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Diffstat (limited to 'io_scene_x3d/export_x3d.py')
-rw-r--r--io_scene_x3d/export_x3d.py1347
1 files changed, 1347 insertions, 0 deletions
diff --git a/io_scene_x3d/export_x3d.py b/io_scene_x3d/export_x3d.py
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+++ b/io_scene_x3d/export_x3d.py
@@ -0,0 +1,1347 @@
+# ##### 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'}
+
+
+def clamp_color(col):
+ return tuple([max(min(c, 1.0), 0.0) for c in col])
+
+
+def matrix_direction_neg_z(matrix):
+ return (mathutils.Vector((0.0, 0.0, -1.0)) * matrix.to_3x3()).normalized()[:]
+
+
+def prefix_quoted_str(value, prefix):
+ return value[0] + prefix + 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[None]
+
+# -----------------------------------------------------------------------------
+# H3D Functions
+# -----------------------------------------------------------------------------
+def h3d_shader_glsl_frag_patch(filepath):
+ h3d_file = open(filepath, 'r')
+ lines = []
+ for l in h3d_file:
+ l = l.replace("uniform mat4 unfinvviewmat;", "")
+ l = l.replace("unfinvviewmat", "gl_ModelViewMatrixInverse")
+
+ '''
+ l = l.replace("varying vec3 varposition;", "")
+ l = l.replace("varposition", "gl_Vertex") # not needed int H3D
+ '''
+
+ #l = l.replace("varying vec3 varnormal;", "")
+ #l = l.replace("varnormal", "gl_Normal") # view normal
+ #l = l.replace("varnormal", "normalize(-(gl_ModelViewMatrix * gl_Vertex).xyz)") # view normal
+ # l = l.replace("varnormal", "gl_NormalMatrix * gl_Normal") # view normal
+ 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)
+
+ # -------------------------------------------------------------------------
+ # 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'
+ return ident
+
+ def writeFooter(ident):
+ 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 = unique_name(obj, 'CA_' + obj.name, uuid_cache_view, clean_func=quoteattr)
+
+ 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[:] + (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[:] + (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 = unique_name(obj, 'LA_' + obj.name, uuid_cache_lamp, clean_func=quoteattr)
+
+ 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 = unique_name(obj, 'LA_' + obj.name, uuid_cache_lamp, clean_func=quoteattr)
+
+ 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 = unique_name(obj, 'LA_' + obj.name, uuid_cache_lamp, clean_func=quoteattr)
+
+ 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 = unique_name(obj, 'OB_' + obj.name, uuid_cache_object, clean_func=quoteattr)
+ mesh_id = unique_name(mesh, 'ME_' + mesh.name, uuid_cache_mesh, clean_func=quoteattr)
+ 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
+
+ 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="false">\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, None)
+
+ 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
+
+ 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('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 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')
+
+ 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:
+ 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 = unique_name(material, 'MA_' + material.name, uuid_cache_material, clean_func=quoteattr)
+
+ # 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 = unique_name(material, 'MA_' + material.name, uuid_cache_material, clean_func=quoteattr)
+
+ 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)
+
+ 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!
+ value = '%.6g %.6g %.6g' % (global_matrix * bpy.data.objects[uniform['lamp']].matrix_world).to_translation()[:]
+ 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_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:
+ value = '%.6g %.6g %.6g' % (mathutils.Vector((0.0, 0.0, 1.0)) * (global_matrix * bpy.data.objects[uniform['lamp']].matrix_world).to_quaternion()).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))
+
+ 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 = unique_name(image, 'IM_' + image.name, uuid_cache_image, clean_func=quoteattr)
+
+ 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_ref)
+
+ images = [
+ filepath_base,
+ filepath_ref,
+ 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 = unique_name(world, 'WO_' + world.name, uuid_cache_world, clean_func=quoteattr)
+
+ 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 = os.path.basename(bpy.path.abspath(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 derived is None:
+ return
+
+ 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 = unique_name(obj_main, obj_main.name, uuid_cache_object, clean_func=quoteattr)
+
+ ident = writeTransform_begin(ident, obj_main_matrix if obj_main_parent else global_matrix * obj_main_matrix, obj_main_id)
+
+ for obj, obj_matrix in 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 o.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'}