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Diffstat (limited to 'release/scripts/wrl2export.py')
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diff --git a/release/scripts/wrl2export.py b/release/scripts/wrl2export.py
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+#!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