1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
|
#!BPY
""" Registration info for Blender menus:
Name: 'VRML 97 (old version)...'
Blender: 232
Group: 'Export'
Submenu: 'All Objects...' all
Submenu: 'Selected Objects...' selected
Tooltip: 'Old version of VRML2 exporter, please try the newer one'
"""
__author__ = ("Rick Kimball", "Ken Miller", "Steve Matthews")
__url__ = ["blender", "elysiun",
"Author's (Rick) homepage, http://kimballsoftware.com/blender",
"Show your VRML world at vrmlworld.net, http://vrmlworld.net"]
__version__ = "2004/01/19"
__bpydoc__ = """\
This script exports to VRML 2.0 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>
Material colors need work;<br>
Spotlight softness needs work;<br>
Can't get the texture array associated with material * not the UV ones;<br>
Can't set smoothing, crease angle and mesh smoothing * setting not
accessible.
"""
# $Id$
#
#------------------------------------------------------------------------
# VRML2 exporter for blender 2.28a or above
#
# Source: http://blender.kimballsoftware.com/
#
# 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
#------------------------------------------------------------------------
print "\nThis is the old version of the vrml 2 (or 97) exporter."
print "It should be removed soon, please try the updated 'VRML 97' version.\n"
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,"Export 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
|