From b7be4525bd2e893e752c7fd012430d5d790df416 Mon Sep 17 00:00:00 2001 From: Willian Padovani Germano Date: Sun, 22 May 2005 18:50:46 +0000 Subject: Scripts: updated Bart's (thanks) vrml97 and x3d exporters, adding also doc link to the script's web page and commenting out two uneeded prints in each script. --- release/scripts/vrml97_export.py | 271 +++++++++++++++++++-------------------- release/scripts/x3d_export.py | 14 +- 2 files changed, 138 insertions(+), 147 deletions(-) (limited to 'release') diff --git a/release/scripts/vrml97_export.py b/release/scripts/vrml97_export.py index 478fbf901ad..812ea95d5cc 100644 --- a/release/scripts/vrml97_export.py +++ b/release/scripts/vrml97_export.py @@ -5,7 +5,7 @@ Blender: 235 Group: 'Export' Submenu: 'All Objects...' all Submenu: 'Selected Objects...' selected -Tooltip: 'Export to VRML97 (VRML2) file format (.wrl)' +Tooltip: 'Export to VRML97 file (.wrl)' """ __author__ = ("Rick Kimball", "Ken Miller", "Steve Matthews", "Bart") @@ -13,10 +13,10 @@ __url__ = ["blender", "elysiun", "Author's (Rick) homepage, http://kimballsoftware.com/blender", "Author's (Bart) homepage, http://www.neeneenee.de/vrml", "Complete online documentation, http://www.neeneenee.de/blender/x3d/exporting_web3d.html"] -__version__ = "2005/04/09" +__version__ = "2005/04/20" __bpydoc__ = """\ -This script exports to VRML97 format, which used to be called VRML2. +This script exports to VRML97 format. Usage: @@ -34,7 +34,7 @@ for each texture);
# $Id$ # #------------------------------------------------------------------------ -# VRML97 exporter for blender 2.33 or above +# VRML97 exporter for blender 2.36 or above # # ***** BEGIN GPL LICENSE BLOCK ***** # @@ -64,8 +64,12 @@ for each texture);
import Blender from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text from Blender.Scene import Render -from os.path import exists, join -pytinst = 1 +try: + from os.path import exists, join + pytinst = 1 +except: + print "No Python installed, for full features install Python (http://www.python.org/)." + pytinst = 0 import math #################################### @@ -75,6 +79,7 @@ import math scene = Blender.Scene.getCurrent() world = Blender.World.Get() worldmat = Blender.Texture.Get() +filename = Blender.Get('filename') _safeOverwrite = True radD=math.pi/180.0 ARG='' @@ -109,6 +114,8 @@ class VRML2Export: def __init__(self, filename): #--- public you can change these --- + self.wire = 0 + self.proto = 1 self.matonly = 0 self.share = 0 self.billnode = 0 @@ -123,7 +130,8 @@ class VRML2Export: #--- class private don't touch --- self.texNames={} # dictionary of textureNames - self.matNames={} # dictionary of materiaNames + self.matNames={} # dictionary of materialNames + self.meshNames={} # dictionary of meshNames self.indentLevel=0 # keeps track of current indenting self.filename=filename self.file = open(filename, "w") @@ -147,6 +155,7 @@ class VRML2Export: "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 @@ -155,7 +164,9 @@ class VRML2Export: def writeHeader(self): self.file.write("#VRML V2.0 utf8\n\n") self.file.write("# This file was authored with Blender (http://www.blender.org/)\n") - self.file.write("# Exported using VRML97 exporter v1.50\n\n") + self.file.write("# Blender version %s\n" % Blender.Get('version')) + self.file.write("# Blender file %s\n" % filename) + self.file.write("# Exported using VRML97 exporter v1.50 (2005/04/20)\n\n") def writeInline(self): inlines = Blender.Scene.Get() @@ -177,12 +188,19 @@ class VRML2Export: alltext = len(textEditor) for i in range(alltext): nametext = textEditor[i].getName() - nlines = textEditor[i].getNLines() - if (nametext == "web3d" or nametext == "web3d.js" or nametext == "web3d.txt") and (nlines != None): - nalllines = len(textEditor[i].asLines()) - alllines = textEditor[i].asLines() - for j in range(nalllines): - self.writeIndented(alllines[j] + "\n") + 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 range(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 range(nalllines): + self.writeIndented(alllines[j] + "\n") self.writeIndented("\n") def writeViewpoint(self, thisObj): @@ -191,8 +209,6 @@ class VRML2Export: lens = (360* (math.atan(ratio *16 / thisObj.data.getLens()) / 3.141593))*(3.141593/180) if lens > 3.14: lens = 3.14 - self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(thisObj.name)), 1) - self.writeIndented("description \"%s\" \n" % (thisObj.name)) # get the camera location, subtract 90 degress from X to orient like VRML does loc = self.rotatePointForVRML(thisObj.loc) rot = [thisObj.RotX - 1.57, thisObj.RotY, thisObj.RotZ] @@ -202,10 +218,10 @@ class VRML2Export: 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("DEF %s Viewpoint {\n" % (self.cleanStr(thisObj.name)), 1) + self.writeIndented("description \"%s\" \n" % (thisObj.name)) self.writeIndented("position %3.2f %3.2f %3.2f\n" % (loc[0], loc[1], loc[2])) + self.writeIndented("orientation %3.2f %3.2f %3.2f %3.2f\n" % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3])) self.writeIndented("fieldOfView %.3f\n" % (lens)) self.writeIndented("}\n", -1) self.writeIndented("\n") @@ -218,20 +234,13 @@ class VRML2Export: grd0, grd1, grd2 = grd[0], grd[1], grd[2] else: return - if (mtype == 1): + if (mtype == 1 or mtype == 2): self.writeIndented("Fog {\n",1) - self.writeIndented("fogType \"LINEAR\"\n") + self.writeIndented("fogType \"%s\"\n" % self.namesFog[mtype]) self.writeIndented("color %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n") - self.writeIndented("visibilityRange " + str(round(mparam[2],self.cp)) + "\n") + self.writeIndented("visibilityRange %s\n" % round(mparam[2],self.cp)) self.writeIndented("}\n",-1) self.writeIndented("\n") - elif (mtype == 2): - self.writeIndented("Fog {\n",1) - self.writeIndented("fogType \"EXPONENTIAL\"\n") - self.writeIndented("color %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n") - self.writeIndented("visibilityRange " + str(round(mparam[2],self.cp)) + "\n") - self.writeIndented("}\n",-1) - self.writeIndented("\n") else: return @@ -255,7 +264,6 @@ class VRML2Export: self.writeIndented(" \n") def writeSpotLight(self, object, lamp): - safeName = self.cleanStr(object.name) if len(world) > 0: ambi = world[0].getAmb() ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 @@ -276,24 +284,19 @@ class VRML2Export: location=self.rotVertex(om, (0,0,0)); radius = lamp.dist*math.cos(beamWidth) - self.writeIndented("DEF %s SpotLight {\n" % safeName,1) + self.writeIndented("DEF %s SpotLight {\n" % self.cleanStr(object.name),1) self.writeIndented("radius %s\n" % (round(radius,self.cp))) self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp))) self.writeIndented("intensity %s\n" % (round(intensity,self.cp))) - self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), - round(lamp.col[1],self.cp), - round(lamp.col[2],self.cp))) + self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) self.writeIndented("beamWidth %s\n" % (round(beamWidth,self.cp))) self.writeIndented("cutOffAngle %s\n" % (round(cutOffAngle,self.cp))) self.writeIndented("direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3))) - self.writeIndented("location %s %s %s\n" % (round(location[0],3), - round(location[1],3), - round(location[2],3))) + self.writeIndented("location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3))) self.writeIndented("}\n",-1) self.writeIndented("\n") def writeDirectionalLight(self, object, lamp): - safeName = self.cleanStr(object.name) if len(world) > 0: ambi = world[0].getAmb() ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 @@ -303,18 +306,15 @@ class VRML2Export: intensity=min(lamp.energy/1.5, 1.0) (dx,dy,dz)=self.computeDirection(object) - self.writeIndented("DEF %s DirectionalLight {\n" % safeName,1) + self.writeIndented("DEF %s DirectionalLight {\n" % self.cleanStr(object.name),1) self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp))) - self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), - round(lamp.col[1],self.cp), - round(lamp.col[2],self.cp))) + self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) self.writeIndented("intensity %s\n" % (round(intensity,self.cp))) self.writeIndented("direction %s %s %s\n" % (round(dx,4),round(dy,4),round(dz,4))) self.writeIndented("}\n",-1) self.writeIndented("\n") def writePointLight(self, object, lamp): - safeName = self.cleanStr(object.name) if len(world) > 0: ambi = world[0].getAmb() ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 @@ -325,15 +325,11 @@ class VRML2Export: location=self.rotVertex(om, (0,0,0)); intensity=min(lamp.energy/1.5,1.0) radius = lamp.dist - self.writeIndented("DEF %s PointLight {\n" % safeName,1) + self.writeIndented("DEF %s PointLight {\n" % self.cleanStr(object.name),1) self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp))) - self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), - round(lamp.col[1],self.cp), - round(lamp.col[2],self.cp))) + self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) self.writeIndented("intensity %s\n" % (round(intensity,self.cp))) - self.writeIndented("location %s %s %s\n" % (round(location[0],3), - round(location[1],3), - round(location[2],3))) + self.writeIndented("location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3))) self.writeIndented("radius %s\n" % radius ) self.writeIndented("}\n",-1) self.writeIndented("\n") @@ -348,9 +344,7 @@ class VRML2Export: location=self.rotVertex(om, (0,0,0)); self.writeIndented("%s {\n" % objectname,1) self.writeIndented("# direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3))) - self.writeIndented("# location %s %s %s\n" % (round(location[0],3), - round(location[1],3), - round(location[2],3))) + self.writeIndented("# location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3))) self.writeIndented("}\n",-1) self.writeIndented("\n") def createDef(self, name): @@ -398,6 +392,7 @@ class VRML2Export: vColors={} # 'multi':1 meshName = self.cleanStr(object.name) mesh=object.getData() + meshME = self.cleanStr(mesh.name) for face in mesh.faces: if face.mode & Blender.NMesh.FaceModes['HALO'] and self.halonode == 0: self.writeIndented("Billboard {\n",1) @@ -434,9 +429,7 @@ class VRML2Export: om = object.getMatrix(); location=self.rotVertex(om, (0,0,0)); self.writeIndented("Transform {\n",1) - self.writeIndented("translation %s %s %s\n" % (round(location[0],3), - round(location[1],3), - round(location[2],3)),1) + self.writeIndented("translation %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)),1) self.writeIndented("children [\n") self.writeIndented("DEF %s Shape {\n" % meshName,1) @@ -450,7 +443,7 @@ class VRML2Export: # right now this script can only handle a single material per mesh. if len(maters) >= 1: mat=Blender.Material.Get(maters[0].name) - self.writeMaterial(mat, self.createDef(maters[0].name)) + self.writeMaterial(mat, self.cleanStr(maters[0].name,'')) if len(maters) > 1: print "Warning: mesh named %s has multiple materials" % meshName print "Warning: only one material per object handled" @@ -474,45 +467,54 @@ class VRML2Export: if object.drawType == Blender.Object.DrawTypes.WIRE: # user selected WIRE=2 on the Drawtype=Wire on (F9) Edit page ifStyle="IndexedLineSet" + self.wire = 1 else: # user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5 ifStyle="IndexedFaceSet" - - - self.writeIndented("geometry %s {\n" % ifStyle, 1) - if object.drawType != Blender.Object.DrawTypes.WIRE: - if bTwoSided == 1: - self.writeIndented("solid FALSE\n") + # look up mesh name, use it if available + if self.meshNames.has_key(meshME): + self.writeIndented("geometry USE ME_%s\n" % meshME) + self.meshNames[meshME]+=1 + else: + if int(mesh.users) > 1: + self.writeIndented("geometry DEF ME_%s %s {\n" % (meshME, ifStyle), 1) + self.meshNames[meshME]=1 else: - self.writeIndented("solid TRUE\n") + self.writeIndented("geometry %s {\n" % ifStyle, 1) + if object.drawType != Blender.Object.DrawTypes.WIRE: + if bTwoSided == 1: + self.writeIndented("solid FALSE\n") + else: + self.writeIndented("solid TRUE\n") - #--- output coordinates - self.writeCoordinates(object, mesh, meshName) + #--- output coordinates + self.writeCoordinates(object, mesh, meshName) - if object.drawType != Blender.Object.DrawTypes.WIRE: - #--- output textureCoordinates if UV texture used - if mesh.hasFaceUV(): - if hasImageTexture == 1: - self.writeTextureCoordinates(mesh) - elif self.matonly == 1 and self.share == 1: - self.writeFaceColors(mesh) - - for face in mesh.faces: - if face.smooth: - issmooth=1 - if issmooth==1: - creaseAngle=(mesh.getMaxSmoothAngle())*radD - self.writeIndented("creaseAngle %s\n" % (round(creaseAngle,self.cp))) - - #--- output vertexColors - if self.share == 1 and self.matonly == 0: - self.writeVertexColors(mesh) - self.matonly = 0 - self.share = 0 - #--- output closing braces - self.writeIndented("}\n", -1) + if object.drawType != Blender.Object.DrawTypes.WIRE: + #--- output textureCoordinates if UV texture used + if mesh.hasFaceUV(): + if hasImageTexture == 1: + self.writeTextureCoordinates(mesh) + elif self.matonly == 1 and self.share == 1: + self.writeFaceColors(mesh) + + for face in mesh.faces: + if face.smooth: + issmooth=1 + if issmooth==1 and self.wire == 0: + creaseAngle=(mesh.getMaxSmoothAngle())*radD + self.writeIndented("creaseAngle %s\n" % (round(creaseAngle,self.cp))) + + #--- output vertexColors + if self.share == 1 and self.matonly == 0: + self.writeVertexColors(mesh) + #--- output closing braces + self.writeIndented("}\n", -1) self.writeIndented("}\n", -1) self.writeIndented("]\n", -1) + self.matonly = 0 + self.share = 0 + self.wire = 0 self.writeIndented("}\n", -1) if self.halonode == 1: @@ -547,10 +549,7 @@ class VRML2Export: location=self.rotVertex(mm, (0,0,0)); for vertex in meshVertexList: v=self.rotVertex(mm, vertex); - self.file.write("%s %s %s, " % - (round((v[0]-location[0]),self.vp), - round((v[1]-location[1]),self.vp), - round((v[2]-location[2]),self.vp) )) + self.file.write("%s %s %s, " % (round((v[0]-location[0]),self.vp), round((v[1]-location[1]),self.vp), round((v[2]-location[2]),self.vp) )) self.writeIndented("\n", 0) self.writeIndented("]\n", -1) self.writeIndented("}\n", -1) @@ -581,9 +580,7 @@ class VRML2Export: self.writeIndented("texCoord TextureCoordinate {\n", 1) self.writeIndented("point [\n\t\t\t\t\t\t", 1) for i in range(len(texCoordList)): - self.file.write("%s %s, " % - (round(texCoordList[i][0],self.tp), - round(texCoordList[i][1],self.tp))) + self.file.write("%s %s, " % (round(texCoordList[i][0],self.tp), round(texCoordList[i][1],self.tp))) self.writeIndented("\n", 0) self.writeIndented("]\n", -1) self.writeIndented("}\n", -1) @@ -634,10 +631,10 @@ class VRML2Export: 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.writeIndented("material USE MA_%s\n" % matName) self.matNames[matName]+=1 return; - + self.matNames[matName]=1 ambient = mat.amb/2 @@ -656,25 +653,13 @@ class VRML2Export: specB = (mat.specCol[2]+0.001)/(1.05/(mat.getSpec()+0.001)) transp = 1-mat.alpha - self.writeIndented("material DEF %s Material {\n" % matName, 1) - self.writeIndented("diffuseColor %s %s %s" % - (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp)) + - "\n") - self.writeIndented("ambientIntensity %s" % - (round(ambient,self.cp))+ - "\n") - self.writeIndented("specularColor %s %s %s" % - (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp)) + - "\n" ) - self.writeIndented("emissiveColor %s %s %s" % - (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp)) + - "\n" ) - self.writeIndented("shininess %s" % - (round(shininess,self.cp)) + - "\n" ) - self.writeIndented("transparency %s" % - (round(transp,self.cp)) + - "\n") + self.writeIndented("material DEF MA_%s Material {\n" % matName, 1) + self.writeIndented("diffuseColor %s %s %s\n" % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp))) + self.writeIndented("ambientIntensity %s\n" % (round(ambient,self.cp))) + self.writeIndented("specularColor %s %s %s\n" % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp))) + self.writeIndented("emissiveColor %s %s %s\n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp))) + self.writeIndented("shininess %s\n" % (round(shininess,self.cp))) + self.writeIndented("transparency %s\n" % (round(transp,self.cp))) self.writeIndented("}\n",-1) def writeImageTexture(self, name): @@ -706,56 +691,56 @@ class VRML2Export: self.writeIndented("DEF %s Background {\n" % self.createDef(worldname),1) # No Skytype - just Hor color if blending == 0: - self.writeIndented("groundColor %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n") - self.writeIndented("skyColor %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n") + self.writeIndented("groundColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.writeIndented("skyColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) # Blend Gradient elif blending == 1: - self.writeIndented("groundColor [ %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + ",") - self.writeIndented("%s %s %s" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)) + " ]\n") + self.writeIndented("groundColor [ %s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.writeIndented("%s %s %s ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) self.writeIndented("groundAngle [ 1.57, 1.57 ]\n") - self.writeIndented("skyColor [ %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + ",") - self.writeIndented("%s %s %s" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)) + " ]\n") + self.writeIndented("skyColor [ %s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.writeIndented("%s %s %s ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) self.writeIndented("skyAngle [ 1.57, 1.57 ]\n") # Blend+Real Gradient Inverse elif blending == 3: - self.writeIndented("groundColor [ %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + ", ") - self.writeIndented("%s %s %s" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)) + " ]\n") + self.writeIndented("groundColor [ %s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.writeIndented("%s %s %s ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) self.writeIndented("groundAngle [ 1.57, 1.57 ]\n") - self.writeIndented("skyColor [ %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + ", ") - self.writeIndented("%s %s %s" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)) + " ]\n") + self.writeIndented("skyColor [ %s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.writeIndented("%s %s %s ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) self.writeIndented("skyAngle [ 1.57, 1.57 ]\n") # Paper - just Zen Color elif blending == 4: - self.writeIndented("groundColor %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + "\n") - self.writeIndented("skyColor %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + "\n") + self.writeIndented("groundColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.writeIndented("skyColor %s %s %s\n" % (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" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + " ]\n") + self.writeIndented("groundColor [ %s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.writeIndented("%s %s %s ]\n" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) self.writeIndented("groundAngle [ 1.57, 1.57 ]\n") - self.writeIndented("skyColor [ %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + ",") - self.writeIndented("%s %s %s" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + " ]\n") + self.writeIndented("skyColor [ %s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) + self.writeIndented("%s %s %s ]\n" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) self.writeIndented("skyAngle [ 1.57, 1.57 ]\n") # Any Other two colors else: - self.writeIndented("groundColor %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n") - self.writeIndented("skyColor %s %s %s" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)) + "\n") + self.writeIndented("groundColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) + self.writeIndented("skyColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) alltexture = len(worldmat) for i in range(alltexture): namemat = worldmat[i].getName() pic = worldmat[i].getImage() if (namemat == "back") and (pic != None): - self.writeIndented("backUrl \"" + str(pic.getName()) + "\"\n") + self.writeIndented("backUrl \"%s\"\n" % str(pic.getName())) elif (namemat == "bottom") and (pic != None): - self.writeIndented("bottomUrl \"" + str(pic.getName()) + "\"\n") + self.writeIndented("bottomUrl \"%s\"\n" % str(pic.getName())) elif (namemat == "front") and (pic != None): - self.writeIndented("frontUrl \"" + str(pic.getName()) + "\"\n") + self.writeIndented("frontUrl \"%s\"\n" % str(pic.getName())) elif (namemat == "left") and (pic != None): - self.writeIndented("leftUrl \"" + str(pic.getName()) + "\"\n") + self.writeIndented("leftUrl \"%s\"\n" % str(pic.getName())) elif (namemat == "right") and (pic != None): - self.writeIndented("rightUrl \"" + str(pic.getName()) + "\"\n") + self.writeIndented("rightUrl \"%s\"\n" % str(pic.getName())) elif (namemat == "top") and (pic != None): - self.writeIndented("topUrl \"" + str(pic.getName()) + "\"\n") + self.writeIndented("topUrl \"%s\"\n" % str(pic.getName())) self.writeIndented("}",-1) self.writeIndented("\n\n") @@ -766,9 +751,11 @@ class VRML2Export: def export(self, scene, world, worldmat): print "Info: starting VRML97 export to " + self.filename + "..." self.writeHeader() + self.writeScript() self.writeNavigationInfo(scene) self.writeBackground() self.writeFog() + self.proto = 0 allObj = [] if ARG == 'selected': allObj = Blender.Object.GetSelected() @@ -1033,7 +1020,7 @@ def select_file(filename): if(result != 1): return - if not filename.endswith('.wrl'): filename += '.wrl' + if filename.find('.wrl', -4) < 0: filename += '.wrl' wrlexport=VRML2Export(filename) wrlexport.export(scene, world, worldmat) @@ -1060,6 +1047,6 @@ except: if Blender.Get('version') < 235: print "Warning: VRML97 export failed, wrong blender version!" print " You aren't running blender version 2.35 or greater" - print " download a newer version from http://blender.org/" + print " download a newer version from http://blender3d.org/" else: Blender.Window.FileSelector(select_file,"Export VRML97",createWRLPath()) diff --git a/release/scripts/x3d_export.py b/release/scripts/x3d_export.py index 1f869d08464..a5de6a7a2da 100644 --- a/release/scripts/x3d_export.py +++ b/release/scripts/x3d_export.py @@ -5,7 +5,7 @@ Blender: 235 Group: 'Export' Submenu: 'All Objects...' all Submenu: 'Selected Objects...' selected -Tooltip: 'Export to Extensible 3D file format (.x3d)' +Tooltip: 'Export to Extensible 3D file (.x3d)' """ __author__ = ("Bart") @@ -16,7 +16,7 @@ __version__ = "2005/05/10" __bpydoc__ = """\ -This script exports to X3D file format. +This script exports to X3D format. Usage: @@ -64,8 +64,12 @@ for each texture);
import Blender from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text from Blender.Scene import Render -from os.path import exists, join -pytinst = 1 +try: + from os.path import exists, join + pytinst = 1 +except: + print "No Python installed, for full features install Python (http://www.python.org/)." + pytinst = 0 import math, sys, datetime #################################### @@ -1013,7 +1017,7 @@ def select_file(filename): if(result != 1): return - if not filename.endswith('.x3d'): filename += '.x3d' + if filename.find('.x3d', -4) < 0: filename += '.x3d' wrlexport=VRML2Export(filename) wrlexport.export(scene, world, worldmat) -- cgit v1.2.3