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authorTom Musgrove <LetterRip@gmail.com>2006-03-11 13:51:06 +0300
committerTom Musgrove <LetterRip@gmail.com>2006-03-11 13:51:06 +0300
commit7e857617bb9014e2892e34d257e8db4803d3fd68 (patch)
tree98ca3f5c63b5a9bfa0c69259d57ac5083b6c45bd /release
parent9af72012c841f45754fe1f459dbedc88efe154fa (diff)
==scripts==
removing obsolete and redundant scripts from the repository
Diffstat (limited to 'release')
-rw-r--r--release/scripts/DirectXExporter.py456
-rw-r--r--release/scripts/wrl2export.py1014
2 files changed, 0 insertions, 1470 deletions
diff --git a/release/scripts/DirectXExporter.py b/release/scripts/DirectXExporter.py
deleted file mode 100644
index 9303683e269..00000000000
--- a/release/scripts/DirectXExporter.py
+++ /dev/null
@@ -1,456 +0,0 @@
-#!BPY
-
-""" Registration info for Blender menus:
-Name: 'DirectX (.x)...'
-Blender: 234
-Group: 'Export'
-Submenu: 'Only mesh data...' mesh
-Submenu: 'Animation(not armature yet)...' anim
-Tip: 'Export to DirectX text file format'
-"""
-
-__author__ = "Arben (Ben) Omari"
-__url__ = ("blender", "elysiun", "Author's site, http://www.omariben.too.it")
-__version__ = "1.0"
-
-__bpydoc__ = """\
-This script exports Blender uv-textured meshes with animation frame keys to
-DirectX 7's text file format.
-
-Usage:
-
-Run the script and check console for possible warning messages.
-
-Supported:<br>
- UV-textured meshes with animation frame (location, rotation) keys.
-
-Known issues:<br>
- Some DX format viewers don't support Material names with dots
-('.') in them.
-
-Notes:<br>
- Check author's site or the elYsiun forum for a new beta version of the
-DX exporter.
-"""
-
-
-# $Id$
-#
-# DirectX.py version 1.0
-# Copyright (C) 2003 Arben OMARI -- omariarben@everyday.com
-#
-# 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.
-
-# This script export meshes created with Blender in DirectX file format
-# it exports meshes,materials,normals,texturecoords and and animations
-
-# Grab the latest version here :www.omariben.too.it
-
-import Blender
-from Blender import Types, Object, NMesh, Material
-#import string
-from math import *
-
-
-
-
-#***********************************************
-#***********************************************
-# EXPORTER
-#***********************************************
-#***********************************************
-
-class xExport:
- def __init__(self, filename):
- self.file = open(filename, "w")
-
- #***********************************************
- # Export animations
- #***********************************************
- def exportAnim(self):
- tex = []
- print "exporting ..."
- self.writeHeader()
- for name in Object.Get():
- obj = name.getData()
- if type(obj) == Types.NMeshType :
-
- self.writeFrames(name, obj)
- self.writeMeshcoord(name, obj )
- self.writeMeshMaterialList(name, obj, tex)
- self.writeMeshNormals(name, obj)
- self.writeMeshTextureCoords(name, obj)
- self.file.write("}\n")
- self.file.write("}\n")
- self.writeAnimation(name, obj)
-
- self.writeEnd()
-
- #***********************************************
- # Export geometry
- #***********************************************
- def exportTex(self):
- tex = []
- print "exporting ..."
- self.writeHeader()
- for name in Object.Get():
- obj = name.getData()
- if type(obj) == Types.NMeshType :
- self.writeMeshcoord(name, obj )
- self.writeMeshMaterialList(name, obj, tex)
- self.writeMeshNormals(name, obj)
- self.writeMeshTextureCoords(name, obj)
- self.file.write("}\n")
-
- self.writeEnd()
-
- #***********************************************
- #HEADER
- #***********************************************
- def writeHeader(self):
- self.file.write("xof 0302txt 0064\n")
- self.file.write("\n")
- self.file.write("Header{\n")
- self.file.write("1;0;1;\n")
- self.file.write("}\n")
-
- #***********************************************
- #CLOSE FILE
- #***********************************************
- def writeEnd(self):
- self.file.close()
- print "... finished"
-
-
-
- #***********************************************
- #EXPORT TEXTURES
- #***********************************************
- def writeTextures(self,name, tex):
- mesh = name.data
- for face in mesh.faces:
- if face.image and face.image.name not in tex:
- tex.append(face.image.name)
-
-
- #***********************************************
- #EXPORT MESH DATA
- #***********************************************
- def writeMeshcoord(self, name, obj ):
-
- self.file.write("Mesh Mesh_%s {\n" % (name.name))
- numfaces=len(obj.faces)
- #POSITION
- loc = name.getMatrix()
- x = loc[3][0]
- y = loc[3][1]
- z = loc[3][2]
- #VERTICES NUMBER
- mesh = name.data
- numvert = 0
- for face in mesh.faces:
- numvert = numvert + len(face.v)
- self.file.write("%s;\n" % (numvert))
- #VERTICES COORDINATES
- counter = 0
- for face in mesh.faces:
- counter += 1
- if counter == numfaces:
- if len(face.v) == 4:
- self.file.write("%s; %s; %s;,\n" % ((face.v[0].co[0] + x), face.v[0].co[1] + y, face.v[0].co[2] + z))
- self.file.write("%s; %s; %s;,\n" % ((face.v[1].co[0] + x), face.v[1].co[1] + y, face.v[1].co[2] + z))
- self.file.write("%s; %s; %s;,\n" % ((face.v[2].co[0] + x), face.v[2].co[1] + y, face.v[2].co[2] + z))
- self.file.write("%s; %s; %s;;\n" % ((face.v[3].co[0] + x), face.v[3].co[1] + y, face.v[3].co[2] + z))
- elif len(face.v) == 3 :
- self.file.write("%s; %s; %s;,\n" % ((face.v[0].co[0] + x), face.v[0].co[1] + y, face.v[0].co[2] + z))
- self.file.write("%s; %s; %s;,\n" % ((face.v[1].co[0] + x), face.v[1].co[1] + y, face.v[1].co[2] + z))
- self.file.write("%s; %s; %s;;\n" % ((face.v[2].co[0] + x), face.v[2].co[1] + y, face.v[2].co[2] + z))
-
- else :
- if len(face.v) == 4:
- self.file.write("%s; %s; %s;,\n" % ((face.v[0].co[0] + x), face.v[0].co[1] + y, face.v[0].co[2] + z))
- self.file.write("%s; %s; %s;,\n" % ((face.v[1].co[0] + x), face.v[1].co[1] + y, face.v[1].co[2] + z))
- self.file.write("%s; %s; %s;,\n" % ((face.v[2].co[0] + x), face.v[2].co[1] + y, face.v[2].co[2] + z))
- self.file.write("%s; %s; %s;,\n" % ((face.v[3].co[0] + x), face.v[3].co[1] + y, face.v[3].co[2] + z))
- elif len(face.v) == 3:
- self.file.write("%s; %s; %s;,\n" % ((face.v[0].co[0] + x), face.v[0].co[1] + y, face.v[0].co[2] + z))
- self.file.write("%s; %s; %s;,\n" % ((face.v[1].co[0] + x), face.v[1].co[1] + y, face.v[1].co[2] + z))
- self.file.write("%s; %s; %s;,\n" % ((face.v[2].co[0] + x), face.v[2].co[1] + y, face.v[2].co[2] + z))
-
-
-
- #FACES NUMBER
-
- self.file.write("%s;\n" % (numfaces))
- #FACES INDEX
- numface=len(obj.faces)
- coun,counter = 0, 0
- for face in mesh.faces :
- coun += 1
- if coun == numface:
- if len(face.v) == 3:
- self.file.write("3; %s; %s; %s;;\n" % (counter, counter + 1, counter + 2))
- counter += 3
- elif len(face.v) == 4:
- self.file.write("4; %s; %s; %s; %s;;\n" % (counter, counter + 1, counter + 2, counter + 3))
- counter += 4
- elif len(face.v) == 2:
- print "WARNING:the mesh has faces with less then 3 vertices"
- else:
-
- if len(face.v) == 3:
- self.file.write("3; %s; %s; %s;,\n" % (counter, counter + 1, counter + 2))
- counter += 3
- elif len(face.v) == 4:
- self.file.write("4; %s; %s; %s; %s;,\n" % (counter, counter + 1, counter + 2, counter + 3))
- counter += 4
- elif len(face.v) == 2:
- print "WARNING:the mesh has faces with less then 3 vertices"
-
-
-
-
-
- #***********************************************
- #MESH MATERIAL LIST
- #***********************************************
- def writeMeshMaterialList(self, name, obj, tex):
- self.file.write(" MeshMaterialList {\n")
- #HOW MANY MATERIALS ARE USED
- count = 0
- for mat in Material.Get():
- count+=1
- self.file.write(" %s;\n" % (len(tex) + count))
- #HOW MANY FACES IT HAS
- numfaces=len(obj.faces)
- self.file.write(" %s;\n" % (numfaces))
- ##MATERIALS INDEX FOR EVERY FACE
- counter = 0
- for face in obj.faces :
- counter += 1
- mater = face.materialIndex
- if counter == numfaces:
- if face.image and face.image.name in tex :
- self.file.write(" %s;;\n" % (tex.index(face.image.name) + count))
- else :
- self.file.write(" %s;;\n" % (mater))
- else :
- if face.image and face.image.name in tex :
- self.file.write(" %s,\n" % (tex.index(face.image.name) + count))
- else :
- self.file.write(" %s,\n" % (mater))
-
- ##MATERIAL NAME
- for mat in Material.Get():
- self.file.write(" Material")
- for a in range(0,len(mat.name)):
- if mat.name[a] == ".":
- print "WARNING:the material " + mat.name + " contains '.' within.Many viewers may refuse to read the exported file"
- self.file.write(" %s "% (mat.name))
- self.file.write("{\n")
- self.file.write(" %s; %s; %s;" % (mat.R, mat.G, mat.B))
- self.file.write("%s;;\n" % (mat.alpha))
- self.file.write(" %s;\n" % (mat.spec))
- self.file.write(" %s; %s; %s;;\n" % (mat.specR, mat.specG, mat.specB))
- self.file.write(" 0.0; 0.0; 0.0;;\n")
- self.file.write(" }\n")
-
- for mat in tex:
- self.file.write(" Material Mat")
- self.file.write("%s "% (len(tex)))
- self.file.write("{\n")
- self.file.write(" 1.0; 1.0; 1.0; 1.0;;\n")
- self.file.write(" 1.0;\n")
- self.file.write(" 1.0; 1.0; 1.0;;\n")
- self.file.write(" 0.0; 0.0; 0.0;;\n")
- self.file.write(" TextureFilename {\n")
- self.file.write(' "%s" ;'% (face.image.name))
- self.file.write(" }\n")
- self.file.write(" }\n")
- self.file.write(" }\n")
- #***********************************************
- #MESH NORMALS
- #***********************************************
- def writeMeshNormals(self,name,obj):
- self.file.write(" MeshNormals {\n")
- #VERTICES NUMBER
- numvert=len(obj.verts)
- self.file.write("%s;\n" % (numvert))
- #VERTICES NORMAL
- counter = 0
- for vert in obj.verts:
- counter += 1
- if counter == numvert:
- self.file.write("%s; %s; %s;;\n" % (vert.no[0], vert.no[1], vert.no[2]))
- else :
- self.file.write("%s; %s; %s;,\n" % (vert.no[0], vert.no[1], vert.no[2]))
- #FACES NUMBER
- numfaces=len(obj.faces)
- self.file.write("%s;\n" % (numfaces))
- #FACES INDEX
- counter = 0
- for face in obj.faces :
- counter += 1
- if counter == numfaces:
- if len(face.v) == 3:
- self.file.write("3; %s; %s; %s;;\n" % (face[0].index, face[1].index, face[2].index))
- elif len(face.v) == 4:
- self.file.write("4; %s; %s; %s; %s;;\n" % (face[0].index, face[1].index, face[2].index, face[3].index))
- else:
- if len(face.v) == 3:
- self.file.write("3; %s; %s; %s;,\n" % (face[0].index, face[1].index, face[2].index))
- elif len(face.v) == 4 :
- self.file.write("4; %s; %s; %s; %s;,\n" % (face[0].index, face[1].index, face[2].index, face[3].index))
- self.file.write("}\n")
- #***********************************************
- #MESH TEXTURE COORDS
- #***********************************************
- def writeMeshTextureCoords(self, name, obj):
- if obj.hasFaceUV():
- self.file.write("MeshTextureCoords {\n")
- #VERTICES NUMBER
- mesh = name.data
- numvert = 0
- for face in mesh.faces:
- numvert = numvert + len(face.v)
- self.file.write("%s;\n" % (numvert))
- #UV COORDS
- counter = -1
- for face in mesh.faces:
- counter += 1
- if len(face.v) == 4:
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[0][0], -mesh.faces[counter].uv[0][1]))
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[1][0], -mesh.faces[counter].uv[1][1]))
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[2][0], -mesh.faces[counter].uv[2][1]))
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[3][0], -mesh.faces[counter].uv[3][1]))
- elif len(face.v) == 3:
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[0][0], -mesh.faces[counter].uv[0][1]))
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[1][0], -mesh.faces[counter].uv[1][1]))
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[2][0], -mesh.faces[counter].uv[2][1]))
-
- self.file.write("}\n")
-
- #***********************************************
- #FRAMES
- #***********************************************
- def writeFrames(self, name, obj):
- matx = name.getMatrix()
- self.file.write("Frame Fr_")
- self.file.write("%s {\n" % (obj.name))
- self.file.write(" FrameTransformMatrix {\n")
- self.file.write(" %s,%s,%s,%s,\n" %
- (round(matx[0][0],6),round(matx[0][1],6),round(matx[0][2],6),round(matx[0][3],6)))
- self.file.write(" %s,%s,%s,%s,\n" %
- (round(matx[1][0],6),round(matx[1][1],6),round(matx[1][2],6),round(matx[1][3],6)))
- self.file.write(" %s,%s,%s,%s,\n" %
- (round(matx[2][0],6),round(matx[2][1],6),round(matx[2][2],6),round(matx[2][3],6)))
- self.file.write(" %s,%s,%s,%s;;\n" %
- (round(matx[3][0],6),round(matx[3][1],6),round(matx[3][2],6),round(matx[3][3],6)))
- self.file.write(" }\n")
- #***********************************************
- #WRITE ANIMATION KEYS
- #***********************************************
- def writeAnimation(self, name, obj):
- startFr = Blender.Get('staframe')
- endFr = Blender.Get('endframe')
- self.file.write("AnimationSet animset_")
- self.file.write("%s {\n" % (obj.name))
- self.file.write(" Animation anim_")
- self.file.write("%s { \n" % (obj.name))
- self.file.write(" {Fr_")
- self.file.write("%s }\n" % (obj.name))
- self.file.write(" AnimationKey { \n")
- self.file.write(" 0;\n")
- self.file.write(" %s; \n" % (endFr))
- for fr in range(startFr,endFr + 1) :
- self.file.write(" %s; " % (fr))
- self.file.write("4; ")
- Blender.Set('curframe',fr)
- rot = name.rot
- rot_x = rot[0]
- rot_y = rot[1]
- rot_z = rot[2]
- quat = self.euler2quat(rot_x,rot_y,rot_z)
- self.file.write("%s, %s, %s,%s;;" %
- (quat[0],quat[1],quat[2],quat[3]))
- if fr == endFr:
- self.file.write(";\n")
- else:
- self.file.write(",\n")
- self.file.write(" }\n")
- self.file.write(" AnimationKey { \n")
- self.file.write(" 2;\n")
- self.file.write(" %s; \n" % (endFr))
- for fr in range(startFr,endFr + 1) :
- self.file.write(" %s; " % (fr))
- self.file.write("3; ")
- Blender.Set('curframe',fr)
- loc = name.loc
- self.file.write("%s, %s, %s;;" %
- (loc[0],loc[1],loc[2]))
- if fr == endFr:
- self.file.write(";\n")
- else:
- self.file.write(",\n")
- self.file.write(" }\n")
- self.file.write(" AnimationKey { \n")
- self.file.write(" 1;\n")
- self.file.write(" %s; \n" % (endFr))
- for fr in range(startFr,endFr + 1) :
- self.file.write(" %s; " % (fr))
- self.file.write("3; ")
- Blender.Set('curframe',fr)
- size = name.size
- self.file.write("%s, %s, %s;;" %
- (size[0],size[1],size[2]))
- if fr == endFr:
- self.file.write(";\n")
- else:
- self.file.write(",\n")
- self.file.write(" }\n")
- self.file.write(" }\n")
- self.file.write(" }\n")
-
- def euler2quat(self,rot_x,rot_y,rot_z):
- c_x = cos(rot_x / 2)
- c_y = cos(rot_y / 2)
- c_z = cos(rot_z / 2)
-
- s_x = sin(rot_x / 2)
- s_y = sin(rot_y / 2)
- s_z = sin(rot_z / 2)
-
- cy_cz = c_y * c_z
- sy_sz = s_y * s_z
-
- quat_w = c_x * cy_cz - s_x * sy_sz
- quat_x = s_x * cy_cz + c_x * sy_sz
- quat_y = c_x * s_y * c_z - s_x * c_y * s_z
- quat_z = c_x * c_y * s_z + s_x * s_y * c_z
-
- return(quat_w,quat_x,quat_y,quat_z)
-
-#***********************************************
-# MAIN
-#***********************************************
-
-
-def my_callback(filename):
- if filename.find('.x', -2) <= 0: filename += '.x' # add '.x' if the user didn't
- xexport = xExport(filename)
- arg = __script__['arg']
- if arg == 'anim':
- xexport.exportAnim()
- else:
- xexport.exportTex()
-
-fname = Blender.sys.makename(ext = ".x")
-Blender.Window.FileSelector(my_callback, "Export DirectX",fname)
diff --git a/release/scripts/wrl2export.py b/release/scripts/wrl2export.py
deleted file mode 100644
index 6b0ef55b81b..00000000000
--- a/release/scripts/wrl2export.py
+++ /dev/null
@@ -1,1014 +0,0 @@
-#!BPY
-""" Registration info for Blender menus:
-Name: 'VRML 97 (old version)...'
-Blender: 232
-Group: 'Export'
-Submenu: 'All Objects...' all
-Submenu: 'Selected Objects...' selected
-Tooltip: 'Old version of VRML2 exporter, please try the newer one'
-"""
-
-__author__ = ("Rick Kimball", "Ken Miller", "Steve Matthews")
-__url__ = ["blender", "elysiun",
-"Author's (Rick) homepage, http://kimballsoftware.com/blender",
-"Show your VRML world at vrmlworld.net, http://vrmlworld.net"]
-__version__ = "2004/01/19"
-
-__bpydoc__ = """\
-This script exports to VRML 2.0 format.
-
-Usage:
-
-Run this script from "File->Export" menu. A pop-up will ask whether you
-want to export only selected or all relevant objects.
-
-Known issues:<br>
- Doesn't handle multiple materials (don't use material indices);<br>
- Doesn't handle multiple UV textures on a single mesh (create a mesh
-for each texture);<br>
- Material colors need work;<br>
- Spotlight softness needs work;<br>
- Can't get the texture array associated with material * not the UV ones;<br>
- Can't set smoothing, crease angle and mesh smoothing * setting not
- accessible.
-"""
-
-
-# $Id$
-#
-#------------------------------------------------------------------------
-# VRML2 exporter for blender 2.28a or above
-#
-# Source: http://blender.kimballsoftware.com/
-#
-# Authors: Rick Kimball with much inspiration
-# from the forum at www.elysiun.com
-# and irc://irc.freenode.net/blenderchat
-# Ken Miller and Steve Matthews (Added Camera Support)
-#
-# ***** 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 *****
-#
-# To use script:
-# 1.) load this file in the text window.
-# (press SHIFT+F11, Open New via Datablock button)
-# 2.) make sure your mouse is over the text edit window and
-# run this script. (press ALT+P)
-# Or:
-# copy to the scripts directory and it will appear in the
-# export list. (Needs 2.32 or higher)
-#
-# Notes:
-# a.) output filename is same as current blender file with .wrl extension
-# b.) error messages go to the Blender DOS console window
-#
-# The latest version of this python export script:
-# http://blender.kimballsoftware.com/
-#
-# If you like this script, try using http://vrmlworld.net/
-# to show off your VRML world.
-#
-# 2004-01-19 by Rick Kimball <rick@vrmlworld.net>
-# o added sub menus and file selector dialog
-#
-# 2004-01-17 by Rick Kimball <rick@vrmlworld.net>
-# o add meta comments so script will appear in export menu list
-#
-# 2003-11-01 by Rick Kimball <rick@vrmlworld.net>
-# o fixed issues related to Lamp object and 2.28a API.
-#
-# 2003-07-19 by Rick Kimball <rick@vrmlworld.net>
-# o made compatible with new Python API in 2.28
-#
-# 2003-01-16 by Ken Miller - with math help from Steve Matthews :)
-# o Added support for exporting cameras out of Blender
-# o Sets the name of the camera as the object name
-# o sets the description of the camera as the object name,
-# which should be modified to something meaningful
-# o sets the position and orientation
-#
-# 2003-01-19 Rick Kimball <rick@vrmlworld.net>
-# o Added Support For PointLight, SpotLight and DirectionalLight using Lamps
-# o Creates multi singlesided or doublesided IFS
-# o Creates IndexedLineSets if DrawTypes is WIRE instead of Shaded
-#
-# 2003-02-03 Rick Kimball <rick@vrmlworld.net>
-# o attempts to catch exceptions for empty objects
-#
-# 2003-02-04 Rick Kimball <rick@vrmlworld.net>
-# o fixed file overwrite problem when blender filename is all uppercase
-#
-# 2003-02-08 Rick Kimball <rick@vrmlworld.net>
-# o cleanStr() creates valid VRML DEF names even if object.name
-# is zero length or uses VRML reserved names or characters
-#
-#------------------------------------------------------------------------
-# Known Issue:
-# o doesn't handle multiple materials (don't use material indices)
-# o doesn't handle multiple UV textures on a single mesh. (create a mesh for each texture)
-# o material colors need work
-# o spotlight softness needs work
-# o can't get the texture array associated with material * not the UV ones
-# o can't set smoothing, crease angle and mesh smoothing * setting not accesible
-#
-# Still Todo:
-#
-# - Support for material indexes
-# - Automatically Split IFS when multiple UV textures found * warning only now
-# - Automatically Split IFS when combination of single vs double sided
-# - Automatically Split IFS when face with only 2 vertices is found should be an ILS
-# - Export common coordinate map for split IFS
-# - Intelligent color array vs color index
-# - Support more blender objects: World
-# - Figure out how to output Animation
-# - Add GUI to control the following:
-# o All/Layer/Object output radio button
-# o Color per vertex toggle yes/no
-# o Complex/Simple VRML output radio button
-# o Compressed/Uncompressed output radio button
-# o Decimal precision dropdown 1,2,3,4,5,6
-# o IFS/Elevation Grid output radio button
-# o Normals output toggle yes/no
-# o Proto output toggle yes/no
-# o Verbose console progress
-
-import Blender
-from Blender import NMesh, Lamp
-import math
-
-
-#-- module constants
-radD=math.pi/180.0
-rad90=90.0*radD # for rotation
-rad30=30.0*radD # default crease angle
-ARG=''
-
-#------------------------------------------------------------------------
-#-- utility functions and classes --
-#------------------------------------------------------------------------
-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
-
-#------------------------------------------------------
-# the Blender.Object class seems to be missing this...
-#------------------------------------------------------
-if not hasattr(Blender.Object,'DrawTypes'):
- Blender.Object.DrawTypes = DrawTypes()
-
-#------------------------------------------------------------------------
-#-- VRML2Export --
-#------------------------------------------------------------------------
-class VRML2Export:
- #------------------------------------------------------------------------
- def __init__(self, filename):
- #--- public you can change these ---
- self.verbose=1 # 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.ambientIntensity=.2
- self.defCreaseAngle=rad30
- self.smooth=0
-
- #--- 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.nNodeID=0
- self.VRMLReserved=[ "Anchor","Appearance","Anchor","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"
- ]
-
- #------------------------------------------------------------------------
- # writeHeader, export file, cleanup
- #------------------------------------------------------------------------
- def writeHeader(self):
- self.file.write("#VRML V2.0 utf8\n")
- self.file.write("# modeled using blender3d http://blender.org/$\n")
- self.file.write("# exported using wrl2export.py version $Revision$\n")
- self.file.write("# get latest exporter at http://kimballsoftware.com/blender/\n\n")
-
- def export(self, scene):
- print "Info: starting VRML2 export to " + self.filename + "..."
-
- self.writeHeader()
- theObjects = []
- if ARG == 'selected':
- theObjects = Blender.Object.GetSelected()
- else:
- theObjects = scene.getChildren()
-
- for object in theObjects:
- try:
- objType=object.getType()
-
- if objType == "Mesh":
- self.writeIndexedFaceSet(object, normals = 0)
- elif objType == "Camera":
- self.writeCameraInfo(object)
- elif objType == "Lamp":
- # if there is a lamp then we probably want to turn off the headlight
- if self.bNav == 0:
- self.writeNavigationInfo()
- self.bNav=1
- #endif
-
- lamp=Lamp.Get(object.data.getName())
- try:
- lampType=lamp.getType()
-
- if lampType == Lamp.Types.Lamp:
- self.writePointLight(object, lamp)
- elif lampType == Lamp.Types.Spot:
- self.writeSpotLight(object, lamp)
- elif lampType == Lamp.Types.Sun:
- self.writeDirectionalLight(object, lamp)
- else:
- self.writeDirectionalLight(object, lamp)
- #endif
- except AttributeError:
- print "Error: Unable to get type info for %s" % object.name
- else:
- print "Info: Ignoring [%s], object type [%s] not handle yet" % \
- (object.name,object.getType())
- #endif
- except ValueError:
- print "Error: object named %s has problem with accessing an attribute" % object.name
- #end try
- #endfor
- self.cleanup()
-
- def cleanup(self):
- self.file.close()
- self.texNames={}
- self.matNames={}
- self.indentLevel=0
- print "Info: finished VRML2 export to %s\n" % self.filename
-
- #------------------------------------------------------------------------
- # Writes out camera info as a viewpoint
- # Handles orientation, position
- # Use camera object name to set description
- #------------------------------------------------------------------------
- def writeCameraInfo(self, object):
- if self.verbose > 0:
- print "Info: exporting camera named="+object.name
- #endif
-
- self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(object.name)), 1)
-
- self.writeIndented("description \"%s\" \n" % (object.name))
-
- # get the camera location, subtract 90 degress from X to orient like VRML does
- loc = self.rotatePointForVRML(object.loc)
- rot = [object.RotX - 1.57, object.RotY, object.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("} # Viewpoint\n", -1)
-
- self.writeIndented("\n")
-
- #------------------------------------------------------------------------
- def writeIndexedFaceSet(self, object, normals = 0):
- if self.verbose > 0:
- print "Info: exporting mesh named=["+object.name+"]"
- #endif
-
- imageMap={} # set of used images
- sided={} # 'one':cnt , 'two':cnt
- vColors={} # 'multi':1
-
- mesh=object.getData()
-
- nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
-
- meshName = self.cleanStr(object.name)
-
- if nIFSCnt > 1:
- self.writeIndented("DEF %s%s Group {\n" % ("G_", meshName),1)
- self.writeIndented("children [\n",1)
- #endif
-
- if self.verbose > 0:
- print "Debug: [%s] has %d UV Textures" % (object.name, nIFSCnt)
- #endif
-
- if sided.has_key('two') and sided['two'] > 0:
- bTwoSided=1
- else:
- bTwoSided=0
-
- self.writeIndented("DEF %s Shape {\n" % meshName,1)
-
- # show script debugging info
- if self.verbose > 1:
- self.meshToString(mesh)
- print "Debug: mesh.faces["
- for face in mesh.faces:
- self.faceToString(face)
- #endfor
- print "Debug: ]"
- #endif
-
- maters=mesh.materials
- hasImageTexture=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.cleanStr(maters[0].name,'mat_'))
- if len(maters) > 1:
- print "Warning: mesh named %s has multiple materials" % meshName
- print "Warning: only one material per object handled"
- #endif
- else:
- self.writeIndented("material NULL\n")
- #endif
-
- #-- 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
- #endif
- #endfor
- #endif
-
- self.writeIndented("} # Appearance\n", -1)
- #endif
-
- #-------------------------------------------------------------------
- #--
- #-- 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"
- #endif
-
- self.writeIndented("geometry %s {\n" % ifStyle, 1)
- if object.drawType != Blender.Object.DrawTypes.WIRE:
- if bTwoSided == 1:
- self.writeIndented("solid FALSE # two sided\n")
- else:
- self.writeIndented("solid TRUE # one sided\n")
- #endif
- #endif
-
- #---
- #--- 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)
- if vColors.has_key('multi'):
- self.writeVertexColors(mesh) # experiment
- #endif
- else:
- self.writeFaceColors(mesh)
- #endif hasImageTexture
- #endif hasFaceUV
-
- # TBD: figure out how to get this properly
- if self.smooth:
- creaseAngle=self.defCreaseAngle;
- self.writeIndented("creaseAngle %s\n" % creaseAngle)
- else:
- self.writeIndented("creaseAngle 0.0 # in radians\n")
- #endif mesh.smooth
- #endif WIRE
-
- #--- output vertexColors
- if mesh.hasVertexColours() and vColors.has_key('multi'):
- self.writeVertexColors(mesh)
- #endif
-
- #--- output closing braces
- self.writeIndented("} # %s\n" % ifStyle, -1)
- self.writeIndented("} # Shape\n", -1)
-
- if nIFSCnt > 1:
- self.writeIndented("] # children\n", -1)
- self.writeIndented("} # Group\n", -1)
- #endif
-
- 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", 1)
- meshVertexList = mesh.verts
-
- # create vertex list and pre rotate -90 degrees X for VRML
- mm=object.getMatrix()
- for vertex in meshVertexList:
- v=self.rotVertex(mm, vertex);
- self.writeIndented("%s %s %s,\n" %
- (round(v[0],self.vp),
- round(v[1],self.vp),
- round(v[2],self.vp) ))
- #endfor
- self.writeIndented("] # point\n", -1)
- self.writeIndented("} # Coordinate\n", -1)
-
- self.writeIndented("coordIndex [\n", 1)
- coordIndexList=[]
- for face in mesh.faces:
- cordStr=""
- for i in range(len(face)):
- indx=meshVertexList.index(face[i])
- cordStr = cordStr + "%s, " % indx
- #endfor
- self.writeIndented(cordStr + "-1,\n")
- #endfor
- self.writeIndented("] # coordIndex\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
- #endfor
- texIndexList.append(-1)
- #endfor
-
- self.writeIndented("texCoord TextureCoordinate {\n", 1)
- self.writeIndented("point [\n", 1)
- for i in range(len(texCoordList)):
- self.writeIndented("%s %s," %
- (round(texCoordList[i][0],self.tp),
- round(texCoordList[i][1],self.tp))+"\n")
- #endfor
- self.writeIndented("] # point\n", -1)
- self.writeIndented("} # texCoord\n", -1)
-
- self.writeIndented("texCoordIndex [\n", 1)
- texIndxStr=""
- for i in range(len(texIndexList)):
- texIndxStr = texIndxStr + "%d, " % texIndexList[i]
- if texIndexList[i]==-1:
- self.writeIndented(texIndxStr + "\n")
- texIndxStr=""
- #endif
- #endfor
- self.writeIndented("] # texCoordIndex\n", -1)
-
- #------------------------------------------------------------------------
- def writeFaceColors(self, mesh):
- self.writeIndented("colorPerVertex FALSE\n")
- self.writeIndented("color Color {\n",1)
- self.writeIndented("color [\n",1)
-
- for face in mesh.faces:
- if face.col:
- c=face.col[0]
- if self.verbose > 1:
- print "Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b)
- #endif
-
- aColor = self.rgbToFS(c)
- self.writeIndented("%s,\n" % aColor)
- #endfor
-
- self.writeIndented("] # color\n",-1)
- self.writeIndented("} # Color\n",-1)
-
- #------------------------------------------------------------------------
- def writeVertexColors(self, mesh):
- self.writeIndented("colorPerVertex TRUE\n")
- self.writeIndented("color Color {\n",1)
- self.writeIndented("color [\n",1)
-
- for i in range(len(mesh.verts)):
- c=self.getVertexColorByIndx(mesh,i)
- if self.verbose > 1:
- print "Debug: vertex[%d].col r=%d g=%d b=%d" % (i, c.r, c.g, c.b)
- #endif
-
- aColor = self.rgbToFS(c)
- self.writeIndented("%s,\n" % aColor)
- #endfor
-
- self.writeIndented("] # color\n",-1)
- self.writeIndented("} # Color\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;
- #endif
-
- self.matNames[matName]=1
-
- ambient = mat.amb
- diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
- emisR, emisG, emisB = diffuseR*mat.emit, diffuseG*mat.emit, diffuseB*mat.emit
- shininess = mat.hard/255.0
- specR = mat.specCol[0]
- specG = mat.specCol[1]
- specB = mat.specCol[2]
- 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("} # Material\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("} # ImageTexture \n",-1)
- self.texNames[name] = 1
- #endif
-
- #------------------------------------------------------------------------
- def writeSpotLight(self, object, lamp):
- safeName = self.cleanStr(object.name)
-
- # compute cutoff and beamwidth
- intensity=min(lamp.energy/1.5,1.0) # TBD: figure out the right value
-
- beamWidth=deg2rad(lamp.spotSize)*.5;
- cutOffAngle=beamWidth*.99
-
- (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" % radius )
- self.writeIndented("intensity %s\n" % intensity )
- self.writeIndented("beamWidth %s # lamp.spotSize %s\n" % (beamWidth, lamp.spotSize) )
- self.writeIndented("cutOffAngle %s # lamp.spotBlend %s\n" % (cutOffAngle, lamp.spotBlend))
- self.writeIndented("direction %s %s %s # lamp.RotX=%s RotY=%s RotZ=%s\n" % \
- (round(dx,3),round(dy,3),round(dz,3),
- round(rad2deg(object.RotX),3),
- round(rad2deg(object.RotY),3),
- round(rad2deg(object.RotZ),3)))
- self.writeIndented("location %s %s %s\n" % (round(location[0],3),
- round(location[1],3),
- round(location[2],3)))
- self.writeIndented("} # SpotLight\n",-1)
-
- # export a cone that matches the spotlight in verbose mode
- if self.verbose > 1:
- self.writeIndented("#generated visible spotlight cone\n")
- self.writeIndented("Transform { # Spotlight Cone\n",1)
- self.writeIndented("translation %s %s %s\n" % (round(location[0],3),
- round(location[1],3),
- round(location[2],3)))
- rot = [object.RotX, object.RotY, object.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("rotation %3.2f %3.2f %3.2f %3.2f\n" %
- (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
-
- self.writeIndented("children [\n",1)
-
- ch=radius
- br=ch*math.sin(beamWidth)
- self.writeIndented("Transform {\n",1)
- self.writeIndented("translation 0 -%s 0\n" % (ch/2))
- self.writeIndented("children ")
- self.writeIndented("Collision {\n",1)
- self.writeIndented("collide FALSE children Shape {\n",1)
- self.writeIndented("geometry Cone { height %s bottomRadius %s }\n" % (ch, br))
- self.writeIndented("appearance Appearance{\n",1)
- self.writeIndented("material Material { diffuseColor 1 1 1 transparency .8 }\n")
- self.writeIndented("} # Appearance\n",-1)
- self.writeIndented("} # Shape\n",-1)
- self.writeIndented("} # Collision\n",-1)
- self.writeIndented("} # Transform visible cone \n",-1)
- self.writeIndented("] # Spot children\n",-1)
- self.writeIndented("} # SpotLight Cone Transform\n",-1)
- #endif debug cone
- self.writeIndented("\n")
-
- #------------------------------------------------------------------------
- def writeDirectionalLight(self, object, lamp):
- safeName = self.cleanStr(object.name)
-
- intensity=min(lamp.energy/1.5, 1.0) # TBD: figure out the right value
- (dx,dy,dz)=self.computeDirection(object)
-
- self.writeIndented("DEF %s DirectionalLight {\n" % safeName,1)
- self.writeIndented("ambientIntensity %s\n" % self.ambientIntensity )
- self.writeIndented("intensity %s\n" % intensity )
- self.writeIndented("direction %s %s %s\n" % (round(dx,4),round(dy,4),round(dz,4)))
- self.writeIndented("} # DirectionalLight\n",-1)
- self.writeIndented("\n")
-
- #------------------------------------------------------------------------
- def writePointLight(self, object, lamp):
- safeName = self.cleanStr(object.name)
-
- om = object.getMatrix()
- location=self.rotVertex(om, (0,0,0));
- intensity=min(lamp.energy/1.5,1.0) # TBD: figure out the right value
-
- radius = lamp.dist
- self.writeIndented("DEF %s PointLight {\n" % safeName,1)
- self.writeIndented("ambientIntensity %s\n" % self.ambientIntensity )
- self.writeIndented("intensity %s\n" % intensity )
- 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("} # PointLight\n",-1)
- self.writeIndented("\n")
-
- #------------------------------------------------------------------------
- def writeNavigationInfo(self):
- self.writeIndented("NavigationInfo {\n",1)
- self.writeIndented("headlight FALSE\n")
- self.writeIndented("avatarSize [0.25, 1.75, 0.75]\n")
- self.writeIndented("} # NavigationInfo\n",-1)
- self.writeIndented("\n")
-
- #------------------------------------------------------------------------
- #--- Utility methods
- #------------------------------------------------------------------------
-
- 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.VRMLReserved:
- newName='%s%s' % (prefix,newName)
- #endif
-
- if newName[0] in ['0','1','2','3','4','5','6','7','8','9']:
- newName='%s%s' % ('_',newName)
- #endif
-
- 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'
- #endif
-
- 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
- #endif
- #endif
- #endfor
- #endif
-
- if sided.has_key(sidename):
- sided[sidename]+=1
- else:
- sided[sidename]=1
- #endif
-
- 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]
- #endif
- #endif
- #endfor
-
- if self.verbose > 0:
- 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)
- #endif
- #endif
-
- 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"
- #endif
-
- print "Debug: face.mode=0x%x (bitflags)" % face.mode
- if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
- print "Debug: face.mode twosided"
- #endif
-
- 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
- #endif
- 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]
- #endif
- j=j+1
- #endfor
- #endfor
- 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
-
- def writeIndented(self, s, inc=0):
- if inc < 1:
- self.indentLevel = self.indentLevel + inc
- #endif
-
- spaces=""
- for x in xrange(self.indentLevel):
- spaces = spaces + " "
- #endfor
- self.file.write(spaces + s)
-
- if inc > 0:
- self.indentLevel = self.indentLevel + inc
- #endif
-
- # 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
- #endif
-
- angle = 2 * math.acos(Qf[0])
-
- result = [ax, ay, az, angle]
- return result
-
-def file_callback(filename):
- if filename.find('.wrl', -4) < 0: filename += '.wrl'
- wrlexport=VRML2Export(filename)
- scene = Blender.Scene.getCurrent()
- wrlexport.export(scene)
-#enddef
-
-#------------------------------------------------------------------------
-# main routine
-#------------------------------------------------------------------------
-print "\nThis is the old version of the vrml 2 (or 97) exporter."
-print "It should be removed soon, please try the updated 'VRML 97' version.\n"
-
-try:
- ARG = __script__['arg'] # user selected argument
-except:
- print "older version"
-
-if Blender.Get('version') < 225:
- print "Warning: VRML2 export failed, wrong blender version!"
- print " You aren't running blender version 2.25 or greater"
- print " download a newer version from http://blender.org/"
-else:
- if ARG == 'all' or ARG == 'selected':
- Blender.Window.FileSelector(file_callback,"Export VRML 2.0")
- else:
- baseFileName=Blender.Get('filename')
- if baseFileName.find('.') != -1:
- dots=Blender.Get('filename').split('.')[0:-1]
- else:
- dots=[baseFileName]
- #endif
- dots+=["wrl"]
- vrmlFile=".".join(dots)
-
- file_callback(vrmlFile)
- #endif
-#endif