diff options
author | Willian Padovani Germano <wpgermano@gmail.com> | 2005-04-16 09:25:42 +0400 |
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committer | Willian Padovani Germano <wpgermano@gmail.com> | 2005-04-16 09:25:42 +0400 |
commit | d65fc84a6815673b9c4085bd4b3e4830167f59fb (patch) | |
tree | d8b083c5306ea01492f37fb92828fe4a0b42e1b4 /release/scripts/vrml97_export.py | |
parent | 8b664b924b40aeddc8bc9ac72451a0702af75afe (diff) |
Note: this commit includes new functionality to save and restore scripts configure options. This is ongoing work, scripts still have to be updated to use this feature and more tests are needed, though many have been performed. The new Scripts Config Editor script is the main part of this. If anyone wants to check it, only the AC3D importer and exporter have already been updated to use it: simply open them (you can then cancel with ESC) to have the data created, then try the config editor.
Scripts:
- Thanks Jean-Michel Soler (jms) for updated versions of dispaint, fixfromarmature and unweld (also renamed to remove version part).
- Thanks Bart for the upgraded VRML exporter (great doc webpage!). It is available as VRML 97 and the original VRML 2 is for now still there, to help users testing the new version. For the next release the old one should be removed, of course.
- New script: Scripts Config Editor (Scripts win -> Scripts -> System). Scripts with config options (simple data that is to be set according to user needs or preferences) can use this facility instead of providing a gui and writing config files to disk themselves.
- Added new menu: System, available in the Scripts win.
- Updated sys_info.py, help_browse.py and the AC3D importer and exporter.
- Removed use of the Scrollbar and added arrow keys and mouse wheel support instead in Daniel Dunbar's old doc_browser.py. The scrollbar events handling doesn't exist, Ton suggested removing the scrollbar from the API months ago. For now its ref doc is gone and no bundled script uses it, until we get time to implement it properly.
- Added module BPyRegistry.py with functions to handle reading / writing config files automatically to the scripts/bpydata/config dir.
- Removing dir release/bpydata and its contents (moved earlier to release/scripts/bpydata/)
- Bug #2379: made small changes to bevel_center's ui to fix a problem reported by Alexander Ewering (intrr):
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2379&group_id=9
BPython:
- Thanks Campbell Barton for new functionality: Blender.Get() now can also return all the paths from the user prefs -> file paths win and there is a new function: Blender.sys.expandpath() to transform Blender paths (those starting with '//' and ending with '#') to absolute paths.
- Added function Blender.ShowHelp(), to open the Scripts Help Browser with a given help page -- just a time saver for scripts.
- Improved function Blender.Run() to also work with gui and file select scripts.
- Found a (new?) crash related to NMesh.PutRaw when creating a new object while in edit mode. Leaving / entering edit mode fixes the problem, so a check for obj created, edit mode and leaving / re-entering it were added to the code for now (gdb didn't help much, no backtrace)
- doc updates, including splitting intro page in two, with bpython related stuff (registering / documenting / configuring scripts and command line mode (thanks Chris Want for "use system variables to pass parameters to scripts" idea).
- Registry: functions have been updated to support writing to / reading from disk, for the config editor -- only simple config data supported, for large amounts coders should write to a file themselves. This is done with a new parameter: Registry.GetKey(keyname, True) will also search for the key on the config dir, if not already loaded; equiv. for Registry.SetKey(keyname, dict, True). Data is only written to / read from disk when needed and only scripts already used (assuming they support this functionality) will have config data saved.
Diffstat (limited to 'release/scripts/vrml97_export.py')
-rw-r--r-- | release/scripts/vrml97_export.py | 1065 |
1 files changed, 1065 insertions, 0 deletions
diff --git a/release/scripts/vrml97_export.py b/release/scripts/vrml97_export.py new file mode 100644 index 00000000000..7fb036f9997 --- /dev/null +++ b/release/scripts/vrml97_export.py @@ -0,0 +1,1065 @@ +#!BPY +""" Registration info for Blender menus: +Name: 'VRML97 (.wrl)...' +Blender: 235 +Group: 'Export' +Submenu: 'All Objects...' all +Submenu: 'Selected Objects...' selected +Tooltip: 'Export to VRML97 file format (.wrl)' +""" + +__author__ = ("Rick Kimball", "Ken Miller", "Steve Matthews", "Bart") +__url__ = ["blender", "elysiun", +"Author's (Rick) homepage, http://kimballsoftware.com/blender", +"Author's (Bart) homepage, http://www.neeneenee.de/vrml", +"Complete online documentation, http://www.neeneenee.de/blender/x3d/exporting_web3d.html"] +__version__ = "2005/04/09" + +__bpydoc__ = """\ +This script exports to VRML97 format, which used to be called VRML2. + +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; +""" + + +# $Id$ +# +#------------------------------------------------------------------------ +# VRML97 exporter for blender 2.33 or above +# +# ***** BEGIN GPL LICENSE BLOCK ***** +# +# Copyright (C) 2003,2004: Rick Kimball rick@vrmlworld.net +# +# 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 Blender +from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text +from Blender.Scene import Render +from os.path import exists, join +pytinst = 1 +import math + +#################################### +# Global Variables +#################################### + +scene = Blender.Scene.getCurrent() +world = Blender.World.Get() +worldmat = Blender.Texture.Get() +_safeOverwrite = True +radD=math.pi/180.0 +ARG='' + +def rad2deg(v): + return round(v*180.0/math.pi,4) + +def deg2rad(v): + return (v*math.pi)/180.0; + +class DrawTypes: + """Object DrawTypes enum values + BOUNDS - draw only the bounding box of the object + WIRE - draw object as a wire frame + SOLID - draw object with flat shading + SHADED - draw object with OpenGL shading +""" + BOUNDBOX = 1 + WIRE = 2 + SOLID = 3 + SHADED = 4 + TEXTURE = 5 + +if not hasattr(Blender.Object,'DrawTypes'): + Blender.Object.DrawTypes = DrawTypes() + +########################################################## +# Functions for writing output file +########################################################## + +class VRML2Export: + + def __init__(self, filename): + #--- public you can change these --- + 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.indentLevel=0 # keeps track of current indenting + self.filename=filename + self.file = open(filename, "w") + self.bNav=0 + self.nodeID=0 + self.namesReserved=[ "Anchor", "Appearance", "AudioClip", + "Background","Billboard", "Box", + "Collision", "Color", "ColorInterpolator", "Cone", "Coordinate", "CoordinateInterpolator", "Cylinder", "CylinderSensor", + "DirectionalLight", + "ElevationGrid", "Extrustion", + "Fog", "FontStyle", "Group", + "ImageTexture", "IndexedFaceSet", "IndexedLineSet", "Inline", + "LOD", "Material", "MovieTexture", + "NavigationInfo", "Normal", "NormalInterpolator","OrientationInterpolator", + "PixelTexture", "PlaneSensor", "PointLight", "PointSet", "PositionInterpolator", "ProxmimitySensor", + "ScalarInterpolator", "Script", "Shape", "Sound", "Sphere", "SphereSensor", "SpotLight", "Switch", + "Text", "TextureCoordinate", "TextureTransform", "TimeSensor", "TouchSensor", "Transform", + "Viewpoint", "VisibilitySensor", "WorldInfo" ] + 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" ] + +########################################################## +# Writing nodes routines +########################################################## + + def writeHeader(self): + self.file.write("#VRML V2.0 utf8\n\n") + self.file.write("# This file was authored with Blender (http://www.blender.org/)\n") + self.file.write("# Exported using VRML97 exporter v1.50\n\n") + + def writeInline(self): + inlines = Blender.Scene.Get() + allinlines = len(inlines) + if scene != inlines[0]: + return + else: + for i in range(allinlines): + nameinline=inlines[i].getName() + if (nameinline not in self.namesStandard) and (i > 0): + self.writeIndented("DEF %s Inline {\n" % (self.cleanStr(nameinline)), 1) + nameinline = nameinline+".wrl" + self.writeIndented("url \"%s\" \n" % nameinline) + self.writeIndented("}\n", -1) + self.writeIndented("\n") + + def writeScript(self): + textEditor = Blender.Text.Get() + alltext = len(textEditor) + for i in range(alltext): + nametext = textEditor[i].getName() + nlines = textEditor[i].getNLines() + if (nametext == "web3d" or nametext == "web3d.js" or nametext == "web3d.txt") and (nlines != None): + nalllines = len(textEditor[i].asLines()) + alllines = textEditor[i].asLines() + for j in range(nalllines): + self.writeIndented(alllines[j] + "\n") + self.writeIndented("\n") + + def writeViewpoint(self, thisObj): + context = scene.getRenderingContext() + ratio = float(context.imageSizeY())/float(context.imageSizeX()) + lens = (360* (math.atan(ratio *16 / thisObj.data.getLens()) / 3.141593))*(3.141593/180) + if lens > 3.14: + lens = 3.14 + self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(thisObj.name)), 1) + self.writeIndented("description \"%s\" \n" % (thisObj.name)) + # get the camera location, subtract 90 degress from X to orient like VRML does + loc = self.rotatePointForVRML(thisObj.loc) + rot = [thisObj.RotX - 1.57, thisObj.RotY, thisObj.RotZ] + 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) + # write orientation statement + self.writeIndented("orientation %3.2f %3.2f %3.2f %3.2f\n" % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3])) + # write position statement + self.writeIndented("position %3.2f %3.2f %3.2f\n" % (loc[0], loc[1], loc[2])) + self.writeIndented("fieldOfView %.3f\n" % (lens)) + self.writeIndented("}\n", -1) + self.writeIndented("\n") + + def writeFog(self): + if len(world) > 0: + mtype = world[0].getMistype() + mparam = world[0].getMist() + grd = world[0].getHor() + grd0, grd1, grd2 = grd[0], grd[1], grd[2] + else: + return + if (mtype == 1): + self.writeIndented("Fog {\n",1) + self.writeIndented("fogType \"LINEAR\"\n") + self.writeIndented("color %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n") + self.writeIndented("visibilityRange " + str(round(mparam[2],self.cp)) + "\n") + self.writeIndented("}\n",-1) + self.writeIndented("\n") + elif (mtype == 2): + self.writeIndented("Fog {\n",1) + self.writeIndented("fogType \"EXPONENTIAL\"\n") + self.writeIndented("color %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n") + self.writeIndented("visibilityRange " + str(round(mparam[2],self.cp)) + "\n") + self.writeIndented("}\n",-1) + self.writeIndented("\n") + else: + return + + def writeNavigationInfo(self, scene): + allObj = [] + allObj = scene.getChildren() + headlight = "TRUE" + vislimit = 0.0 + for thisObj in allObj: + objType=thisObj.getType() + if objType == "Camera": + vislimit = thisObj.data.getClipEnd() + elif objType == "Lamp": + headlight = "FALSE" + self.writeIndented("NavigationInfo {\n",1) + self.writeIndented("headlight %s" % headlight + "\n") + self.writeIndented("visibilityLimit %s\n" % (round(vislimit,self.cp))) + self.writeIndented("type [\"EXAMINE\", \"ANY\"]\n") + self.writeIndented("avatarSize [0.25, 1.75, 0.75]\n") + self.writeIndented("} \n",-1) + self.writeIndented(" \n") + + def writeSpotLight(self, object, lamp): + safeName = self.cleanStr(object.name) + if len(world) > 0: + ambi = world[0].getAmb() + ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 + else: + ambi = 0 + ambientIntensity = 0 + + # compute cutoff and beamwidth + intensity=min(lamp.energy/1.5,1.0) + beamWidth=deg2rad(lamp.spotSize)*.37; + cutOffAngle=beamWidth*1.3 + + (dx,dy,dz)=self.computeDirection(object) + # note -dx seems to equal om[3][0] + # note -dz seems to equal om[3][1] + # note dy seems to equal om[3][2] + om = object.getMatrix() + + location=self.rotVertex(om, (0,0,0)); + radius = lamp.dist*math.cos(beamWidth) + self.writeIndented("DEF %s SpotLight {\n" % safeName,1) + self.writeIndented("radius %s\n" % (round(radius,self.cp))) + self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp))) + self.writeIndented("intensity %s\n" % (round(intensity,self.cp))) + self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), + round(lamp.col[1],self.cp), + round(lamp.col[2],self.cp))) + self.writeIndented("beamWidth %s\n" % (round(beamWidth,self.cp))) + self.writeIndented("cutOffAngle %s\n" % (round(cutOffAngle,self.cp))) + 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 writeDirectionalLight(self, object, lamp): + safeName = self.cleanStr(object.name) + if len(world) > 0: + ambi = world[0].getAmb() + ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 + else: + ambi = 0 + ambientIntensity = 0 + + intensity=min(lamp.energy/1.5, 1.0) + (dx,dy,dz)=self.computeDirection(object) + self.writeIndented("DEF %s DirectionalLight {\n" % safeName,1) + self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp))) + self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), + round(lamp.col[1],self.cp), + round(lamp.col[2],self.cp))) + self.writeIndented("intensity %s\n" % (round(intensity,self.cp))) + self.writeIndented("direction %s %s %s\n" % (round(dx,4),round(dy,4),round(dz,4))) + self.writeIndented("}\n",-1) + self.writeIndented("\n") + + def writePointLight(self, object, lamp): + safeName = self.cleanStr(object.name) + if len(world) > 0: + ambi = world[0].getAmb() + ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 + else: + ambi = 0 + ambientIntensity = 0 + om = object.getMatrix() + location=self.rotVertex(om, (0,0,0)); + intensity=min(lamp.energy/1.5,1.0) + radius = lamp.dist + self.writeIndented("DEF %s PointLight {\n" % safeName,1) + self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp))) + self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), + round(lamp.col[1],self.cp), + round(lamp.col[2],self.cp))) + self.writeIndented("intensity %s\n" % (round(intensity,self.cp))) + self.writeIndented("location %s %s %s\n" % (round(location[0],3), + round(location[1],3), + round(location[2],3))) + self.writeIndented("radius %s\n" % radius ) + self.writeIndented("}\n",-1) + self.writeIndented("\n") + + def writeNode(self, thisObj): + objectname=str(thisObj.getName()) + if objectname in self.namesStandard: + return + else: + (dx,dy,dz)=self.computeDirection(thisObj) + om = thisObj.getMatrix() + location=self.rotVertex(om, (0,0,0)); + self.writeIndented("%s {\n" % objectname,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 createDef(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 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, object, normals = 0): + + imageMap={} # set of used images + sided={} # 'one':cnt , 'two':cnt + vColors={} # 'multi':1 + meshName = self.cleanStr(object.name) + mesh=object.getData() + for face in mesh.faces: + if face.mode & Blender.NMesh.FaceModes['HALO'] and self.halonode == 0: + self.writeIndented("Billboard {\n",1) + self.writeIndented("axisOfRotation 0 0 0\n") + self.writeIndented("children [\n") + self.halonode = 1 + elif face.mode & Blender.NMesh.FaceModes['BILLBOARD'] and self.billnode == 0: + self.writeIndented("Billboard {\n",1) + self.writeIndented("axisOfRotation 0 1 0\n") + self.writeIndented("children [\n") + self.billnode = 1 + elif face.mode & Blender.NMesh.FaceModes['OBCOL'] and self.matonly == 0: + self.matonly = 1 + elif face.mode & Blender.NMesh.FaceModes['SHAREDCOL'] and self.share == 0: + self.share = 1 + elif face.mode & Blender.NMesh.FaceModes['TILES'] and self.tilenode == 0: + self.tilenode = 1 + elif not face.mode & Blender.NMesh.FaceModes['DYNAMIC'] and self.collnode == 0: + self.writeIndented("Collision {\n",1) + self.writeIndented("collide FALSE\n") + self.writeIndented("children [\n") + self.collnode = 1 + + nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors) + + if nIFSCnt > 1: + self.writeIndented("DEF %s%s Group {\n" % ("G_", meshName),1) + self.writeIndented("children [\n",1) + + if sided.has_key('two') and sided['two'] > 0: + bTwoSided=1 + else: + bTwoSided=0 + om = object.getMatrix(); + location=self.rotVertex(om, (0,0,0)); + self.writeIndented("Transform {\n",1) + self.writeIndented("translation %s %s %s\n" % (round(location[0],3), + round(location[1],3), + round(location[2],3)),1) + self.writeIndented("children [\n") + self.writeIndented("DEF %s Shape {\n" % meshName,1) + + maters=mesh.materials + hasImageTexture=0 + issmooth=0 + + if len(maters) > 0 or mesh.hasFaceUV(): + self.writeIndented("appearance Appearance {\n", 1) + + # right now this script can only handle a single material per mesh. + if len(maters) >= 1: + mat=Blender.Material.Get(maters[0].name) + self.writeMaterial(mat, self.createDef(maters[0].name)) + if len(maters) > 1: + print "Warning: mesh named %s has multiple materials" % meshName + print "Warning: only one material per object handled" + else: + self.writeIndented("material NULL\n") + + #-- textures + if mesh.hasFaceUV(): + for face in mesh.faces: + if (hasImageTexture == 0) and (face.image): + self.writeImageTexture(face.image.name) + hasImageTexture=1 # keep track of face texture + if self.tilenode == 1: + self.writeIndented("textureTransform TextureTransform { scale %s %s }\n" % (face.image.xrep, face.image.yrep)) + self.tilenode = 0 + self.writeIndented("}\n", -1) + + #-- IndexedFaceSet or IndexedLineSet + + # check if object is wireframe only + if object.drawType == Blender.Object.DrawTypes.WIRE: + # user selected WIRE=2 on the Drawtype=Wire on (F9) Edit page + ifStyle="IndexedLineSet" + else: + # user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5 + ifStyle="IndexedFaceSet" + + + self.writeIndented("geometry %s {\n" % ifStyle, 1) + if object.drawType != Blender.Object.DrawTypes.WIRE: + if bTwoSided == 1: + self.writeIndented("solid FALSE\n") + else: + self.writeIndented("solid TRUE\n") + + #--- output coordinates + self.writeCoordinates(object, mesh, meshName) + + if object.drawType != Blender.Object.DrawTypes.WIRE: + #--- output textureCoordinates if UV texture used + if mesh.hasFaceUV(): + if hasImageTexture == 1: + self.writeTextureCoordinates(mesh) + elif self.matonly == 1 and self.share == 1: + self.writeFaceColors(mesh) + + for face in mesh.faces: + if face.smooth: + issmooth=1 + if issmooth==1: + creaseAngle=(mesh.getMaxSmoothAngle())*radD + self.writeIndented("creaseAngle %s\n" % (round(creaseAngle,self.cp))) + + #--- output vertexColors + if self.share == 1 and self.matonly == 0: + self.writeVertexColors(mesh) + self.matonly = 0 + self.share = 0 + #--- output closing braces + self.writeIndented("}\n", -1) + self.writeIndented("}\n", -1) + self.writeIndented("]\n", -1) + self.writeIndented("}\n", -1) + + if self.halonode == 1: + self.writeIndented("]\n", -1) + self.writeIndented("}\n", -1) + self.halonode = 0 + + if self.billnode == 1: + self.writeIndented("]\n", -1) + self.writeIndented("}\n", -1) + self.billnode = 0 + + if self.collnode == 1: + self.writeIndented("]\n", -1) + self.writeIndented("}\n", -1) + self.collnode = 0 + + if nIFSCnt > 1: + self.writeIndented("]\n", -1) + self.writeIndented("}\n", -1) + + self.writeIndented("\n") + + def writeCoordinates(self, object, mesh, meshName): + #-- vertices + self.writeIndented("coord DEF %s%s Coordinate {\n" % ("coord_",meshName), 1) + self.writeIndented("point [\n\t\t\t\t\t\t", 1) + meshVertexList = mesh.verts + + # create vertex list and pre rotate -90 degrees X for VRML + mm=object.getMatrix() + location=self.rotVertex(mm, (0,0,0)); + for vertex in meshVertexList: + v=self.rotVertex(mm, vertex); + self.file.write("%s %s %s, " % + (round((v[0]-location[0]),self.vp), + round((v[1]-location[1]),self.vp), + round((v[2]-location[2]),self.vp) )) + self.writeIndented("\n", 0) + self.writeIndented("]\n", -1) + self.writeIndented("}\n", -1) + + self.writeIndented("coordIndex [\n\t\t\t\t\t", 1) + coordIndexList=[] + for face in mesh.faces: + cordStr="" + for i in range(len(face)): + indx=meshVertexList.index(face[i]) + cordStr = cordStr + "%s " % indx + self.file.write(cordStr + "-1, ") + self.writeIndented("\n", 0) + self.writeIndented("]\n", -1) + + def writeTextureCoordinates(self, mesh): + texCoordList=[] + texIndexList=[] + j=0 + + for face in mesh.faces: + for i in range(len(face)): + texIndexList.append(j) + texCoordList.append(face.uv[i]) + j=j+1 + texIndexList.append(-1) + + self.writeIndented("texCoord TextureCoordinate {\n", 1) + self.writeIndented("point [\n\t\t\t\t\t\t", 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.writeIndented("\n", 0) + self.writeIndented("]\n", -1) + self.writeIndented("}\n", -1) + + self.writeIndented("texCoordIndex [\n\t\t\t\t\t\t", 1) + texIndxStr="" + for i in range(len(texIndexList)): + texIndxStr = texIndxStr + "%d, " % texIndexList[i] + if texIndexList[i]==-1: + self.file.write(texIndxStr) + texIndxStr="" + self.writeIndented("\n", 0) + self.writeIndented("]\n", -1) + + def writeFaceColors(self, mesh): + self.writeIndented("colorPerVertex FALSE\n") + self.writeIndented("color Color {\n",1) + self.writeIndented("color [\n\t\t\t\t\t\t", 1) + + 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.writeIndented("\n", 0) + self.writeIndented("]\n",-1) + self.writeIndented("}\n",-1) + + def writeVertexColors(self, mesh): + self.writeIndented("colorPerVertex TRUE\n") + self.writeIndented("color Color {\n",1) + self.writeIndented("color [\n\t\t\t\t\t\t", 1) + + for i in range(len(mesh.verts)): + c=self.getVertexColorByIndx(mesh,i) + if self.verbose > 2: + print "Debug: vertex[%d].col r=%d g=%d b=%d" % (i, c.r, c.g, c.b) + + aColor = self.rgbToFS(c) + self.file.write("%s, " % aColor) + self.writeIndented("\n", 0) + self.writeIndented("]\n",-1) + self.writeIndented("}\n",-1) + + def writeMaterial(self, mat, matName): + # look up material name, use it if available + if self.matNames.has_key(matName): + self.writeIndented("material USE %s\n" % matName) + self.matNames[matName]+=1 + return; + + self.matNames[matName]=1 + + ambient = mat.amb/2 + diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2] + if len(world) > 0: + ambi = world[0].getAmb() + ambi0, ambi1, ambi2 = ambi[0], ambi[1], ambi[2] + else: + ambi = 0 + ambi0, ambi1, ambi2 = 0, 0, 0 + emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/4, (diffuseG*mat.emit+ambi1)/4, (diffuseB*mat.emit+ambi2)/4 + + shininess = mat.hard/255.0 + specR = (mat.specCol[0]+0.001)/(1.05/(mat.getSpec()+0.001)) + specG = (mat.specCol[1]+0.001)/(1.05/(mat.getSpec()+0.001)) + specB = (mat.specCol[2]+0.001)/(1.05/(mat.getSpec()+0.001)) + transp = 1-mat.alpha + + self.writeIndented("material DEF %s Material {\n" % matName, 1) + self.writeIndented("diffuseColor %s %s %s" % + (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp)) + + "\n") + self.writeIndented("ambientIntensity %s" % + (round(ambient,self.cp))+ + "\n") + self.writeIndented("specularColor %s %s %s" % + (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp)) + + "\n" ) + self.writeIndented("emissiveColor %s %s %s" % + (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp)) + + "\n" ) + self.writeIndented("shininess %s" % + (round(shininess,self.cp)) + + "\n" ) + self.writeIndented("transparency %s" % + (round(transp,self.cp)) + + "\n") + self.writeIndented("}\n",-1) + + def writeImageTexture(self, name): + if self.texNames.has_key(name): + self.writeIndented("texture USE %s\n" % self.cleanStr(name)) + self.texNames[name] += 1 + return + else: + self.writeIndented("texture DEF %s ImageTexture {\n" % self.cleanStr(name), 1) + self.writeIndented("url \"%s\"\n" % name) + self.writeIndented("}\n",-1) + self.texNames[name] = 1 + + def writeBackground(self): + if len(world) > 0: + worldname = world[0].getName() + else: + return + blending = world[0].getSkytype() + grd = world[0].getHor() + grd0, grd1, grd2 = grd[0], grd[1], grd[2] + sky = world[0].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 + if worldname in self.namesStandard: + self.writeIndented("Background {\n",1) + else: + self.writeIndented("DEF %s Background {\n" % self.createDef(worldname),1) + # No Skytype - just Hor color + if blending == 0: + self.writeIndented("groundColor %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n") + self.writeIndented("skyColor %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n") + # Blend Gradient + elif blending == 1: + self.writeIndented("groundColor [ %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + ",") + self.writeIndented("%s %s %s" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)) + " ]\n") + self.writeIndented("groundAngle [ 1.57, 1.57 ]\n") + self.writeIndented("skyColor [ %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + ",") + self.writeIndented("%s %s %s" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)) + " ]\n") + self.writeIndented("skyAngle [ 1.57, 1.57 ]\n") + # Blend+Real Gradient Inverse + elif blending == 3: + self.writeIndented("groundColor [ %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + ", ") + self.writeIndented("%s %s %s" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)) + " ]\n") + self.writeIndented("groundAngle [ 1.57, 1.57 ]\n") + self.writeIndented("skyColor [ %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + ", ") + self.writeIndented("%s %s %s" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)) + " ]\n") + self.writeIndented("skyAngle [ 1.57, 1.57 ]\n") + # Paper - just Zen Color + elif blending == 4: + self.writeIndented("groundColor %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + "\n") + self.writeIndented("skyColor %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + "\n") + # Blend+Real+Paper - komplex gradient + 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" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + " ]\n") + self.writeIndented("groundAngle [ 1.57, 1.57 ]\n") + self.writeIndented("skyColor [ %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + ",") + self.writeIndented("%s %s %s" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + " ]\n") + self.writeIndented("skyAngle [ 1.57, 1.57 ]\n") + # Any Other two colors + else: + self.writeIndented("groundColor %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n") + self.writeIndented("skyColor %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + "\n") + alltexture = len(worldmat) + for i in range(alltexture): + namemat = worldmat[i].getName() + pic = worldmat[i].getImage() + if (namemat == "back") and (pic != None): + self.writeIndented("backUrl \"" + str(pic.getName()) + "\"\n") + elif (namemat == "bottom") and (pic != None): + self.writeIndented("bottomUrl \"" + str(pic.getName()) + "\"\n") + elif (namemat == "front") and (pic != None): + self.writeIndented("frontUrl \"" + str(pic.getName()) + "\"\n") + elif (namemat == "left") and (pic != None): + self.writeIndented("leftUrl \"" + str(pic.getName()) + "\"\n") + elif (namemat == "right") and (pic != None): + self.writeIndented("rightUrl \"" + str(pic.getName()) + "\"\n") + elif (namemat == "top") and (pic != None): + self.writeIndented("topUrl \"" + str(pic.getName()) + "\"\n") + self.writeIndented("}",-1) + self.writeIndented("\n\n") + +########################################################## +# export routine +########################################################## + + def export(self, scene, world, worldmat): + print "Info: starting VRML97 export to " + self.filename + "..." + self.writeHeader() + self.writeNavigationInfo(scene) + self.writeBackground() + self.writeFog() + allObj = [] + if ARG == 'selected': + allObj = Blender.Object.GetSelected() + else: + allObj = scene.getChildren() + self.writeInline() + for thisObj in allObj: + try: + objType=thisObj.getType() + objName=thisObj.getName() + self.matonly = 0 + if objType == "Camera": + self.writeViewpoint(thisObj) + elif objType == "Mesh": + self.writeIndexedFaceSet(thisObj, normals = 0) + elif objType == "Lamp": + lmpName=Lamp.Get(thisObj.data.getName()) + lmpType=lmpName.getType() + if lmpType == Lamp.Types.Lamp: + self.writePointLight(thisObj, lmpName) + elif lmpType == Lamp.Types.Spot: + self.writeSpotLight(thisObj, lmpName) + elif lmpType == Lamp.Types.Sun: + self.writeDirectionalLight(thisObj, lmpName) + else: + self.writeDirectionalLight(thisObj, lmpName) + elif objType == "Empty" and objName != "Empty": + self.writeNode(thisObj) + else: + #print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType()) + print "" + except AttributeError: + print "Error: Unable to get type info for %s" % thisObj.getName() + if ARG != 'selected': + self.writeScript() + self.cleanup() + +########################################################## +# Utility methods +########################################################## + + def cleanup(self): + self.file.close() + self.texNames={} + self.matNames={} + self.indentLevel=0 + print "Info: finished VRML97 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 + + for face in mesh.faces: + sidename=''; + if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE: + sidename='two' + else: + sidename='one' + + if not vColors.has_key('multi'): + for face in mesh.faces: + if face.col: + c=face.col[0] + if c.r != 255 and c.g != 255 and c.b !=255: + vColors['multi']=1 + + if sided.has_key(sidename): + sided[sidename]+=1 + else: + sided[sidename]=1 + + if face.image: + faceName="%s_%s" % (face.image.name, sidename); + + if imageMap.has_key(faceName): + imageMap[faceName].append(face) + else: + 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.keys()) + + def faceToString(self,face): + + print "Debug: face.flag=0x%x (bitflags)" % face.flag + if face.flag & NMesh.FaceFlags.SELECT == NMesh.FaceFlags.SELECT: + print "Debug: face.flag.SELECT=true" + + print "Debug: face.mode=0x%x (bitflags)" % face.mode + if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE: + print "Debug: face.mode twosided" + + print "Debug: face.transp=0x%x (enum)" % face.transp + if face.transp == NMesh.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 getVertexColorByIndx(self, mesh, indx): + for face in mesh.faces: + j=0 + for vertex in face.v: + if vertex.index == indx: + c=face.col[j] + j=j+1 + return c + + def meshToString(self,mesh): + print "Debug: mesh.hasVertexUV=%d" % mesh.hasVertexUV() + print "Debug: mesh.hasFaceUV=%d" % mesh.hasFaceUV() + 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.r/255.0,self.cp), + round(c.g/255.0,self.cp), + round(c.b/255.0,self.cp)) + return s + + def computeDirection(self, object): + x,y,z=(0,-1.0,0) # point down + ax,ay,az = (object.RotX,object.RotZ,object.RotY) + + # 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 + + def rotVertex(self, mm, v): + lx,ly,lz=v[0],v[1],v[2] + gx=(mm[0][0]*lx + mm[1][0]*ly + mm[2][0]*lz) + mm[3][0] + gy=((mm[0][2]*lx + mm[1][2]*ly+ mm[2][2]*lz) + mm[3][2]) + gz=-((mm[0][1]*lx + mm[1][1]*ly + mm[2][1]*lz) + mm[3][1]) + rotatedv=[gx,gy,gz] + return rotatedv + + # For writing well formed VRML code + #------------------------------------------------------------------------ + def writeIndented(self, s, inc=0): + if inc < 1: + self.indentLevel = self.indentLevel + inc + + spaces="" + for x in xrange(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 select_file(filename): + if pytinst == 1: + if exists(filename) and _safeOverwrite: + result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0") + if(result != 1): + return + + if not filename.endswith('.wrl'): filename += '.wrl' + wrlexport=VRML2Export(filename) + wrlexport.export(scene, world, worldmat) + +def createWRLPath(): + filename = Blender.Get('filename') + #print filename + + if filename.find('.') != -1: + filename = filename.split('.')[0] + filename += ".wrl" + #print filename + + return filename + +######################################################### +# main routine +######################################################### + +try: + ARG = __script__['arg'] # user selected argument +except: + print "older version" + +if Blender.Get('version') < 235: + print "Warning: VRML97 export failed, wrong blender version!" + print " You aren't running blender version 2.35 or greater" + print " download a newer version from http://blender.org/" +else: + Blender.Window.FileSelector(select_file,"Export VRML97",createWRLPath()) |