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Diffstat (limited to 'release/scripts/op/io_scene_x3d/export_x3d.py')
-rw-r--r--release/scripts/op/io_scene_x3d/export_x3d.py1123
1 files changed, 0 insertions, 1123 deletions
diff --git a/release/scripts/op/io_scene_x3d/export_x3d.py b/release/scripts/op/io_scene_x3d/export_x3d.py
deleted file mode 100644
index 3159d0c9acd..00000000000
--- a/release/scripts/op/io_scene_x3d/export_x3d.py
+++ /dev/null
@@ -1,1123 +0,0 @@
-# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# Contributors: bart:neeneenee*de, http://www.neeneenee.de/vrml, Campbell Barton
-
-"""
-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:
- 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;
-"""
-
-import math
-import os
-
-import bpy
-import mathutils
-
-from io_utils import create_derived_objects, free_derived_objects
-
-DEG2RAD=0.017453292519943295
-MATWORLD= mathutils.Matrix.Rotation(-90, 4, 'X')
-
-####################################
-# Global Variables
-####################################
-
-filepath = ""
-_safeOverwrite = True
-
-extension = ''
-
-##########################################################
-# Functions for writing output file
-##########################################################
-
-class x3d_class:
-
- def __init__(self, filepath):
- #--- 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.filepath=filepath
- self.file = None
- if filepath.lower().endswith('.x3dz'):
- try:
- import gzip
- self.file = gzip.open(filepath, "w")
- except:
- print("failed to import compression modules, exporting uncompressed")
- self.filepath = filepath[:-1] # remove trailing z
-
- if self.file is None:
- self.file = open(self.filepath, "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('filepath') ).replace('<', '&lt').replace('>', '&gt')
- bfile = repr(os.path.basename(self.filepath).replace('<', '&lt').replace('>', '&gt'))[1:-1] # 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" % 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" % bpy.app.version_string)
- # 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
- # 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.matrix_world - mat is now passed!
-
- loc = self.rotatePointForVRML(mat.translation_part())
- rot = mat.to_euler()
- 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_settings.falloff
- mparam = world.mist_settings
- grd = world.horizon_color
- 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 * 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.matrix_world*MATWORLD).translation_part() # now passed
- location=(mtx*MATWORLD).translation_part()
-
- 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.matrix_world*MATWORLD).translation_part() # now passed
- location= (mtx*MATWORLD).translation_part()
-
- 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.matrix_world*MATWORLD).translation_part()
- location=(mtx*MATWORLD).translation_part()
- 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.uv_textures.active:
- # if mesh.faceUV:
- for face in mesh.uv_textures.active.data:
- # for face in mesh.faces:
- if face.use_halo and 'HALO' not in mode:
- mode += ['HALO']
- if face.use_billboard and 'BILLBOARD' not in mode:
- mode += ['BILLBOARD']
- if face.use_object_color and 'OBJECT_COLOR' not in mode:
- mode += ['OBJECT_COLOR']
- if face.use_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.matrix_world * MATWORLD # mtx is now passed
- mtx = mtx * MATWORLD
-
- loc= mtx.translation_part()
- sca= mtx.scale_part()
- quat = mtx.to_quat()
- 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 = False
- is_smooth = False
-
- if len(maters) > 0 or mesh.uv_textures.active:
- # 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 and maters[0].use_face_texture == False:
- mat = maters[0]
- self.writeMaterial(mat, self.cleanStr(mat.name,''), world)
- if len(maters) > 1:
- print("Warning: mesh named %s has multiple materials" % meshName)
- print("Warning: only one material per object handled")
-
- if not len(maters) or maters[0].use_face_texture:
- #-- textures
- image = None
- if mesh.uv_textures.active:
- for face in mesh.uv_textures.active.data:
- if face.use_image:
- image = face.image
- if image:
- self.writeImageTexture(image)
- break
-
- if image:
- hasImageTexture = True
-
- if self.tilenode == 1:
- self.writeIndented("<TextureTransform scale=\"%s %s\" />\n" % (image.xrep, 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.use_smooth:
- is_smooth = True
- break
- if is_smooth == True:
- creaseAngle=(mesh.auto_smooth_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.uv_textures.active:
- if self.matonly == 1 and self.share == 1:
- self.writeFaceColors(mesh)
- elif hasImageTexture == True:
- 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.uv_textures.active:
- # if mesh.faceUV:
- if hasImageTexture == True:
- 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.vertices
- # 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.matrix_world)
- self.writeIndented("<Coordinate DEF=\"%s%s\" \n" % ("coord_",meshName), 1)
- self.file.write("\t\t\t\tpoint=\"")
- for v in mesh.vertices:
- 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.uv_textures.active.data:
- # for face in mesh.faces:
- # workaround, since tface.uv iteration is wrong atm
- uvs = face.uv
- # uvs = [face.uv1, face.uv2, face.uv3, face.uv4] if face.vertices[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.vertex_colors.active:
- # else:
- self.writeIndented("<Color color=\"", 1)
- for face in mesh.vertex_colors.active.data:
- c = face.color1
- if self.verbose > 2:
- print("Debug: face.col r=%d g=%d b=%d" % (c[0], c[1], c[2]))
- # print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b))
- aColor = self.rgbToFS(c)
- self.file.write("%s, " % aColor)
-
- # for face in mesh.faces:
- # if face.col:
- # c=face.col[0]
- # if self.verbose > 2:
- # print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b))
- # aColor = self.rgbToFS(c)
- # self.file.write("%s, " % aColor)
- self.file.write("\" />")
- self.writeIndented("\n",-1)
-
- def writeMaterial(self, mat, matName, world):
- # look up material name, use it if available
- if matName in self.matNames:
- self.writeIndented("<Material USE=\"MA_%s\" />\n" % matName)
- self.matNames[matName]+=1
- return;
-
- self.matNames[matName]=1
-
- ambient = mat.ambient/3
- # ambient = mat.amb/3
- diffuseR, diffuseG, diffuseB = tuple(mat.diffuse_color)
- # diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
- if world:
- ambi = world.ambient_color
- # ambi = world.getAmb()
- ambi0, ambi1, ambi2 = (ambi[0]*mat.ambient)*2, (ambi[1]*mat.ambient)*2, (ambi[2]*mat.ambient)*2
- # ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
- else:
- ambi0, ambi1, ambi2 = 0, 0, 0
- emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/2, (diffuseG*mat.emit+ambi1)/2, (diffuseB*mat.emit+ambi2)/2
-
- shininess = mat.specular_hardness/512.0
- # shininess = mat.hard/512.0
- specR = (mat.specular_color[0]+0.001)/(1.25/(mat.specular_intensity+0.001))
- # specR = (mat.specCol[0]+0.001)/(1.25/(mat.spec+0.001))
- specG = (mat.specular_color[1]+0.001)/(1.25/(mat.specular_intensity+0.001))
- # specG = (mat.specCol[1]+0.001)/(1.25/(mat.spec+0.001))
- specB = (mat.specular_color[2]+0.001)/(1.25/(mat.specular_intensity+0.001))
- # specB = (mat.specCol[2]+0.001)/(1.25/(mat.spec+0.001))
- transp = 1-mat.alpha
- # matFlags = mat.getMode()
- if mat.use_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
- filepath = os.path.basename(image.filepath)
- if name in self.texNames:
- self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
- self.texNames[name] += 1
- else:
- self.writeIndented("<ImageTexture DEF=\"%s\" " % self.cleanStr(name), 1)
- self.file.write("url=\"%s\" />" % filepath)
- self.writeIndented("\n",-1)
- self.texNames[name] = 1
-
- def writeBackground(self, world, alltextures):
- if world: worldname = world.name
- else: return
- blending = (world.use_sky_blend, world.use_sky_paper, world.use_sky_real)
- # 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 is 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.path.abspath(pic.filepath))
-
- 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.filepath.split('/')[-1].split('\\')[-1])
- elif (namemat == "bottom") and (pic != None):
- self.writeIndented("bottomUrl=\"%s\" " % basename)
- # self.writeIndented("bottomUrl=\"%s\" " % pic.filepath.split('/')[-1].split('\\')[-1])
- elif (namemat == "front") and (pic != None):
- self.writeIndented("frontUrl=\"%s\" " % basename)
- # self.writeIndented("frontUrl=\"%s\" " % pic.filepath.split('/')[-1].split('\\')[-1])
- elif (namemat == "left") and (pic != None):
- self.writeIndented("leftUrl=\"%s\" " % basename)
- # self.writeIndented("leftUrl=\"%s\" " % pic.filepath.split('/')[-1].split('\\')[-1])
- elif (namemat == "right") and (pic != None):
- self.writeIndented("rightUrl=\"%s\" " % basename)
- # self.writeIndented("rightUrl=\"%s\" " % pic.filepath.split('/')[-1].split('\\')[-1])
- elif (namemat == "top") and (pic != None):
- self.writeIndented("topUrl=\"%s\" " % basename)
- # self.writeIndented("topUrl=\"%s\" " % pic.filepath.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 %r..." % self.filepath)
- 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(scene)]:
- # for ob_main in scene.objects.context:
-
- free, derived = create_derived_objects(scene, ob_main)
-
- if derived is 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(scene, 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.meshes.remove(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.vertices = None
-
- self.cleanup()
-
-##########################################################
-# Utility methods
-##########################################################
-
- def cleanup(self):
- self.file.close()
- self.texNames={}
- self.matNames={}
- self.indentLevel=0
- print("Info: finished X3D export to %r" % self.filepath)
-
- 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.uv_textures.active:
- # if mesh.faceUV:
- for face in mesh.uv_textures.active.data:
- # for face in mesh.faces
- sidename = "two" if face.use_twoside else "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.blend_type)
- if face.blend_type == 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.vertices=%d" % len(mesh.vertices))
- 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).to_euler()
-
- # 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 save(operator, context, filepath="",
- use_apply_modifiers=False,
- use_triangulate=False,
- use_compress=False):
-
- if use_compress:
- if not filepath.lower().endswith('.x3dz'):
- filepath = '.'.join(filepath.split('.')[:-1]) + '.x3dz'
- else:
- if not filepath.lower().endswith('.x3d'):
- filepath = '.'.join(filepath.split('.')[:-1]) + '.x3d'
-
- scene = context.scene
- world = scene.world
-
- if bpy.ops.object.mode_set.poll():
- bpy.ops.object.mode_set(mode='OBJECT')
-
- # XXX these are global textures while .Get() returned only scene's?
- alltextures = bpy.data.textures
- # alltextures = Blender.Texture.Get()
-
- wrlexport = x3d_class(filepath)
- wrlexport.export(scene,
- world,
- alltextures,
- EXPORT_APPLY_MODIFIERS=use_apply_modifiers,
- EXPORT_TRI=use_triangulate,
- )
-
- return {'FINISHED'}
-