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Diffstat (limited to 'release/scripts/wrl2export.py')
-rw-r--r-- | release/scripts/wrl2export.py | 984 |
1 files changed, 984 insertions, 0 deletions
diff --git a/release/scripts/wrl2export.py b/release/scripts/wrl2export.py new file mode 100644 index 00000000000..b45f8e372e1 --- /dev/null +++ b/release/scripts/wrl2export.py @@ -0,0 +1,984 @@ +#!BPY +""" Registration info for Blender menus: +Name: 'VRML 2.0' +Blender: 232 +Group: 'Export' +Submenu: 'All objects...' all +Submenu: 'Only selected objects...' selected +Tooltip: 'Export to VRML2 (.wrl) file.' +""" +#------------------------------------------------------------------------ +# VRML2 exporter for blender 2.28a or above +# +# Source: http://blender.kimballsoftware.com/ +# +# $Id$ +# +# Authors: Rick Kimball with much inspiration +# from the forum at www.elysiun.com +# and irc://irc.freenode.net/blenderchat +# Ken Miller and Steve Matthews (Added Camera Support) +# +# ***** BEGIN GPL LICENSE BLOCK ***** +# +# Copyright (C) 2003,2004: Rick Kimball rick@vrmlworld.net +# +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU General Public License +# as published by the Free Software Foundation; either version 2 +# of the License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software Foundation, +# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# +# ***** END GPL LICENCE BLOCK ***** +# +# To use script: +# 1.) load this file in the text window. +# (press SHIFT+F11, Open New via Datablock button) +# 2.) make sure your mouse is over the text edit window and +# run this script. (press ALT+P) +# Or: +# copy to the scripts directory and it will appear in the +# export list. (Needs 2.32 or higher) +# +# Notes: +# a.) output filename is same as current blender file with .wrl extension +# b.) error messages go to the Blender DOS console window +# +# The latest version of this python export script: +# http://blender.kimballsoftware.com/ +# +# If you like this script, try using http://vrmlworld.net/ +# to show off your VRML world. +# +# 2004-01-19 by Rick Kimball <rick@vrmlworld.net> +# o added sub menus and file selector dialog +# +# 2004-01-17 by Rick Kimball <rick@vrmlworld.net> +# o add meta comments so script will appear in export menu list +# +# 2003-11-01 by Rick Kimball <rick@vrmlworld.net> +# o fixed issues related to Lamp object and 2.28a API. +# +# 2003-07-19 by Rick Kimball <rick@vrmlworld.net> +# o made compatible with new Python API in 2.28 +# +# 2003-01-16 by Ken Miller - with math help from Steve Matthews :) +# o Added support for exporting cameras out of Blender +# o Sets the name of the camera as the object name +# o sets the description of the camera as the object name, +# which should be modified to something meaningful +# o sets the position and orientation +# +# 2003-01-19 Rick Kimball <rick@vrmlworld.net> +# o Added Support For PointLight, SpotLight and DirectionalLight using Lamps +# o Creates multi singlesided or doublesided IFS +# o Creates IndexedLineSets if DrawTypes is WIRE instead of Shaded +# +# 2003-02-03 Rick Kimball <rick@vrmlworld.net> +# o attempts to catch exceptions for empty objects +# +# 2003-02-04 Rick Kimball <rick@vrmlworld.net> +# o fixed file overwrite problem when blender filename is all uppercase +# +# 2003-02-08 Rick Kimball <rick@vrmlworld.net> +# o cleanStr() creates valid VRML DEF names even if object.name +# is zero length or uses VRML reserved names or characters +# +#------------------------------------------------------------------------ +# Known Issue: +# o doesn't handle multiple materials (don't use material indices) +# o doesn't handle multiple UV textures on a single mesh. (create a mesh for each texture) +# o material colors need work +# o spotlight softness needs work +# o can't get the texture array associated with material * not the UV ones +# o can't set smoothing, crease angle and mesh smoothing * setting not accesible +# +# Still Todo: +# +# - Support for material indexes +# - Automatically Split IFS when multiple UV textures found * warning only now +# - Automatically Split IFS when combination of single vs double sided +# - Automatically Split IFS when face with only 2 vertices is found should be an ILS +# - Export common coordinate map for split IFS +# - Intelligent color array vs color index +# - Support more blender objects: World +# - Figure out how to output Animation +# - Add GUI to control the following: +# o All/Layer/Object output radio button +# o Color per vertex toggle yes/no +# o Complex/Simple VRML output radio button +# o Compressed/Uncompressed output radio button +# o Decimal precision dropdown 1,2,3,4,5,6 +# o IFS/Elevation Grid output radio button +# o Normals output toggle yes/no +# o Proto output toggle yes/no +# o Verbose console progress + +import Blender +from Blender import NMesh, Lamp +import math + + +#-- module constants +radD=math.pi/180.0 +rad90=90.0*radD # for rotation +rad30=30.0*radD # default crease angle +ARG='' + +#------------------------------------------------------------------------ +#-- utility functions and classes -- +#------------------------------------------------------------------------ +def rad2deg(v): + return round(v*180.0/math.pi,4) + +def deg2rad(v): + return (v*math.pi)/180.0; + +class DrawTypes: + """Object DrawTypes enum values + BOUNDS - draw only the bounding box of the object + WIRE - draw object as a wire frame + SOLID - draw object with flat shading + SHADED - draw object with OpenGL shading +""" + BOUNDBOX = 1 + WIRE = 2 + SOLID = 3 + SHADED = 4 + TEXTURE = 5 + +#------------------------------------------------------ +# the Blender.Object class seems to be missing this... +#------------------------------------------------------ +if not hasattr(Blender.Object,'DrawTypes'): + Blender.Object.DrawTypes = DrawTypes() + +#------------------------------------------------------------------------ +#-- VRML2Export -- +#------------------------------------------------------------------------ +class VRML2Export: + #------------------------------------------------------------------------ + def __init__(self, filename): + #--- public you can change these --- + self.verbose=1 # level of verbosity in console 0-none, 1-some, 2-most + self.cp=3 # decimals for material color values 0.000 - 1.000 + self.vp=3 # decimals for vertex coordinate values 0.000 - n.000 + self.tp=3 # decimals for texture coordinate values 0.000 - 1.000 + self.ambientIntensity=.2 + self.defCreaseAngle=rad30 + self.smooth=0 + + #--- class private don't touch --- + self.texNames={} # dictionary of textureNames + self.matNames={} # dictionary of materiaNames + self.indentLevel=0 # keeps track of current indenting + self.filename=filename + self.file = open(filename, "w") + self.bNav=0 + self.nNodeID=0 + self.VRMLReserved=[ "Anchor","Appearance","Anchor","AudioClip","Background", + "Billboard", "Box", "Collision", "Color", "ColorInterpolator", + "Cone", "Coordinate", "CoordinateInterpolator", "Cylinder", + "CylinderSensor", "DirectionalLight", "ElevationGrid", + "Extrustion", "Fog", "FontStyle", "Group", "ImageTexture", + "IndexedFaceSet", "IndexedLineSet", "Inline", "LOD", + "Material", "MovieTexture", "NavigationInfo", "Normal", + "NormalInterpolator","OrientationInterpolator", "PixelTexture", + "PlaneSensor", "PointLight", "PointSet", "PositionInterpolator", + "ProxmimitySensor", "ScalarInterpolator", "Script", "Shape", + "Sound", "Sphere", "SphereSensor", "SpotLight", "Switch", + "Text", "TextureCoordinate", "TextureTransform", "TimeSensor", + "TouchSensor", "Transform", "Viewpoint", "VisibilitySensor", + "WorldInfo" + ] + + #------------------------------------------------------------------------ + # writeHeader, export file, cleanup + #------------------------------------------------------------------------ + def writeHeader(self): + self.file.write("#VRML V2.0 utf8\n") + self.file.write("# modeled using blender3d http://blender.org/$\n") + self.file.write("# exported using wrl2export.py version $Revision$\n") + self.file.write("# get latest exporter at http://kimballsoftware.com/blender/\n\n") + + def export(self, scene): + print "Info: starting VRML2 export to " + self.filename + "..." + + self.writeHeader() + theObjects = [] + if ARG == 'selected': + theObjects = Blender.Object.GetSelected() + else: + theObjects = scene.getChildren() + + for object in theObjects: + try: + objType=object.getType() + + if objType == "Mesh": + self.writeIndexedFaceSet(object, normals = 0) + elif objType == "Camera": + self.writeCameraInfo(object) + elif objType == "Lamp": + # if there is a lamp then we probably want to turn off the headlight + if self.bNav == 0: + self.writeNavigationInfo() + self.bNav=1 + #endif + + lamp=Lamp.Get(object.data.getName()) + try: + lampType=lamp.getType() + + if lampType == Lamp.Types.Lamp: + self.writePointLight(object, lamp) + elif lampType == Lamp.Types.Spot: + self.writeSpotLight(object, lamp) + elif lampType == Lamp.Types.Sun: + self.writeDirectionalLight(object, lamp) + else: + self.writeDirectionalLight(object, lamp) + #endif + except AttributeError: + print "Error: Unable to get type info for %s" % object.name + else: + print "Info: Ignoring [%s], object type [%s] not handle yet" % \ + (object.name,object.getType()) + #endif + except ValueError: + print "Error: object named %s has problem with accessing an attribute" % object.name + #end try + #endfor + self.cleanup() + + def cleanup(self): + self.file.close() + self.texNames={} + self.matNames={} + self.indentLevel=0 + print "Info: finished VRML2 export to %s\n" % self.filename + + #------------------------------------------------------------------------ + # Writes out camera info as a viewpoint + # Handles orientation, position + # Use camera object name to set description + #------------------------------------------------------------------------ + def writeCameraInfo(self, object): + if self.verbose > 0: + print "Info: exporting camera named="+object.name + #endif + + self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(object.name)), 1) + + self.writeIndented("description \"%s\" \n" % (object.name)) + + # get the camera location, subtract 90 degress from X to orient like VRML does + loc = self.rotatePointForVRML(object.loc) + rot = [object.RotX - 1.57, object.RotY, object.RotZ] + nRot = self.rotatePointForVRML(rot) + + # convert to Quaternion and to Angle Axis + Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2]) + Q1 = self.multiplyQuaternions(Q[0], Q[1]) + Qf = self.multiplyQuaternions(Q1, Q[2]) + angleAxis = self.quaternionToAngleAxis(Qf) + + # write orientation statement + self.writeIndented("orientation %3.2f %3.2f %3.2f %3.2f\n" % + (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3])) + + # write position statement + self.writeIndented("position %3.2f %3.2f %3.2f\n" % + (loc[0], loc[1], loc[2])) + + self.writeIndented("} # Viewpoint\n", -1) + + self.writeIndented("\n") + + #------------------------------------------------------------------------ + def writeIndexedFaceSet(self, object, normals = 0): + if self.verbose > 0: + print "Info: exporting mesh named=["+object.name+"]" + #endif + + imageMap={} # set of used images + sided={} # 'one':cnt , 'two':cnt + vColors={} # 'multi':1 + + mesh=object.getData() + + nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors) + + meshName = self.cleanStr(object.name) + + if nIFSCnt > 1: + self.writeIndented("DEF %s%s Group {\n" % ("G_", meshName),1) + self.writeIndented("children [\n",1) + #endif + + if self.verbose > 0: + print "Debug: [%s] has %d UV Textures" % (object.name, nIFSCnt) + #endif + + if sided.has_key('two') and sided['two'] > 0: + bTwoSided=1 + else: + bTwoSided=0 + + self.writeIndented("DEF %s Shape {\n" % meshName,1) + + # show script debugging info + if self.verbose > 1: + self.meshToString(mesh) + print "Debug: mesh.faces[" + for face in mesh.faces: + self.faceToString(face) + #endfor + print "Debug: ]" + #endif + + maters=mesh.materials + hasImageTexture=0 + + if len(maters) > 0 or mesh.hasFaceUV(): + self.writeIndented("appearance Appearance {\n", 1) + + # right now this script can only handle a single material per mesh. + if len(maters) >= 1: + mat=Blender.Material.Get(maters[0].name) + self.writeMaterial(mat, self.cleanStr(maters[0].name,'mat_')) + if len(maters) > 1: + print "Warning: mesh named %s has multiple materials" % meshName + print "Warning: only one material per object handled" + #endif + else: + self.writeIndented("material NULL\n") + #endif + + #-- textures + if mesh.hasFaceUV(): + for face in mesh.faces: + if (hasImageTexture == 0) and (face.image): + self.writeImageTexture(face.image.name) + hasImageTexture=1 # keep track of face texture + #endif + #endfor + #endif + + self.writeIndented("} # Appearance\n", -1) + #endif + + #------------------------------------------------------------------- + #-- + #-- IndexedFaceSet or IndexedLineSet + # + + # check if object is wireframe only + if object.drawType == Blender.Object.DrawTypes.WIRE: + # user selected WIRE=2 on the Drawtype=Wire on (F9) Edit page + ifStyle="IndexedLineSet" + else: + # user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5 + ifStyle="IndexedFaceSet" + #endif + + self.writeIndented("geometry %s {\n" % ifStyle, 1) + if object.drawType != Blender.Object.DrawTypes.WIRE: + if bTwoSided == 1: + self.writeIndented("solid FALSE # two sided\n") + else: + self.writeIndented("solid TRUE # one sided\n") + #endif + #endif + + #--- + #--- output coordinates + self.writeCoordinates(object, mesh, meshName) + + if object.drawType != Blender.Object.DrawTypes.WIRE: + #--- + #--- output textureCoordinates if UV texture used + if mesh.hasFaceUV(): + if hasImageTexture == 1: + self.writeTextureCoordinates(mesh) + if vColors.has_key('multi'): + self.writeVertexColors(mesh) # experiment + #endif + else: + self.writeFaceColors(mesh) + #endif hasImageTexture + #endif hasFaceUV + + # TBD: figure out how to get this properly + if self.smooth: + creaseAngle=self.defCreaseAngle; + self.writeIndented("creaseAngle %s\n" % creaseAngle) + else: + self.writeIndented("creaseAngle 0.0 # in radians\n") + #endif mesh.smooth + #endif WIRE + + #--- output vertexColors + if mesh.hasVertexColours() and vColors.has_key('multi'): + self.writeVertexColors(mesh) + #endif + + #--- output closing braces + self.writeIndented("} # %s\n" % ifStyle, -1) + self.writeIndented("} # Shape\n", -1) + + if nIFSCnt > 1: + self.writeIndented("] # children\n", -1) + self.writeIndented("} # Group\n", -1) + #endif + + self.writeIndented("\n") + + #------------------------------------------------------------------------ + def writeCoordinates(self, object, mesh, meshName): + #-- vertices + self.writeIndented("coord DEF %s%s Coordinate {\n" % ("coord_",meshName), 1) + self.writeIndented("point [\n", 1) + meshVertexList = mesh.verts + + # create vertex list and pre rotate -90 degrees X for VRML + mm=object.getMatrix() + for vertex in meshVertexList: + v=self.rotVertex(mm, vertex); + self.writeIndented("%s %s %s,\n" % + (round(v[0],self.vp), + round(v[1],self.vp), + round(v[2],self.vp) )) + #endfor + self.writeIndented("] # point\n", -1) + self.writeIndented("} # Coordinate\n", -1) + + self.writeIndented("coordIndex [\n", 1) + coordIndexList=[] + for face in mesh.faces: + cordStr="" + for i in range(len(face)): + indx=meshVertexList.index(face[i]) + cordStr = cordStr + "%s, " % indx + #endfor + self.writeIndented(cordStr + "-1,\n") + #endfor + self.writeIndented("] # coordIndex\n", -1) + + #------------------------------------------------------------------------ + def writeTextureCoordinates(self, mesh): + texCoordList=[] + texIndexList=[] + j=0 + + for face in mesh.faces: + for i in range(len(face)): + texIndexList.append(j) + texCoordList.append(face.uv[i]) + j=j+1 + #endfor + texIndexList.append(-1) + #endfor + + self.writeIndented("texCoord TextureCoordinate {\n", 1) + self.writeIndented("point [\n", 1) + for i in range(len(texCoordList)): + self.writeIndented("%s %s," % + (round(texCoordList[i][0],self.tp), + round(texCoordList[i][1],self.tp))+"\n") + #endfor + self.writeIndented("] # point\n", -1) + self.writeIndented("} # texCoord\n", -1) + + self.writeIndented("texCoordIndex [\n", 1) + texIndxStr="" + for i in range(len(texIndexList)): + texIndxStr = texIndxStr + "%d, " % texIndexList[i] + if texIndexList[i]==-1: + self.writeIndented(texIndxStr + "\n") + texIndxStr="" + #endif + #endfor + self.writeIndented("] # texCoordIndex\n", -1) + + #------------------------------------------------------------------------ + def writeFaceColors(self, mesh): + self.writeIndented("colorPerVertex FALSE\n") + self.writeIndented("color Color {\n",1) + self.writeIndented("color [\n",1) + + for face in mesh.faces: + if face.col: + c=face.col[0] + if self.verbose > 1: + print "Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b) + #endif + + aColor = self.rgbToFS(c) + self.writeIndented("%s,\n" % aColor) + #endfor + + self.writeIndented("] # color\n",-1) + self.writeIndented("} # Color\n",-1) + + #------------------------------------------------------------------------ + def writeVertexColors(self, mesh): + self.writeIndented("colorPerVertex TRUE\n") + self.writeIndented("color Color {\n",1) + self.writeIndented("color [\n",1) + + for i in range(len(mesh.verts)): + c=self.getVertexColorByIndx(mesh,i) + if self.verbose > 1: + print "Debug: vertex[%d].col r=%d g=%d b=%d" % (i, c.r, c.g, c.b) + #endif + + aColor = self.rgbToFS(c) + self.writeIndented("%s,\n" % aColor) + #endfor + + self.writeIndented("] # color\n",-1) + self.writeIndented("} # Color\n",-1) + + #------------------------------------------------------------------------ + def writeMaterial(self, mat, matName): + # look up material name, use it if available + if self.matNames.has_key(matName): + self.writeIndented("material USE %s\n" % matName) + self.matNames[matName]+=1 + return; + #endif + + self.matNames[matName]=1 + + ambient = mat.amb + diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2] + emisR, emisG, emisB = diffuseR*mat.emit, diffuseG*mat.emit, diffuseB*mat.emit + shininess = mat.hard/255.0 + specR = mat.specCol[0] + specG = mat.specCol[1] + specB = mat.specCol[2] + transp = 1-mat.alpha + + self.writeIndented("material DEF %s Material {\n" % matName, 1) + self.writeIndented("diffuseColor %s %s %s" % + (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp)) + + "\n") + self.writeIndented("ambientIntensity %s" % + (round(ambient,self.cp))+ + "\n") + self.writeIndented("specularColor %s %s %s" % + (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp)) + + "\n" ) + self.writeIndented("emissiveColor %s %s %s" % + (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp)) + + "\n" ) + self.writeIndented("shininess %s" % + (round(shininess,self.cp)) + + "\n" ) + self.writeIndented("transparency %s" % + (round(transp,self.cp)) + + "\n") + self.writeIndented("} # Material\n",-1) + + #------------------------------------------------------------------------ + def writeImageTexture(self, name): + if self.texNames.has_key(name): + self.writeIndented("texture USE %s\n" % self.cleanStr(name)) + self.texNames[name] += 1 + return + else: + self.writeIndented("texture DEF %s ImageTexture {\n" % self.cleanStr(name), 1) + self.writeIndented("url \"%s\"\n" % name) + self.writeIndented("} # ImageTexture \n",-1) + self.texNames[name] = 1 + #endif + + #------------------------------------------------------------------------ + def writeSpotLight(self, object, lamp): + safeName = self.cleanStr(object.name) + + # compute cutoff and beamwidth + intensity=min(lamp.energy/1.5,1.0) # TBD: figure out the right value + + beamWidth=deg2rad(lamp.spotSize)*.5; + cutOffAngle=beamWidth*.99 + + (dx,dy,dz)=self.computeDirection(object) + # note -dx seems to equal om[3][0] + # note -dz seems to equal om[3][1] + # note dy seems to equal om[3][2] + om = object.getMatrix() + + location=self.rotVertex(om, (0,0,0)); + radius = lamp.dist*math.cos(beamWidth) + self.writeIndented("DEF %s SpotLight {\n" % safeName,1) + self.writeIndented("radius %s\n" % radius ) + self.writeIndented("intensity %s\n" % intensity ) + self.writeIndented("beamWidth %s # lamp.spotSize %s\n" % (beamWidth, lamp.spotSize) ) + self.writeIndented("cutOffAngle %s # lamp.spotBlend %s\n" % (cutOffAngle, lamp.spotBlend)) + self.writeIndented("direction %s %s %s # lamp.RotX=%s RotY=%s RotZ=%s\n" % \ + (round(dx,3),round(dy,3),round(dz,3), + round(rad2deg(object.RotX),3), + round(rad2deg(object.RotY),3), + round(rad2deg(object.RotZ),3))) + self.writeIndented("location %s %s %s\n" % (round(location[0],3), + round(location[1],3), + round(location[2],3))) + self.writeIndented("} # SpotLight\n",-1) + + # export a cone that matches the spotlight in verbose mode + if self.verbose > 1: + self.writeIndented("#generated visible spotlight cone\n") + self.writeIndented("Transform { # Spotlight Cone\n",1) + self.writeIndented("translation %s %s %s\n" % (round(location[0],3), + round(location[1],3), + round(location[2],3))) + rot = [object.RotX, object.RotY, object.RotZ] + nRot = self.rotatePointForVRML(rot) + + # convert to Quaternion and to Angle Axis + Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2]) + Q1 = self.multiplyQuaternions(Q[0], Q[1]) + Qf = self.multiplyQuaternions(Q1, Q[2]) + angleAxis = self.quaternionToAngleAxis(Qf) + + # write orientation statement + self.writeIndented("rotation %3.2f %3.2f %3.2f %3.2f\n" % + (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3])) + + self.writeIndented("children [\n",1) + + ch=radius + br=ch*math.sin(beamWidth) + self.writeIndented("Transform {\n",1) + self.writeIndented("translation 0 -%s 0\n" % (ch/2)) + self.writeIndented("children ") + self.writeIndented("Collision {\n",1) + self.writeIndented("collide FALSE children Shape {\n",1) + self.writeIndented("geometry Cone { height %s bottomRadius %s }\n" % (ch, br)) + self.writeIndented("appearance Appearance{\n",1) + self.writeIndented("material Material { diffuseColor 1 1 1 transparency .8 }\n") + self.writeIndented("} # Appearance\n",-1) + self.writeIndented("} # Shape\n",-1) + self.writeIndented("} # Collision\n",-1) + self.writeIndented("} # Transform visible cone \n",-1) + self.writeIndented("] # Spot children\n",-1) + self.writeIndented("} # SpotLight Cone Transform\n",-1) + #endif debug cone + self.writeIndented("\n") + + #------------------------------------------------------------------------ + def writeDirectionalLight(self, object, lamp): + safeName = self.cleanStr(object.name) + + intensity=min(lamp.energy/1.5, 1.0) # TBD: figure out the right value + (dx,dy,dz)=self.computeDirection(object) + + self.writeIndented("DEF %s DirectionalLight {\n" % safeName,1) + self.writeIndented("ambientIntensity %s\n" % self.ambientIntensity ) + self.writeIndented("intensity %s\n" % intensity ) + self.writeIndented("direction %s %s %s\n" % (round(dx,4),round(dy,4),round(dz,4))) + self.writeIndented("} # DirectionalLight\n",-1) + self.writeIndented("\n") + + #------------------------------------------------------------------------ + def writePointLight(self, object, lamp): + safeName = self.cleanStr(object.name) + + om = object.getMatrix() + location=self.rotVertex(om, (0,0,0)); + intensity=min(lamp.energy/1.5,1.0) # TBD: figure out the right value + + radius = lamp.dist + self.writeIndented("DEF %s PointLight {\n" % safeName,1) + self.writeIndented("ambientIntensity %s\n" % self.ambientIntensity ) + self.writeIndented("intensity %s\n" % intensity ) + self.writeIndented("location %s %s %s\n" % (round(location[0],3), + round(location[1],3), + round(location[2],3))) + self.writeIndented("radius %s\n" % radius ) + self.writeIndented("} # PointLight\n",-1) + self.writeIndented("\n") + + #------------------------------------------------------------------------ + def writeNavigationInfo(self): + self.writeIndented("NavigationInfo {\n",1) + self.writeIndented("headlight FALSE\n") + self.writeIndented("avatarSize [0.25, 1.75, 0.75]\n") + self.writeIndented("} # NavigationInfo\n",-1) + self.writeIndented("\n") + + #------------------------------------------------------------------------ + #--- Utility methods + #------------------------------------------------------------------------ + + def cleanStr(self, name, prefix='rsvd_'): + """cleanStr(name,prefix) - try to create a valid VRML DEF name from object name""" + + newName=name[:] + if len(newName) == 0: + self.nNodeID+=1 + return "%s%d" % (prefix, self.nNodeID) + + if newName in self.VRMLReserved: + newName='%s%s' % (prefix,newName) + #endif + + if newName[0] in ['0','1','2','3','4','5','6','7','8','9']: + newName='%s%s' % ('_',newName) + #endif + + for bad in [' ','"','#',"'",',','.','[','\\',']','{','}']: + newName=newName.replace(bad,'_') + return newName + + def countIFSSetsNeeded(self, mesh, imageMap, sided, vColors): + """ + countIFFSetsNeeded() - should look at a blender mesh to determine + how many VRML IndexFaceSets or IndexLineSets are needed. A + new mesh created under the following conditions: + + o - split by UV Textures / one per mesh + o - split by face, one sided and two sided + o - split by smooth and flat faces + o - split when faces only have 2 vertices * needs to be an IndexLineSet + """ + + imageNameMap={} + faceMap={} + nFaceIndx=0 + + for face in mesh.faces: + sidename=''; + if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE: + sidename='two' + else: + sidename='one' + #endif + + if not vColors.has_key('multi'): + for face in mesh.faces: + if face.col: + c=face.col[0] + if c.r != 255 and c.g != 255 and c.b !=255: + vColors['multi']=1 + #endif + #endif + #endfor + #endif + + if sided.has_key(sidename): + sided[sidename]+=1 + else: + sided[sidename]=1 + #endif + + if face.image: + faceName="%s_%s" % (face.image.name, sidename); + + if imageMap.has_key(faceName): + imageMap[faceName].append(face) + else: + imageMap[faceName]=[face.image.name,sidename,face] + #endif + #endif + #endfor + + if self.verbose > 0: + for faceName in imageMap.keys(): + ifs=imageMap[faceName] + print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \ + (faceName, ifs[0], ifs[1], len(ifs)-2) + #endif + #endif + + return len(imageMap.keys()) + + def faceToString(self,face): + print "Debug: face.flag=0x%x (bitflags)" % face.flag + if face.flag & NMesh.FaceFlags.SELECT == NMesh.FaceFlags.SELECT: + print "Debug: face.flag.SELECT=true" + #endif + + print "Debug: face.mode=0x%x (bitflags)" % face.mode + if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE: + print "Debug: face.mode twosided" + #endif + + print "Debug: face.transp=0x%x (enum)" % face.transp + if face.transp == NMesh.FaceTranspModes.SOLID: + print "Debug: face.transp.SOLID" + # + + if face.image: + print "Debug: face.image=%s" % face.image.name + #endif + print "Debug: face.materialIndex=%d" % face.materialIndex + + def getVertexColorByIndx(self, mesh, indx): + for face in mesh.faces: + j=0 + for vertex in face.v: + if vertex.index == indx: + c=face.col[j] + #endif + j=j+1 + #endfor + #endfor + return c + + def meshToString(self,mesh): + print "Debug: mesh.hasVertexUV=%d" % mesh.hasVertexUV() + print "Debug: mesh.hasFaceUV=%d" % mesh.hasFaceUV() + print "Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours() + print "Debug: mesh.verts=%d" % len(mesh.verts) + print "Debug: mesh.faces=%d" % len(mesh.faces) + print "Debug: mesh.materials=%d" % len(mesh.materials) + + def rgbToFS(self, c): + s="%s %s %s" % ( + round(c.r/255.0,self.cp), + round(c.g/255.0,self.cp), + round(c.b/255.0,self.cp)) + return s + + def computeDirection(self, object): + x,y,z=(0,-1.0,0) # point down + ax,ay,az = (object.RotX,object.RotZ,object.RotY) + + # rot X + x1=x + y1=y*math.cos(ax)-z*math.sin(ax) + z1=y*math.sin(ax)+z*math.cos(ax) + + # rot Y + x2=x1*math.cos(ay)+z1*math.sin(ay) + y2=y1 + z2=z1*math.cos(ay)-x1*math.sin(ay) + + # rot Z + x3=x2*math.cos(az)-y2*math.sin(az) + y3=x2*math.sin(az)+y2*math.cos(az) + z3=z2 + + return [x3,y3,z3] + + + # swap Y and Z to handle axis difference between Blender and VRML + #------------------------------------------------------------------------ + def rotatePointForVRML(self, v): + x = v[0] + y = v[2] + z = -v[1] + + vrmlPoint=[x, y, z] + return vrmlPoint + + def rotVertex(self, mm, v): + lx,ly,lz=v[0],v[1],v[2] + gx=(mm[0][0]*lx + mm[1][0]*ly + mm[2][0]*lz) + mm[3][0] + gy=((mm[0][2]*lx + mm[1][2]*ly+ mm[2][2]*lz) + mm[3][2]) + gz=-((mm[0][1]*lx + mm[1][1]*ly + mm[2][1]*lz) + mm[3][1]) + rotatedv=[gx,gy,gz] + return rotatedv + + def writeIndented(self, s, inc=0): + if inc < 1: + self.indentLevel = self.indentLevel + inc + #endif + + spaces="" + for x in xrange(self.indentLevel): + spaces = spaces + " " + #endfor + self.file.write(spaces + s) + + if inc > 0: + self.indentLevel = self.indentLevel + inc + #endif + + # Converts a Euler to three new Quaternions + # Angles of Euler are passed in as radians + #------------------------------------------------------------------------ + def eulerToQuaternions(self, x, y, z): + Qx = [math.cos(x/2), math.sin(x/2), 0, 0] + Qy = [math.cos(y/2), 0, math.sin(y/2), 0] + Qz = [math.cos(z/2), 0, 0, math.sin(z/2)] + + quaternionVec=[Qx,Qy,Qz] + return quaternionVec + + # Multiply two Quaternions together to get a new Quaternion + #------------------------------------------------------------------------ + def multiplyQuaternions(self, Q1, Q2): + result = [((Q1[0] * Q2[0]) - (Q1[1] * Q2[1]) - (Q1[2] * Q2[2]) - (Q1[3] * Q2[3])), + ((Q1[0] * Q2[1]) + (Q1[1] * Q2[0]) + (Q1[2] * Q2[3]) - (Q1[3] * Q2[2])), + ((Q1[0] * Q2[2]) + (Q1[2] * Q2[0]) + (Q1[3] * Q2[1]) - (Q1[1] * Q2[3])), + ((Q1[0] * Q2[3]) + (Q1[3] * Q2[0]) + (Q1[1] * Q2[2]) - (Q1[2] * Q2[1]))] + + return result + + # Convert a Quaternion to an Angle Axis (ax, ay, az, angle) + # angle is in radians + #------------------------------------------------------------------------ + def quaternionToAngleAxis(self, Qf): + scale = math.pow(Qf[1],2) + math.pow(Qf[2],2) + math.pow(Qf[3],2) + ax = Qf[1] + ay = Qf[2] + az = Qf[3] + + if scale > .0001: + ax/=scale + ay/=scale + az/=scale + #endif + + angle = 2 * math.acos(Qf[0]) + + result = [ax, ay, az, angle] + return result + +def file_callback(filename): + if filename.find('.wrl', -4) < 0: filename += '.wrl' + wrlexport=VRML2Export(filename) + scene = Blender.Scene.getCurrent() + wrlexport.export(scene) +#enddef + +#------------------------------------------------------------------------ +# main routine +#------------------------------------------------------------------------ +try: + ARG = __script__['arg'] # user selected argument +except: + print "older version" + +if Blender.Get('version') < 225: + print "Warning: VRML2 export failed, wrong blender version!" + print " You aren't running blender version 2.25 or greater" + print " download a newer version from http://blender.org/" +else: + if ARG == 'all' or ARG == 'selected': + Blender.Window.FileSelector(file_callback,"Save VRML 2.0") + else: + baseFileName=Blender.Get('filename') + if baseFileName.find('.') != -1: + dots=Blender.Get('filename').split('.')[0:-1] + else: + dots=[baseFileName] + #endif + dots+=["wrl"] + vrmlFile=".".join(dots) + + file_callback(vrmlFile) + #endif +#endif |