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Diffstat (limited to 'release/io/export_x3d.py')
-rw-r--r-- | release/io/export_x3d.py | 1239 |
1 files changed, 1239 insertions, 0 deletions
diff --git a/release/io/export_x3d.py b/release/io/export_x3d.py new file mode 100644 index 00000000000..3e89a5202de --- /dev/null +++ b/release/io/export_x3d.py @@ -0,0 +1,1239 @@ +#!BPY +""" Registration info for Blender menus: +Name: 'X3D Extensible 3D (.x3d)...' +Blender: 245 +Group: 'Export' +Tooltip: 'Export selection to Extensible 3D file (.x3d)' +""" + +__author__ = ("Bart", "Campbell Barton") +__email__ = ["Bart, bart:neeneenee*de"] +__url__ = ["Author's (Bart) homepage, http://www.neeneenee.de/vrml"] +__version__ = "2006/01/17" +__bpydoc__ = """\ +This script exports to X3D format. + +Usage: + +Run this script from "File->Export" menu. A pop-up will ask whether you +want to export only selected or all relevant objects. + +Known issues:<br> + Doesn't handle multiple materials (don't use material indices);<br> + Doesn't handle multiple UV textures on a single mesh (create a mesh for each texture);<br> + Can't get the texture array associated with material * not the UV ones; +""" + + +# $Id: export_x3d.py 23222 2009-09-14 14:55:49Z kazanbas $ +# +#------------------------------------------------------------------------ +# X3D exporter for blender 2.36 or above +# +# ***** BEGIN GPL LICENSE BLOCK ***** +# +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU General Public License +# as published by the Free Software Foundation; either version 2 +# of the License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software Foundation, +# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# +# ***** END GPL LICENCE BLOCK ***** +# + +#################################### +# Library dependancies +#################################### + +import math +import os + +import bpy +import Mathutils + +from export_3ds import create_derived_objects, free_derived_objects + +# import Blender +# from Blender import Object, Lamp, Draw, Image, Text, sys, Mesh +# from Blender.Scene import Render +# import BPyObject +# import BPyMesh + +# +DEG2RAD=0.017453292519943295 +MATWORLD= Mathutils.RotationMatrix(-90, 4, 'x') + +#################################### +# Global Variables +#################################### + +filename = "" +# filename = Blender.Get('filename') +_safeOverwrite = True + +extension = '' + +########################################################## +# Functions for writing output file +########################################################## + +class x3d_class: + + def __init__(self, filename): + #--- public you can change these --- + self.writingcolor = 0 + self.writingtexture = 0 + self.writingcoords = 0 + self.proto = 1 + self.matonly = 0 + self.share = 0 + self.billnode = 0 + self.halonode = 0 + self.collnode = 0 + self.tilenode = 0 + self.verbose=2 # level of verbosity in console 0-none, 1-some, 2-most + self.cp=3 # decimals for material color values 0.000 - 1.000 + self.vp=3 # decimals for vertex coordinate values 0.000 - n.000 + self.tp=3 # decimals for texture coordinate values 0.000 - 1.000 + self.it=3 + + #--- class private don't touch --- + self.texNames={} # dictionary of textureNames + self.matNames={} # dictionary of materiaNames + self.meshNames={} # dictionary of meshNames + self.indentLevel=0 # keeps track of current indenting + self.filename=filename + self.file = None + if filename.lower().endswith('.x3dz'): + try: + import gzip + self.file = gzip.open(filename, "w") + except: + print("failed to import compression modules, exporting uncompressed") + self.filename = filename[:-1] # remove trailing z + + if self.file == None: + self.file = open(self.filename, "w") + + self.bNav=0 + self.nodeID=0 + self.namesReserved=[ "Anchor","Appearance","Arc2D","ArcClose2D","AudioClip","Background","Billboard", + "BooleanFilter","BooleanSequencer","BooleanToggle","BooleanTrigger","Box","Circle2D", + "Collision","Color","ColorInterpolator","ColorRGBA","component","Cone","connect", + "Contour2D","ContourPolyline2D","Coordinate","CoordinateDouble","CoordinateInterpolator", + "CoordinateInterpolator2D","Cylinder","CylinderSensor","DirectionalLight","Disk2D", + "ElevationGrid","EspduTransform","EXPORT","ExternProtoDeclare","Extrusion","field", + "fieldValue","FillProperties","Fog","FontStyle","GeoCoordinate","GeoElevationGrid", + "GeoLocationLocation","GeoLOD","GeoMetadata","GeoOrigin","GeoPositionInterpolator", + "GeoTouchSensor","GeoViewpoint","Group","HAnimDisplacer","HAnimHumanoid","HAnimJoint", + "HAnimSegment","HAnimSite","head","ImageTexture","IMPORT","IndexedFaceSet", + "IndexedLineSet","IndexedTriangleFanSet","IndexedTriangleSet","IndexedTriangleStripSet", + "Inline","IntegerSequencer","IntegerTrigger","IS","KeySensor","LineProperties","LineSet", + "LoadSensor","LOD","Material","meta","MetadataDouble","MetadataFloat","MetadataInteger", + "MetadataSet","MetadataString","MovieTexture","MultiTexture","MultiTextureCoordinate", + "MultiTextureTransform","NavigationInfo","Normal","NormalInterpolator","NurbsCurve", + "NurbsCurve2D","NurbsOrientationInterpolator","NurbsPatchSurface", + "NurbsPositionInterpolator","NurbsSet","NurbsSurfaceInterpolator","NurbsSweptSurface", + "NurbsSwungSurface","NurbsTextureCoordinate","NurbsTrimmedSurface","OrientationInterpolator", + "PixelTexture","PlaneSensor","PointLight","PointSet","Polyline2D","Polypoint2D", + "PositionInterpolator","PositionInterpolator2D","ProtoBody","ProtoDeclare","ProtoInstance", + "ProtoInterface","ProximitySensor","ReceiverPdu","Rectangle2D","ROUTE","ScalarInterpolator", + "Scene","Script","Shape","SignalPdu","Sound","Sphere","SphereSensor","SpotLight","StaticGroup", + "StringSensor","Switch","Text","TextureBackground","TextureCoordinate","TextureCoordinateGenerator", + "TextureTransform","TimeSensor","TimeTrigger","TouchSensor","Transform","TransmitterPdu", + "TriangleFanSet","TriangleSet","TriangleSet2D","TriangleStripSet","Viewpoint","VisibilitySensor", + "WorldInfo","X3D","XvlShell","VertexShader","FragmentShader","MultiShaderAppearance","ShaderAppearance" ] + self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005", + "Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012", + "Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013", + "Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012", + "World","World.000","World.001","World.002","World.003","World.004","World.005" ] + self.namesFog=[ "","LINEAR","EXPONENTIAL","" ] + +########################################################## +# Writing nodes routines +########################################################## + + def writeHeader(self): + #bfile = sys.expandpath( Blender.Get('filename') ).replace('<', '<').replace('>', '>') + bfile = self.filename.replace('<', '<').replace('>', '>') # use outfile name + self.file.write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n") + self.file.write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.0//EN\" \"http://www.web3d.org/specifications/x3d-3.0.dtd\">\n") + self.file.write("<X3D version=\"3.0\" profile=\"Immersive\" xmlns:xsd=\"http://www.w3.org/2001/XMLSchema-instance\" xsd:noNamespaceSchemaLocation=\"http://www.web3d.org/specifications/x3d-3.0.xsd\">\n") + self.file.write("<head>\n") + self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % os.path.basename(bfile)) + # self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile)) + self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % '2.5') + # self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version')) + self.file.write("\t<meta name=\"translator\" content=\"X3D exporter v1.55 (2006/01/17)\" />\n") + self.file.write("</head>\n") + self.file.write("<Scene>\n") + + # This functionality is poorly defined, disabling for now - campbell + ''' + def writeInline(self): + inlines = Blender.Scene.Get() + allinlines = len(inlines) + if scene != inlines[0]: + return + else: + for i in xrange(allinlines): + nameinline=inlines[i].name + if (nameinline not in self.namesStandard) and (i > 0): + self.file.write("<Inline DEF=\"%s\" " % (self.cleanStr(nameinline))) + nameinline = nameinline+".x3d" + self.file.write("url=\"%s\" />" % nameinline) + self.file.write("\n\n") + + + def writeScript(self): + textEditor = Blender.Text.Get() + alltext = len(textEditor) + for i in xrange(alltext): + nametext = textEditor[i].name + nlines = textEditor[i].getNLines() + if (self.proto == 1): + if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None): + nalllines = len(textEditor[i].asLines()) + alllines = textEditor[i].asLines() + for j in xrange(nalllines): + self.writeIndented(alllines[j] + "\n") + elif (self.proto == 0): + if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None): + nalllines = len(textEditor[i].asLines()) + alllines = textEditor[i].asLines() + for j in xrange(nalllines): + self.writeIndented(alllines[j] + "\n") + self.writeIndented("\n") + ''' + + def writeViewpoint(self, ob, mat, scene): + context = scene.render_data + # context = scene.render + ratio = float(context.resolution_x)/float(context.resolution_y) + # ratio = float(context.imageSizeY())/float(context.imageSizeX()) + lens = (360* (math.atan(ratio *16 / ob.data.lens) / math.pi))*(math.pi/180) + # lens = (360* (math.atan(ratio *16 / ob.data.getLens()) / math.pi))*(math.pi/180) + lens = min(lens, math.pi) + + # get the camera location, subtract 90 degress from X to orient like X3D does + # mat = ob.matrixWorld - mat is now passed! + + loc = self.rotatePointForVRML(mat.translationPart()) + rot = mat.toEuler() + rot = (((rot[0]-90)), rot[1], rot[2]) + # rot = (((rot[0]-90)*DEG2RAD), rot[1]*DEG2RAD, rot[2]*DEG2RAD) + nRot = self.rotatePointForVRML( rot ) + # convert to Quaternion and to Angle Axis + Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2]) + Q1 = self.multiplyQuaternions(Q[0], Q[1]) + Qf = self.multiplyQuaternions(Q1, Q[2]) + angleAxis = self.quaternionToAngleAxis(Qf) + self.file.write("<Viewpoint DEF=\"%s\" " % (self.cleanStr(ob.name))) + self.file.write("description=\"%s\" " % (ob.name)) + self.file.write("centerOfRotation=\"0 0 0\" ") + self.file.write("position=\"%3.2f %3.2f %3.2f\" " % (loc[0], loc[1], loc[2])) + self.file.write("orientation=\"%3.2f %3.2f %3.2f %3.2f\" " % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3])) + self.file.write("fieldOfView=\"%.3f\" />\n\n" % (lens)) + + def writeFog(self, world): + if world: + mtype = world.mist.falloff + # mtype = world.getMistype() + mparam = world.mist + # mparam = world.getMist() + grd = world.horizon_color + # grd = world.getHor() + grd0, grd1, grd2 = grd[0], grd[1], grd[2] + else: + return + if (mtype == 'LINEAR' or mtype == 'INVERSE_QUADRATIC'): + mtype = 1 if mtype == 'LINEAR' else 2 + # if (mtype == 1 or mtype == 2): + self.file.write("<Fog fogType=\"%s\" " % self.namesFog[mtype]) + self.file.write("color=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam[2],self.cp)) + else: + return + + def writeNavigationInfo(self, scene): + self.file.write('<NavigationInfo headlight="FALSE" visibilityLimit="0.0" type=\'"EXAMINE","ANY"\' avatarSize="0.25, 1.75, 0.75" />\n') + + def writeSpotLight(self, ob, mtx, lamp, world): + safeName = self.cleanStr(ob.name) + if world: + ambi = world.ambient_color + # ambi = world.amb + ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 + else: + ambi = 0 + ambientIntensity = 0 + + # compute cutoff and beamwidth + intensity=min(lamp.energy/1.75,1.0) + beamWidth=((lamp.spot_size*math.pi)/180.0)*.37; + # beamWidth=((lamp.spotSize*math.pi)/180.0)*.37; + cutOffAngle=beamWidth*1.3 + + dx,dy,dz=self.computeDirection(mtx) + # note -dx seems to equal om[3][0] + # note -dz seems to equal om[3][1] + # note dy seems to equal om[3][2] + + #location=(ob.matrixWorld*MATWORLD).translationPart() # now passed + location=(mtx*MATWORLD).translationPart() + + radius = lamp.distance*math.cos(beamWidth) + # radius = lamp.dist*math.cos(beamWidth) + self.file.write("<SpotLight DEF=\"%s\" " % safeName) + self.file.write("radius=\"%s\" " % (round(radius,self.cp))) + self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp))) + self.file.write("intensity=\"%s\" " % (round(intensity,self.cp))) + self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp))) + # self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) + self.file.write("beamWidth=\"%s\" " % (round(beamWidth,self.cp))) + self.file.write("cutOffAngle=\"%s\" " % (round(cutOffAngle,self.cp))) + self.file.write("direction=\"%s %s %s\" " % (round(dx,3),round(dy,3),round(dz,3))) + self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3))) + + + def writeDirectionalLight(self, ob, mtx, lamp, world): + safeName = self.cleanStr(ob.name) + if world: + ambi = world.ambient_color + # ambi = world.amb + ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 + else: + ambi = 0 + ambientIntensity = 0 + + intensity=min(lamp.energy/1.75,1.0) + (dx,dy,dz)=self.computeDirection(mtx) + self.file.write("<DirectionalLight DEF=\"%s\" " % safeName) + self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp))) + self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp))) + # self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) + self.file.write("intensity=\"%s\" " % (round(intensity,self.cp))) + self.file.write("direction=\"%s %s %s\" />\n\n" % (round(dx,4),round(dy,4),round(dz,4))) + + def writePointLight(self, ob, mtx, lamp, world): + safeName = self.cleanStr(ob.name) + if world: + ambi = world.ambient_color + # ambi = world.amb + ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 + else: + ambi = 0 + ambientIntensity = 0 + + # location=(ob.matrixWorld*MATWORLD).translationPart() # now passed + location= (mtx*MATWORLD).translationPart() + + self.file.write("<PointLight DEF=\"%s\" " % safeName) + self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp))) + self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp))) + # self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) + self.file.write("intensity=\"%s\" " % (round( min(lamp.energy/1.75,1.0) ,self.cp))) + self.file.write("radius=\"%s\" " % lamp.distance ) + # self.file.write("radius=\"%s\" " % lamp.dist ) + self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3))) + ''' + def writeNode(self, ob, mtx): + obname=str(ob.name) + if obname in self.namesStandard: + return + else: + dx,dy,dz = self.computeDirection(mtx) + # location=(ob.matrixWorld*MATWORLD).translationPart() + location=(mtx*MATWORLD).translationPart() + self.writeIndented("<%s\n" % obname,1) + self.writeIndented("direction=\"%s %s %s\"\n" % (round(dx,3),round(dy,3),round(dz,3))) + self.writeIndented("location=\"%s %s %s\"\n" % (round(location[0],3), round(location[1],3), round(location[2],3))) + self.writeIndented("/>\n",-1) + self.writeIndented("\n") + ''' + def secureName(self, name): + name = name + str(self.nodeID) + self.nodeID=self.nodeID+1 + if len(name) <= 3: + newname = "_" + str(self.nodeID) + return "%s" % (newname) + else: + for bad in ['"','#',"'",',','.','[','\\',']','{','}']: + name=name.replace(bad,'_') + if name in self.namesReserved: + newname = name[0:3] + "_" + str(self.nodeID) + return "%s" % (newname) + elif name[0].isdigit(): + newname = "_" + name + str(self.nodeID) + return "%s" % (newname) + else: + newname = name + return "%s" % (newname) + + def writeIndexedFaceSet(self, ob, mesh, mtx, world, EXPORT_TRI = False): + imageMap={} # set of used images + sided={} # 'one':cnt , 'two':cnt + vColors={} # 'multi':1 + meshName = self.cleanStr(ob.name) + + meshME = self.cleanStr(ob.data.name) # We dont care if its the mesh name or not + # meshME = self.cleanStr(ob.getData(mesh=1).name) # We dont care if its the mesh name or not + if len(mesh.faces) == 0: return + mode = [] + # mode = 0 + if mesh.active_uv_texture: + # if mesh.faceUV: + for face in mesh.active_uv_texture.data: + # for face in mesh.faces: + if face.halo and 'HALO' not in mode: + mode += ['HALO'] + if face.billboard and 'BILLBOARD' not in mode: + mode += ['BILLBOARD'] + if face.object_color and 'OBJECT_COLOR' not in mode: + mode += ['OBJECT_COLOR'] + if face.collision and 'COLLISION' not in mode: + mode += ['COLLISION'] + # mode |= face.mode + + if 'HALO' in mode and self.halonode == 0: + # if mode & Mesh.FaceModes.HALO and self.halonode == 0: + self.writeIndented("<Billboard axisOfRotation=\"0 0 0\">\n",1) + self.halonode = 1 + elif 'BILLBOARD' in mode and self.billnode == 0: + # elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0: + self.writeIndented("<Billboard axisOfRotation=\"0 1 0\">\n",1) + self.billnode = 1 + elif 'OBJECT_COLOR' in mode and self.matonly == 0: + # elif mode & Mesh.FaceModes.OBCOL and self.matonly == 0: + self.matonly = 1 + # TF_TILES is marked as deprecated in DNA_meshdata_types.h + # elif mode & Mesh.FaceModes.TILES and self.tilenode == 0: + # self.tilenode = 1 + elif 'COLLISION' not in mode and self.collnode == 0: + # elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0: + self.writeIndented("<Collision enabled=\"false\">\n",1) + self.collnode = 1 + + nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors) + + if nIFSCnt > 1: + self.writeIndented("<Group DEF=\"%s%s\">\n" % ("G_", meshName),1) + + if 'two' in sided and sided['two'] > 0: + bTwoSided=1 + else: + bTwoSided=0 + + # mtx = ob.matrixWorld * MATWORLD # mtx is now passed + mtx = mtx * MATWORLD + + loc= mtx.translationPart() + sca= mtx.scalePart() + quat = mtx.toQuat() + rot= quat.axis + + self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\n' % \ + (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle) ) + # self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\n' % \ + # (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle*DEG2RAD) ) + + self.writeIndented("<Shape>\n",1) + maters=mesh.materials + hasImageTexture=0 + issmooth=0 + + if len(maters) > 0 or mesh.active_uv_texture: + # if len(maters) > 0 or mesh.faceUV: + self.writeIndented("<Appearance>\n", 1) + # right now this script can only handle a single material per mesh. + if len(maters) >= 1: + mat=maters[0] + # matFlags = mat.getMode() + if not mat.face_texture: + # if not matFlags & Blender.Material.Modes['TEXFACE']: + self.writeMaterial(mat, self.cleanStr(mat.name,''), world) + # self.writeMaterial(mat, self.cleanStr(maters[0].name,''), world) + if len(maters) > 1: + print("Warning: mesh named %s has multiple materials" % meshName) + print("Warning: only one material per object handled") + + #-- textures + face = None + if mesh.active_uv_texture: + # if mesh.faceUV: + for face in mesh.active_uv_texture.data: + # for face in mesh.faces: + if face.image: + # if (hasImageTexture == 0) and (face.image): + self.writeImageTexture(face.image) + # hasImageTexture=1 # keep track of face texture + break + if self.tilenode == 1 and face and face.image: + # if self.tilenode == 1: + self.writeIndented("<TextureTransform scale=\"%s %s\" />\n" % (face.image.xrep, face.image.yrep)) + self.tilenode = 0 + self.writeIndented("</Appearance>\n", -1) + + #-- IndexedFaceSet or IndexedLineSet + + # user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5 + ifStyle="IndexedFaceSet" + # look up mesh name, use it if available + if meshME in self.meshNames: + self.writeIndented("<%s USE=\"ME_%s\">" % (ifStyle, meshME), 1) + self.meshNames[meshME]+=1 + else: + if int(mesh.users) > 1: + self.writeIndented("<%s DEF=\"ME_%s\" " % (ifStyle, meshME), 1) + self.meshNames[meshME]=1 + else: + self.writeIndented("<%s " % ifStyle, 1) + + if bTwoSided == 1: + self.file.write("solid=\"false\" ") + else: + self.file.write("solid=\"true\" ") + + for face in mesh.faces: + if face.smooth: + issmooth=1 + break + if issmooth==1: + creaseAngle=(mesh.autosmooth_angle)*(math.pi/180.0) + # creaseAngle=(mesh.degr)*(math.pi/180.0) + self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp))) + + #--- output textureCoordinates if UV texture used + if mesh.active_uv_texture: + # if mesh.faceUV: + if self.matonly == 1 and self.share == 1: + self.writeFaceColors(mesh) + elif hasImageTexture == 1: + self.writeTextureCoordinates(mesh) + #--- output coordinates + self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI) + + self.writingcoords = 1 + self.writingtexture = 1 + self.writingcolor = 1 + self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI) + + #--- output textureCoordinates if UV texture used + if mesh.active_uv_texture: + # if mesh.faceUV: + if hasImageTexture == 1: + self.writeTextureCoordinates(mesh) + elif self.matonly == 1 and self.share == 1: + self.writeFaceColors(mesh) + #--- output vertexColors + self.matonly = 0 + self.share = 0 + + self.writingcoords = 0 + self.writingtexture = 0 + self.writingcolor = 0 + #--- output closing braces + self.writeIndented("</%s>\n" % ifStyle, -1) + self.writeIndented("</Shape>\n", -1) + self.writeIndented("</Transform>\n", -1) + + if self.halonode == 1: + self.writeIndented("</Billboard>\n", -1) + self.halonode = 0 + + if self.billnode == 1: + self.writeIndented("</Billboard>\n", -1) + self.billnode = 0 + + if self.collnode == 1: + self.writeIndented("</Collision>\n", -1) + self.collnode = 0 + + if nIFSCnt > 1: + self.writeIndented("</Group>\n", -1) + + self.file.write("\n") + + def writeCoordinates(self, ob, mesh, meshName, EXPORT_TRI = False): + # create vertex list and pre rotate -90 degrees X for VRML + + if self.writingcoords == 0: + self.file.write('coordIndex="') + for face in mesh.faces: + fv = face.verts + # fv = face.v + + if len(fv)==3: + # if len(face)==3: + self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2])) + # self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index)) + else: + if EXPORT_TRI: + self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2])) + # self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index)) + self.file.write("%i %i %i -1, " % (fv[0], fv[2], fv[3])) + # self.file.write("%i %i %i -1, " % (fv[0].index, fv[2].index, fv[3].index)) + else: + self.file.write("%i %i %i %i -1, " % (fv[0], fv[1], fv[2], fv[3])) + # self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index)) + + self.file.write("\">\n") + else: + #-- vertices + # mesh.transform(ob.matrixWorld) + self.writeIndented("<Coordinate DEF=\"%s%s\" \n" % ("coord_",meshName), 1) + self.file.write("\t\t\t\tpoint=\"") + for v in mesh.verts: + self.file.write("%.6f %.6f %.6f, " % tuple(v.co)) + self.file.write("\" />") + self.writeIndented("\n", -1) + + def writeTextureCoordinates(self, mesh): + texCoordList=[] + texIndexList=[] + j=0 + + for face in mesh.active_uv_texture.data: + # for face in mesh.faces: + uvs = [face.uv1, face.uv2, face.uv3, face.uv4] if face.verts[3] else [face.uv1, face.uv2, face.uv3] + + for uv in uvs: + # for uv in face.uv: + texIndexList.append(j) + texCoordList.append(uv) + j=j+1 + texIndexList.append(-1) + if self.writingtexture == 0: + self.file.write("\n\t\t\ttexCoordIndex=\"") + texIndxStr="" + for i in range(len(texIndexList)): + texIndxStr = texIndxStr + "%d, " % texIndexList[i] + if texIndexList[i]==-1: + self.file.write(texIndxStr) + texIndxStr="" + self.file.write("\"\n\t\t\t") + else: + self.writeIndented("<TextureCoordinate point=\"", 1) + for i in range(len(texCoordList)): + self.file.write("%s %s, " % (round(texCoordList[i][0],self.tp), round(texCoordList[i][1],self.tp))) + self.file.write("\" />") + self.writeIndented("\n", -1) + + def writeFaceColors(self, mesh): + if self.writingcolor == 0: + self.file.write("colorPerVertex=\"false\" ") + elif mesh.active_vertex_color: + # else: + self.writeIndented("<Color color=\"", 1) + for face in mesh.active_vertex_color.data: + c = face.color1 + if self.verbose > 2: + print("Debug: face.col r=%d g=%d b=%d" % (c[0], c[1], c[2])) + # print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b)) + aColor = self.rgbToFS(c) + self.file.write("%s, " % aColor) + + # for face in mesh.faces: + # if face.col: + # c=face.col[0] + # if self.verbose > 2: + # print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b)) + # aColor = self.rgbToFS(c) + # self.file.write("%s, " % aColor) + self.file.write("\" />") + self.writeIndented("\n",-1) + + def writeMaterial(self, mat, matName, world): + # look up material name, use it if available + if matName in self.matNames: + self.writeIndented("<Material USE=\"MA_%s\" />\n" % matName) + self.matNames[matName]+=1 + return; + + self.matNames[matName]=1 + + ambient = mat.ambient/3 + # ambient = mat.amb/3 + diffuseR, diffuseG, diffuseB = tuple(mat.diffuse_color) + # diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2] + if world: + ambi = world.ambient_color + # ambi = world.getAmb() + ambi0, ambi1, ambi2 = (ambi[0]*mat.ambient)*2, (ambi[1]*mat.ambient)*2, (ambi[2]*mat.ambient)*2 + # ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2 + else: + ambi0, ambi1, ambi2 = 0, 0, 0 + emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/2, (diffuseG*mat.emit+ambi1)/2, (diffuseB*mat.emit+ambi2)/2 + + shininess = mat.specular_hardness/512.0 + # shininess = mat.hard/512.0 + specR = (mat.specular_color[0]+0.001)/(1.25/(mat.specular_reflection+0.001)) + # specR = (mat.specCol[0]+0.001)/(1.25/(mat.spec+0.001)) + specG = (mat.specular_color[1]+0.001)/(1.25/(mat.specular_reflection+0.001)) + # specG = (mat.specCol[1]+0.001)/(1.25/(mat.spec+0.001)) + specB = (mat.specular_color[2]+0.001)/(1.25/(mat.specular_reflection+0.001)) + # specB = (mat.specCol[2]+0.001)/(1.25/(mat.spec+0.001)) + transp = 1-mat.alpha + # matFlags = mat.getMode() + if mat.shadeless: + # if matFlags & Blender.Material.Modes['SHADELESS']: + ambient = 1 + shine = 1 + specR = emitR = diffuseR + specG = emitG = diffuseG + specB = emitB = diffuseB + self.writeIndented("<Material DEF=\"MA_%s\" " % matName, 1) + self.file.write("diffuseColor=\"%s %s %s\" " % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp))) + self.file.write("specularColor=\"%s %s %s\" " % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp))) + self.file.write("emissiveColor=\"%s %s %s\" \n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp))) + self.writeIndented("ambientIntensity=\"%s\" " % (round(ambient,self.cp))) + self.file.write("shininess=\"%s\" " % (round(shininess,self.cp))) + self.file.write("transparency=\"%s\" />" % (round(transp,self.cp))) + self.writeIndented("\n",-1) + + def writeImageTexture(self, image): + name = image.name + filename = image.filename.split('/')[-1].split('\\')[-1] + if name in self.texNames: + self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name)) + self.texNames[name] += 1 + return + else: + self.writeIndented("<ImageTexture DEF=\"%s\" " % self.cleanStr(name), 1) + self.file.write("url=\"%s\" />" % name) + self.writeIndented("\n",-1) + self.texNames[name] = 1 + + def writeBackground(self, world, alltextures): + if world: worldname = world.name + else: return + blending = (world.blend_sky, world.paper_sky, world.real_sky) + # blending = world.getSkytype() + grd = world.horizon_color + # grd = world.getHor() + grd0, grd1, grd2 = grd[0], grd[1], grd[2] + sky = world.zenith_color + # sky = world.getZen() + sky0, sky1, sky2 = sky[0], sky[1], sky[2] + mix0, mix1, mix2 = grd[0]+sky[0], grd[1]+sky[1], grd[2]+sky[2] + mix0, mix1, mix2 = mix0/2, mix1/2, mix2/2 + self.file.write("<Background ") + if worldname not in self.namesStandard: + self.file.write("DEF=\"%s\" " % self.secureName(worldname)) + # No Skytype - just Hor color + if blending == (0, 0, 0): + # if blending == 0: + self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.file.write("skyColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + # Blend Gradient + elif blending == (1, 0, 0): + # elif blending == 1: + self.file.write("groundColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) + self.file.write("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) + # Blend+Real Gradient Inverse + elif blending == (1, 0, 1): + # elif blending == 3: + self.file.write("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) + self.file.write("skyColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) + # Paper - just Zen Color + elif blending == (0, 0, 1): + # elif blending == 4: + self.file.write("groundColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + # Blend+Real+Paper - komplex gradient + elif blending == (1, 1, 1): + # elif blending == 7: + self.writeIndented("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.writeIndented("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.writeIndented("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.writeIndented("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + # Any Other two colors + else: + self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + + alltexture = len(alltextures) + + for i in range(alltexture): + tex = alltextures[i] + + if tex.type != 'IMAGE' or tex.image == None: + continue + + namemat = tex.name + # namemat = alltextures[i].name + + pic = tex.image + + # using .expandpath just in case, os.path may not expect // + basename = os.path.basename(bpy.sys.expandpath(pic.filename)) + + pic = alltextures[i].image + # pic = alltextures[i].getImage() + if (namemat == "back") and (pic != None): + self.file.write("\n\tbackUrl=\"%s\" " % basename) + # self.file.write("\n\tbackUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) + elif (namemat == "bottom") and (pic != None): + self.writeIndented("bottomUrl=\"%s\" " % basename) + # self.writeIndented("bottomUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) + elif (namemat == "front") and (pic != None): + self.writeIndented("frontUrl=\"%s\" " % basename) + # self.writeIndented("frontUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) + elif (namemat == "left") and (pic != None): + self.writeIndented("leftUrl=\"%s\" " % basename) + # self.writeIndented("leftUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) + elif (namemat == "right") and (pic != None): + self.writeIndented("rightUrl=\"%s\" " % basename) + # self.writeIndented("rightUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) + elif (namemat == "top") and (pic != None): + self.writeIndented("topUrl=\"%s\" " % basename) + # self.writeIndented("topUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) + self.writeIndented("/>\n\n") + +########################################################## +# export routine +########################################################## + + def export(self, scene, world, alltextures,\ + EXPORT_APPLY_MODIFIERS = False,\ + EXPORT_TRI= False,\ + ): + + print("Info: starting X3D export to " + self.filename + "...") + self.writeHeader() + # self.writeScript() + self.writeNavigationInfo(scene) + self.writeBackground(world, alltextures) + self.writeFog(world) + self.proto = 0 + + + # # COPIED FROM OBJ EXPORTER + # if EXPORT_APPLY_MODIFIERS: + # temp_mesh_name = '~tmp-mesh' + + # # Get the container mesh. - used for applying modifiers and non mesh objects. + # containerMesh = meshName = tempMesh = None + # for meshName in Blender.NMesh.GetNames(): + # if meshName.startswith(temp_mesh_name): + # tempMesh = Mesh.Get(meshName) + # if not tempMesh.users: + # containerMesh = tempMesh + # if not containerMesh: + # containerMesh = Mesh.New(temp_mesh_name) + # -------------------------- + + + for ob_main in [o for o in scene.objects if o.is_visible()]: + # for ob_main in scene.objects.context: + + free, derived = create_derived_objects(ob_main) + + if derived == None: continue + + for ob, ob_mat in derived: + # for ob, ob_mat in BPyObject.getDerivedObjects(ob_main): + objType=ob.type + objName=ob.name + self.matonly = 0 + if objType == "CAMERA": + # if objType == "Camera": + self.writeViewpoint(ob, ob_mat, scene) + elif objType in ("MESH", "CURVE", "SURF", "TEXT") : + # elif objType in ("Mesh", "Curve", "Surf", "Text") : + if EXPORT_APPLY_MODIFIERS or objType != 'MESH': + # if EXPORT_APPLY_MODIFIERS or objType != 'Mesh': + me = ob.create_mesh(EXPORT_APPLY_MODIFIERS, 'PREVIEW') + # me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scene) + else: + me = ob.data + # me = ob.getData(mesh=1) + + self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI = EXPORT_TRI) + + # free mesh created with create_mesh() + if me != ob.data: + bpy.data.remove_mesh(me) + + elif objType == "LAMP": + # elif objType == "Lamp": + data= ob.data + datatype=data.type + if datatype == 'POINT': + # if datatype == Lamp.Types.Lamp: + self.writePointLight(ob, ob_mat, data, world) + elif datatype == 'SPOT': + # elif datatype == Lamp.Types.Spot: + self.writeSpotLight(ob, ob_mat, data, world) + elif datatype == 'SUN': + # elif datatype == Lamp.Types.Sun: + self.writeDirectionalLight(ob, ob_mat, data, world) + else: + self.writeDirectionalLight(ob, ob_mat, data, world) + # do you think x3d could document what to do with dummy objects? + #elif objType == "Empty" and objName != "Empty": + # self.writeNode(ob, ob_mat) + else: + #print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType) + pass + + if free: + free_derived_objects(ob_main) + + self.file.write("\n</Scene>\n</X3D>") + + # if EXPORT_APPLY_MODIFIERS: + # if containerMesh: + # containerMesh.verts = None + + self.cleanup() + +########################################################## +# Utility methods +########################################################## + + def cleanup(self): + self.file.close() + self.texNames={} + self.matNames={} + self.indentLevel=0 + print("Info: finished X3D export to %s\n" % self.filename) + + def cleanStr(self, name, prefix='rsvd_'): + """cleanStr(name,prefix) - try to create a valid VRML DEF name from object name""" + + newName=name[:] + if len(newName) == 0: + self.nNodeID+=1 + return "%s%d" % (prefix, self.nNodeID) + + if newName in self.namesReserved: + newName='%s%s' % (prefix,newName) + + if newName[0].isdigit(): + newName='%s%s' % ('_',newName) + + for bad in [' ','"','#',"'",',','.','[','\\',']','{','}']: + newName=newName.replace(bad,'_') + return newName + + def countIFSSetsNeeded(self, mesh, imageMap, sided, vColors): + """ + countIFFSetsNeeded() - should look at a blender mesh to determine + how many VRML IndexFaceSets or IndexLineSets are needed. A + new mesh created under the following conditions: + + o - split by UV Textures / one per mesh + o - split by face, one sided and two sided + o - split by smooth and flat faces + o - split when faces only have 2 vertices * needs to be an IndexLineSet + """ + + imageNameMap={} + faceMap={} + nFaceIndx=0 + + if mesh.active_uv_texture: + # if mesh.faceUV: + for face in mesh.active_uv_texture.data: + # for face in mesh.faces: + sidename=''; + if face.twoside: + # if face.mode & Mesh.FaceModes.TWOSIDE: + sidename='two' + else: + sidename='one' + + if sidename in sided: + sided[sidename]+=1 + else: + sided[sidename]=1 + + image = face.image + if image: + faceName="%s_%s" % (face.image.name, sidename); + try: + imageMap[faceName].append(face) + except: + imageMap[faceName]=[face.image.name,sidename,face] + + if self.verbose > 2: + for faceName in imageMap.keys(): + ifs=imageMap[faceName] + print("Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \ + (faceName, ifs[0], ifs[1], len(ifs)-2)) + + return len(imageMap) + + def faceToString(self,face): + + print("Debug: face.flag=0x%x (bitflags)" % face.flag) + if face.sel: + print("Debug: face.sel=true") + + print("Debug: face.mode=0x%x (bitflags)" % face.mode) + if face.mode & Mesh.FaceModes.TWOSIDE: + print("Debug: face.mode twosided") + + print("Debug: face.transp=0x%x (enum)" % face.transp) + if face.transp == Mesh.FaceTranspModes.SOLID: + print("Debug: face.transp.SOLID") + + if face.image: + print("Debug: face.image=%s" % face.image.name) + print("Debug: face.materialIndex=%d" % face.materialIndex) + + # XXX not used + # def getVertexColorByIndx(self, mesh, indx): + # c = None + # for face in mesh.faces: + # j=0 + # for vertex in face.v: + # if vertex.index == indx: + # c=face.col[j] + # break + # j=j+1 + # if c: break + # return c + + def meshToString(self,mesh): + # print("Debug: mesh.hasVertexUV=%d" % mesh.vertexColors) + print("Debug: mesh.faceUV=%d" % (len(mesh.uv_textures) > 0)) + # print("Debug: mesh.faceUV=%d" % mesh.faceUV) + print("Debug: mesh.hasVertexColours=%d" % (len(mesh.vertex_colors) > 0)) + # print("Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours()) + print("Debug: mesh.verts=%d" % len(mesh.verts)) + print("Debug: mesh.faces=%d" % len(mesh.faces)) + print("Debug: mesh.materials=%d" % len(mesh.materials)) + + def rgbToFS(self, c): + s="%s %s %s" % (round(c[0]/255.0,self.cp), + round(c[1]/255.0,self.cp), + round(c[2]/255.0,self.cp)) + + # s="%s %s %s" % ( + # round(c.r/255.0,self.cp), + # round(c.g/255.0,self.cp), + # round(c.b/255.0,self.cp)) + return s + + def computeDirection(self, mtx): + x,y,z=(0,-1.0,0) # point down + + ax,ay,az = (mtx*MATWORLD).toEuler() + + # ax *= DEG2RAD + # ay *= DEG2RAD + # az *= DEG2RAD + + # rot X + x1=x + y1=y*math.cos(ax)-z*math.sin(ax) + z1=y*math.sin(ax)+z*math.cos(ax) + + # rot Y + x2=x1*math.cos(ay)+z1*math.sin(ay) + y2=y1 + z2=z1*math.cos(ay)-x1*math.sin(ay) + + # rot Z + x3=x2*math.cos(az)-y2*math.sin(az) + y3=x2*math.sin(az)+y2*math.cos(az) + z3=z2 + + return [x3,y3,z3] + + + # swap Y and Z to handle axis difference between Blender and VRML + #------------------------------------------------------------------------ + def rotatePointForVRML(self, v): + x = v[0] + y = v[2] + z = -v[1] + + vrmlPoint=[x, y, z] + return vrmlPoint + + # For writing well formed VRML code + #------------------------------------------------------------------------ + def writeIndented(self, s, inc=0): + if inc < 1: + self.indentLevel = self.indentLevel + inc + + spaces="" + for x in range(self.indentLevel): + spaces = spaces + "\t" + self.file.write(spaces + s) + + if inc > 0: + self.indentLevel = self.indentLevel + inc + + # Converts a Euler to three new Quaternions + # Angles of Euler are passed in as radians + #------------------------------------------------------------------------ + def eulerToQuaternions(self, x, y, z): + Qx = [math.cos(x/2), math.sin(x/2), 0, 0] + Qy = [math.cos(y/2), 0, math.sin(y/2), 0] + Qz = [math.cos(z/2), 0, 0, math.sin(z/2)] + + quaternionVec=[Qx,Qy,Qz] + return quaternionVec + + # Multiply two Quaternions together to get a new Quaternion + #------------------------------------------------------------------------ + def multiplyQuaternions(self, Q1, Q2): + result = [((Q1[0] * Q2[0]) - (Q1[1] * Q2[1]) - (Q1[2] * Q2[2]) - (Q1[3] * Q2[3])), + ((Q1[0] * Q2[1]) + (Q1[1] * Q2[0]) + (Q1[2] * Q2[3]) - (Q1[3] * Q2[2])), + ((Q1[0] * Q2[2]) + (Q1[2] * Q2[0]) + (Q1[3] * Q2[1]) - (Q1[1] * Q2[3])), + ((Q1[0] * Q2[3]) + (Q1[3] * Q2[0]) + (Q1[1] * Q2[2]) - (Q1[2] * Q2[1]))] + + return result + + # Convert a Quaternion to an Angle Axis (ax, ay, az, angle) + # angle is in radians + #------------------------------------------------------------------------ + def quaternionToAngleAxis(self, Qf): + scale = math.pow(Qf[1],2) + math.pow(Qf[2],2) + math.pow(Qf[3],2) + ax = Qf[1] + ay = Qf[2] + az = Qf[3] + + if scale > .0001: + ax/=scale + ay/=scale + az/=scale + + angle = 2 * math.acos(Qf[0]) + + result = [ax, ay, az, angle] + return result + +########################################################## +# Callbacks, needed before Main +########################################################## + +def x3d_export(filename, + context, + EXPORT_APPLY_MODIFIERS=False, + EXPORT_TRI=False, + EXPORT_GZIP=False): + + if EXPORT_GZIP: + if not filename.lower().endswith('.x3dz'): + filename = '.'.join(filename.split('.')[:-1]) + '.x3dz' + else: + if not filename.lower().endswith('.x3d'): + filename = '.'.join(filename.split('.')[:-1]) + '.x3d' + + + scene = context.scene + # scene = Blender.Scene.GetCurrent() + world = scene.world + + # XXX these are global textures while .Get() returned only scene's? + alltextures = bpy.data.textures + # alltextures = Blender.Texture.Get() + + wrlexport=x3d_class(filename) + wrlexport.export(\ + scene,\ + world,\ + alltextures,\ + \ + EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS,\ + EXPORT_TRI = EXPORT_TRI,\ + ) + + +def x3d_export_ui(filename): + if not filename.endswith(extension): + filename += extension + #if _safeOverwrite and sys.exists(filename): + # result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0") + #if(result != 1): + # return + + # Get user options + EXPORT_APPLY_MODIFIERS = Draw.Create(1) + EXPORT_TRI = Draw.Create(0) + EXPORT_GZIP = Draw.Create( filename.lower().endswith('.x3dz') ) + + # Get USER Options + pup_block = [\ + ('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object.'),\ + ('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\ + ('Compress', EXPORT_GZIP, 'GZip the resulting file, requires a full python install'),\ + ] + + if not Draw.PupBlock('Export...', pup_block): + return + + Blender.Window.EditMode(0) + Blender.Window.WaitCursor(1) + + x3d_export(filename,\ + EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val,\ + EXPORT_TRI = EXPORT_TRI.val,\ + EXPORT_GZIP = EXPORT_GZIP.val\ + ) + + Blender.Window.WaitCursor(0) + + + +######################################################### +# main routine +######################################################### + + +# if __name__ == '__main__': +# Blender.Window.FileSelector(x3d_export_ui,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d')) + +class EXPORT_OT_x3d(bpy.types.Operator): + ''' + X3D Exporter + ''' + __idname__ = "export.x3d" + __label__ = 'Export X3D' + + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + + __props__ = [ + bpy.props.StringProperty(attr="filename", name="File Name", description="File name used for exporting the X3D file", maxlen=1024, default=""), + + bpy.props.BoolProperty(attr="apply_modifiers", name="Apply Modifiers", description="Use transformed mesh data from each object.", default=True), + bpy.props.BoolProperty(attr="triangulate", name="Triangulate", description="Triangulate quads.", default=False), + bpy.props.BoolProperty(attr="compress", name="Compress", description="GZip the resulting file, requires a full python install.", default=False), + ] + + def execute(self, context): + x3d_export(self.filename, context, self.apply_modifiers, self.triangulate, self.compress) + return ('FINISHED',) + + def invoke(self, context, event): + wm = context.manager + wm.add_fileselect(self.__operator__) + return ('RUNNING_MODAL',) + + def poll(self, context): # Poll isnt working yet + print("Poll") + return context.active_object != None + +bpy.ops.add(EXPORT_OT_x3d) + +# NOTES +# - blender version is hardcoded |