smooth = False + is_col = (mesh.vertex_colors.active and (material is None or material.use_vertex_color_paint)) + + # kludge but as good as it gets! + for i in face_group: + if mesh_faces[i].use_smooth: + is_smooth = True + break + + # UV's and VCols split verts off which effects smoothing + # force writing normals in this case. + # Also, creaseAngle is not supported for IndexedTriangleSet, + # so write normals when is_smooth (otherwise + # IndexedTriangleSet can have only all smooth/all flat shading). + is_force_normals = use_triangulate and (is_smooth or is_uv or is_col) + + if use_h3d: + gpu_shader = gpu_shader_cache.get(material) # material can be 'None', uses dummy cache + if gpu_shader is None: + gpu_shader = gpu_shader_cache[material] = gpu.export_shader(scene, material) + + if 1: # XXX DEBUG + gpu_shader_tmp = gpu.export_shader(scene, material) + import pprint + print('\nWRITING MATERIAL:', material.name) + del gpu_shader_tmp['fragment'] + del gpu_shader_tmp['vertex'] + pprint.pprint(gpu_shader_tmp, width=120) + #pprint.pprint(val['vertex']) + del gpu_shader_tmp + + fw('%s<Appearance>\n' % ident) + ident += '\t' + + if image and not use_h3d: + writeImageTexture(ident, image) + + if mesh_materials_use_face_texture[material_index]: + if image.use_tiles: + fw('%s<TextureTransform scale="%s %s" />\n' % (ident, image.tiles_x, image.tiles_y)) + else: + # transform by mtex + loc = mesh_material_mtex[material_index].offset[:2] + + # mtex_scale * tex_repeat + sca_x, sca_y = mesh_material_mtex[material_index].scale[:2] + + sca_x *= mesh_material_tex[material_index].repeat_x + sca_y *= mesh_material_tex[material_index].repeat_y + + # flip x/y is a sampling feature, convert to transform + if mesh_material_tex[material_index].use_flip_axis: + rot = math.pi / -2.0 + sca_x, sca_y = sca_y, -sca_x + else: + rot = 0.0 + + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<TextureTransform ' % ident))) + fw('\n') + # fw('center="%.6g %.6g" ' % (0.0, 0.0)) + fw(ident_step + 'translation="%.6g %.6g"\n' % loc) + fw(ident_step + 'scale="%.6g %.6g"\n' % (sca_x, sca_y)) + fw(ident_step + 'rotation="%.6g"\n' % rot) + fw(ident_step + '/>\n') + + if use_h3d: + mat_tmp = material if material else gpu_shader_dummy_mat + writeMaterialH3D(ident, mat_tmp, world, + obj, gpu_shader) + del mat_tmp + else: + if material: + writeMaterial(ident, material, world) + + ident = ident[:-1] + fw('%s</Appearance>\n' % ident) + + mesh_faces_col = mesh.vertex_colors.active.data if is_col else None + mesh_faces_uv = mesh.uv_textures.active.data if is_uv else None + + #-- IndexedFaceSet or IndexedLineSet + if use_triangulate: + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<IndexedTriangleSet ' % ident))) + + # --- Write IndexedTriangleSet Attributes (same as IndexedFaceSet) + fw('solid="%s"\n' % ('true' if mesh.show_double_sided else 'false')) + + if use_normals or is_force_normals: + fw(ident_step + 'normalPerVertex="true"\n') + else: + # Tell X3D browser to generate flat (per-face) normals + fw(ident_step + 'normalPerVertex="false"\n') + + slot_uv = None + slot_col = None + + if is_uv and is_col: + slot_uv = 0 + slot_col = 1 + + def vertex_key(fidx, f_cnr_idx): + return ( + mesh_faces_uv[fidx].uv[f_cnr_idx][:], + getattr(mesh_faces_col[fidx], "color%d" % (f_cnr_idx + 1))[:], + ) + elif is_uv: + slot_uv = 0 + + def vertex_key(fidx, f_cnr_idx): + return ( + mesh_faces_uv[fidx].uv[f_cnr_idx][:], + ) + elif is_col: + slot_col = 0 + + def vertex_key(fidx, f_cnr_idx): + return ( + getattr(mesh_faces_col[fidx], "color%d" % (f_cnr_idx + 1))[:], + ) + else: + # ack, not especially efficient in this case + def vertex_key(fidx, f_cnr_idx): + return None + + # build a mesh mapping dict + vertex_hash = [{} for i in range(len(mesh.vertices))] + # worst case every face is a quad + face_tri_list = [[None, None, None] for i in range(len(mesh.faces) * 2)] + vert_tri_list = [] + totvert = 0 + totface = 0 + temp_face = [None] * 4 + for i in face_group: + fv = mesh_faces_vertices[i] + for j, v_idx in enumerate(fv): + key = vertex_key(i, j) + vh = vertex_hash[v_idx] + x3d_v = vh.get(key) + if x3d_v is None: + x3d_v = key, v_idx, totvert + vh[key] = x3d_v + # key / original_vertex / new_vertex + vert_tri_list.append(x3d_v) + totvert += 1 + temp_face[j] = x3d_v + + if len(fv) == 4: + f_iter = ((0, 1, 2), (0, 2, 3)) + else: + f_iter = ((0, 1, 2), ) + + for f_it in f_iter: + # loop over a quad as 2 tris + f_tri = face_tri_list[totface] + for ji, j in enumerate(f_it): + f_tri[ji] = temp_face[j] + # quads run this twice + totface += 1 + + # clear unused faces + face_tri_list[totface:] = [] + + fw(ident_step + 'index="') + for x3d_f in face_tri_list: + fw('%i %i %i ' % (x3d_f[0][2], x3d_f[1][2], x3d_f[2][2])) + fw('"\n') + + # close IndexedTriangleSet + fw(ident_step + '>\n') + ident += '\t' + + fw('%s<Coordinate ' % ident) + fw('point="') + for x3d_v in vert_tri_list: + fw('%.6g %.6g %.6g ' % mesh_vertices[x3d_v[1]].co[:]) + fw('" />\n') + + if use_normals or is_force_normals: + fw('%s<Normal ' % ident) + fw('vector="') + for x3d_v in vert_tri_list: + fw('%.6g %.6g %.6g ' % mesh_vertices[x3d_v[1]].normal[:]) + fw('" />\n') + + if is_uv: + fw('%s<TextureCoordinate point="' % ident) + for x3d_v in vert_tri_list: + fw('%.4g %.4g ' % x3d_v[0][slot_uv]) + fw('" />\n') + + if is_col: + fw('%s<Color color="' % ident) + for x3d_v in vert_tri_list: + fw('%.3g %.3g %.3g ' % x3d_v[0][slot_col]) + fw('" />\n') + + if use_h3d: + # write attributes + for gpu_attr in gpu_shader['attributes']: + + # UVs + if gpu_attr['type'] == gpu.CD_MTFACE: + if gpu_attr['datatype'] == gpu.GPU_DATA_2F: + fw('%s<FloatVertexAttribute ' % ident) + fw('name="%s" ' % gpu_attr['varname']) + fw('numComponents="2" ') + fw('value="') + for x3d_v in vert_tri_list: + fw('%.4g %.4g ' % x3d_v[0][slot_uv]) + fw('" />\n') + else: + assert(0) + + elif gpu_attr['type'] == gpu.CD_MCOL: + if gpu_attr['datatype'] == gpu.GPU_DATA_4UB: + pass # XXX, H3D can't do + else: + assert(0) + + ident = ident[:-1] + + fw('%s</IndexedTriangleSet>\n' % ident) + + else: + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<IndexedFaceSet ' % ident))) + + # --- Write IndexedFaceSet Attributes (same as IndexedTriangleSet) + fw('solid="%s"\n' % ('true' if mesh.show_double_sided else 'false')) + if is_smooth: + fw(ident_step + 'creaseAngle="%.4g"\n' % mesh.auto_smooth_angle) + + if use_normals: + # currently not optional, could be made so: + fw(ident_step + 'normalPerVertex="true"\n') + + # IndexedTriangleSet assumes true + if is_col: + fw(ident_step + 'colorPerVertex="false"\n') + + # for IndexedTriangleSet we use a uv per vertex so this isnt needed. + if is_uv: + fw(ident_step + 'texCoordIndex="') + + j = 0 + for i in face_group: + if len(mesh_faces_vertices[i]) == 4: + fw('%d %d %d %d -1 ' % (j, j + 1, j + 2, j + 3)) + j += 4 + else: + fw('%d %d %d -1 ' % (j, j + 1, j + 2)) + j += 3 + fw('"\n') + # --- end texCoordIndex + + if True: + fw(ident_step + 'coordIndex="') + for i in face_group: + fv = mesh_faces_vertices[i] + if len(fv) == 3: + fw('%i %i %i -1 ' % fv) + else: + fw('%i %i %i %i -1 ' % fv) + + fw('"\n') + # --- end coordIndex + + # close IndexedFaceSet + fw(ident_step + '>\n') + ident += '\t' + + # --- Write IndexedFaceSet Elements + if True: + if is_coords_written: + fw('%s<Coordinate USE=%s />\n' % (ident, mesh_id_coords)) + if use_normals: + fw('%s<Normal USE=%s />\n' % (ident, mesh_id_normals)) + else: + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<Coordinate ' % ident))) + fw('DEF=%s\n' % mesh_id_coords) + fw(ident_step + 'point="') + for v in mesh.vertices: + fw('%.6g %.6g %.6g ' % v.co[:]) + fw('"\n') + fw(ident_step + '/>\n') + + is_coords_written = True + + if use_normals: + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<Normal ' % ident))) + fw('DEF=%s\n' % mesh_id_normals) + fw(ident_step + 'vector="') + for v in mesh.vertices: + fw('%.6g %.6g %.6g ' % v.normal[:]) + fw('"\n') + fw(ident_step + '/>\n') + + if is_uv: + fw('%s<TextureCoordinate point="' % ident) + for i in face_group: + for uv in mesh_faces_uv[i].uv: + fw('%.4g %.4g ' % uv[:]) + del mesh_faces_uv + fw('" />\n') + + if is_col: + fw('%s<Color color="' % ident) + # XXX, 1 color per face, only + for i in face_group: + fw('%.3g %.3g %.3g ' % mesh_faces_col[i].color1[:]) + fw('" />\n') + + #--- output vertexColors + + #--- output closing braces + ident = ident[:-1] + + fw('%s</IndexedFaceSet>\n' % ident) + + ident = ident[:-1] + fw('%s</Shape>\n' % ident) + + # XXX + + #fw('%s<PythonScript DEF="PS" url="object.py" >\n' % ident) + #fw('%s <ShaderProgram USE="MA_Material.005" containerField="references"/>\n' % ident) + #fw('%s</PythonScript>\n' % ident) + + ident = ident[:-1] + fw('%s</Group>\n' % ident) + + ident = writeTransform_end(ident) + + if use_halonode: + ident = ident[:-1] + fw('%s</Billboard>\n' % ident) + elif use_billnode: + ident = ident[:-1] + fw('%s</Billboard>\n' % ident) + elif use_collnode: + ident = ident[:-1] + fw('%s</Collision>\n' % ident) + + def writeMaterial(ident, material, world): + material_id = quoteattr(unique_name(material, 'MA_' + material.name, uuid_cache_material)) + + # look up material name, use it if available + if material.tag: + fw('%s<Material USE=%s />\n' % (ident, material_id)) + else: + material.tag = True + + emit = material.emit + ambient = material.ambient / 3.0 + diffuseColor = material.diffuse_color[:] + if world: + ambiColor = ((material.ambient * 2.0) * world.ambient_color)[:] + else: + ambiColor = 0.0, 0.0, 0.0 + + emitColor = tuple(((c * emit) + ambiColor[i]) / 2.0 for i, c in enumerate(diffuseColor)) + shininess = material.specular_hardness / 512.0 + specColor = tuple((c + 0.001) / (1.25 / (material.specular_intensity + 0.001)) for c in material.specular_color) + transp = 1.0 - material.alpha + + if material.use_shadeless: + ambient = 1.0 + shininess = 0.0 + specColor = emitColor = diffuseColor + + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<Material ' % ident))) + fw('DEF=%s\n' % material_id) + fw(ident_step + 'diffuseColor="%.3g %.3g %.3g"\n' % clamp_color(diffuseColor)) + fw(ident_step + 'specularColor="%.3g %.3g %.3g"\n' % clamp_color(specColor)) + fw(ident_step + 'emissiveColor="%.3g %.3g %.3g"\n' % clamp_color(emitColor)) + fw(ident_step + 'ambientIntensity="%.3g"\n' % ambient) + fw(ident_step + 'shininess="%.3g"\n' % shininess) + fw(ident_step + 'transparency="%s"\n' % transp) + fw(ident_step + '/>\n') + + def writeMaterialH3D(ident, material, world, + obj, gpu_shader): + material_id = quoteattr(unique_name(material, 'MA_' + material.name, uuid_cache_material)) + + fw('%s<Material />\n' % ident) + if material.tag: + fw('%s<ComposedShader USE=%s />\n' % (ident, material_id)) + else: + material.tag = True + + # GPU_material_bind_uniforms + # GPU_begin_object_materials + + #~ CD_MCOL 6 + #~ CD_MTFACE 5 + #~ CD_ORCO 14 + #~ CD_TANGENT 18 + #~ GPU_DATA_16F 7 + #~ GPU_DATA_1F 2 + #~ GPU_DATA_1I 1 + #~ GPU_DATA_2F 3 + #~ GPU_DATA_3F 4 + #~ GPU_DATA_4F 5 + #~ GPU_DATA_4UB 8 + #~ GPU_DATA_9F 6 + #~ GPU_DYNAMIC_LAMP_DYNCO 7 + #~ GPU_DYNAMIC_LAMP_DYNCOL 11 + #~ GPU_DYNAMIC_LAMP_DYNENERGY 10 + #~ GPU_DYNAMIC_LAMP_DYNIMAT 8 + #~ GPU_DYNAMIC_LAMP_DYNPERSMAT 9 + #~ GPU_DYNAMIC_LAMP_DYNVEC 6 + #~ GPU_DYNAMIC_OBJECT_COLOR 5 + #~ GPU_DYNAMIC_OBJECT_IMAT 4 + #~ GPU_DYNAMIC_OBJECT_MAT 2 + #~ GPU_DYNAMIC_OBJECT_VIEWIMAT 3 + #~ GPU_DYNAMIC_OBJECT_VIEWMAT 1 + #~ GPU_DYNAMIC_SAMPLER_2DBUFFER 12 + #~ GPU_DYNAMIC_SAMPLER_2DIMAGE 13 + #~ GPU_DYNAMIC_SAMPLER_2DSHADOW 14 + + ''' + inline const char* typeToString( X3DType t ) { + switch( t ) { + case SFFLOAT: return "SFFloat"; + case MFFLOAT: return "MFFloat"; + case SFDOUBLE: return "SFDouble"; + case MFDOUBLE: return "MFDouble"; + case SFTIME: return "SFTime"; + case MFTIME: return "MFTime"; + case SFINT32: return "SFInt32"; + case MFINT32: return "MFInt32"; + case SFVEC2F: return "SFVec2f"; + case MFVEC2F: return "MFVec2f"; + case SFVEC2D: return "SFVec2d"; + case MFVEC2D: return "MFVec2d"; + case SFVEC3F: return "SFVec3f"; + case MFVEC3F: return "MFVec3f"; + case SFVEC3D: return "SFVec3d"; + case MFVEC3D: return "MFVec3d"; + case SFVEC4F: return "SFVec4f"; + case MFVEC4F: return "MFVec4f"; + case SFVEC4D: return "SFVec4d"; + case MFVEC4D: return "MFVec4d"; + case SFBOOL: return "SFBool"; + case MFBOOL: return "MFBool"; + case SFSTRING: return "SFString"; + case MFSTRING: return "MFString"; + case SFNODE: return "SFNode"; + case MFNODE: return "MFNode"; + case SFCOLOR: return "SFColor"; + case MFCOLOR: return "MFColor"; + case SFCOLORRGBA: return "SFColorRGBA"; + case MFCOLORRGBA: return "MFColorRGBA"; + case SFROTATION: return "SFRotation"; + case MFROTATION: return "MFRotation"; + case SFQUATERNION: return "SFQuaternion"; + case MFQUATERNION: return "MFQuaternion"; + case SFMATRIX3F: return "SFMatrix3f"; + case MFMATRIX3F: return "MFMatrix3f"; + case SFMATRIX4F: return "SFMatrix4f"; + case MFMATRIX4F: return "MFMatrix4f"; + case SFMATRIX3D: return "SFMatrix3d"; + case MFMATRIX3D: return "MFMatrix3d"; + case SFMATRIX4D: return "SFMatrix4d"; + case MFMATRIX4D: return "MFMatrix4d"; + case UNKNOWN_X3D_TYPE: + default:return "UNKNOWN_X3D_TYPE"; + ''' + import gpu + + fw('%s<ComposedShader DEF=%s language="GLSL" >\n' % (ident, material_id)) + ident += '\t' + + shader_url_frag = 'shaders/%s_%s.frag' % (filename_strip, material_id[1:-1]) + shader_url_vert = 'shaders/%s_%s.vert' % (filename_strip, material_id[1:-1]) + + # write files + shader_dir = os.path.join(base_dst, 'shaders') + if not os.path.isdir(shader_dir): + os.mkdir(shader_dir) + + # ------------------------------------------------------ + # shader-patch + fw('%s<field name="%s" type="SFMatrix4f" accessType="inputOutput" />\n' % (ident, H3D_VIEW_MATRIX)) + frag_vars = ["uniform mat4 %s;" % H3D_VIEW_MATRIX] + + h3d_material_route.append( + '<ROUTE fromNode="%s" fromField="glModelViewMatrix" toNode=%s toField="%s" />' % + (H3D_TOP_LEVEL, material_id, H3D_VIEW_MATRIX)) + # ------------------------------------------------------ + + for uniform in gpu_shader['uniforms']: + if uniform['type'] == gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE: + fw('%s<field name="%s" type="SFNode" accessType="inputOutput">\n' % (ident, uniform['varname'])) + writeImageTexture(ident + '\t', bpy.data.images[uniform['image']]) + fw('%s</field>\n' % ident) + + elif uniform['type'] == gpu.GPU_DYNAMIC_LAMP_DYNCO: + if uniform['datatype'] == gpu.GPU_DATA_3F: # should always be true! + lamp_obj = bpy.data.objects[uniform['lamp']] + lamp_obj_id = quoteattr(unique_name(lamp_obj, 'LA_' + lamp_obj.name, uuid_cache_lamp)) + + value = '%.6g %.6g %.6g' % (global_matrix * lamp_obj.matrix_world).to_translation()[:] + fw('%s<field name="%s" type="SFVec3f" accessType="inputOutput" value="%s" />\n' % (ident, uniform['varname'], value)) + + # ------------------------------------------------------ + # shader-patch + fw('%s<field name="%s_transform" type="SFMatrix4f" accessType="inputOutput" />\n' % (ident, uniform['varname'])) + + # transform + frag_vars.append("uniform mat4 %s_transform;" % uniform['varname']) + h3d_material_route.append( + '<ROUTE fromNode=%s fromField="accForwardMatrix" toNode=%s toField="%s_transform" />' % + (suffix_quoted_str(lamp_obj_id, "_TRANSFORM"), material_id, uniform['varname'])) + + h3d_material_route.append( + '<ROUTE fromNode=%s fromField="location" toNode=%s toField="%s" />' % + (suffix_quoted_str(lamp_obj_id, "_TRANSFORM"), material_id, uniform['varname'])) + # ------------------------------------------------------ + + else: + assert(0) + + elif uniform['type'] == gpu.GPU_DYNAMIC_LAMP_DYNCOL: + # odd we have both 3, 4 types. + lamp = bpy.data.objects[uniform['lamp']].data + value = '%.6g %.6g %.6g' % (lamp.color * lamp.energy)[:] + if uniform['datatype'] == gpu.GPU_DATA_3F: + fw('%s<field name="%s" type="SFVec3f" accessType="inputOutput" value="%s" />\n' % (ident, uniform['varname'], value)) + elif uniform['datatype'] == gpu.GPU_DATA_4F: + fw('%s<field name="%s" type="SFVec4f" accessType="inputOutput" value="%s 1.0" />\n' % (ident, uniform['varname'], value)) + else: + assert(0) + + elif uniform['type'] == gpu.GPU_DYNAMIC_LAMP_DYNENERGY: + # not used ? + assert(0) + + elif uniform['type'] == gpu.GPU_DYNAMIC_LAMP_DYNVEC: + if uniform['datatype'] == gpu.GPU_DATA_3F: + lamp_obj = bpy.data.objects[uniform['lamp']] + value = '%.6g %.6g %.6g' % ((global_matrix * lamp_obj.matrix_world).to_quaternion() * mathutils.Vector((0.0, 0.0, 1.0))).normalized()[:] + fw('%s<field name="%s" type="SFVec3f" accessType="inputOutput" value="%s" />\n' % (ident, uniform['varname'], value)) + else: + assert(0) + + elif uniform['type'] == gpu.GPU_DYNAMIC_OBJECT_VIEWIMAT: + if uniform['datatype'] == gpu.GPU_DATA_16F: + # must be updated dynamically + # TODO, write out 'viewpointMatrices.py' + value = ' '.join(['%.6f' % f for v in mathutils.Matrix() for f in v]) + fw('%s<field name="%s" type="SFMatrix4f" accessType="inputOutput" value="%s" />\n' % (ident, uniform['varname'], value)) + else: + assert(0) + + elif uniform['type'] == gpu.GPU_DYNAMIC_OBJECT_IMAT: + if uniform['datatype'] == gpu.GPU_DATA_16F: + value = ' '.join(['%.6f' % f for v in (global_matrix * obj.matrix_world).inverted() for f in v]) + fw('%s<field name="%s" type="SFMatrix4f" accessType="inputOutput" value="%s" />\n' % (ident, uniform['varname'], value)) + else: + assert(0) + + elif uniform['type'] == gpu.GPU_DYNAMIC_SAMPLER_2DSHADOW: + pass # XXX, shadow buffers not supported. + + elif uniform['type'] == gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER: + if uniform['datatype'] == gpu.GPU_DATA_1I: + if 1: + tex = uniform['texpixels'] + value = [] + for i in range(0, len(tex) - 1, 4): + col = tex[i:i + 4] + value.append('0x%.2x%.2x%.2x%.2x' % (col[0], col[1], col[2], col[3])) + + fw('%s<field name="%s" type="SFNode" accessType="inputOutput">\n' % (ident, uniform['varname'])) + + ident += '\t' + + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<PixelTexture \n' % ident))) + fw(ident_step + 'repeatS="false"\n') + fw(ident_step + 'repeatT="false"\n') + + fw(ident_step + 'image="%s 1 4 %s"\n' % (len(value), " ".join(value))) + + fw(ident_step + '/>\n') + + ident = ident[:-1] + + fw('%s</field>\n' % ident) + + #for i in range(0, 10, 4) + #value = ' '.join(['%d' % f for f in uniform['texpixels']]) + # value = ' '.join(['%.6g' % (f / 256) for f in uniform['texpixels']]) + + #fw('%s<field name="%s" type="SFInt32" accessType="inputOutput" value="%s" />\n' % (ident, uniform['varname'], value)) + #print('test', len(uniform['texpixels'])) + else: + assert(0) + else: + print("SKIPPING", uniform['type']) + + file_frag = open(os.path.join(base_dst, shader_url_frag), 'w') + file_frag.write(gpu_shader['fragment']) + file_frag.close() + # patch it + h3d_shader_glsl_frag_patch(os.path.join(base_dst, shader_url_frag), frag_vars) + + file_vert = open(os.path.join(base_dst, shader_url_vert), 'w') + file_vert.write(gpu_shader['vertex']) + file_vert.close() + + fw('%s<ShaderPart type="FRAGMENT" url="%s" />\n' % (ident, shader_url_frag)) + fw('%s<ShaderPart type="VERTEX" url="%s" />\n' % (ident, shader_url_vert)) + ident = ident[:-1] + + fw('%s</ComposedShader>\n' % ident) + + def writeImageTexture(ident, image): + image_id = quoteattr(unique_name(image, 'IM_' + image.name, uuid_cache_image)) + + if image.tag: + fw('%s<ImageTexture USE=%s />\n' % (ident, image_id)) + else: + image.tag = True + + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<ImageTexture ' % ident))) + fw('DEF=%s\n' % image_id) + + # collect image paths, can load multiple + # [relative, name-only, absolute] + filepath = image.filepath + filepath_full = bpy.path.abspath(filepath) + filepath_ref = bpy_extras.io_utils.path_reference(filepath_full, base_src, base_dst, path_mode, "textures", copy_set) + filepath_base = os.path.basename(filepath_full) + + images = [ + filepath_ref, + filepath_base, + filepath_full, + ] + + images = [f.replace('\\', '/') for f in images] + images = [f for i, f in enumerate(images) if f not in images[:i]] + + fw(ident_step + "url='%s' " % ' '.join(['"%s"' % f for f in images])) + fw(ident_step + '/>\n') + + def writeBackground(ident, world): + + if world is None: + return + + # note, not re-used + world_id = quoteattr(unique_name(world, 'WO_' + world.name, uuid_cache_world)) + + blending = world.use_sky_blend, world.use_sky_paper, world.use_sky_real + + 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)) + + ident_step = ident + (' ' * (-len(ident) + \ + fw('%s<Background ' % ident))) + fw('DEF=%s\n' % world_id) + # No Skytype - just Hor color + if blending == (False, False, False): + fw(ident_step + 'groundColor="%.3g %.3g %.3g"\n' % grd_triple) + fw(ident_step + 'skyColor="%.3g %.3g %.3g"\n' % grd_triple) + # Blend Gradient + elif blending == (True, False, False): + fw(ident_step + 'groundColor="%.3g %.3g %.3g, %.3g %.3g %.3g"\n' % (grd_triple + mix_triple)) + fw(ident_step + 'groundAngle="1.57, 1.57"\n') + fw(ident_step + 'skyColor="%.3g %.3g %.3g, %.3g %.3g %.3g"\n' % (sky_triple + mix_triple)) + fw(ident_step + 'skyAngle="1.57, 1.57"\n') + # Blend+Real Gradient Inverse + elif blending == (True, False, True): + fw(ident_step + 'groundColor="%.3g %.3g %.3g, %.3g %.3g %.3g"\n' % (sky_triple + grd_triple)) + fw(ident_step + 'groundAngle="1.57"\n') + fw(ident_step + 'skyColor="%.3g %.3g %.3g, %.3g %.3g %.3g, %.3g %.3g %.3g"\n' % (sky_triple + grd_triple + sky_triple)) + fw(ident_step + 'skyAngle="1.57, 3.14159"\n') + # Paper - just Zen Color + elif blending == (False, False, True): + fw(ident_step + 'groundColor="%.3g %.3g %.3g"\n' % sky_triple) + fw(ident_step + 'skyColor="%.3g %.3g %.3g"\n' % sky_triple) + # Blend+Real+Paper - komplex gradient + elif blending == (True, True, True): + fw(ident_step + 'groundColor="%.3g %.3g %.3g, %.3g %.3g %.3g"\n' % (sky_triple + grd_triple)) + fw(ident_step + 'groundAngle="1.57, 1.57"\n') + fw(ident_step + 'skyColor="%.3g %.3g %.3g, %.3g %.3g %.3g"\n' % (sky_triple + grd_triple)) + fw(ident_step + 'skyAngle="1.57, 1.57"\n') + # Any Other two colors + else: + fw(ident_step + 'groundColor="%.3g %.3g %.3g"\n' % grd_triple) + fw(ident_step + 'skyColor="%.3g %.3g %.3g"\n' % sky_triple) + + for tex in bpy.data.textures: + if tex.type == 'IMAGE' and tex.image: + namemat = tex.name + pic = tex.image + basename = bpy.path.basename(pic.filepath) + + if namemat == 'back': + fw(ident_step + 'backUrl="%s"\n' % basename) + elif namemat == 'bottom': + fw(ident_step + 'bottomUrl="%s"\n' % basename) + elif namemat == 'front': + fw(ident_step + 'frontUrl="%s"\n' % basename) + elif namemat == 'left': + fw(ident_step + 'leftUrl="%s"\n' % basename) + elif namemat == 'right': + fw(ident_step + 'rightUrl="%s"\n' % basename) + elif namemat == 'top': + fw(ident_step + 'topUrl="%s"\n' % basename) + + fw(ident_step + '/>\n') + + # ------------------------------------------------------------------------- + # Export Object Hierarchy (recursively called) + # ------------------------------------------------------------------------- + def export_object(ident, obj_main_parent, obj_main, obj_children): + world = scene.world + free, derived = create_derived_objects(scene, obj_main) + + if use_hierarchy: + obj_main_matrix_world = obj_main.matrix_world + if obj_main_parent: + obj_main_matrix = obj_main_parent.matrix_world.inverted() * obj_main_matrix_world + else: + obj_main_matrix = obj_main_matrix_world + obj_main_matrix_world_invert = obj_main_matrix_world.inverted() + + obj_main_id = quoteattr(unique_name(obj_main, obj_main.name, uuid_cache_object)) + + ident = writeTransform_begin(ident, obj_main_matrix if obj_main_parent else global_matrix * obj_main_matrix, suffix_quoted_str(obj_main_id, "_TRANSFORM")) + + for obj, obj_matrix in (() if derived is None else derived): + obj_type = obj.type + + if use_hierarchy: + # make transform node relative + obj_matrix = obj_main_matrix_world_invert * obj_matrix + + if obj_type == 'CAMERA': + writeViewpoint(ident, obj, obj_matrix, scene) + elif obj_type in {'MESH', 'CURVE', 'SURF', 'FONT'}: + if (obj_type != 'MESH') or (use_apply_modifiers and obj.is_modified(scene, 'PREVIEW')): + try: + me = obj.to_mesh(scene, use_apply_modifiers, 'PREVIEW') + except: + me = None + else: + me = obj.data + + if me is not None: + writeIndexedFaceSet(ident, obj, me, obj_matrix, world) + + # free mesh created with create_mesh() + if me != obj.data: + bpy.data.meshes.remove(me) + + elif obj_type == 'LAMP': + data = obj.data + datatype = data.type + if datatype == 'POINT': + writePointLight(ident, obj, obj_matrix, data, world) + elif datatype == 'SPOT': + writeSpotLight(ident, obj, obj_matrix, data, world) + elif datatype == 'SUN': + writeDirectionalLight(ident, obj, obj_matrix, data, world) + else: + writeDirectionalLight(ident, obj, obj_matrix, data, world) + else: + #print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType) + pass + + if free: + free_derived_objects(obj_main) + + # --------------------------------------------------------------------- + # write out children recursively + # --------------------------------------------------------------------- + for obj_child, obj_child_children in obj_children: + export_object(ident, obj_main, obj_child, obj_child_children) + + if use_hierarchy: + ident = writeTransform_end(ident) + + # ------------------------------------------------------------------------- + # Main Export Function + # ------------------------------------------------------------------------- + def export_main(): + world = scene.world + + # tag un-exported IDs + bpy.data.meshes.tag(False) + bpy.data.materials.tag(False) + bpy.data.images.tag(False) + + print('Info: starting X3D export to %r...' % file.name) + ident = '' + ident = writeHeader(ident) + + writeNavigationInfo(ident, scene) + writeBackground(ident, world) + writeFog(ident, world) + + ident = '\t\t' + + if use_selection: + objects = [obj for obj in scene.objects if obj.is_visible(scene) and obj.select] + else: + objects = [obj for obj in scene.objects if obj.is_visible(scene)] + + if use_hierarchy: + objects_hierarchy = build_hierarchy(objects) + else: + objects_hierarchy = ((obj, []) for obj in objects) + + for obj_main, obj_main_children in objects_hierarchy: + export_object(ident, None, obj_main, obj_main_children) + + ident = writeFooter(ident) + + export_main() + + # ------------------------------------------------------------------------- + # global cleanup + # ------------------------------------------------------------------------- + file.close() + + if use_h3d: + bpy.data.materials.remove(gpu_shader_dummy_mat) + + # copy all collected files. + print(copy_set) + bpy_extras.io_utils.path_reference_copy(copy_set) + + print('Info: finished X3D export to %r' % file.name) + + +########################################################## +# Callbacks, needed before Main +########################################################## + + +def save(operator, context, filepath="", + use_selection=True, + use_apply_modifiers=False, + use_triangulate=False, + use_normals=False, + use_compress=False, + use_hierarchy=True, + use_h3d=False, + global_matrix=None, + path_mode='AUTO', + ): + + bpy.path.ensure_ext(filepath, '.x3dz' if use_compress else '.x3d') + + if bpy.ops.object.mode_set.poll(): + bpy.ops.object.mode_set(mode='OBJECT') + + file = None + if use_compress: + try: + import gzip + file = gzip.open(filepath, 'w') + except: + print('failed to import compression modules, exporting uncompressed') + filepath = filepath[:-1] # remove trailing z + + if file is None: + file = open(filepath, 'w') + + if global_matrix is None: + global_matrix = mathutils.Matrix() + + export(file, + global_matrix, + context.scene, + use_apply_modifiers=use_apply_modifiers, + use_selection=use_selection, + use_triangulate=use_triangulate, + use_normals=use_normals, + use_hierarchy=use_hierarchy, + use_h3d=use_h3d, + path_mode=path_mode, + ) + + return {'FINISHED'} |