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Diffstat (limited to 'release/scripts/x3d_export.py')
-rw-r--r-- | release/scripts/x3d_export.py | 1051 |
1 files changed, 0 insertions, 1051 deletions
diff --git a/release/scripts/x3d_export.py b/release/scripts/x3d_export.py deleted file mode 100644 index b12ff67d8a6..00000000000 --- a/release/scripts/x3d_export.py +++ /dev/null @@ -1,1051 +0,0 @@ -#!BPY -""" Registration info for Blender menus: -Name: 'X3D Extensible 3D (.x3d)...' -Blender: 245 -Group: 'Export' -Tooltip: 'Export selection to Extensible 3D file (.x3d)' -""" - -__author__ = ("Bart", "Campbell Barton") -__email__ = ["Bart, bart:neeneenee*de"] -__url__ = ["Author's (Bart) homepage, http://www.neeneenee.de/vrml"] -__version__ = "2006/01/17" -__bpydoc__ = """\ -This script exports to X3D format. - -Usage: - -Run this script from "File->Export" menu. A pop-up will ask whether you -want to export only selected or all relevant objects. - -Known issues:<br> - Doesn't handle multiple materials (don't use material indices);<br> - Doesn't handle multiple UV textures on a single mesh (create a mesh for each texture);<br> - Can't get the texture array associated with material * not the UV ones; -""" - - -# $Id$ -# -#------------------------------------------------------------------------ -# X3D exporter for blender 2.36 or above -# -# ***** BEGIN GPL LICENSE BLOCK ***** -# -# This program is free software; you can redistribute it and/or -# modify it under the terms of the GNU General Public License -# as published by the Free Software Foundation; either version 2 -# of the License, or (at your option) any later version. -# -# This program is distributed in the hope that it will be useful, -# but WITHOUT ANY WARRANTY; without even the implied warranty of -# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -# GNU General Public License for more details. -# -# You should have received a copy of the GNU General Public License -# along with this program; if not, write to the Free Software Foundation, -# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. -# -# ***** END GPL LICENCE BLOCK ***** -# - -#################################### -# Library dependancies -#################################### - -import Blender -from Blender import Object, Lamp, Draw, Image, Text, sys, Mesh -from Blender.Scene import Render -import math -import BPyObject -import BPyMesh - -# -DEG2RAD=0.017453292519943295 -MATWORLD= Blender.Mathutils.RotationMatrix(-90, 4, 'x') - -#################################### -# Global Variables -#################################### - -filename = Blender.Get('filename') -_safeOverwrite = True - -extension = '' - -########################################################## -# Functions for writing output file -########################################################## - -class x3d_class: - - def __init__(self, filename): - #--- public you can change these --- - self.writingcolor = 0 - self.writingtexture = 0 - self.writingcoords = 0 - self.proto = 1 - self.matonly = 0 - self.share = 0 - self.billnode = 0 - self.halonode = 0 - self.collnode = 0 - self.tilenode = 0 - self.verbose=2 # level of verbosity in console 0-none, 1-some, 2-most - self.cp=3 # decimals for material color values 0.000 - 1.000 - self.vp=3 # decimals for vertex coordinate values 0.000 - n.000 - self.tp=3 # decimals for texture coordinate values 0.000 - 1.000 - self.it=3 - - #--- class private don't touch --- - self.texNames={} # dictionary of textureNames - self.matNames={} # dictionary of materiaNames - self.meshNames={} # dictionary of meshNames - self.indentLevel=0 # keeps track of current indenting - self.filename=filename - self.file = None - if filename.lower().endswith('.x3dz'): - try: - import gzip - self.file = gzip.open(filename, "w") - except: - print "failed to import compression modules, exporting uncompressed" - self.filename = filename[:-1] # remove trailing z - - if self.file == None: - self.file = open(self.filename, "w") - - self.bNav=0 - self.nodeID=0 - self.namesReserved=[ "Anchor","Appearance","Arc2D","ArcClose2D","AudioClip","Background","Billboard", - "BooleanFilter","BooleanSequencer","BooleanToggle","BooleanTrigger","Box","Circle2D", - "Collision","Color","ColorInterpolator","ColorRGBA","component","Cone","connect", - "Contour2D","ContourPolyline2D","Coordinate","CoordinateDouble","CoordinateInterpolator", - "CoordinateInterpolator2D","Cylinder","CylinderSensor","DirectionalLight","Disk2D", - "ElevationGrid","EspduTransform","EXPORT","ExternProtoDeclare","Extrusion","field", - "fieldValue","FillProperties","Fog","FontStyle","GeoCoordinate","GeoElevationGrid", - "GeoLocationLocation","GeoLOD","GeoMetadata","GeoOrigin","GeoPositionInterpolator", - "GeoTouchSensor","GeoViewpoint","Group","HAnimDisplacer","HAnimHumanoid","HAnimJoint", - "HAnimSegment","HAnimSite","head","ImageTexture","IMPORT","IndexedFaceSet", - "IndexedLineSet","IndexedTriangleFanSet","IndexedTriangleSet","IndexedTriangleStripSet", - "Inline","IntegerSequencer","IntegerTrigger","IS","KeySensor","LineProperties","LineSet", - "LoadSensor","LOD","Material","meta","MetadataDouble","MetadataFloat","MetadataInteger", - "MetadataSet","MetadataString","MovieTexture","MultiTexture","MultiTextureCoordinate", - "MultiTextureTransform","NavigationInfo","Normal","NormalInterpolator","NurbsCurve", - "NurbsCurve2D","NurbsOrientationInterpolator","NurbsPatchSurface", - "NurbsPositionInterpolator","NurbsSet","NurbsSurfaceInterpolator","NurbsSweptSurface", - "NurbsSwungSurface","NurbsTextureCoordinate","NurbsTrimmedSurface","OrientationInterpolator", - "PixelTexture","PlaneSensor","PointLight","PointSet","Polyline2D","Polypoint2D", - "PositionInterpolator","PositionInterpolator2D","ProtoBody","ProtoDeclare","ProtoInstance", - "ProtoInterface","ProximitySensor","ReceiverPdu","Rectangle2D","ROUTE","ScalarInterpolator", - "Scene","Script","Shape","SignalPdu","Sound","Sphere","SphereSensor","SpotLight","StaticGroup", - "StringSensor","Switch","Text","TextureBackground","TextureCoordinate","TextureCoordinateGenerator", - "TextureTransform","TimeSensor","TimeTrigger","TouchSensor","Transform","TransmitterPdu", - "TriangleFanSet","TriangleSet","TriangleSet2D","TriangleStripSet","Viewpoint","VisibilitySensor", - "WorldInfo","X3D","XvlShell","VertexShader","FragmentShader","MultiShaderAppearance","ShaderAppearance" ] - self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005", - "Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012", - "Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013", - "Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012", - "World","World.000","World.001","World.002","World.003","World.004","World.005" ] - self.namesFog=[ "","LINEAR","EXPONENTIAL","" ] - -########################################################## -# Writing nodes routines -########################################################## - - def writeHeader(self): - #bfile = sys.expandpath( Blender.Get('filename') ).replace('<', '<').replace('>', '>') - bfile = self.filename.replace('<', '<').replace('>', '>') # use outfile name - self.file.write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n") - self.file.write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.0//EN\" \"http://www.web3d.org/specifications/x3d-3.0.dtd\">\n") - self.file.write("<X3D version=\"3.0\" profile=\"Immersive\" xmlns:xsd=\"http://www.w3.org/2001/XMLSchema-instance\" xsd:noNamespaceSchemaLocation=\"http://www.web3d.org/specifications/x3d-3.0.xsd\">\n") - self.file.write("<head>\n") - self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile)) - self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version')) - self.file.write("\t<meta name=\"translator\" content=\"X3D exporter v1.55 (2006/01/17)\" />\n") - self.file.write("</head>\n") - self.file.write("<Scene>\n") - - # This functionality is poorly defined, disabling for now - campbell - ''' - def writeInline(self): - inlines = Blender.Scene.Get() - allinlines = len(inlines) - if scene != inlines[0]: - return - else: - for i in xrange(allinlines): - nameinline=inlines[i].name - if (nameinline not in self.namesStandard) and (i > 0): - self.file.write("<Inline DEF=\"%s\" " % (self.cleanStr(nameinline))) - nameinline = nameinline+".x3d" - self.file.write("url=\"%s\" />" % nameinline) - self.file.write("\n\n") - - - def writeScript(self): - textEditor = Blender.Text.Get() - alltext = len(textEditor) - for i in xrange(alltext): - nametext = textEditor[i].name - nlines = textEditor[i].getNLines() - if (self.proto == 1): - if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None): - nalllines = len(textEditor[i].asLines()) - alllines = textEditor[i].asLines() - for j in xrange(nalllines): - self.writeIndented(alllines[j] + "\n") - elif (self.proto == 0): - if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None): - nalllines = len(textEditor[i].asLines()) - alllines = textEditor[i].asLines() - for j in xrange(nalllines): - self.writeIndented(alllines[j] + "\n") - self.writeIndented("\n") - ''' - - def writeViewpoint(self, ob, mat, scene): - context = scene.render - ratio = float(context.imageSizeY())/float(context.imageSizeX()) - lens = (360* (math.atan(ratio *16 / ob.data.getLens()) / math.pi))*(math.pi/180) - lens = min(lens, math.pi) - - # get the camera location, subtract 90 degress from X to orient like X3D does - # mat = ob.matrixWorld - mat is now passed! - - loc = self.rotatePointForVRML(mat.translationPart()) - rot = mat.toEuler() - rot = (((rot[0]-90)*DEG2RAD), rot[1]*DEG2RAD, rot[2]*DEG2RAD) - nRot = self.rotatePointForVRML( rot ) - # convert to Quaternion and to Angle Axis - Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2]) - Q1 = self.multiplyQuaternions(Q[0], Q[1]) - Qf = self.multiplyQuaternions(Q1, Q[2]) - angleAxis = self.quaternionToAngleAxis(Qf) - self.file.write("<Viewpoint DEF=\"%s\" " % (self.cleanStr(ob.name))) - self.file.write("description=\"%s\" " % (ob.name)) - self.file.write("centerOfRotation=\"0 0 0\" ") - self.file.write("position=\"%3.2f %3.2f %3.2f\" " % (loc[0], loc[1], loc[2])) - self.file.write("orientation=\"%3.2f %3.2f %3.2f %3.2f\" " % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3])) - self.file.write("fieldOfView=\"%.3f\" />\n\n" % (lens)) - - def writeFog(self, world): - if world: - mtype = world.getMistype() - mparam = world.getMist() - grd = world.getHor() - grd0, grd1, grd2 = grd[0], grd[1], grd[2] - else: - return - if (mtype == 1 or mtype == 2): - self.file.write("<Fog fogType=\"%s\" " % self.namesFog[mtype]) - self.file.write("color=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) - self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam[2],self.cp)) - else: - return - - def writeNavigationInfo(self, scene): - self.file.write('<NavigationInfo headlight="FALSE" visibilityLimit="0.0" type=\'"EXAMINE","ANY"\' avatarSize="0.25, 1.75, 0.75" />\n') - - def writeSpotLight(self, ob, mtx, lamp, world): - safeName = self.cleanStr(ob.name) - if world: - ambi = world.amb - ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 - else: - ambi = 0 - ambientIntensity = 0 - - # compute cutoff and beamwidth - intensity=min(lamp.energy/1.75,1.0) - beamWidth=((lamp.spotSize*math.pi)/180.0)*.37; - cutOffAngle=beamWidth*1.3 - - dx,dy,dz=self.computeDirection(mtx) - # note -dx seems to equal om[3][0] - # note -dz seems to equal om[3][1] - # note dy seems to equal om[3][2] - - #location=(ob.matrixWorld*MATWORLD).translationPart() # now passed - location=(mtx*MATWORLD).translationPart() - - radius = lamp.dist*math.cos(beamWidth) - self.file.write("<SpotLight DEF=\"%s\" " % safeName) - self.file.write("radius=\"%s\" " % (round(radius,self.cp))) - self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp))) - self.file.write("intensity=\"%s\" " % (round(intensity,self.cp))) - self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) - self.file.write("beamWidth=\"%s\" " % (round(beamWidth,self.cp))) - self.file.write("cutOffAngle=\"%s\" " % (round(cutOffAngle,self.cp))) - self.file.write("direction=\"%s %s %s\" " % (round(dx,3),round(dy,3),round(dz,3))) - self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3))) - - - def writeDirectionalLight(self, ob, mtx, lamp, world): - safeName = self.cleanStr(ob.name) - if world: - ambi = world.amb - ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 - else: - ambi = 0 - ambientIntensity = 0 - - intensity=min(lamp.energy/1.75,1.0) - (dx,dy,dz)=self.computeDirection(mtx) - self.file.write("<DirectionalLight DEF=\"%s\" " % safeName) - self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp))) - self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) - self.file.write("intensity=\"%s\" " % (round(intensity,self.cp))) - self.file.write("direction=\"%s %s %s\" />\n\n" % (round(dx,4),round(dy,4),round(dz,4))) - - def writePointLight(self, ob, mtx, lamp, world): - safeName = self.cleanStr(ob.name) - if world: - ambi = world.amb - ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 - else: - ambi = 0 - ambientIntensity = 0 - - # location=(ob.matrixWorld*MATWORLD).translationPart() # now passed - location= (mtx*MATWORLD).translationPart() - - self.file.write("<PointLight DEF=\"%s\" " % safeName) - self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp))) - self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) - self.file.write("intensity=\"%s\" " % (round( min(lamp.energy/1.75,1.0) ,self.cp))) - self.file.write("radius=\"%s\" " % lamp.dist ) - self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3))) - ''' - def writeNode(self, ob, mtx): - obname=str(ob.name) - if obname in self.namesStandard: - return - else: - dx,dy,dz = self.computeDirection(mtx) - # location=(ob.matrixWorld*MATWORLD).translationPart() - location=(mtx*MATWORLD).translationPart() - self.writeIndented("<%s\n" % obname,1) - self.writeIndented("direction=\"%s %s %s\"\n" % (round(dx,3),round(dy,3),round(dz,3))) - self.writeIndented("location=\"%s %s %s\"\n" % (round(location[0],3), round(location[1],3), round(location[2],3))) - self.writeIndented("/>\n",-1) - self.writeIndented("\n") - ''' - def secureName(self, name): - name = name + str(self.nodeID) - self.nodeID=self.nodeID+1 - if len(name) <= 3: - newname = "_" + str(self.nodeID) - return "%s" % (newname) - else: - for bad in ['"','#',"'",',','.','[','\\',']','{','}']: - name=name.replace(bad,'_') - if name in self.namesReserved: - newname = name[0:3] + "_" + str(self.nodeID) - return "%s" % (newname) - elif name[0].isdigit(): - newname = "_" + name + str(self.nodeID) - return "%s" % (newname) - else: - newname = name - return "%s" % (newname) - - def writeIndexedFaceSet(self, ob, mesh, mtx, world, EXPORT_TRI = False): - imageMap={} # set of used images - sided={} # 'one':cnt , 'two':cnt - vColors={} # 'multi':1 - meshName = self.cleanStr(ob.name) - - meshME = self.cleanStr(ob.getData(mesh=1).name) # We dont care if its the mesh name or not - if len(mesh.faces) == 0: return - mode = 0 - if mesh.faceUV: - for face in mesh.faces: - mode |= face.mode - - if mode & Mesh.FaceModes.HALO and self.halonode == 0: - self.writeIndented("<Billboard axisOfRotation=\"0 0 0\">\n",1) - self.halonode = 1 - elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0: - self.writeIndented("<Billboard axisOfRotation=\"0 1 0\">\n",1) - self.billnode = 1 - elif mode & Mesh.FaceModes.OBCOL and self.matonly == 0: - self.matonly = 1 - elif mode & Mesh.FaceModes.TILES and self.tilenode == 0: - self.tilenode = 1 - elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0: - self.writeIndented("<Collision enabled=\"false\">\n",1) - self.collnode = 1 - - nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors) - - if nIFSCnt > 1: - self.writeIndented("<Group DEF=\"%s%s\">\n" % ("G_", meshName),1) - - if sided.has_key('two') and sided['two'] > 0: - bTwoSided=1 - else: - bTwoSided=0 - - # mtx = ob.matrixWorld * MATWORLD # mtx is now passed - mtx = mtx * MATWORLD - - loc= mtx.translationPart() - sca= mtx.scalePart() - quat = mtx.toQuat() - rot= quat.axis - - # self.writeIndented('<Transform rotation="%.6f %.6f %.6f %.6f">\n' % (rot[0], rot[1], rot[2], rot[3])) - self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\n' % \ - (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle*DEG2RAD) ) - - self.writeIndented("<Shape>\n",1) - maters=mesh.materials - hasImageTexture=0 - issmooth=0 - - if len(maters) > 0 or mesh.faceUV: - self.writeIndented("<Appearance>\n", 1) - # right now this script can only handle a single material per mesh. - if len(maters) >= 1: - mat=maters[0] - matFlags = mat.getMode() - if not matFlags & Blender.Material.Modes['TEXFACE']: - self.writeMaterial(mat, self.cleanStr(maters[0].name,''), world) - if len(maters) > 1: - print "Warning: mesh named %s has multiple materials" % meshName - print "Warning: only one material per object handled" - - #-- textures - if mesh.faceUV: - for face in mesh.faces: - if (hasImageTexture == 0) and (face.image): - self.writeImageTexture(face.image) - hasImageTexture=1 # keep track of face texture - if self.tilenode == 1: - self.writeIndented("<TextureTransform scale=\"%s %s\" />\n" % (face.image.xrep, face.image.yrep)) - self.tilenode = 0 - self.writeIndented("</Appearance>\n", -1) - - #-- IndexedFaceSet or IndexedLineSet - - # user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5 - ifStyle="IndexedFaceSet" - # look up mesh name, use it if available - if self.meshNames.has_key(meshME): - self.writeIndented("<%s USE=\"ME_%s\">" % (ifStyle, meshME), 1) - self.meshNames[meshME]+=1 - else: - if int(mesh.users) > 1: - self.writeIndented("<%s DEF=\"ME_%s\" " % (ifStyle, meshME), 1) - self.meshNames[meshME]=1 - else: - self.writeIndented("<%s " % ifStyle, 1) - - if bTwoSided == 1: - self.file.write("solid=\"false\" ") - else: - self.file.write("solid=\"true\" ") - - for face in mesh.faces: - if face.smooth: - issmooth=1 - break - if issmooth==1: - creaseAngle=(mesh.degr)*(math.pi/180.0) - self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp))) - - #--- output textureCoordinates if UV texture used - if mesh.faceUV: - if self.matonly == 1 and self.share == 1: - self.writeFaceColors(mesh) - elif hasImageTexture == 1: - self.writeTextureCoordinates(mesh) - #--- output coordinates - self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI) - - self.writingcoords = 1 - self.writingtexture = 1 - self.writingcolor = 1 - self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI) - - #--- output textureCoordinates if UV texture used - if mesh.faceUV: - if hasImageTexture == 1: - self.writeTextureCoordinates(mesh) - elif self.matonly == 1 and self.share == 1: - self.writeFaceColors(mesh) - #--- output vertexColors - self.matonly = 0 - self.share = 0 - - self.writingcoords = 0 - self.writingtexture = 0 - self.writingcolor = 0 - #--- output closing braces - self.writeIndented("</%s>\n" % ifStyle, -1) - self.writeIndented("</Shape>\n", -1) - self.writeIndented("</Transform>\n", -1) - - if self.halonode == 1: - self.writeIndented("</Billboard>\n", -1) - self.halonode = 0 - - if self.billnode == 1: - self.writeIndented("</Billboard>\n", -1) - self.billnode = 0 - - if self.collnode == 1: - self.writeIndented("</Collision>\n", -1) - self.collnode = 0 - - if nIFSCnt > 1: - self.writeIndented("</Group>\n", -1) - - self.file.write("\n") - - def writeCoordinates(self, ob, mesh, meshName, EXPORT_TRI = False): - # create vertex list and pre rotate -90 degrees X for VRML - - if self.writingcoords == 0: - self.file.write('coordIndex="') - for face in mesh.faces: - fv = face.v - - if len(face)==3: - self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index)) - else: - if EXPORT_TRI: - self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index)) - self.file.write("%i %i %i -1, " % (fv[0].index, fv[2].index, fv[3].index)) - else: - self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index)) - - self.file.write("\">\n") - else: - #-- vertices - # mesh.transform(ob.matrixWorld) - self.writeIndented("<Coordinate DEF=\"%s%s\" \n" % ("coord_",meshName), 1) - self.file.write("\t\t\t\tpoint=\"") - for v in mesh.verts: - self.file.write("%.6f %.6f %.6f, " % tuple(v.co)) - self.file.write("\" />") - self.writeIndented("\n", -1) - - def writeTextureCoordinates(self, mesh): - texCoordList=[] - texIndexList=[] - j=0 - - for face in mesh.faces: - for uv in face.uv: - texIndexList.append(j) - texCoordList.append(uv) - j=j+1 - texIndexList.append(-1) - if self.writingtexture == 0: - self.file.write("\n\t\t\ttexCoordIndex=\"") - texIndxStr="" - for i in xrange(len(texIndexList)): - texIndxStr = texIndxStr + "%d, " % texIndexList[i] - if texIndexList[i]==-1: - self.file.write(texIndxStr) - texIndxStr="" - self.file.write("\"\n\t\t\t") - else: - self.writeIndented("<TextureCoordinate point=\"", 1) - for i in xrange(len(texCoordList)): - self.file.write("%s %s, " % (round(texCoordList[i][0],self.tp), round(texCoordList[i][1],self.tp))) - self.file.write("\" />") - self.writeIndented("\n", -1) - - def writeFaceColors(self, mesh): - if self.writingcolor == 0: - self.file.write("colorPerVertex=\"false\" ") - else: - self.writeIndented("<Color color=\"", 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.file.write("\" />") - self.writeIndented("\n",-1) - - def writeMaterial(self, mat, matName, world): - # look up material name, use it if available - if self.matNames.has_key(matName): - self.writeIndented("<Material USE=\"MA_%s\" />\n" % matName) - self.matNames[matName]+=1 - return; - - self.matNames[matName]=1 - - ambient = mat.amb/3 - diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2] - if world: - ambi = world.getAmb() - ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2 - else: - ambi0, ambi1, ambi2 = 0, 0, 0 - emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/2, (diffuseG*mat.emit+ambi1)/2, (diffuseB*mat.emit+ambi2)/2 - - shininess = mat.hard/512.0 - specR = (mat.specCol[0]+0.001)/(1.25/(mat.spec+0.001)) - specG = (mat.specCol[1]+0.001)/(1.25/(mat.spec+0.001)) - specB = (mat.specCol[2]+0.001)/(1.25/(mat.spec+0.001)) - transp = 1-mat.alpha - matFlags = mat.getMode() - if matFlags & Blender.Material.Modes['SHADELESS']: - ambient = 1 - shine = 1 - specR = emitR = diffuseR - specG = emitG = diffuseG - specB = emitB = diffuseB - self.writeIndented("<Material DEF=\"MA_%s\" " % matName, 1) - self.file.write("diffuseColor=\"%s %s %s\" " % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp))) - self.file.write("specularColor=\"%s %s %s\" " % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp))) - self.file.write("emissiveColor=\"%s %s %s\" \n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp))) - self.writeIndented("ambientIntensity=\"%s\" " % (round(ambient,self.cp))) - self.file.write("shininess=\"%s\" " % (round(shininess,self.cp))) - self.file.write("transparency=\"%s\" />" % (round(transp,self.cp))) - self.writeIndented("\n",-1) - - def writeImageTexture(self, image): - name = image.name - filename = image.filename.split('/')[-1].split('\\')[-1] - if self.texNames.has_key(name): - self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name)) - self.texNames[name] += 1 - return - else: - self.writeIndented("<ImageTexture DEF=\"%s\" " % self.cleanStr(name), 1) - self.file.write("url=\"%s\" />" % name) - self.writeIndented("\n",-1) - self.texNames[name] = 1 - - def writeBackground(self, world, alltextures): - if world: worldname = world.name - else: return - blending = world.getSkytype() - grd = world.getHor() - grd0, grd1, grd2 = grd[0], grd[1], grd[2] - sky = world.getZen() - sky0, sky1, sky2 = sky[0], sky[1], sky[2] - mix0, mix1, mix2 = grd[0]+sky[0], grd[1]+sky[1], grd[2]+sky[2] - mix0, mix1, mix2 = mix0/2, mix1/2, mix2/2 - self.file.write("<Background ") - if worldname not in self.namesStandard: - self.file.write("DEF=\"%s\" " % self.secureName(worldname)) - # No Skytype - just Hor color - if blending == 0: - self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) - self.file.write("skyColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) - # Blend Gradient - elif blending == 1: - self.file.write("groundColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) - self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) - self.file.write("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) - self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) - # Blend+Real Gradient Inverse - elif blending == 3: - self.file.write("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) - self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) - self.file.write("skyColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) - self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) - # Paper - just Zen Color - elif blending == 4: - self.file.write("groundColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) - self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) - # Blend+Real+Paper - komplex gradient - elif blending == 7: - self.writeIndented("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) - self.writeIndented("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) - self.writeIndented("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) - self.writeIndented("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) - # Any Other two colors - else: - self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) - self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) - alltexture = len(alltextures) - for i in xrange(alltexture): - namemat = alltextures[i].name - pic = alltextures[i].getImage() - if (namemat == "back") and (pic != None): - self.file.write("\n\tbackUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) - elif (namemat == "bottom") and (pic != None): - self.writeIndented("bottomUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) - elif (namemat == "front") and (pic != None): - self.writeIndented("frontUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) - elif (namemat == "left") and (pic != None): - self.writeIndented("leftUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) - elif (namemat == "right") and (pic != None): - self.writeIndented("rightUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) - elif (namemat == "top") and (pic != None): - self.writeIndented("topUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1]) - self.writeIndented("/>\n\n") - -########################################################## -# export routine -########################################################## - - def export(self, scene, world, alltextures,\ - EXPORT_APPLY_MODIFIERS = False,\ - EXPORT_TRI= False,\ - ): - - print "Info: starting X3D export to " + self.filename + "..." - self.writeHeader() - # self.writeScript() - self.writeNavigationInfo(scene) - self.writeBackground(world, alltextures) - self.writeFog(world) - self.proto = 0 - - - # COPIED FROM OBJ EXPORTER - if EXPORT_APPLY_MODIFIERS: - temp_mesh_name = '~tmp-mesh' - - # Get the container mesh. - used for applying modifiers and non mesh objects. - containerMesh = meshName = tempMesh = None - for meshName in Blender.NMesh.GetNames(): - if meshName.startswith(temp_mesh_name): - tempMesh = Mesh.Get(meshName) - if not tempMesh.users: - containerMesh = tempMesh - if not containerMesh: - containerMesh = Mesh.New(temp_mesh_name) - # -------------------------- - - - for ob_main in scene.objects.context: - for ob, ob_mat in BPyObject.getDerivedObjects(ob_main): - objType=ob.type - objName=ob.name - self.matonly = 0 - if objType == "Camera": - self.writeViewpoint(ob, ob_mat, scene) - elif objType in ("Mesh", "Curve", "Surf", "Text") : - if EXPORT_APPLY_MODIFIERS or objType != 'Mesh': - me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scene) - else: - me = ob.getData(mesh=1) - - self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI = EXPORT_TRI) - elif objType == "Lamp": - data= ob.data - datatype=data.type - if datatype == Lamp.Types.Lamp: - self.writePointLight(ob, ob_mat, data, world) - elif datatype == Lamp.Types.Spot: - self.writeSpotLight(ob, ob_mat, data, world) - elif datatype == Lamp.Types.Sun: - self.writeDirectionalLight(ob, ob_mat, data, world) - else: - self.writeDirectionalLight(ob, ob_mat, data, world) - # do you think x3d could document what to do with dummy objects? - #elif objType == "Empty" and objName != "Empty": - # self.writeNode(ob, ob_mat) - else: - #print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType) - pass - - self.file.write("\n</Scene>\n</X3D>") - - if EXPORT_APPLY_MODIFIERS: - if containerMesh: - containerMesh.verts = None - - self.cleanup() - -########################################################## -# Utility methods -########################################################## - - def cleanup(self): - self.file.close() - self.texNames={} - self.matNames={} - self.indentLevel=0 - print "Info: finished X3D export to %s\n" % self.filename - - def cleanStr(self, name, prefix='rsvd_'): - """cleanStr(name,prefix) - try to create a valid VRML DEF name from object name""" - - newName=name[:] - if len(newName) == 0: - self.nNodeID+=1 - return "%s%d" % (prefix, self.nNodeID) - - if newName in self.namesReserved: - newName='%s%s' % (prefix,newName) - - if newName[0].isdigit(): - newName='%s%s' % ('_',newName) - - for bad in [' ','"','#',"'",',','.','[','\\',']','{','}']: - newName=newName.replace(bad,'_') - return newName - - def countIFSSetsNeeded(self, mesh, imageMap, sided, vColors): - """ - countIFFSetsNeeded() - should look at a blender mesh to determine - how many VRML IndexFaceSets or IndexLineSets are needed. A - new mesh created under the following conditions: - - o - split by UV Textures / one per mesh - o - split by face, one sided and two sided - o - split by smooth and flat faces - o - split when faces only have 2 vertices * needs to be an IndexLineSet - """ - - imageNameMap={} - faceMap={} - nFaceIndx=0 - - if mesh.faceUV: - for face in mesh.faces: - sidename=''; - if face.mode & Mesh.FaceModes.TWOSIDE: - sidename='two' - else: - sidename='one' - - if sided.has_key(sidename): - sided[sidename]+=1 - else: - sided[sidename]=1 - - image = face.image - if image: - faceName="%s_%s" % (face.image.name, sidename); - try: - imageMap[faceName].append(face) - except: - imageMap[faceName]=[face.image.name,sidename,face] - - if self.verbose > 2: - for faceName in imageMap.iterkeys(): - ifs=imageMap[faceName] - print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \ - (faceName, ifs[0], ifs[1], len(ifs)-2) - - return len(imageMap) - - def faceToString(self,face): - - print "Debug: face.flag=0x%x (bitflags)" % face.flag - if face.sel: - print "Debug: face.sel=true" - - print "Debug: face.mode=0x%x (bitflags)" % face.mode - if face.mode & Mesh.FaceModes.TWOSIDE: - print "Debug: face.mode twosided" - - print "Debug: face.transp=0x%x (enum)" % face.transp - if face.transp == Mesh.FaceTranspModes.SOLID: - print "Debug: face.transp.SOLID" - - if face.image: - print "Debug: face.image=%s" % face.image.name - print "Debug: face.materialIndex=%d" % face.materialIndex - - def getVertexColorByIndx(self, mesh, indx): - c = None - for face in mesh.faces: - j=0 - for vertex in face.v: - if vertex.index == indx: - c=face.col[j] - break - j=j+1 - if c: break - return c - - def meshToString(self,mesh): - print "Debug: mesh.hasVertexUV=%d" % mesh.vertexColors - print "Debug: mesh.faceUV=%d" % mesh.faceUV - 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, mtx): - x,y,z=(0,-1.0,0) # point down - - ax,ay,az = (mtx*MATWORLD).toEuler() - - ax *= DEG2RAD - ay *= DEG2RAD - az *= DEG2RAD - # rot X - x1=x - y1=y*math.cos(ax)-z*math.sin(ax) - z1=y*math.sin(ax)+z*math.cos(ax) - - # rot Y - x2=x1*math.cos(ay)+z1*math.sin(ay) - y2=y1 - z2=z1*math.cos(ay)-x1*math.sin(ay) - - # rot Z - x3=x2*math.cos(az)-y2*math.sin(az) - y3=x2*math.sin(az)+y2*math.cos(az) - z3=z2 - - return [x3,y3,z3] - - - # swap Y and Z to handle axis difference between Blender and VRML - #------------------------------------------------------------------------ - def rotatePointForVRML(self, v): - x = v[0] - y = v[2] - z = -v[1] - - vrmlPoint=[x, y, z] - return vrmlPoint - - # For writing well formed VRML code - #------------------------------------------------------------------------ - def writeIndented(self, s, inc=0): - if inc < 1: - self.indentLevel = self.indentLevel + inc - - spaces="" - for x in 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 x3d_export(filename, \ - EXPORT_APPLY_MODIFIERS= False,\ - EXPORT_TRI= False,\ - EXPORT_GZIP= False,\ - ): - - if EXPORT_GZIP: - if not filename.lower().endswith('.x3dz'): - filename = '.'.join(filename.split('.')[:-1]) + '.x3dz' - else: - if not filename.lower().endswith('.x3d'): - filename = '.'.join(filename.split('.')[:-1]) + '.x3d' - - - scene = Blender.Scene.GetCurrent() - world = scene.world - alltextures = Blender.Texture.Get() - - wrlexport=x3d_class(filename) - wrlexport.export(\ - scene,\ - world,\ - alltextures,\ - \ - EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS,\ - EXPORT_TRI = EXPORT_TRI,\ - ) - - -def x3d_export_ui(filename): - if not filename.endswith(extension): - filename += extension - #if _safeOverwrite and sys.exists(filename): - # result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0") - #if(result != 1): - # return - - # Get user options - EXPORT_APPLY_MODIFIERS = Draw.Create(1) - EXPORT_TRI = Draw.Create(0) - EXPORT_GZIP = Draw.Create( filename.lower().endswith('.x3dz') ) - - # Get USER Options - pup_block = [\ - ('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object.'),\ - ('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\ - ('Compress', EXPORT_GZIP, 'GZip the resulting file, requires a full python install'),\ - ] - - if not Draw.PupBlock('Export...', pup_block): - return - - Blender.Window.EditMode(0) - Blender.Window.WaitCursor(1) - - x3d_export(filename,\ - EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val,\ - EXPORT_TRI = EXPORT_TRI.val,\ - EXPORT_GZIP = EXPORT_GZIP.val\ - ) - - Blender.Window.WaitCursor(0) - - - -######################################################### -# main routine -######################################################### - - -if __name__ == '__main__': - Blender.Window.FileSelector(x3d_export_ui,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d')) - - |