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Diffstat (limited to 'release/scripts/vrml97_export.py')
-rw-r--r--release/scripts/vrml97_export.py1065
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diff --git a/release/scripts/vrml97_export.py b/release/scripts/vrml97_export.py
new file mode 100644
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+++ b/release/scripts/vrml97_export.py
@@ -0,0 +1,1065 @@
+#!BPY
+""" Registration info for Blender menus:
+Name: 'VRML97 (.wrl)...'
+Blender: 235
+Group: 'Export'
+Submenu: 'All Objects...' all
+Submenu: 'Selected Objects...' selected
+Tooltip: 'Export to VRML97 file format (.wrl)'
+"""
+
+__author__ = ("Rick Kimball", "Ken Miller", "Steve Matthews", "Bart")
+__url__ = ["blender", "elysiun",
+"Author's (Rick) homepage, http://kimballsoftware.com/blender",
+"Author's (Bart) homepage, http://www.neeneenee.de/vrml",
+"Complete online documentation, http://www.neeneenee.de/blender/x3d/exporting_web3d.html"]
+__version__ = "2005/04/09"
+
+__bpydoc__ = """\
+This script exports to VRML97 format, which used to be called VRML2.
+
+Usage:
+
+Run this script from "File->Export" menu. A pop-up will ask whether you
+want to export only selected or all relevant objects.
+
+Known issues:<br>
+ Doesn't handle multiple materials (don't use material indices);<br>
+ Doesn't handle multiple UV textures on a single mesh (create a mesh
+for each texture);<br>
+ Can't get the texture array associated with material * not the UV ones;
+"""
+
+
+# $Id$
+#
+#------------------------------------------------------------------------
+# VRML97 exporter for blender 2.33 or above
+#
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# Copyright (C) 2003,2004: Rick Kimball rick@vrmlworld.net
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+#
+
+####################################
+# Library dependancies
+####################################
+
+import Blender
+from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text
+from Blender.Scene import Render
+from os.path import exists, join
+pytinst = 1
+import math
+
+####################################
+# Global Variables
+####################################
+
+scene = Blender.Scene.getCurrent()
+world = Blender.World.Get()
+worldmat = Blender.Texture.Get()
+_safeOverwrite = True
+radD=math.pi/180.0
+ARG=''
+
+def rad2deg(v):
+ return round(v*180.0/math.pi,4)
+
+def deg2rad(v):
+ return (v*math.pi)/180.0;
+
+class DrawTypes:
+ """Object DrawTypes enum values
+ BOUNDS - draw only the bounding box of the object
+ WIRE - draw object as a wire frame
+ SOLID - draw object with flat shading
+ SHADED - draw object with OpenGL shading
+"""
+ BOUNDBOX = 1
+ WIRE = 2
+ SOLID = 3
+ SHADED = 4
+ TEXTURE = 5
+
+if not hasattr(Blender.Object,'DrawTypes'):
+ Blender.Object.DrawTypes = DrawTypes()
+
+##########################################################
+# Functions for writing output file
+##########################################################
+
+class VRML2Export:
+
+ def __init__(self, filename):
+ #--- public you can change these ---
+ self.matonly = 0
+ self.share = 0
+ self.billnode = 0
+ self.halonode = 0
+ self.collnode = 0
+ self.tilenode = 0
+ self.verbose=2 # level of verbosity in console 0-none, 1-some, 2-most
+ self.cp=3 # decimals for material color values 0.000 - 1.000
+ self.vp=3 # decimals for vertex coordinate values 0.000 - n.000
+ self.tp=3 # decimals for texture coordinate values 0.000 - 1.000
+ self.it=3
+
+ #--- class private don't touch ---
+ self.texNames={} # dictionary of textureNames
+ self.matNames={} # dictionary of materiaNames
+ self.indentLevel=0 # keeps track of current indenting
+ self.filename=filename
+ self.file = open(filename, "w")
+ self.bNav=0
+ self.nodeID=0
+ self.namesReserved=[ "Anchor", "Appearance", "AudioClip",
+ "Background","Billboard", "Box",
+ "Collision", "Color", "ColorInterpolator", "Cone", "Coordinate", "CoordinateInterpolator", "Cylinder", "CylinderSensor",
+ "DirectionalLight",
+ "ElevationGrid", "Extrustion",
+ "Fog", "FontStyle", "Group",
+ "ImageTexture", "IndexedFaceSet", "IndexedLineSet", "Inline",
+ "LOD", "Material", "MovieTexture",
+ "NavigationInfo", "Normal", "NormalInterpolator","OrientationInterpolator",
+ "PixelTexture", "PlaneSensor", "PointLight", "PointSet", "PositionInterpolator", "ProxmimitySensor",
+ "ScalarInterpolator", "Script", "Shape", "Sound", "Sphere", "SphereSensor", "SpotLight", "Switch",
+ "Text", "TextureCoordinate", "TextureTransform", "TimeSensor", "TouchSensor", "Transform",
+ "Viewpoint", "VisibilitySensor", "WorldInfo" ]
+ self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005",
+ "Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012",
+ "Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013",
+ "Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012",
+ "World","World.000","World.001","World.002","World.003","World.004","World.005" ]
+
+##########################################################
+# Writing nodes routines
+##########################################################
+
+ def writeHeader(self):
+ self.file.write("#VRML V2.0 utf8\n\n")
+ self.file.write("# This file was authored with Blender (http://www.blender.org/)\n")
+ self.file.write("# Exported using VRML97 exporter v1.50\n\n")
+
+ def writeInline(self):
+ inlines = Blender.Scene.Get()
+ allinlines = len(inlines)
+ if scene != inlines[0]:
+ return
+ else:
+ for i in range(allinlines):
+ nameinline=inlines[i].getName()
+ if (nameinline not in self.namesStandard) and (i > 0):
+ self.writeIndented("DEF %s Inline {\n" % (self.cleanStr(nameinline)), 1)
+ nameinline = nameinline+".wrl"
+ self.writeIndented("url \"%s\" \n" % nameinline)
+ self.writeIndented("}\n", -1)
+ self.writeIndented("\n")
+
+ def writeScript(self):
+ textEditor = Blender.Text.Get()
+ alltext = len(textEditor)
+ for i in range(alltext):
+ nametext = textEditor[i].getName()
+ nlines = textEditor[i].getNLines()
+ if (nametext == "web3d" or nametext == "web3d.js" or nametext == "web3d.txt") and (nlines != None):
+ nalllines = len(textEditor[i].asLines())
+ alllines = textEditor[i].asLines()
+ for j in range(nalllines):
+ self.writeIndented(alllines[j] + "\n")
+ self.writeIndented("\n")
+
+ def writeViewpoint(self, thisObj):
+ context = scene.getRenderingContext()
+ ratio = float(context.imageSizeY())/float(context.imageSizeX())
+ lens = (360* (math.atan(ratio *16 / thisObj.data.getLens()) / 3.141593))*(3.141593/180)
+ if lens > 3.14:
+ lens = 3.14
+ self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(thisObj.name)), 1)
+ self.writeIndented("description \"%s\" \n" % (thisObj.name))
+ # get the camera location, subtract 90 degress from X to orient like VRML does
+ loc = self.rotatePointForVRML(thisObj.loc)
+ rot = [thisObj.RotX - 1.57, thisObj.RotY, thisObj.RotZ]
+ nRot = self.rotatePointForVRML(rot)
+ # convert to Quaternion and to Angle Axis
+ Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
+ Q1 = self.multiplyQuaternions(Q[0], Q[1])
+ Qf = self.multiplyQuaternions(Q1, Q[2])
+ angleAxis = self.quaternionToAngleAxis(Qf)
+ # write orientation statement
+ self.writeIndented("orientation %3.2f %3.2f %3.2f %3.2f\n" % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
+ # write position statement
+ self.writeIndented("position %3.2f %3.2f %3.2f\n" % (loc[0], loc[1], loc[2]))
+ self.writeIndented("fieldOfView %.3f\n" % (lens))
+ self.writeIndented("}\n", -1)
+ self.writeIndented("\n")
+
+ def writeFog(self):
+ if len(world) > 0:
+ mtype = world[0].getMistype()
+ mparam = world[0].getMist()
+ grd = world[0].getHor()
+ grd0, grd1, grd2 = grd[0], grd[1], grd[2]
+ else:
+ return
+ if (mtype == 1):
+ self.writeIndented("Fog {\n",1)
+ self.writeIndented("fogType \"LINEAR\"\n")
+ self.writeIndented("color %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n")
+ self.writeIndented("visibilityRange " + str(round(mparam[2],self.cp)) + "\n")
+ self.writeIndented("}\n",-1)
+ self.writeIndented("\n")
+ elif (mtype == 2):
+ self.writeIndented("Fog {\n",1)
+ self.writeIndented("fogType \"EXPONENTIAL\"\n")
+ self.writeIndented("color %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n")
+ self.writeIndented("visibilityRange " + str(round(mparam[2],self.cp)) + "\n")
+ self.writeIndented("}\n",-1)
+ self.writeIndented("\n")
+ else:
+ return
+
+ def writeNavigationInfo(self, scene):
+ allObj = []
+ allObj = scene.getChildren()
+ headlight = "TRUE"
+ vislimit = 0.0
+ for thisObj in allObj:
+ objType=thisObj.getType()
+ if objType == "Camera":
+ vislimit = thisObj.data.getClipEnd()
+ elif objType == "Lamp":
+ headlight = "FALSE"
+ self.writeIndented("NavigationInfo {\n",1)
+ self.writeIndented("headlight %s" % headlight + "\n")
+ self.writeIndented("visibilityLimit %s\n" % (round(vislimit,self.cp)))
+ self.writeIndented("type [\"EXAMINE\", \"ANY\"]\n")
+ self.writeIndented("avatarSize [0.25, 1.75, 0.75]\n")
+ self.writeIndented("} \n",-1)
+ self.writeIndented(" \n")
+
+ def writeSpotLight(self, object, lamp):
+ safeName = self.cleanStr(object.name)
+ if len(world) > 0:
+ ambi = world[0].getAmb()
+ ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
+ else:
+ ambi = 0
+ ambientIntensity = 0
+
+ # compute cutoff and beamwidth
+ intensity=min(lamp.energy/1.5,1.0)
+ beamWidth=deg2rad(lamp.spotSize)*.37;
+ cutOffAngle=beamWidth*1.3
+
+ (dx,dy,dz)=self.computeDirection(object)
+ # note -dx seems to equal om[3][0]
+ # note -dz seems to equal om[3][1]
+ # note dy seems to equal om[3][2]
+ om = object.getMatrix()
+
+ location=self.rotVertex(om, (0,0,0));
+ radius = lamp.dist*math.cos(beamWidth)
+ self.writeIndented("DEF %s SpotLight {\n" % safeName,1)
+ self.writeIndented("radius %s\n" % (round(radius,self.cp)))
+ self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
+ self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
+ self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp),
+ round(lamp.col[1],self.cp),
+ round(lamp.col[2],self.cp)))
+ self.writeIndented("beamWidth %s\n" % (round(beamWidth,self.cp)))
+ self.writeIndented("cutOffAngle %s\n" % (round(cutOffAngle,self.cp)))
+ self.writeIndented("direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
+ self.writeIndented("location %s %s %s\n" % (round(location[0],3),
+ round(location[1],3),
+ round(location[2],3)))
+ self.writeIndented("}\n",-1)
+ self.writeIndented("\n")
+
+ def writeDirectionalLight(self, object, lamp):
+ safeName = self.cleanStr(object.name)
+ if len(world) > 0:
+ ambi = world[0].getAmb()
+ ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
+ else:
+ ambi = 0
+ ambientIntensity = 0
+
+ intensity=min(lamp.energy/1.5, 1.0)
+ (dx,dy,dz)=self.computeDirection(object)
+ self.writeIndented("DEF %s DirectionalLight {\n" % safeName,1)
+ self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
+ self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp),
+ round(lamp.col[1],self.cp),
+ round(lamp.col[2],self.cp)))
+ self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
+ self.writeIndented("direction %s %s %s\n" % (round(dx,4),round(dy,4),round(dz,4)))
+ self.writeIndented("}\n",-1)
+ self.writeIndented("\n")
+
+ def writePointLight(self, object, lamp):
+ safeName = self.cleanStr(object.name)
+ if len(world) > 0:
+ ambi = world[0].getAmb()
+ ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
+ else:
+ ambi = 0
+ ambientIntensity = 0
+ om = object.getMatrix()
+ location=self.rotVertex(om, (0,0,0));
+ intensity=min(lamp.energy/1.5,1.0)
+ radius = lamp.dist
+ self.writeIndented("DEF %s PointLight {\n" % safeName,1)
+ self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
+ self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp),
+ round(lamp.col[1],self.cp),
+ round(lamp.col[2],self.cp)))
+ self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
+ self.writeIndented("location %s %s %s\n" % (round(location[0],3),
+ round(location[1],3),
+ round(location[2],3)))
+ self.writeIndented("radius %s\n" % radius )
+ self.writeIndented("}\n",-1)
+ self.writeIndented("\n")
+
+ def writeNode(self, thisObj):
+ objectname=str(thisObj.getName())
+ if objectname in self.namesStandard:
+ return
+ else:
+ (dx,dy,dz)=self.computeDirection(thisObj)
+ om = thisObj.getMatrix()
+ location=self.rotVertex(om, (0,0,0));
+ self.writeIndented("%s {\n" % objectname,1)
+ self.writeIndented("# direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
+ self.writeIndented("# location %s %s %s\n" % (round(location[0],3),
+ round(location[1],3),
+ round(location[2],3)))
+ self.writeIndented("}\n",-1)
+ self.writeIndented("\n")
+ def createDef(self, name):
+ name = name + str(self.nodeID)
+ self.nodeID=self.nodeID+1
+ if len(name) <= 3:
+ newname = "_" + str(self.nodeID)
+ return "%s" % (newname)
+ else:
+ for bad in [' ','"','#',"'",',','.','[','\\',']','{','}']:
+ name=name.replace(bad,'_')
+ if name in self.namesReserved:
+ newname = name[0:3] + "_" + str(self.nodeID)
+ return "%s" % (newname)
+ elif name[0].isdigit():
+ newname = "_" + name + str(self.nodeID)
+ return "%s" % (newname)
+ else:
+ newname = name
+ return "%s" % (newname)
+
+ def secureName(self, name):
+ name = name + str(self.nodeID)
+ self.nodeID=self.nodeID+1
+ if len(name) <= 3:
+ newname = "_" + str(self.nodeID)
+ return "%s" % (newname)
+ else:
+ for bad in ['"','#',"'",',','.','[','\\',']','{','}']:
+ name=name.replace(bad,'_')
+ if name in self.namesReserved:
+ newname = name[0:3] + "_" + str(self.nodeID)
+ return "%s" % (newname)
+ elif name[0].isdigit():
+ newname = "_" + name + str(self.nodeID)
+ return "%s" % (newname)
+ else:
+ newname = name
+ return "%s" % (newname)
+
+ def writeIndexedFaceSet(self, object, normals = 0):
+
+ imageMap={} # set of used images
+ sided={} # 'one':cnt , 'two':cnt
+ vColors={} # 'multi':1
+ meshName = self.cleanStr(object.name)
+ mesh=object.getData()
+ for face in mesh.faces:
+ if face.mode & Blender.NMesh.FaceModes['HALO'] and self.halonode == 0:
+ self.writeIndented("Billboard {\n",1)
+ self.writeIndented("axisOfRotation 0 0 0\n")
+ self.writeIndented("children [\n")
+ self.halonode = 1
+ elif face.mode & Blender.NMesh.FaceModes['BILLBOARD'] and self.billnode == 0:
+ self.writeIndented("Billboard {\n",1)
+ self.writeIndented("axisOfRotation 0 1 0\n")
+ self.writeIndented("children [\n")
+ self.billnode = 1
+ elif face.mode & Blender.NMesh.FaceModes['OBCOL'] and self.matonly == 0:
+ self.matonly = 1
+ elif face.mode & Blender.NMesh.FaceModes['SHAREDCOL'] and self.share == 0:
+ self.share = 1
+ elif face.mode & Blender.NMesh.FaceModes['TILES'] and self.tilenode == 0:
+ self.tilenode = 1
+ elif not face.mode & Blender.NMesh.FaceModes['DYNAMIC'] and self.collnode == 0:
+ self.writeIndented("Collision {\n",1)
+ self.writeIndented("collide FALSE\n")
+ self.writeIndented("children [\n")
+ self.collnode = 1
+
+ nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
+
+ if nIFSCnt > 1:
+ self.writeIndented("DEF %s%s Group {\n" % ("G_", meshName),1)
+ self.writeIndented("children [\n",1)
+
+ if sided.has_key('two') and sided['two'] > 0:
+ bTwoSided=1
+ else:
+ bTwoSided=0
+ om = object.getMatrix();
+ location=self.rotVertex(om, (0,0,0));
+ self.writeIndented("Transform {\n",1)
+ self.writeIndented("translation %s %s %s\n" % (round(location[0],3),
+ round(location[1],3),
+ round(location[2],3)),1)
+ self.writeIndented("children [\n")
+ self.writeIndented("DEF %s Shape {\n" % meshName,1)
+
+ maters=mesh.materials
+ hasImageTexture=0
+ issmooth=0
+
+ if len(maters) > 0 or mesh.hasFaceUV():
+ self.writeIndented("appearance Appearance {\n", 1)
+
+ # right now this script can only handle a single material per mesh.
+ if len(maters) >= 1:
+ mat=Blender.Material.Get(maters[0].name)
+ self.writeMaterial(mat, self.createDef(maters[0].name))
+ if len(maters) > 1:
+ print "Warning: mesh named %s has multiple materials" % meshName
+ print "Warning: only one material per object handled"
+ else:
+ self.writeIndented("material NULL\n")
+
+ #-- textures
+ if mesh.hasFaceUV():
+ for face in mesh.faces:
+ if (hasImageTexture == 0) and (face.image):
+ self.writeImageTexture(face.image.name)
+ hasImageTexture=1 # keep track of face texture
+ if self.tilenode == 1:
+ self.writeIndented("textureTransform TextureTransform { scale %s %s }\n" % (face.image.xrep, face.image.yrep))
+ self.tilenode = 0
+ self.writeIndented("}\n", -1)
+
+ #-- IndexedFaceSet or IndexedLineSet
+
+ # check if object is wireframe only
+ if object.drawType == Blender.Object.DrawTypes.WIRE:
+ # user selected WIRE=2 on the Drawtype=Wire on (F9) Edit page
+ ifStyle="IndexedLineSet"
+ else:
+ # user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5
+ ifStyle="IndexedFaceSet"
+
+
+ self.writeIndented("geometry %s {\n" % ifStyle, 1)
+ if object.drawType != Blender.Object.DrawTypes.WIRE:
+ if bTwoSided == 1:
+ self.writeIndented("solid FALSE\n")
+ else:
+ self.writeIndented("solid TRUE\n")
+
+ #--- output coordinates
+ self.writeCoordinates(object, mesh, meshName)
+
+ if object.drawType != Blender.Object.DrawTypes.WIRE:
+ #--- output textureCoordinates if UV texture used
+ if mesh.hasFaceUV():
+ if hasImageTexture == 1:
+ self.writeTextureCoordinates(mesh)
+ elif self.matonly == 1 and self.share == 1:
+ self.writeFaceColors(mesh)
+
+ for face in mesh.faces:
+ if face.smooth:
+ issmooth=1
+ if issmooth==1:
+ creaseAngle=(mesh.getMaxSmoothAngle())*radD
+ self.writeIndented("creaseAngle %s\n" % (round(creaseAngle,self.cp)))
+
+ #--- output vertexColors
+ if self.share == 1 and self.matonly == 0:
+ self.writeVertexColors(mesh)
+ self.matonly = 0
+ self.share = 0
+ #--- output closing braces
+ self.writeIndented("}\n", -1)
+ self.writeIndented("}\n", -1)
+ self.writeIndented("]\n", -1)
+ self.writeIndented("}\n", -1)
+
+ if self.halonode == 1:
+ self.writeIndented("]\n", -1)
+ self.writeIndented("}\n", -1)
+ self.halonode = 0
+
+ if self.billnode == 1:
+ self.writeIndented("]\n", -1)
+ self.writeIndented("}\n", -1)
+ self.billnode = 0
+
+ if self.collnode == 1:
+ self.writeIndented("]\n", -1)
+ self.writeIndented("}\n", -1)
+ self.collnode = 0
+
+ if nIFSCnt > 1:
+ self.writeIndented("]\n", -1)
+ self.writeIndented("}\n", -1)
+
+ self.writeIndented("\n")
+
+ def writeCoordinates(self, object, mesh, meshName):
+ #-- vertices
+ self.writeIndented("coord DEF %s%s Coordinate {\n" % ("coord_",meshName), 1)
+ self.writeIndented("point [\n\t\t\t\t\t\t", 1)
+ meshVertexList = mesh.verts
+
+ # create vertex list and pre rotate -90 degrees X for VRML
+ mm=object.getMatrix()
+ location=self.rotVertex(mm, (0,0,0));
+ for vertex in meshVertexList:
+ v=self.rotVertex(mm, vertex);
+ self.file.write("%s %s %s, " %
+ (round((v[0]-location[0]),self.vp),
+ round((v[1]-location[1]),self.vp),
+ round((v[2]-location[2]),self.vp) ))
+ self.writeIndented("\n", 0)
+ self.writeIndented("]\n", -1)
+ self.writeIndented("}\n", -1)
+
+ self.writeIndented("coordIndex [\n\t\t\t\t\t", 1)
+ coordIndexList=[]
+ for face in mesh.faces:
+ cordStr=""
+ for i in range(len(face)):
+ indx=meshVertexList.index(face[i])
+ cordStr = cordStr + "%s " % indx
+ self.file.write(cordStr + "-1, ")
+ self.writeIndented("\n", 0)
+ self.writeIndented("]\n", -1)
+
+ def writeTextureCoordinates(self, mesh):
+ texCoordList=[]
+ texIndexList=[]
+ j=0
+
+ for face in mesh.faces:
+ for i in range(len(face)):
+ texIndexList.append(j)
+ texCoordList.append(face.uv[i])
+ j=j+1
+ texIndexList.append(-1)
+
+ self.writeIndented("texCoord TextureCoordinate {\n", 1)
+ self.writeIndented("point [\n\t\t\t\t\t\t", 1)
+ for i in range(len(texCoordList)):
+ self.file.write("%s %s, " %
+ (round(texCoordList[i][0],self.tp),
+ round(texCoordList[i][1],self.tp)))
+ self.writeIndented("\n", 0)
+ self.writeIndented("]\n", -1)
+ self.writeIndented("}\n", -1)
+
+ self.writeIndented("texCoordIndex [\n\t\t\t\t\t\t", 1)
+ texIndxStr=""
+ for i in range(len(texIndexList)):
+ texIndxStr = texIndxStr + "%d, " % texIndexList[i]
+ if texIndexList[i]==-1:
+ self.file.write(texIndxStr)
+ texIndxStr=""
+ self.writeIndented("\n", 0)
+ self.writeIndented("]\n", -1)
+
+ def writeFaceColors(self, mesh):
+ self.writeIndented("colorPerVertex FALSE\n")
+ self.writeIndented("color Color {\n",1)
+ self.writeIndented("color [\n\t\t\t\t\t\t", 1)
+
+ for face in mesh.faces:
+ if face.col:
+ c=face.col[0]
+ if self.verbose > 2:
+ print "Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b)
+
+ aColor = self.rgbToFS(c)
+ self.file.write("%s, " % aColor)
+ self.writeIndented("\n", 0)
+ self.writeIndented("]\n",-1)
+ self.writeIndented("}\n",-1)
+
+ def writeVertexColors(self, mesh):
+ self.writeIndented("colorPerVertex TRUE\n")
+ self.writeIndented("color Color {\n",1)
+ self.writeIndented("color [\n\t\t\t\t\t\t", 1)
+
+ for i in range(len(mesh.verts)):
+ c=self.getVertexColorByIndx(mesh,i)
+ if self.verbose > 2:
+ print "Debug: vertex[%d].col r=%d g=%d b=%d" % (i, c.r, c.g, c.b)
+
+ aColor = self.rgbToFS(c)
+ self.file.write("%s, " % aColor)
+ self.writeIndented("\n", 0)
+ self.writeIndented("]\n",-1)
+ self.writeIndented("}\n",-1)
+
+ def writeMaterial(self, mat, matName):
+ # look up material name, use it if available
+ if self.matNames.has_key(matName):
+ self.writeIndented("material USE %s\n" % matName)
+ self.matNames[matName]+=1
+ return;
+
+ self.matNames[matName]=1
+
+ ambient = mat.amb/2
+ diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
+ if len(world) > 0:
+ ambi = world[0].getAmb()
+ ambi0, ambi1, ambi2 = ambi[0], ambi[1], ambi[2]
+ else:
+ ambi = 0
+ ambi0, ambi1, ambi2 = 0, 0, 0
+ emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/4, (diffuseG*mat.emit+ambi1)/4, (diffuseB*mat.emit+ambi2)/4
+
+ shininess = mat.hard/255.0
+ specR = (mat.specCol[0]+0.001)/(1.05/(mat.getSpec()+0.001))
+ specG = (mat.specCol[1]+0.001)/(1.05/(mat.getSpec()+0.001))
+ specB = (mat.specCol[2]+0.001)/(1.05/(mat.getSpec()+0.001))
+ transp = 1-mat.alpha
+
+ self.writeIndented("material DEF %s Material {\n" % matName, 1)
+ self.writeIndented("diffuseColor %s %s %s" %
+ (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp)) +
+ "\n")
+ self.writeIndented("ambientIntensity %s" %
+ (round(ambient,self.cp))+
+ "\n")
+ self.writeIndented("specularColor %s %s %s" %
+ (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp)) +
+ "\n" )
+ self.writeIndented("emissiveColor %s %s %s" %
+ (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp)) +
+ "\n" )
+ self.writeIndented("shininess %s" %
+ (round(shininess,self.cp)) +
+ "\n" )
+ self.writeIndented("transparency %s" %
+ (round(transp,self.cp)) +
+ "\n")
+ self.writeIndented("}\n",-1)
+
+ def writeImageTexture(self, name):
+ if self.texNames.has_key(name):
+ self.writeIndented("texture USE %s\n" % self.cleanStr(name))
+ self.texNames[name] += 1
+ return
+ else:
+ self.writeIndented("texture DEF %s ImageTexture {\n" % self.cleanStr(name), 1)
+ self.writeIndented("url \"%s\"\n" % name)
+ self.writeIndented("}\n",-1)
+ self.texNames[name] = 1
+
+ def writeBackground(self):
+ if len(world) > 0:
+ worldname = world[0].getName()
+ else:
+ return
+ blending = world[0].getSkytype()
+ grd = world[0].getHor()
+ grd0, grd1, grd2 = grd[0], grd[1], grd[2]
+ sky = world[0].getZen()
+ sky0, sky1, sky2 = sky[0], sky[1], sky[2]
+ mix0, mix1, mix2 = grd[0]+sky[0], grd[1]+sky[1], grd[2]+sky[2]
+ mix0, mix1, mix2 = mix0/2, mix1/2, mix2/2
+ if worldname in self.namesStandard:
+ self.writeIndented("Background {\n",1)
+ else:
+ self.writeIndented("DEF %s Background {\n" % self.createDef(worldname),1)
+ # No Skytype - just Hor color
+ if blending == 0:
+ self.writeIndented("groundColor %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n")
+ self.writeIndented("skyColor %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n")
+ # Blend Gradient
+ elif blending == 1:
+ self.writeIndented("groundColor [ %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + ",")
+ self.writeIndented("%s %s %s" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)) + " ]\n")
+ self.writeIndented("groundAngle [ 1.57, 1.57 ]\n")
+ self.writeIndented("skyColor [ %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + ",")
+ self.writeIndented("%s %s %s" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)) + " ]\n")
+ self.writeIndented("skyAngle [ 1.57, 1.57 ]\n")
+ # Blend+Real Gradient Inverse
+ elif blending == 3:
+ self.writeIndented("groundColor [ %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + ", ")
+ self.writeIndented("%s %s %s" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)) + " ]\n")
+ self.writeIndented("groundAngle [ 1.57, 1.57 ]\n")
+ self.writeIndented("skyColor [ %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + ", ")
+ self.writeIndented("%s %s %s" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)) + " ]\n")
+ self.writeIndented("skyAngle [ 1.57, 1.57 ]\n")
+ # Paper - just Zen Color
+ elif blending == 4:
+ self.writeIndented("groundColor %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + "\n")
+ self.writeIndented("skyColor %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + "\n")
+ # Blend+Real+Paper - komplex gradient
+ elif blending == 7:
+ self.writeIndented("groundColor [ %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + ", ")
+ self.writeIndented("%s %s %s" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + " ]\n")
+ self.writeIndented("groundAngle [ 1.57, 1.57 ]\n")
+ self.writeIndented("skyColor [ %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + ",")
+ self.writeIndented("%s %s %s" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + " ]\n")
+ self.writeIndented("skyAngle [ 1.57, 1.57 ]\n")
+ # Any Other two colors
+ else:
+ self.writeIndented("groundColor %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n")
+ self.writeIndented("skyColor %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + "\n")
+ alltexture = len(worldmat)
+ for i in range(alltexture):
+ namemat = worldmat[i].getName()
+ pic = worldmat[i].getImage()
+ if (namemat == "back") and (pic != None):
+ self.writeIndented("backUrl \"" + str(pic.getName()) + "\"\n")
+ elif (namemat == "bottom") and (pic != None):
+ self.writeIndented("bottomUrl \"" + str(pic.getName()) + "\"\n")
+ elif (namemat == "front") and (pic != None):
+ self.writeIndented("frontUrl \"" + str(pic.getName()) + "\"\n")
+ elif (namemat == "left") and (pic != None):
+ self.writeIndented("leftUrl \"" + str(pic.getName()) + "\"\n")
+ elif (namemat == "right") and (pic != None):
+ self.writeIndented("rightUrl \"" + str(pic.getName()) + "\"\n")
+ elif (namemat == "top") and (pic != None):
+ self.writeIndented("topUrl \"" + str(pic.getName()) + "\"\n")
+ self.writeIndented("}",-1)
+ self.writeIndented("\n\n")
+
+##########################################################
+# export routine
+##########################################################
+
+ def export(self, scene, world, worldmat):
+ print "Info: starting VRML97 export to " + self.filename + "..."
+ self.writeHeader()
+ self.writeNavigationInfo(scene)
+ self.writeBackground()
+ self.writeFog()
+ allObj = []
+ if ARG == 'selected':
+ allObj = Blender.Object.GetSelected()
+ else:
+ allObj = scene.getChildren()
+ self.writeInline()
+ for thisObj in allObj:
+ try:
+ objType=thisObj.getType()
+ objName=thisObj.getName()
+ self.matonly = 0
+ if objType == "Camera":
+ self.writeViewpoint(thisObj)
+ elif objType == "Mesh":
+ self.writeIndexedFaceSet(thisObj, normals = 0)
+ elif objType == "Lamp":
+ lmpName=Lamp.Get(thisObj.data.getName())
+ lmpType=lmpName.getType()
+ if lmpType == Lamp.Types.Lamp:
+ self.writePointLight(thisObj, lmpName)
+ elif lmpType == Lamp.Types.Spot:
+ self.writeSpotLight(thisObj, lmpName)
+ elif lmpType == Lamp.Types.Sun:
+ self.writeDirectionalLight(thisObj, lmpName)
+ else:
+ self.writeDirectionalLight(thisObj, lmpName)
+ elif objType == "Empty" and objName != "Empty":
+ self.writeNode(thisObj)
+ else:
+ #print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType())
+ print ""
+ except AttributeError:
+ print "Error: Unable to get type info for %s" % thisObj.getName()
+ if ARG != 'selected':
+ self.writeScript()
+ self.cleanup()
+
+##########################################################
+# Utility methods
+##########################################################
+
+ def cleanup(self):
+ self.file.close()
+ self.texNames={}
+ self.matNames={}
+ self.indentLevel=0
+ print "Info: finished VRML97 export to %s\n" % self.filename
+
+ def cleanStr(self, name, prefix='rsvd_'):
+ """cleanStr(name,prefix) - try to create a valid VRML DEF name from object name"""
+
+ newName=name[:]
+ if len(newName) == 0:
+ self.nNodeID+=1
+ return "%s%d" % (prefix, self.nNodeID)
+
+ if newName in self.namesReserved:
+ newName='%s%s' % (prefix,newName)
+
+ if newName[0].isdigit():
+ newName='%s%s' % ('_',newName)
+
+ for bad in [' ','"','#',"'",',','.','[','\\',']','{','}']:
+ newName=newName.replace(bad,'_')
+ return newName
+
+ def countIFSSetsNeeded(self, mesh, imageMap, sided, vColors):
+ """
+ countIFFSetsNeeded() - should look at a blender mesh to determine
+ how many VRML IndexFaceSets or IndexLineSets are needed. A
+ new mesh created under the following conditions:
+
+ o - split by UV Textures / one per mesh
+ o - split by face, one sided and two sided
+ o - split by smooth and flat faces
+ o - split when faces only have 2 vertices * needs to be an IndexLineSet
+ """
+
+ imageNameMap={}
+ faceMap={}
+ nFaceIndx=0
+
+ for face in mesh.faces:
+ sidename='';
+ if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
+ sidename='two'
+ else:
+ sidename='one'
+
+ if not vColors.has_key('multi'):
+ for face in mesh.faces:
+ if face.col:
+ c=face.col[0]
+ if c.r != 255 and c.g != 255 and c.b !=255:
+ vColors['multi']=1
+
+ if sided.has_key(sidename):
+ sided[sidename]+=1
+ else:
+ sided[sidename]=1
+
+ if face.image:
+ faceName="%s_%s" % (face.image.name, sidename);
+
+ if imageMap.has_key(faceName):
+ imageMap[faceName].append(face)
+ else:
+ imageMap[faceName]=[face.image.name,sidename,face]
+
+ if self.verbose > 2:
+ for faceName in imageMap.keys():
+ ifs=imageMap[faceName]
+ print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
+ (faceName, ifs[0], ifs[1], len(ifs)-2)
+
+ return len(imageMap.keys())
+
+ def faceToString(self,face):
+
+ print "Debug: face.flag=0x%x (bitflags)" % face.flag
+ if face.flag & NMesh.FaceFlags.SELECT == NMesh.FaceFlags.SELECT:
+ print "Debug: face.flag.SELECT=true"
+
+ print "Debug: face.mode=0x%x (bitflags)" % face.mode
+ if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
+ print "Debug: face.mode twosided"
+
+ print "Debug: face.transp=0x%x (enum)" % face.transp
+ if face.transp == NMesh.FaceTranspModes.SOLID:
+ print "Debug: face.transp.SOLID"
+
+ if face.image:
+ print "Debug: face.image=%s" % face.image.name
+ print "Debug: face.materialIndex=%d" % face.materialIndex
+
+ def getVertexColorByIndx(self, mesh, indx):
+ for face in mesh.faces:
+ j=0
+ for vertex in face.v:
+ if vertex.index == indx:
+ c=face.col[j]
+ j=j+1
+ return c
+
+ def meshToString(self,mesh):
+ print "Debug: mesh.hasVertexUV=%d" % mesh.hasVertexUV()
+ print "Debug: mesh.hasFaceUV=%d" % mesh.hasFaceUV()
+ print "Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours()
+ print "Debug: mesh.verts=%d" % len(mesh.verts)
+ print "Debug: mesh.faces=%d" % len(mesh.faces)
+ print "Debug: mesh.materials=%d" % len(mesh.materials)
+
+ def rgbToFS(self, c):
+ s="%s %s %s" % (
+ round(c.r/255.0,self.cp),
+ round(c.g/255.0,self.cp),
+ round(c.b/255.0,self.cp))
+ return s
+
+ def computeDirection(self, object):
+ x,y,z=(0,-1.0,0) # point down
+ ax,ay,az = (object.RotX,object.RotZ,object.RotY)
+
+ # rot X
+ x1=x
+ y1=y*math.cos(ax)-z*math.sin(ax)
+ z1=y*math.sin(ax)+z*math.cos(ax)
+
+ # rot Y
+ x2=x1*math.cos(ay)+z1*math.sin(ay)
+ y2=y1
+ z2=z1*math.cos(ay)-x1*math.sin(ay)
+
+ # rot Z
+ x3=x2*math.cos(az)-y2*math.sin(az)
+ y3=x2*math.sin(az)+y2*math.cos(az)
+ z3=z2
+
+ return [x3,y3,z3]
+
+
+ # swap Y and Z to handle axis difference between Blender and VRML
+ #------------------------------------------------------------------------
+ def rotatePointForVRML(self, v):
+ x = v[0]
+ y = v[2]
+ z = -v[1]
+
+ vrmlPoint=[x, y, z]
+ return vrmlPoint
+
+ def rotVertex(self, mm, v):
+ lx,ly,lz=v[0],v[1],v[2]
+ gx=(mm[0][0]*lx + mm[1][0]*ly + mm[2][0]*lz) + mm[3][0]
+ gy=((mm[0][2]*lx + mm[1][2]*ly+ mm[2][2]*lz) + mm[3][2])
+ gz=-((mm[0][1]*lx + mm[1][1]*ly + mm[2][1]*lz) + mm[3][1])
+ rotatedv=[gx,gy,gz]
+ return rotatedv
+
+ # For writing well formed VRML code
+ #------------------------------------------------------------------------
+ def writeIndented(self, s, inc=0):
+ if inc < 1:
+ self.indentLevel = self.indentLevel + inc
+
+ spaces=""
+ for x in xrange(self.indentLevel):
+ spaces = spaces + "\t"
+ self.file.write(spaces + s)
+
+ if inc > 0:
+ self.indentLevel = self.indentLevel + inc
+
+ # Converts a Euler to three new Quaternions
+ # Angles of Euler are passed in as radians
+ #------------------------------------------------------------------------
+ def eulerToQuaternions(self, x, y, z):
+ Qx = [math.cos(x/2), math.sin(x/2), 0, 0]
+ Qy = [math.cos(y/2), 0, math.sin(y/2), 0]
+ Qz = [math.cos(z/2), 0, 0, math.sin(z/2)]
+
+ quaternionVec=[Qx,Qy,Qz]
+ return quaternionVec
+
+ # Multiply two Quaternions together to get a new Quaternion
+ #------------------------------------------------------------------------
+ def multiplyQuaternions(self, Q1, Q2):
+ result = [((Q1[0] * Q2[0]) - (Q1[1] * Q2[1]) - (Q1[2] * Q2[2]) - (Q1[3] * Q2[3])),
+ ((Q1[0] * Q2[1]) + (Q1[1] * Q2[0]) + (Q1[2] * Q2[3]) - (Q1[3] * Q2[2])),
+ ((Q1[0] * Q2[2]) + (Q1[2] * Q2[0]) + (Q1[3] * Q2[1]) - (Q1[1] * Q2[3])),
+ ((Q1[0] * Q2[3]) + (Q1[3] * Q2[0]) + (Q1[1] * Q2[2]) - (Q1[2] * Q2[1]))]
+
+ return result
+
+ # Convert a Quaternion to an Angle Axis (ax, ay, az, angle)
+ # angle is in radians
+ #------------------------------------------------------------------------
+ def quaternionToAngleAxis(self, Qf):
+ scale = math.pow(Qf[1],2) + math.pow(Qf[2],2) + math.pow(Qf[3],2)
+ ax = Qf[1]
+ ay = Qf[2]
+ az = Qf[3]
+
+ if scale > .0001:
+ ax/=scale
+ ay/=scale
+ az/=scale
+
+ angle = 2 * math.acos(Qf[0])
+
+ result = [ax, ay, az, angle]
+ return result
+
+##########################################################
+# Callbacks, needed before Main
+##########################################################
+
+def select_file(filename):
+ if pytinst == 1:
+ if exists(filename) and _safeOverwrite:
+ result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0")
+ if(result != 1):
+ return
+
+ if not filename.endswith('.wrl'): filename += '.wrl'
+ wrlexport=VRML2Export(filename)
+ wrlexport.export(scene, world, worldmat)
+
+def createWRLPath():
+ filename = Blender.Get('filename')
+ #print filename
+
+ if filename.find('.') != -1:
+ filename = filename.split('.')[0]
+ filename += ".wrl"
+ #print filename
+
+ return filename
+
+#########################################################
+# main routine
+#########################################################
+
+try:
+ ARG = __script__['arg'] # user selected argument
+except:
+ print "older version"
+
+if Blender.Get('version') < 235:
+ print "Warning: VRML97 export failed, wrong blender version!"
+ print " You aren't running blender version 2.35 or greater"
+ print " download a newer version from http://blender.org/"
+else:
+ Blender.Window.FileSelector(select_file,"Export VRML97",createWRLPath())