diff options
Diffstat (limited to 'release/scripts/x3d_export.py')
-rw-r--r-- | release/scripts/x3d_export.py | 273 |
1 files changed, 184 insertions, 89 deletions
diff --git a/release/scripts/x3d_export.py b/release/scripts/x3d_export.py index ac4a8e9ca5b..b12ff67d8a6 100644 --- a/release/scripts/x3d_export.py +++ b/release/scripts/x3d_export.py @@ -57,6 +57,8 @@ 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 @@ -68,14 +70,14 @@ MATWORLD= Blender.Mathutils.RotationMatrix(-90, 4, 'x') filename = Blender.Get('filename') _safeOverwrite = True -ARG='' + extension = '' ########################################################## # Functions for writing output file ########################################################## -class VRML2Export: +class x3d_class: def __init__(self, filename): #--- public you can change these --- @@ -101,7 +103,18 @@ class VRML2Export: self.meshNames={} # dictionary of meshNames self.indentLevel=0 # keeps track of current indenting self.filename=filename - self.file = open(filename, "w") + 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", @@ -169,7 +182,7 @@ class VRML2Export: nameinline = nameinline+".x3d" self.file.write("url=\"%s\" />" % nameinline) self.file.write("\n\n") - ''' + def writeScript(self): textEditor = Blender.Text.Get() @@ -190,15 +203,17 @@ class VRML2Export: for j in xrange(nalllines): self.writeIndented(alllines[j] + "\n") self.writeIndented("\n") - - def writeViewpoint(self, ob, scene): + ''' + + 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 = 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) @@ -229,23 +244,11 @@ class VRML2Export: self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam[2],self.cp)) else: return - ''' + def writeNavigationInfo(self, scene): - allObj = [] - allObj = list(scene.objects) - headlight = "true" - vislimit = 0.0 - for ob in allObj: - objType=ob.type - if objType == "Camera": - vislimit = ob.data.clipEnd - elif objType == "Lamp": - headlight = "false" - self.file.write("<NavigationInfo headlight=\"%s\" " % headlight) - self.file.write("visibilityLimit=\"%s\" " % (round(vislimit,self.cp))) - self.file.write("type=\"EXAMINE\", \"ANY\" avatarSize=\"0.25, 1.75, 0.75\" />\n\n") - ''' - def writeSpotLight(self, ob, lamp, world): + 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 @@ -259,12 +262,14 @@ class VRML2Export: beamWidth=((lamp.spotSize*math.pi)/180.0)*.37; cutOffAngle=beamWidth*1.3 - dx,dy,dz=self.computeDirection(ob) + 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() + #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))) @@ -277,7 +282,7 @@ class VRML2Export: 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, lamp, world): + def writeDirectionalLight(self, ob, mtx, lamp, world): safeName = self.cleanStr(ob.name) if world: ambi = world.amb @@ -287,14 +292,14 @@ class VRML2Export: ambientIntensity = 0 intensity=min(lamp.energy/1.75,1.0) - (dx,dy,dz)=self.computeDirection(ob) + (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, lamp, world): + def writePointLight(self, ob, mtx, lamp, world): safeName = self.cleanStr(ob.name) if world: ambi = world.amb @@ -303,29 +308,30 @@ class VRML2Export: ambi = 0 ambientIntensity = 0 - location=(ob.matrixWorld*MATWORLD).translationPart() - intensity=min(lamp.energy/1.75,1.0) - radius = lamp.dist + # 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(intensity,self.cp))) - self.file.write("radius=\"%s\" " % radius ) + 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): + ''' + def writeNode(self, ob, mtx): obname=str(ob.name) if obname in self.namesStandard: return else: - dx,dy,dz = self.computeDirection(ob) - location=(ob.matrixWorld*MATWORLD).translationPart() + 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("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 @@ -345,13 +351,13 @@ class VRML2Export: newname = name return "%s" % (newname) - def writeIndexedFaceSet(self, ob, world, normals = 0): + 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) - mesh=ob.getData(mesh=1) - meshME = self.cleanStr(mesh.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: @@ -371,7 +377,7 @@ class VRML2Export: 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: @@ -382,7 +388,8 @@ class VRML2Export: else: bTwoSided=0 - mtx = ob.matrixWorld * MATWORLD + # mtx = ob.matrixWorld * MATWORLD # mtx is now passed + mtx = mtx * MATWORLD loc= mtx.translationPart() sca= mtx.scalePart() @@ -456,12 +463,12 @@ class VRML2Export: elif hasImageTexture == 1: self.writeTextureCoordinates(mesh) #--- output coordinates - self.writeCoordinates(ob, mesh, meshName) + self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI) self.writingcoords = 1 self.writingtexture = 1 self.writingcolor = 1 - self.writeCoordinates(ob, mesh, meshName) + self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI) #--- output textureCoordinates if UV texture used if mesh.faceUV: @@ -498,17 +505,23 @@ class VRML2Export: self.file.write("\n") - def writeCoordinates(self, ob, mesh, meshName): + 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)==4: - self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index)) + + if len(face)==3: + self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index)) else: - self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index)) + 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 @@ -679,43 +692,74 @@ class VRML2Export: # export routine ########################################################## - def export(self, scene, world, alltextures): + 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) # This seems to position me in some strange area I cant see the model (with BS Contact) - Campbell + # self.writeScript() + self.writeNavigationInfo(scene) self.writeBackground(world, alltextures) self.writeFog(world) self.proto = 0 - for ob in scene.objects.context: - objType=ob.type - objName=ob.name - self.matonly = 0 - if objType == "Camera": - self.writeViewpoint(ob, scene) - elif objType == "Mesh": - self.writeIndexedFaceSet(ob, world, normals = 0) - elif objType == "Lamp": - data= ob.data - datatype=data.type - if datatype == Lamp.Types.Lamp: - self.writePointLight(ob, data, world) - elif datatype == Lamp.Types.Spot: - self.writeSpotLight(ob, data, world) - elif datatype == Lamp.Types.Sun: - self.writeDirectionalLight(ob, data, world) + + # 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: - self.writeDirectionalLight(ob, data, world) - elif objType == "Empty" and objName != "Empty": - self.writeNode(ob) - else: - #print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType) - print "" + #print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType) + pass - if ARG != 'selected': - self.writeScript() self.file.write("\n</Scene>\n</X3D>") + + if EXPORT_APPLY_MODIFIERS: + if containerMesh: + containerMesh.verts = None + self.cleanup() ########################################################## @@ -837,10 +881,10 @@ class VRML2Export: round(c.b/255.0,self.cp)) return s - def computeDirection(self, ob): + def computeDirection(self, mtx): x,y,z=(0,-1.0,0) # point down - ax,ay,az = (ob.matrixWorld*MATWORLD).toEuler() + ax,ay,az = (mtx*MATWORLD).toEuler() ax *= DEG2RAD ay *= DEG2RAD @@ -931,7 +975,36 @@ class VRML2Export: # Callbacks, needed before Main ########################################################## -def select_file(filename): +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): @@ -939,18 +1012,40 @@ def select_file(filename): #if(result != 1): # return - scene = Blender.Scene.GetCurrent() - world = scene.world - alltextures = Blender.Texture.Get() + # 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) - wrlexport=VRML2Export(filename) - wrlexport.export(scene, world, alltextures) ######################################################### # main routine ######################################################### + if __name__ == '__main__': - Blender.Window.FileSelector(select_file,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d')) - # select_file('/shared/bed1.x3d') + Blender.Window.FileSelector(x3d_export_ui,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d')) + + |