4b01aa7aa5
The orange -> HEAD merge reverted some scripts to older versions. This only affected the ones that already existed before the orange branch. Minor issue, easy to fix. All in all, kudos to kaito, Hos and others for all the hard work in bringing (coding, merging) all these changes to the main branch.
1034 lines
42 KiB
Python
1034 lines
42 KiB
Python
#!BPY
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""" Registration info for Blender menus:
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Name: 'VRML97 (.wrl)...'
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Blender: 235
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Group: 'Export'
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Submenu: 'All Objects...' all
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Submenu: 'All Objects compressed...' comp
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Submenu: 'Selected Objects...' selected
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Tooltip: 'Export to VRML97 file (.wrl)'
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"""
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__author__ = ("Rick Kimball", "Ken Miller", "Steve Matthews", "Bart")
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__url__ = ["blender", "elysiun",
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"Author's (Rick) homepage, http://kimballsoftware.com/blender",
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"Author's (Bart) homepage, http://www.neeneenee.de/vrml"]
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__email__ = ["Bart, bart:neeneenee*de"]
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__version__ = "2006/01/17"
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__bpydoc__ = """\
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This script exports to VRML97 format.
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Usage:
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Run this script from "File->Export" menu. A pop-up will ask whether you
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want to export only selected or all relevant objects.
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Known issues:<br>
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Doesn't handle multiple materials (don't use material indices);<br>
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Doesn't handle multiple UV textures on a single mesh (create a mesh
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for each texture);<br>
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Can't get the texture array associated with material * not the UV ones;
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"""
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# $Id$
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#
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#------------------------------------------------------------------------
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# VRML97 exporter for blender 2.36 or above
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#
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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#
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####################################
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# Library dependancies
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####################################
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import Blender
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from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text, sys, Mathutils
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from Blender.Scene import Render
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try:
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from os.path import exists, join
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pytinst = 1
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except:
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print "No Python installed, for full features install Python (http://www.python.org/)."
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pytinst = 0
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import math
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####################################
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# Global Variables
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####################################
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scene = Blender.Scene.getCurrent()
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world = Blender.World.Get()
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worldmat = Blender.Texture.Get()
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filename = Blender.Get('filename')
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_safeOverwrite = True
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extension = ''
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ARG=''
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class DrawTypes:
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"""Object DrawTypes enum values
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BOUNDS - draw only the bounding box of the object
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WIRE - draw object as a wire frame
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SOLID - draw object with flat shading
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SHADED - draw object with OpenGL shading
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"""
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BOUNDBOX = 1
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WIRE = 2
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SOLID = 3
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SHADED = 4
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TEXTURE = 5
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if not hasattr(Blender.Object,'DrawTypes'):
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Blender.Object.DrawTypes = DrawTypes()
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##########################################################
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# Functions for writing output file
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##########################################################
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class VRML2Export:
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def __init__(self, filename):
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#--- public you can change these ---
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self.wire = 0
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self.proto = 1
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self.matonly = 0
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self.share = 0
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self.billnode = 0
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self.halonode = 0
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self.collnode = 0
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self.tilenode = 0
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self.verbose=2 # level of verbosity in console 0-none, 1-some, 2-most
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self.cp=3 # decimals for material color values 0.000 - 1.000
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self.vp=3 # decimals for vertex coordinate values 0.000 - n.000
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self.tp=3 # decimals for texture coordinate values 0.000 - 1.000
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self.it=3
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#--- class private don't touch ---
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self.texNames={} # dictionary of textureNames
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self.matNames={} # dictionary of materialNames
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self.meshNames={} # dictionary of meshNames
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self.indentLevel=0 # keeps track of current indenting
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self.filename=filename
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self.file = open(filename, "w")
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self.bNav=0
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self.nodeID=0
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self.namesReserved=[ "Anchor", "Appearance", "AudioClip",
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"Background","Billboard", "Box",
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"Collision", "Color", "ColorInterpolator", "Cone", "Coordinate", "CoordinateInterpolator", "Cylinder", "CylinderSensor",
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"DirectionalLight",
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"ElevationGrid", "Extrustion",
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"Fog", "FontStyle", "Group",
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"ImageTexture", "IndexedFaceSet", "IndexedLineSet", "Inline",
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"LOD", "Material", "MovieTexture",
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"NavigationInfo", "Normal", "NormalInterpolator","OrientationInterpolator",
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"PixelTexture", "PlaneSensor", "PointLight", "PointSet", "PositionInterpolator", "ProxmimitySensor",
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"ScalarInterpolator", "Script", "Shape", "Sound", "Sphere", "SphereSensor", "SpotLight", "Switch",
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"Text", "TextureCoordinate", "TextureTransform", "TimeSensor", "TouchSensor", "Transform",
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"Viewpoint", "VisibilitySensor", "WorldInfo" ]
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self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005",
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"Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012",
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"Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013",
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"Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012",
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"World","World.000","World.001","World.002","World.003","World.004","World.005" ]
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self.namesFog=[ "","LINEAR","EXPONENTIAL","" ]
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##########################################################
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# Writing nodes routines
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##########################################################
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def writeHeader(self):
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bfile = sys.expandpath(Blender.Get('filename'))
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self.file.write("#VRML V2.0 utf8\n\n")
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self.file.write("# This file was authored with Blender (http://www.blender.org/)\n")
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self.file.write("# Blender version %s\n" % Blender.Get('version'))
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self.file.write("# Blender file %s\n" % sys.basename(bfile))
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self.file.write("# Exported using VRML97 exporter v1.55 (2006/01/17)\n\n")
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def writeInline(self):
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inlines = Blender.Scene.Get()
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allinlines = len(inlines)
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if scene != inlines[0]:
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return
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else:
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for i in range(allinlines):
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nameinline=inlines[i].getName()
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if (nameinline not in self.namesStandard) and (i > 0):
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self.writeIndented("DEF %s Inline {\n" % (self.cleanStr(nameinline)), 1)
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nameinline = nameinline+".wrl"
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self.writeIndented("url \"%s\" \n" % nameinline)
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self.writeIndented("}\n", -1)
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self.writeIndented("\n")
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def writeScript(self):
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textEditor = Blender.Text.Get()
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alltext = len(textEditor)
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for i in range(alltext):
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nametext = textEditor[i].getName()
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nlines = textEditor[i].getNLines()
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if (self.proto == 1):
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if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None):
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nalllines = len(textEditor[i].asLines())
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alllines = textEditor[i].asLines()
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for j in range(nalllines):
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self.writeIndented(alllines[j] + "\n")
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elif (self.proto == 0):
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if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None):
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nalllines = len(textEditor[i].asLines())
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alllines = textEditor[i].asLines()
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for j in range(nalllines):
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self.writeIndented(alllines[j] + "\n")
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self.writeIndented("\n")
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def writeViewpoint(self, thisObj):
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context = scene.getRenderingContext()
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ratio = float(context.imageSizeY())/float(context.imageSizeX())
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lens = (360* (math.atan(ratio *16 / thisObj.data.getLens()) / math.pi))*(math.pi/180)
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lens = min(lens, math.pi)
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# get the camera location, subtract 90 degress from X to orient like VRML does
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loc = self.rotatePointForVRML(thisObj.loc)
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rot = [thisObj.RotX - 1.57, thisObj.RotY, thisObj.RotZ]
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nRot = self.rotatePointForVRML(rot)
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# convert to Quaternion and to Angle Axis
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Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
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Q1 = self.multiplyQuaternions(Q[0], Q[1])
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Qf = self.multiplyQuaternions(Q1, Q[2])
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angleAxis = self.quaternionToAngleAxis(Qf)
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self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(thisObj.name)), 1)
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self.writeIndented("description \"%s\" \n" % (thisObj.name))
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self.writeIndented("position %3.2f %3.2f %3.2f\n" % (loc[0], loc[1], loc[2]))
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self.writeIndented("orientation %3.2f %3.2f %3.2f %3.2f\n" % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
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self.writeIndented("fieldOfView %.3f\n" % (lens))
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self.writeIndented("}\n", -1)
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self.writeIndented("\n")
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def writeFog(self):
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if len(world) > 0:
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mtype = world[0].getMistype()
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mparam = world[0].getMist()
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grd = world[0].getHor()
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grd0, grd1, grd2 = grd[0], grd[1], grd[2]
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else:
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return
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if (mtype == 1 or mtype == 2):
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self.writeIndented("Fog {\n",1)
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self.writeIndented("fogType \"%s\"\n" % self.namesFog[mtype])
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self.writeIndented("color %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n")
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self.writeIndented("visibilityRange %s\n" % round(mparam[2],self.cp))
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self.writeIndented("}\n",-1)
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self.writeIndented("\n")
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else:
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return
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def writeNavigationInfo(self, scene):
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allObj = []
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allObj = scene.getChildren()
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headlight = "TRUE"
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vislimit = 0.0
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for thisObj in allObj:
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objType=thisObj.getType()
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if objType == "Camera":
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vislimit = thisObj.data.getClipEnd()
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elif objType == "Lamp":
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headlight = "FALSE"
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self.writeIndented("NavigationInfo {\n",1)
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self.writeIndented("headlight %s" % headlight + "\n")
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self.writeIndented("visibilityLimit %s\n" % (round(vislimit,self.cp)))
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self.writeIndented("type [\"EXAMINE\", \"ANY\"]\n")
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self.writeIndented("avatarSize [0.25, 1.75, 0.75]\n")
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self.writeIndented("} \n",-1)
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self.writeIndented(" \n")
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def writeSpotLight(self, object, lamp):
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if len(world) > 0:
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ambi = world[0].getAmb()
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ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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else:
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ambi = 0
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ambientIntensity = 0
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# compute cutoff and beamwidth
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intensity=min(lamp.energy/1.75,1.0)
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beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
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cutOffAngle=beamWidth*1.3
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(dx,dy,dz)=self.computeDirection(object)
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# note -dx seems to equal om[3][0]
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# note -dz seems to equal om[3][1]
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# note dy seems to equal om[3][2]
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om = object.getMatrix()
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location=self.rotVertex(om, (0,0,0));
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radius = lamp.dist*math.cos(beamWidth)
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self.writeIndented("DEF %s SpotLight {\n" % self.cleanStr(object.name),1)
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self.writeIndented("radius %s\n" % (round(radius,self.cp)))
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self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
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self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
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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)))
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self.writeIndented("beamWidth %s\n" % (round(beamWidth,self.cp)))
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self.writeIndented("cutOffAngle %s\n" % (round(cutOffAngle,self.cp)))
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self.writeIndented("direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
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self.writeIndented("location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
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self.writeIndented("}\n",-1)
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self.writeIndented("\n")
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def writeDirectionalLight(self, object, lamp):
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if len(world) > 0:
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ambi = world[0].getAmb()
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ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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else:
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ambi = 0
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ambientIntensity = 0
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intensity=min(lamp.energy/1.75,1.0)
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(dx,dy,dz)=self.computeDirection(object)
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self.writeIndented("DEF %s DirectionalLight {\n" % self.cleanStr(object.name),1)
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self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
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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)))
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self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
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self.writeIndented("direction %s %s %s\n" % (round(dx,4),round(dy,4),round(dz,4)))
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self.writeIndented("}\n",-1)
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self.writeIndented("\n")
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def writePointLight(self, object, lamp):
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if len(world) > 0:
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ambi = world[0].getAmb()
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ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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else:
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ambi = 0
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ambientIntensity = 0
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om = object.getMatrix()
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location=self.rotVertex(om, (0,0,0));
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intensity=min(lamp.energy/1.75,1.0)
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radius = lamp.dist
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self.writeIndented("DEF %s PointLight {\n" % self.cleanStr(object.name),1)
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self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
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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)))
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self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
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self.writeIndented("location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
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self.writeIndented("radius %s\n" % radius )
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self.writeIndented("}\n",-1)
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self.writeIndented("\n")
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def writeNode(self, thisObj):
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objectname=str(thisObj.getName())
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if objectname in self.namesStandard:
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return
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else:
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(dx,dy,dz)=self.computeDirection(thisObj)
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om = thisObj.getMatrix()
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location=self.rotVertex(om, (0,0,0));
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self.writeIndented("%s {\n" % objectname,1)
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self.writeIndented("# direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
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self.writeIndented("# location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
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self.writeIndented("}\n",-1)
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self.writeIndented("\n")
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def secureName(self, name):
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name = name + str(self.nodeID)
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self.nodeID += 1
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if len(name) <= 3:
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newname = "_" + str(self.nodeID)
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return "%s" % (newname)
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else:
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for bad in ['"','#',"'",',','.','[','\\',']','{','}']:
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name=name.replace(bad,'_')
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if name in self.namesReserved:
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newname = name[0:3] + "_" + str(self.nodeID)
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return "%s" % (newname)
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elif name[0].isdigit():
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newname = "_" + name + str(self.nodeID)
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return "%s" % (newname)
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else:
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newname = name
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return "%s" % (newname)
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def writeIndexedFaceSet(self, object, normals = 0):
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imageMap={} # set of used images
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sided={} # 'one':cnt , 'two':cnt
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vColors={} # 'multi':1
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meshName = self.cleanStr(object.name)
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mesh=object.getData()
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meshME = self.cleanStr(mesh.name)
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if len(mesh.faces) == 0:
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return
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for face in mesh.faces:
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if face.mode & Blender.NMesh.FaceModes['HALO'] and self.halonode == 0:
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self.writeIndented("Billboard {\n",1)
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self.writeIndented("axisOfRotation 0 0 0\n")
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self.writeIndented("children [\n")
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self.halonode = 1
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elif face.mode & Blender.NMesh.FaceModes['BILLBOARD'] and self.billnode == 0:
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self.writeIndented("Billboard {\n",1)
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self.writeIndented("axisOfRotation 0 1 0\n")
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self.writeIndented("children [\n")
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self.billnode = 1
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elif face.mode & Blender.NMesh.FaceModes['OBCOL'] and self.matonly == 0:
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self.matonly = 1
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elif face.mode & Blender.NMesh.FaceModes['SHAREDCOL'] and self.share == 0:
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self.share = 1
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elif face.mode & Blender.NMesh.FaceModes['TILES'] and self.tilenode == 0:
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self.tilenode = 1
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elif not face.mode & Blender.NMesh.FaceModes['DYNAMIC'] and self.collnode == 0:
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self.writeIndented("Collision {\n",1)
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self.writeIndented("collide FALSE\n")
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self.writeIndented("children [\n")
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self.collnode = 1
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nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
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if nIFSCnt > 1:
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self.writeIndented("DEF %s%s Group {\n" % ("G_", meshName),1)
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self.writeIndented("children [\n",1)
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if sided.has_key('two') and sided['two'] > 0:
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bTwoSided=1
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else:
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bTwoSided=0
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om = object.getMatrix();
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location=self.rotVertex(om, (0,0,0));
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self.writeIndented("DEF %s Transform {\n" % meshName,1)
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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("Shape {\n",1)
|
|
|
|
maters=mesh.materials
|
|
hasImageTexture=0
|
|
issmooth=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)
|
|
matFlags = mat.getMode()
|
|
if not matFlags & Blender.Material.Modes['TEXFACE']:
|
|
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"
|
|
|
|
#-- textures
|
|
if mesh.hasFaceUV():
|
|
for face in mesh.faces:
|
|
if (hasImageTexture == 0) and (face.image):
|
|
self.writeImageTexture(face.image.name, face.image.filename)
|
|
hasImageTexture=1 # keep track of face texture
|
|
if self.tilenode == 1:
|
|
self.writeIndented("textureTransform TextureTransform { scale %s %s }\n" % (face.image.xrep, face.image.yrep))
|
|
self.tilenode = 0
|
|
self.writeIndented("}\n", -1)
|
|
|
|
#-- 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"
|
|
self.wire = 1
|
|
else:
|
|
# 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("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("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)
|
|
|
|
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())*(math.pi/180.0)
|
|
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:
|
|
self.writeIndented("]\n", -1)
|
|
self.writeIndented("}\n", -1)
|
|
self.halonode = 0
|
|
|
|
if self.billnode == 1:
|
|
self.writeIndented("]\n", -1)
|
|
self.writeIndented("}\n", -1)
|
|
self.billnode = 0
|
|
|
|
if self.collnode == 1:
|
|
self.writeIndented("]\n", -1)
|
|
self.writeIndented("}\n", -1)
|
|
self.collnode = 0
|
|
|
|
if nIFSCnt > 1:
|
|
self.writeIndented("]\n", -1)
|
|
self.writeIndented("}\n", -1)
|
|
|
|
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\t\t\t\t\t\t", 1)
|
|
meshVertexList = mesh.verts
|
|
|
|
# create vertex list and pre rotate -90 degrees X for VRML
|
|
mm=object.getMatrix()
|
|
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.writeIndented("\n", 0)
|
|
self.writeIndented("]\n", -1)
|
|
self.writeIndented("}\n", -1)
|
|
|
|
self.writeIndented("coordIndex [\n\t\t\t\t\t", 1)
|
|
coordIndexList=[]
|
|
for face in mesh.faces:
|
|
cordStr=""
|
|
for i in range(len(face)):
|
|
indx=meshVertexList.index(face[i])
|
|
cordStr = cordStr + "%s " % indx
|
|
self.file.write(cordStr + "-1, ")
|
|
self.writeIndented("\n", 0)
|
|
self.writeIndented("]\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
|
|
texIndexList.append(-1)
|
|
|
|
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.writeIndented("\n", 0)
|
|
self.writeIndented("]\n", -1)
|
|
self.writeIndented("}\n", -1)
|
|
|
|
self.writeIndented("texCoordIndex [\n\t\t\t\t\t\t", 1)
|
|
texIndxStr=""
|
|
for i in range(len(texIndexList)):
|
|
texIndxStr = texIndxStr + "%d, " % texIndexList[i]
|
|
if texIndexList[i]==-1:
|
|
self.file.write(texIndxStr)
|
|
texIndxStr=""
|
|
self.writeIndented("\n", 0)
|
|
self.writeIndented("]\n", -1)
|
|
|
|
def writeFaceColors(self, mesh):
|
|
self.writeIndented("colorPerVertex FALSE\n")
|
|
self.writeIndented("color Color {\n",1)
|
|
self.writeIndented("color [\n\t\t\t\t\t\t", 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.writeIndented("\n", 0)
|
|
self.writeIndented("]\n",-1)
|
|
self.writeIndented("}\n",-1)
|
|
|
|
def writeVertexColors(self, mesh):
|
|
self.writeIndented("colorPerVertex TRUE\n")
|
|
self.writeIndented("color Color {\n",1)
|
|
self.writeIndented("color [\n\t\t\t\t\t\t", 1)
|
|
|
|
for i in range(len(mesh.verts)):
|
|
c=self.getVertexColorByIndx(mesh,i)
|
|
if self.verbose > 2:
|
|
print "Debug: vertex[%d].col r=%d g=%d b=%d" % (i, c.r, c.g, c.b)
|
|
|
|
aColor = self.rgbToFS(c)
|
|
self.file.write("%s, " % aColor)
|
|
self.writeIndented("\n", 0)
|
|
self.writeIndented("]\n",-1)
|
|
self.writeIndented("}\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 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 len(world) > 0:
|
|
ambi = world[0].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.getSpec()+0.001))
|
|
specG = (mat.specCol[1]+0.001)/(1.25/(mat.getSpec()+0.001))
|
|
specB = (mat.specCol[2]+0.001)/(1.25/(mat.getSpec()+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 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, filename):
|
|
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.split("\\")[-1].split("/")[-1])
|
|
self.writeIndented("}\n",-1)
|
|
self.texNames[name] = 1
|
|
|
|
def writeBackground(self):
|
|
if len(world) > 0:
|
|
worldname = world[0].getName()
|
|
else:
|
|
return
|
|
blending = world[0].getSkytype()
|
|
grd = world[0].getHor()
|
|
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
|
|
sky = world[0].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
|
|
if worldname in self.namesStandard:
|
|
self.writeIndented("Background {\n",1)
|
|
else:
|
|
self.writeIndented("DEF %s Background {\n" % self.secureName(worldname),1)
|
|
# No Skytype - just Hor color
|
|
if blending == 0:
|
|
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 ]\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 ]\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 ]\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 ]\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\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 ]\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 ]\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\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 \"%s\"\n" % str(pic.getName()))
|
|
elif (namemat == "bottom") and (pic != None):
|
|
self.writeIndented("bottomUrl \"%s\"\n" % str(pic.getName()))
|
|
elif (namemat == "front") and (pic != None):
|
|
self.writeIndented("frontUrl \"%s\"\n" % str(pic.getName()))
|
|
elif (namemat == "left") and (pic != None):
|
|
self.writeIndented("leftUrl \"%s\"\n" % str(pic.getName()))
|
|
elif (namemat == "right") and (pic != None):
|
|
self.writeIndented("rightUrl \"%s\"\n" % str(pic.getName()))
|
|
elif (namemat == "top") and (pic != None):
|
|
self.writeIndented("topUrl \"%s\"\n" % str(pic.getName()))
|
|
self.writeIndented("}",-1)
|
|
self.writeIndented("\n\n")
|
|
|
|
##########################################################
|
|
# export routine
|
|
##########################################################
|
|
|
|
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()
|
|
else:
|
|
allObj = scene.getChildren()
|
|
self.writeInline()
|
|
for thisObj in allObj:
|
|
try:
|
|
objType=thisObj.getType()
|
|
objName=thisObj.getName()
|
|
self.matonly = 0
|
|
if objType == "Camera":
|
|
self.writeViewpoint(thisObj)
|
|
elif objType == "Mesh":
|
|
self.writeIndexedFaceSet(thisObj, normals = 0)
|
|
elif objType == "Lamp":
|
|
lmpName=Lamp.Get(thisObj.data.getName())
|
|
lmpType=lmpName.getType()
|
|
if lmpType == Lamp.Types.Lamp:
|
|
self.writePointLight(thisObj, lmpName)
|
|
elif lmpType == Lamp.Types.Spot:
|
|
self.writeSpotLight(thisObj, lmpName)
|
|
elif lmpType == Lamp.Types.Sun:
|
|
self.writeDirectionalLight(thisObj, lmpName)
|
|
else:
|
|
self.writeDirectionalLight(thisObj, lmpName)
|
|
elif objType == "Empty" and objName != "Empty":
|
|
self.writeNode(thisObj)
|
|
else:
|
|
#print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType())
|
|
print ""
|
|
except AttributeError:
|
|
print "Error: Unable to get type info for %s" % thisObj.getName()
|
|
if ARG != 'selected':
|
|
self.writeScript()
|
|
self.cleanup()
|
|
|
|
##########################################################
|
|
# Utility methods
|
|
##########################################################
|
|
|
|
def cleanup(self):
|
|
self.file.close()
|
|
self.texNames={}
|
|
self.matNames={}
|
|
self.indentLevel=0
|
|
print "Info: finished VRML97 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
|
|
|
|
for face in mesh.faces:
|
|
sidename='';
|
|
if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
|
|
sidename='two'
|
|
else:
|
|
sidename='one'
|
|
|
|
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
|
|
|
|
if sided.has_key(sidename):
|
|
sided[sidename]+=1
|
|
else:
|
|
sided[sidename]=1
|
|
|
|
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]
|
|
|
|
if self.verbose > 2:
|
|
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)
|
|
|
|
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"
|
|
|
|
print "Debug: face.mode=0x%x (bitflags)" % face.mode
|
|
if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
|
|
print "Debug: face.mode twosided"
|
|
|
|
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
|
|
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]
|
|
j=j+1
|
|
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
|
|
|
|
# For writing well formed VRML code
|
|
#------------------------------------------------------------------------
|
|
def writeIndented(self, s, inc=0):
|
|
if inc < 1:
|
|
self.indentLevel = self.indentLevel + inc
|
|
|
|
self.file.write( self.indentLevel*"\t" + 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 select_file(filename):
|
|
if pytinst == 1:
|
|
if exists(filename) and _safeOverwrite:
|
|
result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0")
|
|
if(result != 1):
|
|
return
|
|
|
|
if not filename.endswith(extension):
|
|
filename += extension
|
|
|
|
wrlexport=VRML2Export(filename)
|
|
wrlexport.export(scene, world, worldmat)
|
|
|
|
def createWRLPath():
|
|
filename = Blender.Get('filename')
|
|
print filename
|
|
|
|
if filename.find('.') != -1:
|
|
filename = filename.split('.')[0]
|
|
filename += extension
|
|
print filename
|
|
|
|
return filename
|
|
|
|
#########################################################
|
|
# main routine
|
|
#########################################################
|
|
|
|
try:
|
|
ARG = __script__['arg'] # user selected argument
|
|
except:
|
|
print "older version"
|
|
|
|
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://blender3d.org/"
|
|
else:
|
|
if ARG == 'comp':
|
|
extension=".wrz"
|
|
from gzip import *
|
|
else:
|
|
extension=".wrl"
|
|
Blender.Window.FileSelector(select_file,"Export VRML97",createWRLPath())
|
|
|