bugfix [#25393] Export to X3D does not provide color field in indexedFaceSet for colored cube

mostly rewrote mesh export and added support for multiple materials/images, using texface or material images depending on the materials TexFace option.
This commit is contained in:
Campbell Barton 2011-01-05 14:57:57 +00:00
parent a45183125a
commit 01b7299bdb

@ -277,8 +277,7 @@ class x3d_class:
return "%s" % (newname)
def writeIndexedFaceSet(self, ob, mesh, mtx, world, EXPORT_TRI=False):
# imageMap = {} # set of used images
sided = {} # 'one':cnt , 'two':cnt
fw = self.file.write
mesh_name_x3d = self.cleanStr(ob.name)
if not mesh.faces:
@ -319,10 +318,10 @@ class x3d_class:
loc, quat, sca = mtx.decompose()
self.write_indented("<Transform DEF=\"%s\" " % mesh_name_x3d, 1)
self.file.write("translation=\"%.6f %.6f %.6f\" " % loc[:])
self.file.write("scale=\"%.6f %.6f %.6f\" " % sca[:])
self.file.write("rotation=\"%.6f %.6f %.6f %.6f\" " % (quat.axis[:] + (quat.angle, )))
self.file.write(">\n")
fw("translation=\"%.6f %.6f %.6f\" " % loc[:])
fw("scale=\"%.6f %.6f %.6f\" " % sca[:])
fw("rotation=\"%.6f %.6f %.6f %.6f\" " % (quat.axis[:] + (quat.angle, )))
fw(">\n")
if mesh.tag:
self.write_indented("<Group USE=\"G_%s\" />\n" % mesh_name_x3d, 1)
@ -331,99 +330,173 @@ class x3d_class:
self.write_indented("<Group DEF=\"G_%s\">\n" % mesh_name_x3d, 1)
self.write_indented("<Shape>\n", 1)
is_smooth = False
is_uv = bool(mesh.uv_textures.active)
# is_col, defined for each material
# XXX, lame, only exports first material.
mat_first = None
for mat_first in mesh.materials:
if mat_first:
break
is_coords_written = False
if mat_first or mesh.uv_textures.active:
self.write_indented("<Appearance>\n", 1)
# right now this script can only handle a single material per mesh.
if mat_first and mat_first.use_face_texture == False:
self.writeMaterial(mat_first, self.cleanStr(mat_first.name, ""), world)
if len(mesh.materials) > 1:
print("Warning: mesh named %s has multiple materials" % mesh_name_x3d)
print("Warning: only one material per object handled")
mesh_materials = mesh.materials[:]
if not mesh_materials:
mesh_materials = [None]
image = None
if mat_first is None or mat_first.use_face_texture:
#-- textures
if mesh.uv_textures.active:
for face in mesh.uv_textures.active.data:
if face.use_image:
image = face.image
if image:
break
elif mat_first:
for mtex in mat_first.texture_slots:
mesh_material_images = [None] * len(mesh_materials)
for i, material in enumerate(mesh_materials):
if material:
for mtex in material.texture_slots:
if mtex:
tex = mtex.texture
if tex and tex.type == 'IMAGE':
image = tex.image
if image:
mesh_material_images[i] = image
break
# XXX, incorrect, uses first image
if image:
self.writeImageTexture(image)
mesh_materials_use_face_texture = [getattr(material, "use_face_texture", True) for material in mesh_materials]
if self.tilenode == 1:
self.write_indented("<TextureTransform scale=\"%s %s\" />\n" % (image.xrep, image.yrep))
self.tilenode = 0
mesh_faces = mesh.faces[:]
mesh_faces_materials = [f.material_index for f in mesh_faces]
self.write_indented("</Appearance>\n", -1)
#-- IndexedFaceSet or IndexedLineSet
# user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5
# look up mesh name, use it if available
self.write_indented("<IndexedFaceSet ", 1)
# --- Write IndexedFaceSet Attributes
if mesh.show_double_sided:
self.file.write("solid=\"true\" ")
if is_uv and True in mesh_materials_use_face_texture:
mesh_faces_image = [(fuv.image if (mesh_materials_use_face_texture[mesh_faces_materials[i]] and fuv.use_image) else mesh_material_images[mesh_faces_materials[i]]) for i, fuv in enumerate(mesh.uv_textures.active.data)]
mesh_faces_image_unique = set(mesh_faces_image)
else:
self.file.write("solid=\"false\" ")
mesh_faces_image = [None] * len(mesh_faces)
mesh_faces_image_unique = {None}
for face in mesh.faces:
if face.use_smooth:
is_smooth = True
break
# group faces
face_groups = {}
for material_index in range(len(mesh_materials)):
for image in mesh_faces_image_unique:
face_groups[material_index, image] = []
del mesh_faces_image_unique
if is_smooth:
self.file.write("creaseAngle=\"%.4f\" " % creaseAngle)
for i, (material_index, image) in enumerate(zip(mesh_faces_materials, mesh_faces_image)):
face_groups[material_index, image].append(i)
is_uv = bool(mesh.uv_textures.active)
is_col = (mesh.vertex_colors.active and (mat_first is None or mat_first.use_vertex_color_paint))
for (material_index, image), face_group in face_groups.items():
if face_group:
material = mesh_materials[material_index]
if is_uv:
self.write_ifs_texco_attr(mesh)
if is_col:
self.write_ifs_color_attr(mesh)
self.write_indented("<Shape>\n", 1)
is_smooth = False
is_col = (mesh.vertex_colors.active and (material is None or material.use_vertex_color_paint))
self.write_ifs_coords_attr(ob, mesh, mesh_name_x3d, EXPORT_TRI)
# kludge but as good as it gets!
for i in face_group:
if mesh_faces[i].use_smooth:
is_smooth = True
break
# close IndexedFaceSet
self.file.write(">\n")
if image:
self.write_indented("<Appearance>\n", 1)
self.writeImageTexture(image)
# --- Write IndexedFaceSet Elements
self.write_ifs_coords_elem(ob, mesh, mesh_name_x3d, EXPORT_TRI)
if self.tilenode == 1:
self.write_indented("<TextureTransform scale=\"%s %s\" />\n" % (image.xrep, image.yrep))
self.tilenode = 0
if is_col:
self.write_ifs_texco_elem(mesh)
if is_col:
self.write_ifs_color_elem(mesh)
#--- output vertexColors
self.write_indented("</Appearance>\n", -1)
elif material:
self.write_indented("<Appearance>\n", 1)
self.writeMaterial(material, self.cleanStr(material.name, ""), world)
self.write_indented("</Appearance>\n", -1)
#-- IndexedFaceSet or IndexedLineSet
self.write_indented("<IndexedFaceSet ", 1)
# --- Write IndexedFaceSet Attributes
if mesh.show_double_sided:
fw("solid=\"true\" ")
else:
fw("solid=\"false\" ")
if is_smooth:
fw("creaseAngle=\"%.4f\" " % creaseAngle)
if is_uv:
# "texCoordIndex"
fw("\n\t\t\ttexCoordIndex=\"")
j = 0
for i in face_group:
if len(mesh_faces[i].vertices) == 4:
fw("%d %d %d %d -1, " % (j, j + 1, j + 2, j + 3))
j += 4
else:
fw("%d %d %d -1, " % (j, j + 1, j + 2))
j += 3
fw("\" ")
# --- end texCoordIndex
if is_col:
fw("colorPerVertex=\"false\" ")
if True:
# "coordIndex"
fw('coordIndex="')
if EXPORT_TRI:
for i in face_group:
fv = mesh_faces[i].vertices[:]
if len(fv) == 3:
fw("%i %i %i -1, " % fv)
else:
fw("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
fw("%i %i %i -1, " % (fv[0], fv[2], fv[3]))
else:
for i in face_group:
fv = mesh_faces[i].vertices[:]
if len(fv) == 3:
fw("%i %i %i -1, " % fv)
else:
fw("%i %i %i %i -1, " % fv)
fw("\" ")
# --- end coordIndex
# close IndexedFaceSet
fw(">\n")
# --- Write IndexedFaceSet Elements
if True:
if is_coords_written:
self.write_indented("<Coordinate USE=\"%s%s\" />\n" % ("coord_", mesh_name_x3d))
else:
self.write_indented("<Coordinate DEF=\"%s%s\" \n" % ("coord_", mesh_name_x3d), 1)
fw("\t\t\t\tpoint=\"")
for v in mesh.vertices:
fw("%.6f %.6f %.6f, " % v.co[:])
fw("\" />")
self.write_indented("\n", -1)
is_coords_written = True
if is_uv:
self.write_indented("<TextureCoordinate point=\"", 1)
fw = fw
mesh_faces_uv = mesh.uv_textures.active.data
for i in face_group:
for uv in mesh_faces_uv[i].uv:
fw("%.4f %.4f, " % uv[:])
del mesh_faces_uv
fw("\" />")
self.write_indented("\n", -1)
if is_col:
self.write_indented("<Color color=\"", 1)
# XXX, 1 color per face, only
mesh_faces_col = mesh.vertex_colors.active.data
for i in face_group:
fw("%.3f %.3f %.3f, " % mesh_faces_col[i].color1[:])
del mesh_faces_col
fw("\" />")
self.write_indented("\n", -1)
#--- output vertexColors
#--- output closing braces
self.write_indented("</IndexedFaceSet>\n", -1)
self.write_indented("</Shape>\n", -1)
#--- output closing braces
self.write_indented("</IndexedFaceSet>\n", -1)
self.write_indented("</Shape>\n", -1)
self.write_indented("</Group>\n", -1)
self.write_indented("</Transform>\n", -1)
@ -440,72 +513,7 @@ class x3d_class:
self.write_indented("</Collision>\n", -1)
self.collnode = 0
self.file.write("\n")
def write_ifs_coords_attr(self, ob, mesh, mesh_name_x3d, EXPORT_TRI=False):
self.file.write('coordIndex="')
if EXPORT_TRI:
for face in mesh.faces:
fv = face.vertices[:]
if len(fv) == 3:
self.file.write("%i %i %i -1, " % fv)
else:
self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
self.file.write("%i %i %i -1, " % (fv[0], fv[2], fv[3]))
else:
for face in mesh.faces:
fv = face.vertices[:]
if len(fv) == 3:
self.file.write("%i %i %i -1, " % fv)
else:
self.file.write("%i %i %i %i -1, " % fv)
self.file.write("\" ")
def write_ifs_coords_elem(self, ob, mesh, mesh_name_x3d, EXPORT_TRI=False):
self.write_indented("<Coordinate DEF=\"%s%s\" \n" % ("coord_", mesh_name_x3d), 1)
self.file.write("\t\t\t\tpoint=\"")
for v in mesh.vertices:
self.file.write("%.6f %.6f %.6f, " % v.co[:])
self.file.write("\" />")
self.write_indented("\n", -1)
def write_ifs_texco_attr(self, mesh):
self.file.write("\n\t\t\ttexCoordIndex=\"")
fw = self.file.write
j = 0
for face in mesh.uv_textures.active.data:
if len(face.uv) == 4:
fw("%d %d %d %d -1, " % (j, j + 1, j + 2, j + 3))
j += 4
else:
fw("%d %d %d -1, " % (j, j + 1, j + 2))
j += 3
fw("\"\n\t\t\t")
def write_ifs_texco_elem(self, mesh):
texCoordList = (uv for fuv in mesh.uv_textures.active.data for uv in fuv.uv)
self.write_indented("<TextureCoordinate point=\"", 1)
fw = self.file.write
for uv in texCoordList:
fw("%.4f %.4f, " % uv[:])
fw("\" />")
self.write_indented("\n", -1)
def write_ifs_color_attr(self, mesh):
self.file.write("colorPerVertex=\"false\" ")
def write_ifs_color_elem(self, mesh):
self.write_indented("<Color color=\"", 1)
for face in mesh.vertex_colors.active.data:
# XXX, 1 color per face, only
self.file.write("%.3f %.3f %.3f, " % face.color1[:])
self.file.write("\" />")
self.write_indented("\n", -1)
fw("\n")
def writeMaterial(self, mat, matName, world):
# look up material name, use it if available