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authorLukas Steiblys <imbusy@imbusy.org>2009-10-02 02:29:15 +0400
committerLukas Steiblys <imbusy@imbusy.org>2009-10-02 02:29:15 +0400
commit0677398a649b6b8c293df3ce3c6668f0a3be3bc8 (patch)
tree9d510a5bd23559bf4fae670ed04d7e5d6c12578c /release/scripts/io/export_x3d.py
parent59248e9f62006ba05e3098e4d213f3dcb23fe711 (diff)
parentbc942eceacb638735dc4f4f68252c4c207147a70 (diff)
merge from 23153 to 23595soc-2009-imbusy
Diffstat (limited to 'release/scripts/io/export_x3d.py')
-rw-r--r--release/scripts/io/export_x3d.py1240
1 files changed, 1240 insertions, 0 deletions
diff --git a/release/scripts/io/export_x3d.py b/release/scripts/io/export_x3d.py
new file mode 100644
index 00000000000..db29afc7d6d
--- /dev/null
+++ b/release/scripts/io/export_x3d.py
@@ -0,0 +1,1240 @@
+#!BPY
+""" Registration info for Blender menus:
+Name: 'X3D Extensible 3D (.x3d)...'
+Blender: 245
+Group: 'Export'
+Tooltip: 'Export selection to Extensible 3D file (.x3d)'
+"""
+
+__author__ = ("Bart", "Campbell Barton")
+__email__ = ["Bart, bart:neeneenee*de"]
+__url__ = ["Author's (Bart) homepage, http://www.neeneenee.de/vrml"]
+__version__ = "2006/01/17"
+__bpydoc__ = """\
+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:<br>
+ 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;
+"""
+
+
+# $Id$
+#
+#------------------------------------------------------------------------
+# X3D exporter for blender 2.36 or above
+#
+# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+#
+
+####################################
+# Library dependancies
+####################################
+
+import math
+import os
+
+import bpy
+import Mathutils
+
+from export_3ds import create_derived_objects, free_derived_objects
+
+# import Blender
+# from Blender import Object, Lamp, Draw, Image, Text, sys, Mesh
+# from Blender.Scene import Render
+# import BPyObject
+# import BPyMesh
+
+#
+DEG2RAD=0.017453292519943295
+MATWORLD= Mathutils.RotationMatrix(-90, 4, 'x')
+
+####################################
+# Global Variables
+####################################
+
+filename = ""
+# filename = Blender.Get('filename')
+_safeOverwrite = True
+
+extension = ''
+
+##########################################################
+# Functions for writing output file
+##########################################################
+
+class x3d_class:
+
+ def __init__(self, filename):
+ #--- public you can change these ---
+ self.writingcolor = 0
+ self.writingtexture = 0
+ self.writingcoords = 0
+ self.proto = 1
+ self.matonly = 0
+ self.share = 0
+ self.billnode = 0
+ self.halonode = 0
+ self.collnode = 0
+ self.tilenode = 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
+
+ #--- class private don't touch ---
+ self.texNames={} # dictionary of textureNames
+ self.matNames={} # dictionary of materiaNames
+ self.meshNames={} # dictionary of meshNames
+ self.indentLevel=0 # keeps track of current indenting
+ self.filename=filename
+ self.file = None
+ if filename.lower().endswith('.x3dz'):
+ try:
+ import gzip
+ self.file = gzip.open(filename, "w")
+ except:
+ print("failed to import compression modules, exporting uncompressed")
+ self.filename = filename[:-1] # remove trailing z
+
+ if self.file == None:
+ self.file = open(self.filename, "w")
+
+ 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.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005",
+ "Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012",
+ "Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013",
+ "Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012",
+ "World","World.000","World.001","World.002","World.003","World.004","World.005" ]
+ self.namesFog=[ "","LINEAR","EXPONENTIAL","" ]
+
+##########################################################
+# Writing nodes routines
+##########################################################
+
+ def writeHeader(self):
+ #bfile = sys.expandpath( Blender.Get('filename') ).replace('<', '&lt').replace('>', '&gt')
+ bfile = self.filename.replace('<', '&lt').replace('>', '&gt') # 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" % os.path.basename(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" % '2.5')
+ # 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 writeInline(self):
+ inlines = Blender.Scene.Get()
+ allinlines = len(inlines)
+ if scene != inlines[0]:
+ return
+ else:
+ for i in xrange(allinlines):
+ nameinline=inlines[i].name
+ if (nameinline not in self.namesStandard) and (i > 0):
+ self.file.write("<Inline DEF=\"%s\" " % (self.cleanStr(nameinline)))
+ nameinline = nameinline+".x3d"
+ self.file.write("url=\"%s\" />" % nameinline)
+ self.file.write("\n\n")
+
+
+ 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.writeIndented(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.writeIndented(alllines[j] + "\n")
+ self.writeIndented("\n")
+ '''
+
+ def writeViewpoint(self, ob, mat, scene):
+ context = scene.render_data
+ # context = scene.render
+ ratio = float(context.resolution_x)/float(context.resolution_y)
+ # ratio = float(context.imageSizeY())/float(context.imageSizeX())
+ lens = (360* (math.atan(ratio *16 / ob.data.lens) / math.pi))*(math.pi/180)
+ # lens = (360* (math.atan(ratio *16 / ob.data.getLens()) / math.pi))*(math.pi/180)
+ lens = min(lens, math.pi)
+
+ # get the camera location, subtract 90 degress from X to orient like X3D does
+ # mat = ob.matrixWorld - mat is now passed!
+
+ loc = self.rotatePointForVRML(mat.translationPart())
+ rot = mat.toEuler()
+ rot = (((rot[0]-90)), rot[1], rot[2])
+ # rot = (((rot[0]-90)*DEG2RAD), rot[1]*DEG2RAD, rot[2]*DEG2RAD)
+ nRot = self.rotatePointForVRML( rot )
+ # convert to Quaternion and to Angle Axis
+ Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
+ Q1 = self.multiplyQuaternions(Q[0], Q[1])
+ Qf = self.multiplyQuaternions(Q1, Q[2])
+ angleAxis = self.quaternionToAngleAxis(Qf)
+ 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[0], loc[1], loc[2]))
+ self.file.write("orientation=\"%3.2f %3.2f %3.2f %3.2f\" " % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
+ self.file.write("fieldOfView=\"%.3f\" />\n\n" % (lens))
+
+ def writeFog(self, world):
+ if world:
+ mtype = world.mist.falloff
+ # mtype = world.getMistype()
+ mparam = world.mist
+ # mparam = world.getMist()
+ grd = world.horizon_color
+ # grd = world.getHor()
+ grd0, grd1, grd2 = grd[0], grd[1], grd[2]
+ 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(grd0,self.cp), round(grd1,self.cp), round(grd2,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
+ # ambi = world.amb
+ ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
+ else:
+ ambi = 0
+ ambientIntensity = 0
+
+ # compute cutoff and beamwidth
+ intensity=min(lamp.energy/1.75,1.0)
+ beamWidth=((lamp.spot_size*math.pi)/180.0)*.37;
+ # beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
+ cutOffAngle=beamWidth*1.3
+
+ dx,dy,dz=self.computeDirection(mtx)
+ # note -dx seems to equal om[3][0]
+ # note -dz seems to equal om[3][1]
+ # note dy seems to equal om[3][2]
+
+ #location=(ob.matrixWorld*MATWORLD).translationPart() # now passed
+ location=(mtx*MATWORLD).translationPart()
+
+ radius = lamp.distance*math.cos(beamWidth)
+ # radius = lamp.dist*math.cos(beamWidth)
+ self.file.write("<SpotLight DEF=\"%s\" " % safeName)
+ self.file.write("radius=\"%s\" " % (round(radius,self.cp)))
+ self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
+ self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
+ self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp)))
+ # self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
+ self.file.write("beamWidth=\"%s\" " % (round(beamWidth,self.cp)))
+ self.file.write("cutOffAngle=\"%s\" " % (round(cutOffAngle,self.cp)))
+ self.file.write("direction=\"%s %s %s\" " % (round(dx,3),round(dy,3),round(dz,3)))
+ self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
+
+
+ def writeDirectionalLight(self, ob, mtx, lamp, world):
+ safeName = self.cleanStr(ob.name)
+ if world:
+ ambi = world.ambient_color
+ # ambi = world.amb
+ ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
+ else:
+ ambi = 0
+ ambientIntensity = 0
+
+ intensity=min(lamp.energy/1.75,1.0)
+ (dx,dy,dz)=self.computeDirection(mtx)
+ self.file.write("<DirectionalLight DEF=\"%s\" " % safeName)
+ self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
+ self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp)))
+ # self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
+ self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
+ self.file.write("direction=\"%s %s %s\" />\n\n" % (round(dx,4),round(dy,4),round(dz,4)))
+
+ def writePointLight(self, ob, mtx, lamp, world):
+ safeName = self.cleanStr(ob.name)
+ if world:
+ ambi = world.ambient_color
+ # ambi = world.amb
+ ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
+ else:
+ ambi = 0
+ ambientIntensity = 0
+
+ # location=(ob.matrixWorld*MATWORLD).translationPart() # now passed
+ location= (mtx*MATWORLD).translationPart()
+
+ self.file.write("<PointLight DEF=\"%s\" " % safeName)
+ self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
+ self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp)))
+ # self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
+ self.file.write("intensity=\"%s\" " % (round( min(lamp.energy/1.75,1.0) ,self.cp)))
+ self.file.write("radius=\"%s\" " % lamp.distance )
+ # self.file.write("radius=\"%s\" " % lamp.dist )
+ self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
+ '''
+ def writeNode(self, ob, mtx):
+ obname=str(ob.name)
+ if obname in self.namesStandard:
+ return
+ else:
+ dx,dy,dz = self.computeDirection(mtx)
+ # location=(ob.matrixWorld*MATWORLD).translationPart()
+ location=(mtx*MATWORLD).translationPart()
+ self.writeIndented("<%s\n" % obname,1)
+ self.writeIndented("direction=\"%s %s %s\"\n" % (round(dx,3),round(dy,3),round(dz,3)))
+ self.writeIndented("location=\"%s %s %s\"\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
+ self.writeIndented("/>\n",-1)
+ self.writeIndented("\n")
+ '''
+ 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):
+ imageMap={} # set of used images
+ sided={} # 'one':cnt , 'two':cnt
+ vColors={} # 'multi':1
+ meshName = self.cleanStr(ob.name)
+
+ meshME = self.cleanStr(ob.data.name) # We dont care if its the mesh name or not
+ # meshME = self.cleanStr(ob.getData(mesh=1).name) # We dont care if its the mesh name or not
+ if len(mesh.faces) == 0: return
+ mode = []
+ # mode = 0
+ if mesh.active_uv_texture:
+ # if mesh.faceUV:
+ for face in mesh.active_uv_texture.data:
+ # for face in mesh.faces:
+ if face.halo and 'HALO' not in mode:
+ mode += ['HALO']
+ if face.billboard and 'BILLBOARD' not in mode:
+ mode += ['BILLBOARD']
+ if face.object_color and 'OBJECT_COLOR' not in mode:
+ mode += ['OBJECT_COLOR']
+ if face.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.writeIndented("<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.writeIndented("<Billboard axisOfRotation=\"0 1 0\">\n",1)
+ self.billnode = 1
+ elif 'OBJECT_COLOR' in mode and self.matonly == 0:
+ # elif mode & Mesh.FaceModes.OBCOL and self.matonly == 0:
+ self.matonly = 1
+ # TF_TILES is marked as deprecated in DNA_meshdata_types.h
+ # elif mode & Mesh.FaceModes.TILES and self.tilenode == 0:
+ # self.tilenode = 1
+ elif 'COLLISION' not in mode and self.collnode == 0:
+ # elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0:
+ self.writeIndented("<Collision enabled=\"false\">\n",1)
+ self.collnode = 1
+
+ nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
+
+ if nIFSCnt > 1:
+ self.writeIndented("<Group DEF=\"%s%s\">\n" % ("G_", meshName),1)
+
+ if 'two' in sided and sided['two'] > 0:
+ bTwoSided=1
+ else:
+ bTwoSided=0
+
+ # mtx = ob.matrixWorld * MATWORLD # mtx is now passed
+ mtx = mtx * MATWORLD
+
+ loc= mtx.translationPart()
+ sca= mtx.scalePart()
+ quat = mtx.toQuat()
+ rot= quat.axis
+
+ self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\n' % \
+ (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle) )
+ # self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\n' % \
+ # (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle*DEG2RAD) )
+
+ self.writeIndented("<Shape>\n",1)
+ maters=mesh.materials
+ hasImageTexture=0
+ issmooth=0
+
+ if len(maters) > 0 or mesh.active_uv_texture:
+ # if len(maters) > 0 or mesh.faceUV:
+ self.writeIndented("<Appearance>\n", 1)
+ # right now this script can only handle a single material per mesh.
+ if len(maters) >= 1:
+ mat=maters[0]
+ # matFlags = mat.getMode()
+ if not mat.face_texture:
+ # if not matFlags & Blender.Material.Modes['TEXFACE']:
+ self.writeMaterial(mat, self.cleanStr(mat.name,''), world)
+ # self.writeMaterial(mat, self.cleanStr(maters[0].name,''), world)
+ if len(maters) > 1:
+ print("Warning: mesh named %s has multiple materials" % meshName)
+ print("Warning: only one material per object handled")
+
+ #-- textures
+ face = None
+ if mesh.active_uv_texture:
+ # if mesh.faceUV:
+ for face in mesh.active_uv_texture.data:
+ # for face in mesh.faces:
+ if face.image:
+ # if (hasImageTexture == 0) and (face.image):
+ self.writeImageTexture(face.image)
+ # hasImageTexture=1 # keep track of face texture
+ break
+ if self.tilenode == 1 and face and face.image:
+ # if self.tilenode == 1:
+ self.writeIndented("<TextureTransform scale=\"%s %s\" />\n" % (face.image.xrep, face.image.yrep))
+ self.tilenode = 0
+ self.writeIndented("</Appearance>\n", -1)
+
+ #-- IndexedFaceSet or IndexedLineSet
+
+ # user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5
+ ifStyle="IndexedFaceSet"
+ # look up mesh name, use it if available
+ if meshME in self.meshNames:
+ self.writeIndented("<%s USE=\"ME_%s\">" % (ifStyle, meshME), 1)
+ self.meshNames[meshME]+=1
+ else:
+ if int(mesh.users) > 1:
+ self.writeIndented("<%s DEF=\"ME_%s\" " % (ifStyle, meshME), 1)
+ self.meshNames[meshME]=1
+ else:
+ self.writeIndented("<%s " % ifStyle, 1)
+
+ if bTwoSided == 1:
+ self.file.write("solid=\"false\" ")
+ else:
+ self.file.write("solid=\"true\" ")
+
+ for face in mesh.faces:
+ if face.smooth:
+ issmooth=1
+ break
+ if issmooth==1:
+ creaseAngle=(mesh.autosmooth_angle)*(math.pi/180.0)
+ # creaseAngle=(mesh.degr)*(math.pi/180.0)
+ self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp)))
+
+ #--- output textureCoordinates if UV texture used
+ if mesh.active_uv_texture:
+ # if mesh.faceUV:
+ if self.matonly == 1 and self.share == 1:
+ self.writeFaceColors(mesh)
+ elif hasImageTexture == 1:
+ self.writeTextureCoordinates(mesh)
+ #--- output coordinates
+ self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI)
+
+ self.writingcoords = 1
+ self.writingtexture = 1
+ self.writingcolor = 1
+ self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI)
+
+ #--- output textureCoordinates if UV texture used
+ if mesh.active_uv_texture:
+ # if mesh.faceUV:
+ if hasImageTexture == 1:
+ self.writeTextureCoordinates(mesh)
+ elif self.matonly == 1 and self.share == 1:
+ self.writeFaceColors(mesh)
+ #--- output vertexColors
+ self.matonly = 0
+ self.share = 0
+
+ self.writingcoords = 0
+ self.writingtexture = 0
+ self.writingcolor = 0
+ #--- output closing braces
+ self.writeIndented("</%s>\n" % ifStyle, -1)
+ self.writeIndented("</Shape>\n", -1)
+ self.writeIndented("</Transform>\n", -1)
+
+ if self.halonode == 1:
+ self.writeIndented("</Billboard>\n", -1)
+ self.halonode = 0
+
+ if self.billnode == 1:
+ self.writeIndented("</Billboard>\n", -1)
+ self.billnode = 0
+
+ if self.collnode == 1:
+ self.writeIndented("</Collision>\n", -1)
+ self.collnode = 0
+
+ if nIFSCnt > 1:
+ self.writeIndented("</Group>\n", -1)
+
+ self.file.write("\n")
+
+ def writeCoordinates(self, ob, mesh, meshName, EXPORT_TRI = False):
+ # create vertex list and pre rotate -90 degrees X for VRML
+
+ if self.writingcoords == 0:
+ self.file.write('coordIndex="')
+ for face in mesh.faces:
+ fv = face.verts
+ # fv = face.v
+
+ if len(fv)==3:
+ # if len(face)==3:
+ self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
+ # self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
+ else:
+ if EXPORT_TRI:
+ self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
+ # self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
+ self.file.write("%i %i %i -1, " % (fv[0], fv[2], fv[3]))
+ # self.file.write("%i %i %i -1, " % (fv[0].index, fv[2].index, fv[3].index))
+ else:
+ self.file.write("%i %i %i %i -1, " % (fv[0], fv[1], fv[2], fv[3]))
+ # self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index))
+
+ self.file.write("\">\n")
+ else:
+ #-- vertices
+ # mesh.transform(ob.matrixWorld)
+ self.writeIndented("<Coordinate DEF=\"%s%s\" \n" % ("coord_",meshName), 1)
+ self.file.write("\t\t\t\tpoint=\"")
+ for v in mesh.verts:
+ self.file.write("%.6f %.6f %.6f, " % tuple(v.co))
+ self.file.write("\" />")
+ self.writeIndented("\n", -1)
+
+ def writeTextureCoordinates(self, mesh):
+ texCoordList=[]
+ texIndexList=[]
+ j=0
+
+ for face in mesh.active_uv_texture.data:
+ # for face in mesh.faces:
+ uvs = face.uv
+ # uvs = [face.uv1, face.uv2, face.uv3, face.uv4] if face.verts[3] else [face.uv1, face.uv2, face.uv3]
+
+ for uv in uvs:
+ # for uv in face.uv:
+ texIndexList.append(j)
+ texCoordList.append(uv)
+ j=j+1
+ texIndexList.append(-1)
+ if self.writingtexture == 0:
+ self.file.write("\n\t\t\ttexCoordIndex=\"")
+ texIndxStr=""
+ for i in range(len(texIndexList)):
+ texIndxStr = texIndxStr + "%d, " % texIndexList[i]
+ if texIndexList[i]==-1:
+ self.file.write(texIndxStr)
+ texIndxStr=""
+ self.file.write("\"\n\t\t\t")
+ else:
+ self.writeIndented("<TextureCoordinate point=\"", 1)
+ for i in range(len(texCoordList)):
+ self.file.write("%s %s, " % (round(texCoordList[i][0],self.tp), round(texCoordList[i][1],self.tp)))
+ self.file.write("\" />")
+ self.writeIndented("\n", -1)
+
+ def writeFaceColors(self, mesh):
+ if self.writingcolor == 0:
+ self.file.write("colorPerVertex=\"false\" ")
+ elif mesh.active_vertex_color:
+ # else:
+ self.writeIndented("<Color color=\"", 1)
+ for face in mesh.active_vertex_color.data:
+ c = face.color1
+ if self.verbose > 2:
+ print("Debug: face.col r=%d g=%d b=%d" % (c[0], c[1], c[2]))
+ # print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b))
+ aColor = self.rgbToFS(c)
+ self.file.write("%s, " % aColor)
+
+ # for face in mesh.faces:
+ # if face.col:
+ # c=face.col[0]
+ # if self.verbose > 2:
+ # print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b))
+ # aColor = self.rgbToFS(c)
+ # self.file.write("%s, " % aColor)
+ self.file.write("\" />")
+ self.writeIndented("\n",-1)
+
+ def writeMaterial(self, mat, matName, world):
+ # look up material name, use it if available
+ if matName in self.matNames:
+ self.writeIndented("<Material USE=\"MA_%s\" />\n" % matName)
+ self.matNames[matName]+=1
+ return;
+
+ self.matNames[matName]=1
+
+ ambient = mat.ambient/3
+ # ambient = mat.amb/3
+ diffuseR, diffuseG, diffuseB = tuple(mat.diffuse_color)
+ # diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
+ if world:
+ ambi = world.ambient_color
+ # ambi = world.getAmb()
+ ambi0, ambi1, ambi2 = (ambi[0]*mat.ambient)*2, (ambi[1]*mat.ambient)*2, (ambi[2]*mat.ambient)*2
+ # ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
+ else:
+ ambi0, ambi1, ambi2 = 0, 0, 0
+ emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/2, (diffuseG*mat.emit+ambi1)/2, (diffuseB*mat.emit+ambi2)/2
+
+ shininess = mat.specular_hardness/512.0
+ # shininess = mat.hard/512.0
+ specR = (mat.specular_color[0]+0.001)/(1.25/(mat.specular_intensity+0.001))
+ # specR = (mat.specCol[0]+0.001)/(1.25/(mat.spec+0.001))
+ specG = (mat.specular_color[1]+0.001)/(1.25/(mat.specular_intensity+0.001))
+ # specG = (mat.specCol[1]+0.001)/(1.25/(mat.spec+0.001))
+ specB = (mat.specular_color[2]+0.001)/(1.25/(mat.specular_intensity+0.001))
+ # specB = (mat.specCol[2]+0.001)/(1.25/(mat.spec+0.001))
+ transp = 1-mat.alpha
+ # matFlags = mat.getMode()
+ if mat.shadeless:
+ # if matFlags & Blender.Material.Modes['SHADELESS']:
+ ambient = 1
+ shine = 1
+ specR = emitR = diffuseR
+ specG = emitG = diffuseG
+ specB = emitB = diffuseB
+ self.writeIndented("<Material DEF=\"MA_%s\" " % matName, 1)
+ self.file.write("diffuseColor=\"%s %s %s\" " % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp)))
+ self.file.write("specularColor=\"%s %s %s\" " % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp)))
+ self.file.write("emissiveColor=\"%s %s %s\" \n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp)))
+ self.writeIndented("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.writeIndented("\n",-1)
+
+ def writeImageTexture(self, image):
+ name = image.name
+ filename = image.filename.split('/')[-1].split('\\')[-1]
+ if name in self.texNames:
+ self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
+ self.texNames[name] += 1
+ return
+ else:
+ self.writeIndented("<ImageTexture DEF=\"%s\" " % self.cleanStr(name), 1)
+ self.file.write("url=\"%s\" />" % name)
+ self.writeIndented("\n",-1)
+ self.texNames[name] = 1
+
+ def writeBackground(self, world, alltextures):
+ if world: worldname = world.name
+ else: return
+ blending = (world.blend_sky, world.paper_sky, world.real_sky)
+ # blending = world.getSkytype()
+ grd = world.horizon_color
+ # grd = world.getHor()
+ grd0, grd1, grd2 = grd[0], grd[1], grd[2]
+ sky = world.zenith_color
+ # sky = world.getZen()
+ sky0, sky1, sky2 = sky[0], sky[1], sky[2]
+ mix0, mix1, mix2 = grd[0]+sky[0], grd[1]+sky[1], grd[2]+sky[2]
+ mix0, mix1, mix2 = mix0/2, mix1/2, mix2/2
+ self.file.write("<Background ")
+ if worldname not in self.namesStandard:
+ self.file.write("DEF=\"%s\" " % self.secureName(worldname))
+ # No Skytype - just Hor color
+ if blending == (0, 0, 0):
+ # if blending == 0:
+ self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
+ self.file.write("skyColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
+ # Blend Gradient
+ elif blending == (1, 0, 0):
+ # elif blending == 1:
+ self.file.write("groundColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
+ self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
+ self.file.write("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
+ self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
+ # Blend+Real Gradient Inverse
+ elif blending == (1, 0, 1):
+ # elif blending == 3:
+ self.file.write("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
+ self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
+ self.file.write("skyColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
+ self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
+ # Paper - just Zen Color
+ elif blending == (0, 0, 1):
+ # elif blending == 4:
+ self.file.write("groundColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
+ self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
+ # Blend+Real+Paper - komplex gradient
+ elif blending == (1, 1, 1):
+ # elif blending == 7:
+ self.writeIndented("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
+ self.writeIndented("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
+ self.writeIndented("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
+ self.writeIndented("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
+ # Any Other two colors
+ else:
+ self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
+ self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
+
+ alltexture = len(alltextures)
+
+ for i in range(alltexture):
+ tex = alltextures[i]
+
+ if tex.type != 'IMAGE' or tex.image == 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(pic.get_abs_filename())
+
+ pic = alltextures[i].image
+ # pic = alltextures[i].getImage()
+ if (namemat == "back") and (pic != None):
+ self.file.write("\n\tbackUrl=\"%s\" " % basename)
+ # self.file.write("\n\tbackUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
+ elif (namemat == "bottom") and (pic != None):
+ self.writeIndented("bottomUrl=\"%s\" " % basename)
+ # self.writeIndented("bottomUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
+ elif (namemat == "front") and (pic != None):
+ self.writeIndented("frontUrl=\"%s\" " % basename)
+ # self.writeIndented("frontUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
+ elif (namemat == "left") and (pic != None):
+ self.writeIndented("leftUrl=\"%s\" " % basename)
+ # self.writeIndented("leftUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
+ elif (namemat == "right") and (pic != None):
+ self.writeIndented("rightUrl=\"%s\" " % basename)
+ # self.writeIndented("rightUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
+ elif (namemat == "top") and (pic != None):
+ self.writeIndented("topUrl=\"%s\" " % basename)
+ # self.writeIndented("topUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
+ self.writeIndented("/>\n\n")
+
+##########################################################
+# export routine
+##########################################################
+
+ def export(self, scene, world, alltextures,\
+ EXPORT_APPLY_MODIFIERS = False,\
+ EXPORT_TRI= False,\
+ ):
+
+ print("Info: starting X3D export to " + self.filename + "...")
+ self.writeHeader()
+ # self.writeScript()
+ self.writeNavigationInfo(scene)
+ self.writeBackground(world, alltextures)
+ self.writeFog(world)
+ self.proto = 0
+
+
+ # # COPIED FROM OBJ EXPORTER
+ # if EXPORT_APPLY_MODIFIERS:
+ # temp_mesh_name = '~tmp-mesh'
+
+ # # Get the container mesh. - used for applying modifiers and non mesh objects.
+ # containerMesh = meshName = tempMesh = None
+ # for meshName in Blender.NMesh.GetNames():
+ # if meshName.startswith(temp_mesh_name):
+ # tempMesh = Mesh.Get(meshName)
+ # if not tempMesh.users:
+ # containerMesh = tempMesh
+ # if not containerMesh:
+ # containerMesh = Mesh.New(temp_mesh_name)
+ # --------------------------
+
+
+ for ob_main in [o for o in scene.objects if o.is_visible()]:
+ # for ob_main in scene.objects.context:
+
+ free, derived = create_derived_objects(ob_main)
+
+ if derived == None: continue
+
+ for ob, ob_mat in derived:
+ # for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
+ objType=ob.type
+ objName=ob.name
+ self.matonly = 0
+ if objType == "CAMERA":
+ # if objType == "Camera":
+ self.writeViewpoint(ob, ob_mat, scene)
+ elif objType in ("MESH", "CURVE", "SURF", "TEXT") :
+ # elif objType in ("Mesh", "Curve", "Surf", "Text") :
+ if EXPORT_APPLY_MODIFIERS or objType != 'MESH':
+ # if EXPORT_APPLY_MODIFIERS or objType != 'Mesh':
+ me = ob.create_mesh(EXPORT_APPLY_MODIFIERS, 'PREVIEW')
+ # me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scene)
+ else:
+ me = ob.data
+ # me = ob.getData(mesh=1)
+
+ self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI = EXPORT_TRI)
+
+ # free mesh created with create_mesh()
+ if me != ob.data:
+ bpy.data.remove_mesh(me)
+
+ elif objType == "LAMP":
+ # elif objType == "Lamp":
+ data= ob.data
+ datatype=data.type
+ if datatype == 'POINT':
+ # if datatype == Lamp.Types.Lamp:
+ self.writePointLight(ob, ob_mat, data, world)
+ elif datatype == 'SPOT':
+ # elif datatype == Lamp.Types.Spot:
+ self.writeSpotLight(ob, ob_mat, data, world)
+ elif datatype == 'SUN':
+ # elif datatype == Lamp.Types.Sun:
+ self.writeDirectionalLight(ob, ob_mat, data, world)
+ else:
+ self.writeDirectionalLight(ob, ob_mat, data, world)
+ # do you think x3d could document what to do with dummy objects?
+ #elif objType == "Empty" and objName != "Empty":
+ # self.writeNode(ob, ob_mat)
+ 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 EXPORT_APPLY_MODIFIERS:
+ # if containerMesh:
+ # containerMesh.verts = None
+
+ self.cleanup()
+
+##########################################################
+# Utility methods
+##########################################################
+
+ def cleanup(self):
+ self.file.close()
+ self.texNames={}
+ self.matNames={}
+ self.indentLevel=0
+ print("Info: finished X3D export to %s\n" % self.filename)
+
+ 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 countIFSSetsNeeded(self, mesh, imageMap, sided, vColors):
+ """
+ countIFFSetsNeeded() - should look at a blender mesh to determine
+ how many VRML IndexFaceSets or IndexLineSets are needed. A
+ new mesh created under the following conditions:
+
+ o - split by UV Textures / one per mesh
+ o - split by face, one sided and two sided
+ o - split by smooth and flat faces
+ o - split when faces only have 2 vertices * needs to be an IndexLineSet
+ """
+
+ imageNameMap={}
+ faceMap={}
+ nFaceIndx=0
+
+ if mesh.active_uv_texture:
+ # if mesh.faceUV:
+ for face in mesh.active_uv_texture.data:
+ # for face in mesh.faces:
+ sidename='';
+ if face.twoside:
+ # if face.mode & Mesh.FaceModes.TWOSIDE:
+ sidename='two'
+ else:
+ sidename='one'
+
+ if sidename in sided:
+ sided[sidename]+=1
+ else:
+ sided[sidename]=1
+
+ image = face.image
+ if image:
+ faceName="%s_%s" % (face.image.name, sidename);
+ try:
+ imageMap[faceName].append(face)
+ except:
+ imageMap[faceName]=[face.image.name,sidename,face]
+
+ if self.verbose > 2:
+ for faceName in imageMap.keys():
+ ifs=imageMap[faceName]
+ print("Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
+ (faceName, ifs[0], ifs[1], len(ifs)-2))
+
+ return len(imageMap)
+
+ 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.transp)
+ if face.transp == 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)
+
+ # XXX not used
+ # def getVertexColorByIndx(self, mesh, indx):
+ # c = None
+ # for face in mesh.faces:
+ # j=0
+ # for vertex in face.v:
+ # if vertex.index == indx:
+ # c=face.col[j]
+ # break
+ # j=j+1
+ # if c: break
+ # return c
+
+ 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.verts=%d" % len(mesh.verts))
+ print("Debug: mesh.faces=%d" % len(mesh.faces))
+ print("Debug: mesh.materials=%d" % len(mesh.materials))
+
+ def rgbToFS(self, c):
+ s="%s %s %s" % (round(c[0]/255.0,self.cp),
+ round(c[1]/255.0,self.cp),
+ round(c[2]/255.0,self.cp))
+
+ # 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
+
+ def computeDirection(self, mtx):
+ x,y,z=(0,-1.0,0) # point down
+
+ ax,ay,az = (mtx*MATWORLD).toEuler()
+
+ # ax *= DEG2RAD
+ # ay *= DEG2RAD
+ # az *= DEG2RAD
+
+ # rot X
+ x1=x
+ y1=y*math.cos(ax)-z*math.sin(ax)
+ z1=y*math.sin(ax)+z*math.cos(ax)
+
+ # rot Y
+ x2=x1*math.cos(ay)+z1*math.sin(ay)
+ y2=y1
+ z2=z1*math.cos(ay)-x1*math.sin(ay)
+
+ # rot Z
+ x3=x2*math.cos(az)-y2*math.sin(az)
+ y3=x2*math.sin(az)+y2*math.cos(az)
+ z3=z2
+
+ return [x3,y3,z3]
+
+
+ # swap Y and Z to handle axis difference between Blender and VRML
+ #------------------------------------------------------------------------
+ def rotatePointForVRML(self, v):
+ x = v[0]
+ y = v[2]
+ z = -v[1]
+
+ vrmlPoint=[x, y, z]
+ return vrmlPoint
+
+ # For writing well formed VRML code
+ #------------------------------------------------------------------------
+ def writeIndented(self, s, inc=0):
+ if inc < 1:
+ self.indentLevel = self.indentLevel + inc
+
+ spaces=""
+ for x in range(self.indentLevel):
+ spaces = spaces + "\t"
+ self.file.write(spaces + s)
+
+ if inc > 0:
+ self.indentLevel = self.indentLevel + inc
+
+ # Converts a Euler to three new Quaternions
+ # Angles of Euler are passed in as radians
+ #------------------------------------------------------------------------
+ def eulerToQuaternions(self, x, y, z):
+ Qx = [math.cos(x/2), math.sin(x/2), 0, 0]
+ Qy = [math.cos(y/2), 0, math.sin(y/2), 0]
+ Qz = [math.cos(z/2), 0, 0, math.sin(z/2)]
+
+ quaternionVec=[Qx,Qy,Qz]
+ return quaternionVec
+
+ # Multiply two Quaternions together to get a new Quaternion
+ #------------------------------------------------------------------------
+ def multiplyQuaternions(self, Q1, Q2):
+ result = [((Q1[0] * Q2[0]) - (Q1[1] * Q2[1]) - (Q1[2] * Q2[2]) - (Q1[3] * Q2[3])),
+ ((Q1[0] * Q2[1]) + (Q1[1] * Q2[0]) + (Q1[2] * Q2[3]) - (Q1[3] * Q2[2])),
+ ((Q1[0] * Q2[2]) + (Q1[2] * Q2[0]) + (Q1[3] * Q2[1]) - (Q1[1] * Q2[3])),
+ ((Q1[0] * Q2[3]) + (Q1[3] * Q2[0]) + (Q1[1] * Q2[2]) - (Q1[2] * Q2[1]))]
+
+ return result
+
+ # Convert a Quaternion to an Angle Axis (ax, ay, az, angle)
+ # angle is in radians
+ #------------------------------------------------------------------------
+ def quaternionToAngleAxis(self, Qf):
+ scale = math.pow(Qf[1],2) + math.pow(Qf[2],2) + math.pow(Qf[3],2)
+ ax = Qf[1]
+ ay = Qf[2]
+ az = Qf[3]
+
+ if scale > .0001:
+ ax/=scale
+ ay/=scale
+ az/=scale
+
+ angle = 2 * math.acos(Qf[0])
+
+ result = [ax, ay, az, angle]
+ return result
+
+##########################################################
+# Callbacks, needed before Main
+##########################################################
+
+def x3d_export(filename,
+ context,
+ EXPORT_APPLY_MODIFIERS=False,
+ EXPORT_TRI=False,
+ EXPORT_GZIP=False):
+
+ if EXPORT_GZIP:
+ if not filename.lower().endswith('.x3dz'):
+ filename = '.'.join(filename.split('.')[:-1]) + '.x3dz'
+ else:
+ if not filename.lower().endswith('.x3d'):
+ filename = '.'.join(filename.split('.')[:-1]) + '.x3d'
+
+
+ scene = context.scene
+ # scene = Blender.Scene.GetCurrent()
+ world = scene.world
+
+ # XXX these are global textures while .Get() returned only scene's?
+ alltextures = bpy.data.textures
+ # alltextures = Blender.Texture.Get()
+
+ wrlexport=x3d_class(filename)
+ wrlexport.export(\
+ scene,\
+ world,\
+ alltextures,\
+ \
+ EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS,\
+ EXPORT_TRI = EXPORT_TRI,\
+ )
+
+
+def x3d_export_ui(filename):
+ if not filename.endswith(extension):
+ filename += extension
+ #if _safeOverwrite and sys.exists(filename):
+ # result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0")
+ #if(result != 1):
+ # return
+
+ # Get user options
+ EXPORT_APPLY_MODIFIERS = Draw.Create(1)
+ EXPORT_TRI = Draw.Create(0)
+ EXPORT_GZIP = Draw.Create( filename.lower().endswith('.x3dz') )
+
+ # Get USER Options
+ pup_block = [\
+ ('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object.'),\
+ ('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\
+ ('Compress', EXPORT_GZIP, 'GZip the resulting file, requires a full python install'),\
+ ]
+
+ if not Draw.PupBlock('Export...', pup_block):
+ return
+
+ Blender.Window.EditMode(0)
+ Blender.Window.WaitCursor(1)
+
+ x3d_export(filename,\
+ EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val,\
+ EXPORT_TRI = EXPORT_TRI.val,\
+ EXPORT_GZIP = EXPORT_GZIP.val\
+ )
+
+ Blender.Window.WaitCursor(0)
+
+
+
+#########################################################
+# main routine
+#########################################################
+
+
+# if __name__ == '__main__':
+# Blender.Window.FileSelector(x3d_export_ui,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d'))
+
+class EXPORT_OT_x3d(bpy.types.Operator):
+ '''
+ X3D Exporter
+ '''
+ __idname__ = "export.x3d"
+ __label__ = 'Export X3D'
+
+ # List of operator properties, the attributes will be assigned
+ # to the class instance from the operator settings before calling.
+
+ __props__ = [
+ bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the X3D file", maxlen= 1024, default= ""),
+
+ bpy.props.BoolProperty(attr="apply_modifiers", name="Apply Modifiers", description="Use transformed mesh data from each object.", default=True),
+ bpy.props.BoolProperty(attr="triangulate", name="Triangulate", description="Triangulate quads.", default=False),
+ bpy.props.BoolProperty(attr="compress", name="Compress", description="GZip the resulting file, requires a full python install.", default=False),
+ ]
+
+ def execute(self, context):
+ x3d_export(self.path, context, self.apply_modifiers, self.triangulate, self.compress)
+ return ('FINISHED',)
+
+ def invoke(self, context, event):
+ wm = context.manager
+ wm.add_fileselect(self.__operator__)
+ return ('RUNNING_MODAL',)
+
+ def poll(self, context): # Poll isnt working yet
+ print("Poll")
+ return context.active_object != None
+
+bpy.ops.add(EXPORT_OT_x3d)
+
+# NOTES
+# - blender version is hardcoded