diff options
author | Chris Want <cwant@ualberta.ca> | 2006-05-11 01:37:03 +0400 |
---|---|---|
committer | Chris Want <cwant@ualberta.ca> | 2006-05-11 01:37:03 +0400 |
commit | 2358e85b6d250b3e4597ec8bd23890bf95f41ebb (patch) | |
tree | d8d72a799a490565e2d50d85cfd1c3a1f2ea9273 /release/scripts/vrml97_export.py | |
parent | 1fc1d769fbaf67e6083e0f7f918b5b4237f9b06f (diff) |
Converting spaces to tabs in this script (this is standard!)
Diffstat (limited to 'release/scripts/vrml97_export.py')
-rw-r--r-- | release/scripts/vrml97_export.py | 1801 |
1 files changed, 901 insertions, 900 deletions
diff --git a/release/scripts/vrml97_export.py b/release/scripts/vrml97_export.py index 41201d45315..7dcdddb5889 100644 --- a/release/scripts/vrml97_export.py +++ b/release/scripts/vrml97_export.py @@ -63,11 +63,11 @@ import Blender from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text, sys, Mathutils from Blender.Scene import Render try: - from os.path import exists, join - pytinst = 1 + from os.path import exists, join + pytinst = 1 except: - print "No Python installed, for full features install Python (http://www.python.org/)." - pytinst = 0 + print "No Python installed, for full features install Python (http://www.python.org/)." + pytinst = 0 import math #################################### @@ -83,20 +83,20 @@ extension = '' ARG='' class DrawTypes: - """Object DrawTypes enum values + """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 + BOUNDBOX = 1 + WIRE = 2 + SOLID = 3 + SHADED = 4 + TEXTURE = 5 if not hasattr(Blender.Object,'DrawTypes'): - Blender.Object.DrawTypes = DrawTypes() + Blender.Object.DrawTypes = DrawTypes() ########################################################## # Functions for writing output file @@ -104,930 +104,931 @@ if not hasattr(Blender.Object,'DrawTypes'): class VRML2Export: - def __init__(self, filename): - #--- public you can change these --- - self.wire = 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 materialNames - self.meshNames={} # dictionary of meshNames - 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" ] - self.namesFog=[ "","LINEAR","EXPONENTIAL","" ] + def __init__(self, filename): + #--- public you can change these --- + self.wire = 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 materialNames + self.meshNames={} # dictionary of meshNames + 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" ] + self.namesFog=[ "","LINEAR","EXPONENTIAL","" ] ########################################################## # Writing nodes routines ########################################################## - def writeHeader(self): - bfile = sys.expandpath(Blender.Get('filename')) - 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("# Blender version %s\n" % Blender.Get('version')) - self.file.write("# Blender file %s\n" % sys.basename(bfile)) - self.file.write("# Exported using VRML97 exporter v1.55 (2006/01/17)\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 (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 range(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 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()) / math.pi))*(math.pi/180) - lens = min(lens, math.pi) - # 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) - self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(thisObj.name)), 1) - self.writeIndented("description \"%s\" \n" % (thisObj.name)) - self.writeIndented("position %3.2f %3.2f %3.2f\n" % (loc[0], loc[1], loc[2])) - self.writeIndented("orientation %3.2f %3.2f %3.2f %3.2f\n" % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3])) - 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 or mtype == 2): - self.writeIndented("Fog {\n",1) - self.writeIndented("fogType \"%s\"\n" % self.namesFog[mtype]) - self.writeIndented("color %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n") - self.writeIndented("visibilityRange %s\n" % round(mparam[2],self.cp)) - 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): - 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/1.75,1.0) - beamWidth=((lamp.spotSize*math.pi)/180.0)*.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" % self.cleanStr(object.name),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): - 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/1.75,1.0) - (dx,dy,dz)=self.computeDirection(object) - self.writeIndented("DEF %s DirectionalLight {\n" % self.cleanStr(object.name),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): - 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/1.75,1.0) - radius = lamp.dist - self.writeIndented("DEF %s PointLight {\n" % self.cleanStr(object.name),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 secureName(self, name): - name = name + str(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() - meshME = self.cleanStr(mesh.name) - if len(mesh.faces) == 0: + def writeHeader(self): + bfile = sys.expandpath(Blender.Get('filename')) + 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("# Blender version %s\n" % Blender.Get('version')) + self.file.write("# Blender file %s\n" % sys.basename(bfile)) + self.file.write("# Exported using VRML97 exporter v1.55 (2006/01/17)\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 (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 range(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 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()) / math.pi))*(math.pi/180) + lens = min(lens, math.pi) + # 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) + self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(thisObj.name)), 1) + self.writeIndented("description \"%s\" \n" % (thisObj.name)) + self.writeIndented("position %3.2f %3.2f %3.2f\n" % (loc[0], loc[1], loc[2])) + self.writeIndented("orientation %3.2f %3.2f %3.2f %3.2f\n" % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3])) + 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 or mtype == 2): + self.writeIndented("Fog {\n",1) + self.writeIndented("fogType \"%s\"\n" % self.namesFog[mtype]) + self.writeIndented("color %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n") + self.writeIndented("visibilityRange %s\n" % round(mparam[2],self.cp)) + 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): + 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/1.75,1.0) + beamWidth=((lamp.spotSize*math.pi)/180.0)*.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" % self.cleanStr(object.name),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): + 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/1.75,1.0) + (dx,dy,dz)=self.computeDirection(object) + self.writeIndented("DEF %s DirectionalLight {\n" % self.cleanStr(object.name),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): + 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/1.75,1.0) + radius = lamp.dist + self.writeIndented("DEF %s PointLight {\n" % self.cleanStr(object.name),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 secureName(self, name): + name = name + str(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() + meshME = self.cleanStr(mesh.name) + if len(mesh.faces) == 0: return - 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("DEF %s Transform {\n" % meshName,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("Shape {\n",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) - matFlags = mat.getMode() - if not matFlags & Blender.Material.Modes['TEXFACE']: - self.writeMaterial(mat, self.cleanStr(maters[0].name,'')) - if len(maters) > 1: - print "Warning: mesh named %s has multiple materials" % meshName - print "Warning: only one material per object handled" - - #-- textures - if mesh.hasFaceUV(): - for face in mesh.faces: - if (hasImageTexture == 0) and (face.image): - self.writeImageTexture(face.image.name, face.image.filename) - 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" - self.wire = 1 - else: - # user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5 - ifStyle="IndexedFaceSet" - # look up mesh name, use it if available - if self.meshNames.has_key(meshME): - self.writeIndented("geometry USE ME_%s\n" % meshME) - self.meshNames[meshME]+=1 - else: - if int(mesh.users) > 1: - self.writeIndented("geometry DEF ME_%s %s {\n" % (meshME, ifStyle), 1) - self.meshNames[meshME]=1 - else: - 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 and self.wire == 0: - creaseAngle=(mesh.getMaxSmoothAngle())*(math.pi/180.0) - self.writeIndented("creaseAngle %s\n" % (round(creaseAngle,self.cp))) - - #--- output vertexColors - if self.share == 1 and self.matonly == 0: - self.writeVertexColors(mesh) - #--- output closing braces - self.writeIndented("}\n", -1) - self.writeIndented("}\n", -1) - self.writeIndented("]\n", -1) - self.matonly = 0 - self.share = 0 - self.wire = 0 - 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 MA_%s\n" % matName) - self.matNames[matName]+=1 - return; + 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("DEF %s Transform {\n" % meshName,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("Shape {\n",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) + matFlags = mat.getMode() + if not matFlags & Blender.Material.Modes['TEXFACE']: + self.writeMaterial(mat, self.cleanStr(maters[0].name,'')) + if len(maters) > 1: + print "Warning: mesh named %s has multiple materials" % meshName + print "Warning: only one material per object handled" + + #-- textures + if mesh.hasFaceUV(): + for face in mesh.faces: + if (hasImageTexture == 0) and (face.image): + self.writeImageTexture(face.image.name, face.image.filename) + 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" + self.wire = 1 + else: + # user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5 + ifStyle="IndexedFaceSet" + # look up mesh name, use it if available + if self.meshNames.has_key(meshME): + self.writeIndented("geometry USE ME_%s\n" % meshME) + self.meshNames[meshME]+=1 + else: + if int(mesh.users) > 1: + self.writeIndented("geometry DEF ME_%s %s {\n" % (meshME, ifStyle), 1) + self.meshNames[meshME]=1 + else: + 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 and self.wire == 0: + creaseAngle=(mesh.getMaxSmoothAngle())*(math.pi/180.0) + self.writeIndented("creaseAngle %s\n" % (round(creaseAngle,self.cp))) + + #--- output vertexColors + if self.share == 1 and self.matonly == 0: + self.writeVertexColors(mesh) + #--- output closing braces + self.writeIndented("}\n", -1) + self.writeIndented("}\n", -1) + self.writeIndented("]\n", -1) + self.matonly = 0 + self.share = 0 + self.wire = 0 + 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 MA_%s\n" % matName) + self.matNames[matName]+=1 + return; - self.matNames[matName]=1 - - ambient = mat.amb/3 - 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]*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.hard/512.0 - specR = (mat.specCol[0]+0.001)/(1.25/(mat.getSpec()+0.001)) - specG = (mat.specCol[1]+0.001)/(1.25/(mat.getSpec()+0.001)) - specB = (mat.specCol[2]+0.001)/(1.25/(mat.getSpec()+0.001)) - transp = 1-mat.alpha - matFlags = mat.getMode() - 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 Material {\n" % matName, 1) - self.writeIndented("diffuseColor %s %s %s\n" % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp))) - self.writeIndented("ambientIntensity %s\n" % (round(ambient,self.cp))) - self.writeIndented("specularColor %s %s %s\n" % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp))) - self.writeIndented("emissiveColor %s %s %s\n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp))) - self.writeIndented("shininess %s\n" % (round(shininess,self.cp))) - self.writeIndented("transparency %s\n" % (round(transp,self.cp))) - self.writeIndented("}\n",-1) - - def writeImageTexture(self, name, filename): - 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.split("\\")[-1].split("/")[-1]) - 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.secureName(worldname),1) - # No Skytype - just Hor color - if blending == 0: - self.writeIndented("groundColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) - self.writeIndented("skyColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) - # 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 ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) - 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 ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) - 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 ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) - 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 ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) - self.writeIndented("skyAngle [ 1.57, 1.57 ]\n") - # Paper - just Zen Color - elif blending == 4: - self.writeIndented("groundColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) - self.writeIndented("skyColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) - # 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 ]\n" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) - 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 ]\n" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) - self.writeIndented("skyAngle [ 1.57, 1.57 ]\n") - # Any Other two colors - else: - self.writeIndented("groundColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) - self.writeIndented("skyColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) - 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 \"%s\"\n" % str(pic.getName())) - elif (namemat == "bottom") and (pic != None): - self.writeIndented("bottomUrl \"%s\"\n" % str(pic.getName())) - elif (namemat == "front") and (pic != None): - self.writeIndented("frontUrl \"%s\"\n" % str(pic.getName())) - elif (namemat == "left") and (pic != None): - self.writeIndented("leftUrl \"%s\"\n" % str(pic.getName())) - elif (namemat == "right") and (pic != None): - self.writeIndented("rightUrl \"%s\"\n" % str(pic.getName())) - elif (namemat == "top") and (pic != None): - self.writeIndented("topUrl \"%s\"\n" % str(pic.getName())) - self.writeIndented("}",-1) - self.writeIndented("\n\n") + self.matNames[matName]=1 + + ambient = mat.amb/3 + 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]*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.hard/512.0 + specR = (mat.specCol[0]+0.001)/(1.25/(mat.getSpec()+0.001)) + specG = (mat.specCol[1]+0.001)/(1.25/(mat.getSpec()+0.001)) + specB = (mat.specCol[2]+0.001)/(1.25/(mat.getSpec()+0.001)) + transp = 1-mat.alpha + matFlags = mat.getMode() + 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 Material {\n" % matName, 1) + self.writeIndented("diffuseColor %s %s %s\n" % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp))) + self.writeIndented("ambientIntensity %s\n" % (round(ambient,self.cp))) + self.writeIndented("specularColor %s %s %s\n" % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp))) + self.writeIndented("emissiveColor %s %s %s\n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp))) + self.writeIndented("shininess %s\n" % (round(shininess,self.cp))) + self.writeIndented("transparency %s\n" % (round(transp,self.cp))) + self.writeIndented("}\n",-1) + + def writeImageTexture(self, name, filename): + 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.split("\\")[-1].split("/")[-1]) + 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.secureName(worldname),1) + # No Skytype - just Hor color + if blending == 0: + self.writeIndented("groundColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.writeIndented("skyColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + # 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 ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) + 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 ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) + 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 ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) + 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 ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) + self.writeIndented("skyAngle [ 1.57, 1.57 ]\n") + # Paper - just Zen Color + elif blending == 4: + self.writeIndented("groundColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.writeIndented("skyColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + # 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 ]\n" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + 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 ]\n" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.writeIndented("skyAngle [ 1.57, 1.57 ]\n") + # Any Other two colors + else: + self.writeIndented("groundColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.writeIndented("skyColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + 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 \"%s\"\n" % str(pic.getName())) + elif (namemat == "bottom") and (pic != None): + self.writeIndented("bottomUrl \"%s\"\n" % str(pic.getName())) + elif (namemat == "front") and (pic != None): + self.writeIndented("frontUrl \"%s\"\n" % str(pic.getName())) + elif (namemat == "left") and (pic != None): + self.writeIndented("leftUrl \"%s\"\n" % str(pic.getName())) + elif (namemat == "right") and (pic != None): + self.writeIndented("rightUrl \"%s\"\n" % str(pic.getName())) + elif (namemat == "top") and (pic != None): + self.writeIndented("topUrl \"%s\"\n" % str(pic.getName())) + 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.writeScript() - self.writeNavigationInfo(scene) - self.writeBackground() - self.writeFog() - self.proto = 0 - 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() - + def export(self, scene, world, worldmat): + print "Info: starting VRML97 export to " + self.filename + "..." + self.writeHeader() + self.writeScript() + self.writeNavigationInfo(scene) + self.writeBackground() + self.writeFog() + self.proto = 0 + 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 - - self.file.write( self.indentLevel*"\t" + 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 + 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 + + self.file.write( self.indentLevel*"\t" + 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 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(extension): - filename += extension + if not filename.endswith(extension): + filename += extension - wrlexport=VRML2Export(filename) - wrlexport.export(scene, world, worldmat) + 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 += extension - print filename + filename = Blender.Get('filename') + print filename + + if filename.find('.') != -1: + filename = filename.split('.')[0] + filename += extension + print filename - return filename + return filename ######################################################### # main routine ######################################################### try: - ARG = __script__['arg'] # user selected argument + ARG = __script__['arg'] # user selected argument except: - print "older version" + 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://blender3d.org/" + 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://blender3d.org/" else: - if ARG == 'comp': - extension=".wrz" - from gzip import * - else: - extension=".wrl" - Blender.Window.FileSelector(select_file,"Export VRML97",createWRLPath()) + if ARG == 'comp': + extension=".wrz" + from gzip import * + else: + extension=".wrl" + Blender.Window.FileSelector(select_file,"Export VRML97",createWRLPath()) |