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Diffstat (limited to 'io_scene_x3d/export_x3d.py')
-rw-r--r--io_scene_x3d/export_x3d.py876
1 files changed, 876 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 +1,876 @@
+# ##### 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 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 matrix_direction(mtx):
+ return (mathutils.Vector((0.0, 0.0, -1.0)) * mtx.to_3x3()).normalized()[:]
+
+
+##########################################################
+# Functions for writing output file
+##########################################################
+
+
+class x3d_class:
+
+ def __init__(self, filepath):
+ #--- public you can change these ---
+ self.proto = 1
+ 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')
+
+ #--- class private don't touch ---
+ self.indentLevel = 0 # keeps track of current indenting
+ self.filepath = filepath
+ self.file = None
+ if filepath.lower().endswith('.x3dz'):
+ try:
+ import gzip
+ self.file = gzip.open(filepath, "w")
+ except:
+ print("failed to import compression modules, exporting uncompressed")
+ self.filepath = filepath[:-1] # remove trailing z
+
+ if self.file is None:
+ self.file = open(self.filepath, "w", encoding="utf8", newline="\n")
+
+ self.bNav = 0
+ self.nodeID = 0
+ self.namesReserved = {"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"}
+
+ self.namesFog = ("", "LINEAR", "EXPONENTIAL", "")
+
+##########################################################
+# Writing nodes routines
+##########################################################
+
+ def writeHeader(self):
+ #bfile = sys.expandpath( Blender.Get('filepath') ).replace('<', '&lt').replace('>', '&gt')
+ bfile = repr(os.path.basename(self.filepath).replace('<', '&lt').replace('>', '&gt'))[1:-1] # use outfile name
+ self.file.write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n")
+ self.file.write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.0//EN\" \"http://www.web3d.org/specifications/x3d-3.0.dtd\">\n")
+ 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")
+
+ # This functionality is poorly defined, disabling for now - campbell
+ '''
+ def writeScript(self):
+ textEditor = Blender.Text.Get()
+ alltext = len(textEditor)
+ for i in xrange(alltext):
+ nametext = textEditor[i].name
+ nlines = textEditor[i].getNLines()
+ if (self.proto == 1):
+ if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None):
+ nalllines = len(textEditor[i].asLines())
+ alllines = textEditor[i].asLines()
+ for j in xrange(nalllines):
+ self.write_indented(alllines[j] + "\n")
+ elif (self.proto == 0):
+ if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None):
+ nalllines = len(textEditor[i].asLines())
+ alllines = textEditor[i].asLines()
+ for j in xrange(nalllines):
+ self.write_indented(alllines[j] + "\n")
+ self.write_indented("\n")
+ '''
+
+ 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("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, )))
+ self.file.write("fieldOfView=\"%.3f\" " % ob.data.angle)
+ self.file.write(" />\n\n")
+
+ def writeFog(self, world):
+ if world:
+ mtype = world.mist_settings.falloff
+ mparam = world.mist_settings
+ else:
+ return
+ if (mtype == 'LINEAR' or mtype == 'INVERSE_QUADRATIC'):
+ 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[2], self.cp))
+ else:
+ return
+
+ def writeNavigationInfo(self, scene):
+ self.file.write('<NavigationInfo headlight="false" visibilityLimit="0.0" type=\'"EXAMINE","ANY"\' avatarSize="0.25, 1.75, 0.75" />\n')
+
+ def writeSpotLight(self, ob, mtx, lamp, world):
+ safeName = self.cleanStr(ob.name)
+ 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
+
+ dx, dy, dz = matrix_direction(mtx)
+
+ location = mtx.to_translation()[:]
+
+ radius = lamp.distance * math.cos(beamWidth)
+ # radius = lamp.dist*math.cos(beamWidth)
+ self.file.write("<SpotLight DEF=\"%s\" " % safeName)
+ 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("beamWidth=\"%.4f\" " % beamWidth)
+ self.file.write("cutOffAngle=\"%.4f\" " % cutOffAngle)
+ self.file.write("direction=\"%.4f %.4f %.4f\" " % (dx, dy, dz))
+ self.file.write("location=\"%.4f %.4f %.4f\" />\n\n" % location)
+
+ def writeDirectionalLight(self, ob, mtx, lamp, world):
+ safeName = self.cleanStr(ob.name)
+ 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)
+ 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("intensity=\"%.4f\" " % intensity)
+ self.file.write("direction=\"%.4f %.4f %.4f\" />\n\n" % (dx, dy, dz))
+
+ def writePointLight(self, ob, mtx, lamp, world):
+ safeName = self.cleanStr(ob.name)
+ if world:
+ ambi = world.ambient_color
+ # ambi = world.amb
+ amb_intensity = ((float(ambi[0] + ambi[1] + ambi[2])) / 3) / 2.5
+ else:
+ ambi = 0.0
+ amb_intensity = 0.0
+
+ intensity = min(lamp.energy / 1.75, 1.0)
+ location = mtx.to_translation()[:]
+
+ 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("intensity=\"%.4f\" " % intensity)
+ self.file.write("radius=\"%.4f\" " % lamp.distance)
+ self.file.write("location=\"%.4f %.4f %.4f\" />\n\n" % location)
+
+ def secureName(self, name):
+ name = name + str(self.nodeID)
+ self.nodeID = self.nodeID + 1
+ if len(name) <= 3:
+ newname = "_" + str(self.nodeID)
+ return "%s" % (newname)
+ else:
+ for bad in ('"', '#', "'", ', ', '.', '[', '\\', ']', '{', '}'):
+ name = name.replace(bad, "_")
+ if name in self.namesReserved:
+ newname = name[0:3] + "_" + str(self.nodeID)
+ return "%s" % (newname)
+ elif name[0].isdigit():
+ newname = "_" + name + str(self.nodeID)
+ return "%s" % (newname)
+ else:
+ newname = name
+ return "%s" % (newname)
+
+ def writeIndexedFaceSet(self, ob, mesh, mtx, world, EXPORT_TRI=False):
+ fw = self.file.write
+ mesh_name_x3d = self.cleanStr(ob.name)
+
+ 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:
+ 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:
+ 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:
+ self.write_indented("<Collision enabled=\"false\">\n", 1)
+ self.collnode = 1
+
+ loc, quat, sca = mtx.decompose()
+
+ self.write_indented("<Transform DEF=\"%s\" " % mesh_name_x3d, 1)
+ fw("translation=\"%.6f %.6f %.6f\" " % loc[:])
+ fw("scale=\"%.6f %.6f %.6f\" " % sca[:])
+ fw("rotation=\"%.6f %.6f %.6f %.6f\" " % (quat.axis[:] + (quat.angle, )))
+ fw(">\n")
+
+ if mesh.tag:
+ self.write_indented("<Group USE=\"G_%s\" />\n" % mesh_name_x3d, 1)
+ else:
+ mesh.tag = True
+
+ self.write_indented("<Group DEF=\"G_%s\">\n" % mesh_name_x3d, 1)
+
+ 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]
+
+ mesh_faces = mesh.faces[:]
+ mesh_faces_materials = [f.material_index 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]
+
+ self.write_indented("<Shape>\n", 1)
+ 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
+
+ self.write_indented("<Appearance>\n", 1)
+
+ if image:
+ self.writeImageTexture(image)
+
+ if mesh_materials_use_face_texture[material_index]:
+ if image.use_tiles:
+ self.write_indented("<TextureTransform scale=\"%s %s\" />\n" % (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
+
+ self.write_indented("<TextureTransform ", 0)
+ # fw("center=\"%.6f %.6f\" " % (0.0, 0.0))
+ fw("translation=\"%.6f %.6f\" " % loc)
+ fw("scale=\"%.6f %.6f\" " % (sca_x, sca_y))
+ fw("rotation=\"%.6f\" " % rot)
+ fw("/>\n")
+
+ if material:
+ self.writeMaterial(material, self.cleanStr(material.name, ""), world)
+
+ self.write_indented("</Appearance>\n", -1)
+
+ #-- IndexedFaceSet or IndexedLineSet
+
+ self.write_indented("<IndexedFaceSet ", 1)
+
+ # --- Write IndexedFaceSet Attributes
+ if mesh.show_double_sided:
+ fw("solid=\"true\" ")
+ else:
+ fw("solid=\"false\" ")
+
+ if is_smooth:
+ fw("creaseAngle=\"%.4f\" " % mesh.auto_smooth_angle)
+
+ if is_uv:
+ # "texCoordIndex"
+ fw("\n\t\t\ttexCoordIndex=\"")
+ j = 0
+ for i in face_group:
+ if len(mesh_faces[i].vertices) == 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("\" ")
+ # --- end texCoordIndex
+
+ if is_col:
+ fw("colorPerVertex=\"false\" ")
+
+ if True:
+ # "coordIndex"
+ fw('coordIndex="')
+ if EXPORT_TRI:
+ for i in face_group:
+ fv = mesh_faces[i].vertices[:]
+ if len(fv) == 3:
+ fw("%i %i %i -1, " % fv)
+ else:
+ fw("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
+ fw("%i %i %i -1, " % (fv[0], fv[2], fv[3]))
+ else:
+ for i in face_group:
+ fv = mesh_faces[i].vertices[:]
+ if len(fv) == 3:
+ fw("%i %i %i -1, " % fv)
+ else:
+ fw("%i %i %i %i -1, " % fv)
+
+ fw("\" ")
+ # --- end coordIndex
+
+ # close IndexedFaceSet
+ fw(">\n")
+
+ # --- Write IndexedFaceSet Elements
+ if True:
+ if is_coords_written:
+ self.write_indented("<Coordinate USE=\"%s%s\" />\n" % ("coord_", mesh_name_x3d))
+ else:
+ self.write_indented("<Coordinate DEF=\"%s%s\" \n" % ("coord_", mesh_name_x3d), 1)
+ fw("\t\t\t\tpoint=\"")
+ for v in mesh.vertices:
+ fw("%.6f %.6f %.6f, " % v.co[:])
+ fw("\" />")
+ self.write_indented("\n", -1)
+ is_coords_written = True
+
+ if is_uv:
+ self.write_indented("<TextureCoordinate point=\"", 1)
+ fw = fw
+ mesh_faces_uv = mesh.uv_textures.active.data
+ for i in face_group:
+ for uv in mesh_faces_uv[i].uv:
+ fw("%.4f %.4f, " % uv[:])
+ del mesh_faces_uv
+ fw("\" />")
+ self.write_indented("\n", -1)
+
+ if is_col:
+ self.write_indented("<Color color=\"", 1)
+ # XXX, 1 color per face, only
+ mesh_faces_col = mesh.vertex_colors.active.data
+ for i in face_group:
+ fw("%.3f %.3f %.3f, " % mesh_faces_col[i].color1[:])
+ del mesh_faces_col
+ fw("\" />")
+ self.write_indented("\n", -1)
+
+ #--- output vertexColors
+
+ #--- output closing braces
+ self.write_indented("</IndexedFaceSet>\n", -1)
+ self.write_indented("</Shape>\n", -1)
+
+ self.write_indented("</Group>\n", -1)
+
+ self.write_indented("</Transform>\n", -1)
+
+ if self.halonode == 1:
+ self.write_indented("</Billboard>\n", -1)
+ self.halonode = 0
+
+ if self.billnode == 1:
+ self.write_indented("</Billboard>\n", -1)
+ self.billnode = 0
+
+ if self.collnode == 1:
+ self.write_indented("</Collision>\n", -1)
+ self.collnode = 0
+
+ fw("\n")
+
+ def writeMaterial(self, mat, matName, world):
+ # look up material name, use it if available
+ if mat.tag:
+ self.write_indented("<Material USE=\"MA_%s\" />\n" % matName)
+ else:
+ mat.tag = True
+
+ emit = mat.emit
+ ambient = mat.ambient / 3.0
+ diffuseColor = tuple(mat.diffuse_color)
+ if world:
+ ambiColor = tuple(((c * mat.ambient) * 2.0) for c in 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 = mat.specular_hardness / 512.0
+ specColor = tuple((c + 0.001) / (1.25 / (mat.specular_intensity + 0.001)) for c in mat.specular_color)
+ transp = 1.0 - mat.alpha
+
+ if mat.use_shadeless:
+ ambient = 1.0
+ shininess = 0.0
+ 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.write_indented("\n", -1)
+
+ def writeImageTexture(self, image):
+ name = image.name
+
+ if image.tag:
+ self.write_indented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
+ else:
+ image.tag = True
+
+ self.write_indented("<ImageTexture DEF=\"%s\" " % self.cleanStr(name), 1)
+ filepath = image.filepath
+ relpath = os.path.dirname(self.filepath) # could cache
+ filepath_full = bpy.path.abspath(filepath)
+ # collect image paths, can load multiple
+ # [relative, name-only, absolute]
+ images = []
+
+ if bpy.path.is_subdir(filepath_full, relpath):
+ images.append(os.path.relpath(filepath_full, relpath))
+
+ images.append(os.path.basename(filepath_full))
+ images.append(filepath_full)
+
+ self.file.write("url='%s' />" % " ".join(["\"%s\"" % f.replace("\\", "/") for f in images]))
+ self.write_indented("\n", -1)
+
+ def writeBackground(self, world, alltextures):
+ if world:
+ worldname = world.name
+ else:
+ return
+
+ 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)
+
+ 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)
+ # 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)
+ # 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("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("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)
+ # 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)
+ # 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]
+
+ if tex.type != 'IMAGE' or tex.image is None:
+ continue
+
+ namemat = tex.name
+ # namemat = alltextures[i].name
+
+ pic = tex.image
+
+ # 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)
+ self.write_indented("/>\n\n")
+
+##########################################################
+# export routine
+##########################################################
+
+ def export(self, scene, world, alltextures,
+ use_apply_modifiers=False,
+ use_selection=True,
+ EXPORT_TRI=False,
+ ):
+
+ # 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..." % self.filepath)
+ self.writeHeader()
+ # self.writeScript()
+ self.writeNavigationInfo(scene)
+ self.writeBackground(world, alltextures)
+ self.writeFog(world)
+ self.proto = 0
+
+ if use_selection:
+ objects = (o for o in scene.objects if o.is_visible(scene) and o.select)
+ else:
+ objects = (o for o in scene.objects if o.is_visible(scene))
+
+ for ob_main in objects:
+
+ free, derived = create_derived_objects(scene, ob_main)
+
+ if derived is None:
+ continue
+
+ for ob, ob_mat in derived:
+ objType = ob.type
+ objName = ob.name
+ ob_mat = self.global_matrix * ob_mat
+
+ if objType == 'CAMERA':
+ self.writeViewpoint(ob, ob_mat, scene)
+ elif objType in ('MESH', 'CURVE', 'SURF', 'FONT'):
+ if (objType != 'MESH') or (use_apply_modifiers and ob.is_modified(scene, 'PREVIEW')):
+ try:
+ me = ob.to_mesh(scene, use_apply_modifiers, 'PREVIEW')
+ except:
+ me = None
+ else:
+ me = ob.data
+
+ if me is not None:
+ self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI=EXPORT_TRI)
+
+ # free mesh created with create_mesh()
+ if me != ob.data:
+ bpy.data.meshes.remove(me)
+
+ elif objType == 'LAMP':
+ data = ob.data
+ datatype = data.type
+ if datatype == 'POINT':
+ self.writePointLight(ob, ob_mat, data, world)
+ elif datatype == 'SPOT':
+ self.writeSpotLight(ob, ob_mat, data, world)
+ elif datatype == 'SUN':
+ self.writeDirectionalLight(ob, ob_mat, data, world)
+ else:
+ self.writeDirectionalLight(ob, ob_mat, data, world)
+ else:
+ #print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType)
+ pass
+
+ if free:
+ free_derived_objects(ob_main)
+
+ self.file.write("\n</Scene>\n</X3D>")
+
+ # if use_apply_modifiers:
+ # if containerMesh:
+ # containerMesh.vertices = None
+
+ self.cleanup()
+
+##########################################################
+# Utility methods
+##########################################################
+
+ def cleanup(self):
+ self.file.close()
+ self.indentLevel = 0
+ print("Info: finished X3D export to %r" % self.filepath)
+
+ def cleanStr(self, name, prefix='rsvd_'):
+ """cleanStr(name,prefix) - try to create a valid VRML DEF name from object name"""
+
+ newName = name
+ if len(newName) == 0:
+ self.nNodeID += 1
+ return "%s%d" % (prefix, self.nNodeID)
+
+ if newName in self.namesReserved:
+ newName = '%s%s' % (prefix, newName)
+
+ if newName[0].isdigit():
+ newName = "%s%s" % ('_', newName)
+
+ for bad in [' ', '"', '#', "'", ', ', '.', '[', '\\', ']', '{', '}']:
+ newName = newName.replace(bad, '_')
+ return newName
+
+ def faceToString(self, face):
+
+ print("Debug: face.flag=0x%x (bitflags)" % face.flag)
+ if face.sel:
+ print("Debug: face.sel=true")
+
+ print("Debug: face.mode=0x%x (bitflags)" % face.mode)
+ if face.mode & Mesh.FaceModes.TWOSIDE:
+ print("Debug: face.mode twosided")
+
+ print("Debug: face.transp=0x%x (enum)" % face.blend_type)
+ if face.blend_type == Mesh.FaceTranspModes.SOLID:
+ print("Debug: face.transp.SOLID")
+
+ if face.image:
+ print("Debug: face.image=%s" % face.image.name)
+ print("Debug: face.materialIndex=%d" % face.materialIndex)
+
+ def meshToString(self, mesh):
+ # print("Debug: mesh.hasVertexUV=%d" % mesh.vertexColors)
+ print("Debug: mesh.faceUV=%d" % (len(mesh.uv_textures) > 0))
+ # print("Debug: mesh.faceUV=%d" % mesh.faceUV)
+ print("Debug: mesh.hasVertexColours=%d" % (len(mesh.vertex_colors) > 0))
+ # print("Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours())
+ print("Debug: mesh.vertices=%d" % len(mesh.vertices))
+ 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
+ #------------------------------------------------------------------------
+ def write_indented(self, s, inc=0):
+ if inc < 1:
+ self.indentLevel = self.indentLevel + inc
+
+ self.file.write((self.indentLevel * "\t") + s)
+
+ if inc > 0:
+ self.indentLevel = self.indentLevel + inc
+
+##########################################################
+# Callbacks, needed before Main
+##########################################################
+
+
+def save(operator, context, filepath="",
+ use_selection=True,
+ use_apply_modifiers=False,
+ use_triangulate=False,
+ use_compress=False):
+
+ if use_compress:
+ if not filepath.lower().endswith('.x3dz'):
+ filepath = '.'.join(filepath.split('.')[:-1]) + '.x3dz'
+ else:
+ if not filepath.lower().endswith('.x3d'):
+ filepath = '.'.join(filepath.split('.')[:-1]) + '.x3d'
+
+ scene = context.scene
+ world = scene.world
+
+ 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,
+ )
+
+ return {'FINISHED'}