blender/release/scripts/import_web3d.py

1944 lines
53 KiB
Python
Executable File

#!BPY
"""
Name: 'X3D & VRML97 (.x3d / wrl)...'
Blender: 248
Group: 'Import'
Tooltip: 'Load an X3D or VRML97 file'
"""
# ***** BEGIN GPL LICENSE BLOCK *****
#
# (C) Copyright 2008 Paravizion
# Written by Campbell Barton aka Ideasman42
#
# 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 *****
# --------------------------------------------------------------------------
__author__ = "Campbell Barton"
__url__ = ['www.blender.org', 'blenderartists.org', 'http://wiki.blender.org/index.php/Scripts/Manual/Import/X3D_VRML97']
__version__ = "0.1"
__bpydoc__ = """\
This script is an importer for the X3D and VRML97 file formats.
"""
# This should work without a blender at all
try:
from Blender.sys import exists
except:
from os.path import exists
def baseName(path):
return path.split('/')[-1].split('\\')[-1]
def dirName(path):
return path[:-len(baseName(path))]
# notes
# transform are relative
# order dosnt matter for loc/size/rot
# right handed rotation
# angles are in radians
# rotation first defines axis then ammount in radians
# =============================== VRML Spesific
def vrmlFormat(data):
'''
Keep this as a valid vrml file, but format in a way we can pradict.
'''
# Strip all commends - # not in strings - warning multiline strings are ignored.
def strip_comment(l):
#l = ' '.join(l.split())
l = l.strip()
if l.startswith('#'):
return ''
i = l.find('#')
if i==-1:
return l
# Most cases accounted for! if we have a comment at the end of the line do this...
j = l.find('"')
if j == -1: # simple no strings
return l[:i].strip()
q = False
for i,c in enumerate(l):
if c == '"':
q = not q # invert
elif c == '#':
if q==False:
return l[:i-1]
return l
data = '\n'.join([strip_comment(l) for l in data.split('\n') ]) # remove all whitespace
# Bad, dont take strings into account
'''
data = data.replace('#', '\n#')
data = '\n'.join([ll for l in data.split('\n') for ll in (l.strip(),) if not ll.startswith('#')]) # remove all whitespace
'''
data = data.replace('{', '\n{\n')
data = data.replace('}', '\n}\n')
data = data.replace('[', '\n[\n')
data = data.replace(']', '\n]\n')
data = data.replace(',', ' , ') # make sure comma's seperate
# More annoying obscure cases where USE or DEF are placed on a newline
# data = data.replace('\nDEF ', ' DEF ')
# data = data.replace('\nUSE ', ' USE ')
data = '\n'.join([' '.join(l.split()) for l in data.split('\n')]) # remove all whitespace
# Better to parse the file accounting for multiline arrays
'''
data = data.replace(',\n', ' , ') # remove line endings with commas
data = data.replace(']', '\n]\n') # very very annoying - but some comma's are at the end of the list, must run this again.
'''
return [l for l in data.split('\n') if l]
NODE_NORMAL = 1 # {}
NODE_ARRAY = 2 # []
NODE_REFERENCE = 3 # USE foobar
lines = []
def getNodePreText(i, words):
# print lines[i]
use_node = False
while len(words) < 5:
if i>=len(lines):
break
elif lines[i]=='{':
# words.append(lines[i]) # no need
# print "OK"
return NODE_NORMAL, i+1
elif lines[i].count('"') % 2 != 0: # odd number of quotes? - part of a string.
# print 'ISSTRING'
break
else:
new_words = lines[i].split()
if 'USE' in new_words:
use_node = True
words.extend(new_words)
i += 1
# Check for USE node - no {
# USE #id - should always be on the same line.
if use_node:
# print 'LINE', i, words[:words.index('USE')+2]
words[:] = words[:words.index('USE')+2]
if lines[i] == '{' and lines[i+1] == '}':
# USE sometimes has {} after it anyway
i+=2
return NODE_REFERENCE, i
# print "error value!!!", words
return 0, -1
def is_nodeline(i, words):
if not lines[i][0].isalpha():
return 0, 0
# Simple "var [" type
if lines[i+1] == '[':
if lines[i].count('"') % 2 == 0:
words[:] = lines[i].split()
return NODE_ARRAY, i+2
node_type, new_i = getNodePreText(i, words)
if not node_type:
return 0, 0
# Ok, we have a { after some values
# Check the values are not fields
for i, val in enumerate(words):
if i != 0 and words[i-1] in ('DEF', 'USE'):
# ignore anything after DEF, it is a ID and can contain any chars.
pass
elif val[0].isalpha() and val not in ('TRUE', 'FALSE'):
pass
else:
# There is a number in one of the values, therefor we are not a node.
return 0, 0
#if node_type==NODE_REFERENCE:
# print words, "REF_!!!!!!!"
return node_type, new_i
def is_numline(i):
'''
Does this line start with a number?
'''
l = lines[i]
line_end = len(l)-1
line_end_new = l.find(' ') # comma's always have a space before them
if line_end_new != -1:
line_end = line_end_new
try:
float(l[:line_end]) # works for a float or int
return True
except:
return False
class vrmlNode(object):
__slots__ = 'id', 'fields', 'node_type', 'parent', 'children', 'parent', 'array_data', 'reference', 'lineno', 'filename', 'blendObject', 'DEF_NAMESPACE', 'FIELD_NAMESPACE', 'x3dNode'
def __init__(self, parent, node_type, lineno):
self.id = None
self.node_type = node_type
self.parent = parent
self.blendObject = None
self.x3dNode = None # for x3d import only
if parent:
parent.children.append(self)
self.lineno = lineno
# This is only set from the root nodes.
# Having a filename also denotes a root node
self.filename = None
# Store in the root node because each inline file needs its own root node and its own namespace
self.DEF_NAMESPACE = None
self.FIELD_NAMESPACE = None
self.reference = None
if node_type==NODE_REFERENCE:
# For references, only the parent and ID are needed
# the reference its self is assigned on parsing
return
self.fields = [] # fields have no order, in some cases rool level values are not unique so dont use a dict
self.children = []
self.array_data = [] # use for arrays of data - should only be for NODE_ARRAY types
# Only available from the root node
def getFieldDict(self):
if self.FIELD_NAMESPACE != None:
return self.FIELD_NAMESPACE
else:
return self.parent.getFieldDict()
def getDefDict(self):
if self.DEF_NAMESPACE != None:
return self.DEF_NAMESPACE
else:
return self.parent.getDefDict()
def setRoot(self, filename):
self.filename = filename
self.FIELD_NAMESPACE = {}
self.DEF_NAMESPACE= {}
def getFilename(self):
if self.filename:
return self.filename
elif self.parent:
return self.parent.getFilename()
else:
return None
def getRealNode(self):
if self.reference:
return self.reference
else:
return self
def getSpec(self):
self_real = self.getRealNode()
try:
return self_real.id[-1] # its possible this node has no spec
except:
return None
def getDefName(self):
self_real = self.getRealNode()
if 'DEF' in self_real.id:
# print self_real.id
return self_real.id[ list(self_real.id).index('DEF')+1 ]
else:
return None
def getChildrenBySpec(self, node_spec): # spec could be Transform, Shape, Appearance
self_real = self.getRealNode()
# using getSpec functions allows us to use the spec of USE children that dont have their spec in their ID
if type(node_spec) == str:
return [child for child in self_real.children if child.getSpec()==node_spec]
else:
# Check inside a list of optional types
return [child for child in self_real.children if child.getSpec() in node_spec]
def getChildBySpec(self, node_spec): # spec could be Transform, Shape, Appearance
# Use in cases where there is only ever 1 child of this type
ls = self.getChildrenBySpec(node_spec)
if ls: return ls[0]
else: return None
def getChildrenByName(self, node_name): # type could be geometry, children, appearance
self_real = self.getRealNode()
return [child for child in self_real.children if child.id if child.id[0]==node_name]
def getChildByName(self, node_name):
self_real = self.getRealNode()
for child in self_real.children:
if child.id and child.id[0]==node_name: # and child.id[-1]==node_spec:
return child
def getSerialized(self, results, ancestry):
''' Return this node and all its children in a flat list '''
ancestry = ancestry[:] # always use a copy
# self_real = self.getRealNode()
results.append((self, tuple(ancestry)))
ancestry.append(self)
for child in self.getRealNode().children:
if child not in ancestry:
child.getSerialized(results, ancestry)
return results
def searchNodeTypeID(self, node_spec, results):
self_real = self.getRealNode()
# print self.lineno, self.id
if self_real.id and self_real.id[-1]==node_spec: # use last element, could also be only element
results.append(self_real)
for child in self_real.children:
child.searchNodeTypeID(node_spec, results)
return results
def getFieldName(self, field):
self_real = self.getRealNode() # incase we're an instance
for f in self_real.fields:
# print f
if f and f[0] == field:
# print '\tfound field', f
return f[1:]
# print '\tfield not found', field
return None
def getFieldAsInt(self, field, default):
self_real = self.getRealNode() # incase we're an instance
f = self_real.getFieldName(field)
if f==None: return default
if ',' in f: f = f[:f.index(',')] # strip after the comma
if len(f) != 1:
print '\t"%s" wrong length for int conversion for field "%s"' % (f, field)
return default
try:
return int(f[0])
except:
print '\tvalue "%s" could not be used as an int for field "%s"' % (f[0], field)
return default
def getFieldAsFloat(self, field, default):
self_real = self.getRealNode() # incase we're an instance
f = self_real.getFieldName(field)
if f==None: return default
if ',' in f: f = f[:f.index(',')] # strip after the comma
if len(f) != 1:
print '\t"%s" wrong length for float conversion for field "%s"' % (f, field)
return default
try:
return float(f[0])
except:
print '\tvalue "%s" could not be used as a float for field "%s"' % (f[0], field)
return default
def getFieldAsFloatTuple(self, field, default):
self_real = self.getRealNode() # incase we're an instance
f = self_real.getFieldName(field)
if f==None: return default
# if ',' in f: f = f[:f.index(',')] # strip after the comma
if len(f) < 1:
print '"%s" wrong length for float tuple conversion for field "%s"' % (f, field)
return default
ret = []
for v in f:
if v != ',':
try: ret.append(float(v))
except: break # quit of first non float, perhaps its a new field name on the same line? - if so we are going to ignore it :/ TODO
# print ret
if ret:
return ret
if not ret:
print '\tvalue "%s" could not be used as a float tuple for field "%s"' % (f, field)
return default
def getFieldAsBool(self, field, default):
self_real = self.getRealNode() # incase we're an instance
f = self_real.getFieldName(field)
if f==None: return default
if ',' in f: f = f[:f.index(',')] # strip after the comma
if len(f) != 1:
print '\t"%s" wrong length for bool conversion for field "%s"' % (f, field)
return default
if f[0].upper()=='"TRUE"' or f[0].upper()=='TRUE':
return True
elif f[0].upper()=='"FALSE"' or f[0].upper()=='FALSE':
return False
else:
print '\t"%s" could not be used as a bool for field "%s"' % (f[1], field)
return default
def getFieldAsString(self, field, default=None):
self_real = self.getRealNode() # incase we're an instance
f = self_real.getFieldName(field)
if f==None: return default
if len(f) < 1:
print '\t"%s" wrong length for string conversion for field "%s"' % (f, field)
return default
if len(f) > 1:
# String may contain spaces
st = ' '.join(f)
else:
st = f[0]
# X3D HACK
if self.x3dNode:
return st
if st[0]=='"' and st[-1]=='"':
return st[1:-1]
else:
print '\tvalue "%s" could not be used as a string for field "%s"' % (f[0], field)
return default
def getFieldAsArray(self, field, group):
'''
For this parser arrays are children
'''
self_real = self.getRealNode() # incase we're an instance
child_array = None
for child in self_real.children:
if child.id and len(child.id) == 1 and child.id[0] == field:
child_array = child
break
if child_array==None:
# For x3d, should work ok with vrml too
# for x3d arrays are fields, vrml they are nodes, annoying but not tooo bad.
data_split = self.getFieldName(field)
if not data_split:
return []
array_data = ' '.join(data_split)
if array_data == None:
return []
array_data = array_data.replace(',', ' ')
data_split = array_data.split()
try:
array_data = [int(val) for val in data_split]
except:
try:
array_data = [float(val) for val in data_split]
except:
print '\tWarning, could not parse array data from field'
array_data = []
else:
# Normal vrml
array_data = child_array.array_data
if group==-1 or len(array_data)==0:
return array_data
# We want a flat list
flat = True
for item in array_data:
if type(item) == list:
flat = False
break
# make a flat array
if flat:
flat_array = array_data # we are alredy flat.
else:
flat_array = []
def extend_flat(ls):
for item in ls:
if type(item)==list: extend_flat(item)
else: flat_array.append(item)
extend_flat(array_data)
# We requested a flat array
if group == 0:
return flat_array
new_array = []
sub_array = []
for item in flat_array:
sub_array.append(item)
if len(sub_array)==group:
new_array.append(sub_array)
sub_array = []
if sub_array:
print '\twarning, array was not aligned to requested grouping', group, 'remaining value', sub_array
return new_array
def getLevel(self):
# Ignore self_real
level = 0
p = self.parent
while p:
level +=1
p = p.parent
if not p: break
return level
def __repr__(self):
level = self.getLevel()
ind = ' ' * level
if self.node_type==NODE_REFERENCE:
brackets = ''
elif self.node_type==NODE_NORMAL:
brackets = '{}'
else:
brackets = '[]'
if brackets:
text = ind + brackets[0] + '\n'
else:
text = ''
text += ind + 'ID: ' + str(self.id) + ' ' + str(level) + ('lineno %d\n' % self.lineno)
if self.node_type==NODE_REFERENCE:
return text
for item in self.fields:
text += ind + str(item) +'\n'
#text += ind + 'ARRAY: ' + str(len(self.array_data)) + ' ' + str(self.array_data) + '\n'
text += ind + 'ARRAY: ' + str(len(self.array_data)) + '[...] \n'
text += ind + 'CHILDREN: ' + str(len(self.children)) + '\n'
for child in self.children:
text += str(child)
text += '\n' + ind + brackets[1]
return text
def parse(self, i):
new_i = self.__parse(i)
# print self.id, self.getFilename()
# If we were an inline then try load the file
if self.node_type == NODE_NORMAL and self.getSpec() == 'Inline':
url = self.getFieldAsString('url', None)
if url != None:
if not exists(url):
url = dirName(self.getFilename()) + baseName(url)
if not exists(url):
print '\tWarning: Inline URL could not be found:', url
else:
if url==self.getFilename():
print '\tWarning: cant Inline yourself recursively:', url
else:
try:
f = open(url, 'rU')
except:
print '\tWarning: cant open the file:', url
f = None
if f:
# Tricky - inline another VRML
print '\tLoading Inline:"%s"...' % url
# Watch it! - backup lines
lines_old = lines[:]
lines[:] = vrmlFormat( f.read() )
f.close()
lines.insert(0, '{')
lines.insert(0, 'root_node____')
lines.append('}')
child = vrmlNode(self, NODE_NORMAL, -1)
child.setRoot(url) # initialized dicts
child.parse(0)
# Watch it! - restore lines
lines[:] = lines_old
return new_i
def __parse(self, i):
# print 'parsing at', i,
# print i, self.id, self.lineno
l = lines[i]
if l=='[':
# An anonymous list
self.id = None
i+=1
else:
words = []
node_type, new_i = is_nodeline(i, words)
if not node_type: # fail for parsing new node.
raise "error"
if self.node_type==NODE_REFERENCE:
# Only assign the reference and quit
key = words[words.index('USE')+1]
self.id = (words[0],)
self.reference = self.getDefDict()[key]
return new_i
self.id = tuple(words)
# fill in DEF/USE
key = self.getDefName()
if key != None:
self.getDefDict()[ key ] = self
i = new_i
# print self.id
ok = True
while ok:
l = lines[i]
# print '\t', i, l
if l=='':
i+=1
continue
if l=='}':
if self.node_type != NODE_NORMAL:
print 'wrong node ending, expected an } ' + str(i)
raise ""
### print "returning", i
return i+1
if l==']':
if self.node_type != NODE_ARRAY:
print 'wrong node ending, expected a ] ' + str(i)
raise ""
### print "returning", i
return i+1
node_type, new_i = is_nodeline(i, [])
if node_type: # check text\n{
### print '\t\tgroup', i
child = vrmlNode(self, node_type, i)
i = child.parse(i)
# print child.id, 'YYY'
elif l=='[': # some files have these anonymous lists
child = vrmlNode(self, NODE_ARRAY, i)
i = child.parse(i)
elif is_numline(i):
l_split = l.split(',')
values = None
# See if each item is a float?
for num_type in (int, float):
try:
values = [num_type(v) for v in l_split ]
break
except:
pass
try:
values = [[num_type(v) for v in segment.split()] for segment in l_split ]
break
except:
pass
if values == None: # dont parse
values = l_split
# This should not extend over multiple lines however it is possible
self.array_data.extend( values )
i+=1
else:
words = l.split()
if len(words) > 2 and words[1] == 'USE':
vrmlNode(self, NODE_REFERENCE, i)
else:
# print "FIELD", i, l
#
#words = l.split()
### print '\t\ttag', i
# this is a tag/
# print words, i, l
value = l
# print i
# javastrips can exist as values.
quote_count = l.count('"')
if quote_count % 2: # odd number?
# print 'MULTILINE'
while 1:
i+=1
l = lines[i]
quote_count = l.count('"')
if quote_count % 2: # odd number?
value += '\n'+ l[:l.rfind('"')]
break # assume
else:
value += '\n'+ l
value_all = value.split()
def iskey(k):
if k[0] != '"' and k[0].isalpha() and k.upper() not in ('TRUE', 'FALSE'):
return True
return False
def split_fields(value):
'''
key 0.0 otherkey 1,2,3 opt1 opt1 0.0
-> [key 0.0], [otherkey 1,2,3], [opt1 opt1 0.0]
'''
field_list = []
field_context = []
for j in xrange(len(value)):
if iskey(value[j]):
if field_context:
# this IS a key but the previous value was not a key, ot it was a defined field.
if (not iskey(field_context[-1])) or ((len(field_context)==3 and field_context[1]=='IS')):
field_list.append(field_context)
field_context = [value[j]]
else:
# The last item was not a value, multiple keys are needed in some cases.
field_context.append(value[j])
else:
# Is empty, just add this on
field_context.append(value[j])
else:
# Add a value to the list
field_context.append(value[j])
if field_context:
field_list.append(field_context)
return field_list
for value in split_fields(value_all):
# Split
if value[0]=='field':
# field SFFloat creaseAngle 4
self.getFieldDict()[value[2]] = value[3:] # skip the first 3 values
else:
# Get referenced field
if len(value) >= 3 and value[1]=='IS':
try:
value = [ value[0] ] + self.getFieldDict()[ value[2] ]
except:
print '\tWarning, field could not be found:', value, 'TODO add support for exposedField'
print '\t', self.getFieldDict()
self.fields.append(value)
else:
self.fields.append(value)
i+=1
def gzipOpen(path):
try: import gzip
except: gzip = None
data = None
if gzip:
try: data = gzip.open(path, 'r').read()
except: pass
else:
print '\tNote, gzip module could not be imported, compressed files will fail to load'
if data==None:
try: data = open(path, 'rU').read()
except: pass
return data
def vrml_parse(path):
'''
Sets up the root node and returns it so load_web3d() can deal with the blender side of things.
Return root (vrmlNode, '') or (None, 'Error String')
'''
data = gzipOpen(path)
if data==None:
return None, 'Failed to open file: ' + path
# Stripped above
lines[:] = vrmlFormat( data )
lines.insert(0, '{')
lines.insert(0, 'dymmy_node')
lines.append('}')
# Use for testing our parsed output, so we can check on line numbers.
## ff = open('m:\\test.txt', 'w')
## ff.writelines([l+'\n' for l in lines])
# Now evaluate it
node_type, new_i = is_nodeline(0, [])
if not node_type:
return None, 'Error: VRML file has no starting Node'
# Trick to make sure we get all root nodes.
lines.insert(0, '{')
lines.insert(0, 'root_node____') # important the name starts with an ascii char
lines.append('}')
root = vrmlNode(None, NODE_NORMAL, -1)
root.setRoot(path) # we need to set the root so we have a namespace and know the path incase of inlineing
# Parse recursively
root.parse(0)
# print root
return root, ''
# ====================== END VRML
# ====================== X3d Support
# Sane as vrml but replace the parser
class x3dNode(vrmlNode):
def __init__(self, parent, node_type, x3dNode):
vrmlNode.__init__(self, parent, node_type, -1)
self.x3dNode = x3dNode
def parse(self):
# print self.x3dNode.tagName
define = self.x3dNode.getAttributeNode('DEF')
if define:
self.getDefDict()[define.value] = self
else:
use = self.x3dNode.getAttributeNode('USE')
if use:
try:
self.reference = self.getDefDict()[use.value]
self.node_type = NODE_REFERENCE
except:
print '\tWarning: reference', use.value, 'not found'
self.parent.children.remove(self)
return
for x3dChildNode in self.x3dNode.childNodes:
if x3dChildNode.nodeType in (x3dChildNode.TEXT_NODE, x3dChildNode.COMMENT_NODE, x3dChildNode.CDATA_SECTION_NODE):
continue
node_type = NODE_NORMAL
# print x3dChildNode, dir(x3dChildNode)
if x3dChildNode.getAttributeNode('USE'):
node_type = NODE_REFERENCE
child = x3dNode(self, node_type, x3dChildNode)
child.parse()
# TODO - x3d Inline
def getSpec(self):
return self.x3dNode.tagName # should match vrml spec
def getDefName(self):
data = self.x3dNode.getAttributeNode('DEF')
if data: data.value
return None
# Other funcs operate from vrml, but this means we can wrap XML fields, still use nice utility funcs
# getFieldAsArray getFieldAsBool etc
def getFieldName(self, field):
self_real = self.getRealNode() # incase we're an instance
field_xml = self.x3dNode.getAttributeNode(field)
if field_xml:
value = field_xml.value
# We may want to edit. for x3d spesific stuff
# Sucks a bit to return the field name in the list but vrml excepts this :/
return value.split()
else:
return None
def x3d_parse(path):
'''
Sets up the root node and returns it so load_web3d() can deal with the blender side of things.
Return root (x3dNode, '') or (None, 'Error String')
'''
try:
import xml.dom.minidom
except:
return None, 'Error, import XML parsing module (xml.dom.minidom) failed, install python'
'''
try: doc = xml.dom.minidom.parse(path)
except: return None, 'Could not parse this X3D file, XML error'
'''
# Could add a try/except here, but a console error is more useful.
data = gzipOpen(path)
if data==None:
return None, 'Failed to open file: ' + path
doc = xml.dom.minidom.parseString(data)
try:
x3dnode = doc.getElementsByTagName('X3D')[0]
except:
return None, 'Not a valid x3d document, cannot import'
root = x3dNode(None, NODE_NORMAL, x3dnode)
root.setRoot(path) # so images and Inline's we load have a relative path
root.parse()
return root, ''
## f = open('/_Cylinder.wrl', 'r')
# f = open('/fe/wrl/Vrml/EGS/TOUCHSN.WRL', 'r')
# vrml_parse('/fe/wrl/Vrml/EGS/TOUCHSN.WRL')
#vrml_parse('/fe/wrl/Vrml/EGS/SCRIPT.WRL')
'''
import os
files = os.popen('find /fe/wrl -iname "*.wrl"').readlines()
files.sort()
tot = len(files)
for i, f in enumerate(files):
#if i < 801:
# continue
f = f.strip()
print f, i, tot
vrml_parse(f)
'''
# NO BLENDER CODE ABOVE THIS LINE.
# -----------------------------------------------------------------------------------
import bpy
import BPyImage
import Blender
from Blender import Texture, Material, Mathutils, Mesh, Types, Window
from Blender.Mathutils import TranslationMatrix
from Blender.Mathutils import RotationMatrix
from Blender.Mathutils import Vector
from Blender.Mathutils import Matrix
RAD_TO_DEG = 57.29578
GLOBALS = {'CIRCLE_DETAIL':16}
def translateRotation(rot):
''' axis, angle '''
return RotationMatrix(rot[3]*RAD_TO_DEG, 4, 'r', Vector(rot[:3]))
def translateScale(sca):
mat = Matrix() # 4x4 default
mat[0][0] = sca[0]
mat[1][1] = sca[1]
mat[2][2] = sca[2]
return mat
def translateTransform(node):
cent = node.getFieldAsFloatTuple('center', None) # (0.0, 0.0, 0.0)
rot = node.getFieldAsFloatTuple('rotation', None) # (0.0, 0.0, 1.0, 0.0)
sca = node.getFieldAsFloatTuple('scale', None) # (1.0, 1.0, 1.0)
scaori = node.getFieldAsFloatTuple('scaleOrientation', None) # (0.0, 0.0, 1.0, 0.0)
tx = node.getFieldAsFloatTuple('translation', None) # (0.0, 0.0, 0.0)
if cent:
cent_mat = TranslationMatrix(Vector(cent)).resize4x4()
cent_imat = cent_mat.copy().invert()
else:
cent_mat = cent_imat = None
if rot: rot_mat = translateRotation(rot)
else: rot_mat = None
if sca: sca_mat = translateScale(sca)
else: sca_mat = None
if scaori:
scaori_mat = translateRotation(scaori)
scaori_imat = scaori_mat.copy().invert()
else:
scaori_mat = scaori_imat = None
if tx: tx_mat = TranslationMatrix(Vector(tx)).resize4x4()
else: tx_mat = None
new_mat = Matrix()
mats = [tx_mat, cent_mat, rot_mat, scaori_mat, sca_mat, scaori_imat, cent_imat]
for mtx in mats:
if mtx:
new_mat = mtx * new_mat
return new_mat
def translateTexTransform(node):
cent = node.getFieldAsFloatTuple('center', None) # (0.0, 0.0)
rot = node.getFieldAsFloat('rotation', None) # 0.0
sca = node.getFieldAsFloatTuple('scale', None) # (1.0, 1.0)
tx = node.getFieldAsFloatTuple('translation', None) # (0.0, 0.0)
if cent:
# cent is at a corner by default
cent_mat = TranslationMatrix(Vector(cent).resize3D()).resize4x4()
cent_imat = cent_mat.copy().invert()
else:
cent_mat = cent_imat = None
if rot: rot_mat = RotationMatrix(rot*RAD_TO_DEG, 4, 'z') # translateRotation(rot)
else: rot_mat = None
if sca: sca_mat = translateScale((sca[0], sca[1], 0.0))
else: sca_mat = None
if tx: tx_mat = TranslationMatrix(Vector(tx).resize3D()).resize4x4()
else: tx_mat = None
new_mat = Matrix()
# as specified in VRML97 docs
mats = [cent_imat, sca_mat, rot_mat, cent_mat, tx_mat]
for mtx in mats:
if mtx:
new_mat = mtx * new_mat
return new_mat
def getFinalMatrix(node, mtx, ancestry):
transform_nodes = [node_tx for node_tx in ancestry if node_tx.getSpec() == 'Transform']
if node.getSpec()=='Transform':
transform_nodes.append(node)
transform_nodes.reverse()
if mtx==None:
mtx = Matrix()
for node_tx in transform_nodes:
mat = translateTransform(node_tx)
mtx = mtx * mat
return mtx
def importMesh_IndexedFaceSet(geom, bpyima):
# print geom.lineno, geom.id, vrmlNode.DEF_NAMESPACE.keys()
ccw = geom.getFieldAsBool('ccw', True)
ifs_colorPerVertex = geom.getFieldAsBool('colorPerVertex', True) # per vertex or per face
ifs_normalPerVertex = geom.getFieldAsBool('normalPerVertex', True)
# This is odd how point is inside Coordinate
# VRML not x3d
#coord = geom.getChildByName('coord') # 'Coordinate'
coord = geom.getChildBySpec('Coordinate') # works for x3d and vrml
if coord: ifs_points = coord.getFieldAsArray('point', 3)
else: coord = []
if not coord:
print '\tWarnint: IndexedFaceSet has no points'
return None, ccw
ifs_faces = geom.getFieldAsArray('coordIndex', 0)
coords_tex = None
if ifs_faces: # In rare cases this causes problems - no faces but UVs???
# WORKS - VRML ONLY
# coords_tex = geom.getChildByName('texCoord')
coords_tex = geom.getChildBySpec('TextureCoordinate')
if coords_tex:
ifs_texpoints = coords_tex.getFieldAsArray('point', 2)
ifs_texfaces = geom.getFieldAsArray('texCoordIndex', 0)
if not ifs_texpoints:
# IF we have no coords, then dont bother
coords_tex = None
# WORKS - VRML ONLY
# vcolor = geom.getChildByName('color')
vcolor = geom.getChildBySpec('Color')
vcolor_spot = None # spot color when we dont have an array of colors
if vcolor:
# float to char
ifs_vcol = [[int(c*256) for c in col] for col in vcolor.getFieldAsArray('color', 3)]
ifs_color_index = geom.getFieldAsArray('colorIndex', 0)
if not ifs_vcol:
vcolor_spot = [int(c*256) for c in vcolor.getFieldAsFloatTuple('color', [])]
# Convert faces into somthing blender can use
edges = []
# All lists are aligned!
faces = []
faces_uv = [] # if ifs_texfaces is empty then the faces_uv will match faces exactly.
faces_orig_index = [] # for ngons, we need to know our original index
if coords_tex and ifs_texfaces:
do_uvmap = True
else:
do_uvmap = False
# current_face = [0] # pointer anyone
def add_face(face, fuvs, orig_index):
l = len(face)
if l==3 or l==4:
faces.append(face)
# faces_orig_index.append(current_face[0])
if do_uvmap:
faces_uv.append(fuvs)
faces_orig_index.append(orig_index)
elif l==2: edges.append(face)
elif l>4:
for i in xrange(2, len(face)):
faces.append([face[0], face[i-1], face[i]])
if do_uvmap:
faces_uv.append([fuvs[0], fuvs[i-1], fuvs[i]])
faces_orig_index.append(orig_index)
else:
# faces with 1 verts? pfft!
# still will affect index ordering
pass
face = []
fuvs = []
orig_index = 0
for i, fi in enumerate(ifs_faces):
# ifs_texfaces and ifs_faces should be aligned
if fi != -1:
# face.append(int(fi)) # in rare cases this is a float
# EEKADOODLE!!!
# Annoyance where faces that have a zero index vert get rotated. This will then mess up UVs and VColors
face.append(int(fi)+1) # in rare cases this is a float, +1 because of stupid EEKADOODLE :/
if do_uvmap:
if i >= len(ifs_texfaces):
print '\tWarning: UV Texface index out of range'
fuvs.append(ifs_texfaces[0])
else:
fuvs.append(ifs_texfaces[i])
else:
add_face(face, fuvs, orig_index)
face = []
if do_uvmap:
fuvs = []
orig_index += 1
add_face(face, fuvs, orig_index)
del add_face # dont need this func anymore
bpymesh = bpy.data.meshes.new()
bpymesh.verts.extend([(0,0,0)]) # EEKADOODLE
bpymesh.verts.extend(ifs_points)
# print len(ifs_points), faces, edges, ngons
try:
bpymesh.faces.extend(faces, smooth=True, ignoreDups=True)
except KeyError:
print "one or more vert indicies out of range. corrupt file?"
#for f in faces:
# bpymesh.faces.extend(faces, smooth=True)
bpymesh.calcNormals()
if len(bpymesh.faces) != len(faces):
print '\tWarning: adding faces did not work! file is invalid, not adding UVs or vcolors'
return bpymesh, ccw
# Apply UVs if we have them
if not do_uvmap:
faces_uv = faces # fallback, we didnt need a uvmap in the first place, fallback to the face/vert mapping.
if coords_tex:
#print ifs_texpoints
# print geom
bpymesh.faceUV = True
for i,f in enumerate(bpymesh.faces):
f.image = bpyima
fuv = faces_uv[i] # uv indicies
for j,uv in enumerate(f.uv):
# print fuv, j, len(ifs_texpoints)
try:
uv[:] = ifs_texpoints[fuv[j]]
except:
print '\tWarning: UV Index out of range'
uv[:] = ifs_texpoints[0]
elif bpyima and len(bpymesh.faces):
# Oh Bugger! - we cant really use blenders ORCO for for texture space since texspace dosnt rotate.
# we have to create VRML's coords as UVs instead.
# VRML docs
'''
If the texCoord field is NULL, a default texture coordinate mapping is calculated using the local
coordinate system bounding box of the shape. The longest dimension of the bounding box defines the S coordinates,
and the next longest defines the T coordinates. If two or all three dimensions of the bounding box are equal,
ties shall be broken by choosing the X, Y, or Z dimension in that order of preference.
The value of the S coordinate ranges from 0 to 1, from one end of the bounding box to the other.
The T coordinate ranges between 0 and the ratio of the second greatest dimension of the bounding box to the greatest dimension.
'''
# Note, S,T == U,V
# U gets longest, V gets second longest
xmin, ymin, zmin = ifs_points[0]
xmax, ymax, zmax = ifs_points[0]
for co in ifs_points:
x,y,z = co
if x < xmin: xmin = x
if y < ymin: ymin = y
if z < zmin: zmin = z
if x > xmax: xmax = x
if y > ymax: ymax = y
if z > zmax: zmax = z
xlen = xmax - xmin
ylen = ymax - ymin
zlen = zmax - zmin
depth_min = xmin, ymin, zmin
depth_list = [xlen, ylen, zlen]
depth_sort = depth_list[:]
depth_sort.sort()
depth_idx = [depth_list.index(val) for val in depth_sort]
axis_u = depth_idx[-1]
axis_v = depth_idx[-2] # second longest
# Hack, swap these !!! TODO - Why swap??? - it seems to work correctly but should not.
# axis_u,axis_v = axis_v,axis_u
min_u = depth_min[axis_u]
min_v = depth_min[axis_v]
depth_u = depth_list[axis_u]
depth_v = depth_list[axis_v]
depth_list[axis_u]
if axis_u == axis_v:
# This should be safe because when 2 axies have the same length, the lower index will be used.
axis_v += 1
bpymesh.faceUV = True
# HACK !!! - seems to be compatible with Cosmo though.
depth_v = depth_u = max(depth_v, depth_u)
for f in bpymesh.faces:
f.image = bpyima
fuv = f.uv
for i,v in enumerate(f):
co = v.co
fuv[i][:] = (co[axis_u]-min_u) / depth_u, (co[axis_v]-min_v) / depth_v
# Add vcote
if vcolor:
# print ifs_vcol
bpymesh.vertexColors = True
for f in bpymesh.faces:
fcol = f.col
if ifs_colorPerVertex:
fv = f.verts
for i,c in enumerate(fcol):
color_index = fv[i].index # color index is vert index
if ifs_color_index: color_index = ifs_color_index[color_index]
if len(ifs_vcol) < color_index:
c.r, c.g, c.b = ifs_vcol[color_index]
else:
print '\tWarning: per face color index out of range'
else:
if vcolor_spot: # use 1 color, when ifs_vcol is []
for c in fcol:
c.r, c.g, c.b = vcolor_spot
else:
color_index = faces_orig_index[f.index] # color index is face index
#print color_index, ifs_color_index
if ifs_color_index:
if color_index <= len(ifs_color_index):
print '\tWarning: per face color index out of range'
color_index = 0
else:
color_index = ifs_color_index[color_index]
col = ifs_vcol[color_index]
for i,c in enumerate(fcol):
c.r, c.g, c.b = col
bpymesh.verts.delete([0,]) # EEKADOODLE
return bpymesh, ccw
def importMesh_IndexedLineSet(geom):
# VRML not x3d
#coord = geom.getChildByName('coord') # 'Coordinate'
coord = geom.getChildBySpec('Coordinate') # works for x3d and vrml
if coord: points = coord.getFieldAsArray('point', 3)
else: points = []
if not points:
print '\tWarning: IndexedLineSet had no points'
return None
ils_lines = geom.getFieldAsArray('coordIndex', 0)
lines = []
line = []
for il in ils_lines:
if il==-1:
lines.append(line)
line = []
else:
line.append(int(il))
lines.append(line)
# vcolor = geom.getChildByName('color') # blender dosnt have per vertex color
bpycurve = bpy.data.curves.new('IndexedCurve', 'Curve')
bpycurve.setFlag(1)
w=t=1
curve_index = 0
for line in lines:
if not line:
continue
co = points[line[0]]
bpycurve.appendNurb([co[0], co[1], co[2], w, t])
bpycurve[curve_index].type= 0 # Poly Line
for il in line[1:]:
co = points[il]
bpycurve.appendPoint(curve_index, [co[0], co[1], co[2], w])
curve_index += 1
return bpycurve
def importMesh_PointSet(geom):
# VRML not x3d
#coord = geom.getChildByName('coord') # 'Coordinate'
coord = geom.getChildBySpec('Coordinate') # works for x3d and vrml
if coord: points = coord.getFieldAsArray('point', 3)
else: points = []
# vcolor = geom.getChildByName('color') # blender dosnt have per vertex color
bpymesh = bpy.data.meshes.new()
bpymesh.verts.extend(points)
bpymesh.calcNormals() # will just be dummy normals
return bpymesh
GLOBALS['CIRCLE_DETAIL'] = 12
MATRIX_Z_TO_Y = RotationMatrix(90, 4, 'x')
def importMesh_Sphere(geom):
# bpymesh = bpy.data.meshes.new()
diameter = geom.getFieldAsFloat('radius', 0.5) * 2 # * 2 for the diameter
bpymesh = Mesh.Primitives.UVsphere(GLOBALS['CIRCLE_DETAIL'], GLOBALS['CIRCLE_DETAIL'], diameter)
bpymesh.transform(MATRIX_Z_TO_Y)
return bpymesh
def importMesh_Cylinder(geom):
# bpymesh = bpy.data.meshes.new()
diameter = geom.getFieldAsFloat('radius', 1.0) * 2 # * 2 for the diameter
height = geom.getFieldAsFloat('height', 2)
bpymesh = Mesh.Primitives.Cylinder(GLOBALS['CIRCLE_DETAIL'], diameter, height)
bpymesh.transform(MATRIX_Z_TO_Y)
# Warning - Rely in the order Blender adds verts
# not nice design but wont change soon.
bottom = geom.getFieldAsBool('bottom', True)
side = geom.getFieldAsBool('side', True)
top = geom.getFieldAsBool('top', True)
if not top: # last vert is top center of tri fan.
bpymesh.verts.delete([(GLOBALS['CIRCLE_DETAIL']+GLOBALS['CIRCLE_DETAIL'])+1])
if not bottom: # second last vert is bottom of triangle fan
bpymesh.verts.delete([GLOBALS['CIRCLE_DETAIL']+GLOBALS['CIRCLE_DETAIL']])
if not side:
# remove all quads
bpymesh.faces.delete(1, [f for f in bpymesh.faces if len(f)==4])
return bpymesh
def importMesh_Cone(geom):
# bpymesh = bpy.data.meshes.new()
diameter = geom.getFieldAsFloat('bottomRadius', 1.0) * 2 # * 2 for the diameter
height = geom.getFieldAsFloat('height', 2)
bpymesh = Mesh.Primitives.Cone(GLOBALS['CIRCLE_DETAIL'], diameter, height)
bpymesh.transform(MATRIX_Z_TO_Y)
# Warning - Rely in the order Blender adds verts
# not nice design but wont change soon.
bottom = geom.getFieldAsBool('bottom', True)
side = geom.getFieldAsBool('side', True)
if not bottom: # last vert is on the bottom
bpymesh.verts.delete([GLOBALS['CIRCLE_DETAIL']+1])
if not side: # second last vert is on the pointy bit of the cone
bpymesh.verts.delete([GLOBALS['CIRCLE_DETAIL']])
return bpymesh
def importMesh_Box(geom):
# bpymesh = bpy.data.meshes.new()
size = geom.getFieldAsFloatTuple('size', (2.0, 2.0, 2.0))
bpymesh = Mesh.Primitives.Cube(1.0)
# Scale the box to the size set
scale_mat = Matrix([size[0],0,0], [0, size[1], 0], [0, 0, size[2]])
bpymesh.transform(scale_mat.resize4x4())
return bpymesh
def importShape(node, ancestry):
vrmlname = node.getDefName()
if not vrmlname: vrmlname = 'Shape'
# works 100% in vrml, but not x3d
#appr = node.getChildByName('appearance') # , 'Appearance'
#geom = node.getChildByName('geometry') # , 'IndexedFaceSet'
# Works in vrml and x3d
appr = node.getChildBySpec('Appearance')
geom = node.getChildBySpec(['IndexedFaceSet', 'IndexedLineSet', 'PointSet', 'Sphere', 'Box', 'Cylinder', 'Cone'])
# For now only import IndexedFaceSet's
if geom:
bpymat = None
bpyima = None
texmtx = None
if appr:
#mat = appr.getChildByName('material') # 'Material'
#ima = appr.getChildByName('texture') # , 'ImageTexture'
#if ima and ima.getSpec() != 'ImageTexture':
# print '\tWarning: texture type "%s" is not supported' % ima.getSpec()
# ima = None
# textx = appr.getChildByName('textureTransform')
mat = appr.getChildBySpec('Material')
ima = appr.getChildBySpec('ImageTexture')
textx = appr.getChildBySpec('TextureTransform')
if textx:
texmtx = translateTexTransform(textx)
# print mat, ima
if mat or ima:
if not mat:
mat = ima # This is a bit dumb, but just means we use default values for all
# all values between 0.0 and 1.0, defaults from VRML docs
bpymat = bpy.data.materials.new()
bpymat.amb = mat.getFieldAsFloat('ambientIntensity', 0.2)
bpymat.rgbCol = mat.getFieldAsFloatTuple('diffuseColor', [0.8, 0.8, 0.8])
# NOTE - blender dosnt support emmisive color
# Store in mirror color and approximate with emit.
emit = mat.getFieldAsFloatTuple('emissiveColor', [0.0, 0.0, 0.0])
bpymat.mirCol = emit
bpymat.emit = (emit[0]+emit[1]+emit[2])/3.0
bpymat.hard = int(1+(510*mat.getFieldAsFloat('shininess', 0.2))) # 0-1 -> 1-511
bpymat.specCol = mat.getFieldAsFloatTuple('specularColor', [0.0, 0.0, 0.0])
bpymat.alpha = 1.0 - mat.getFieldAsFloat('transparency', 0.0)
if bpymat.alpha < 0.999:
bpymat.mode |= Material.Modes.ZTRANSP
if ima:
# print ima
ima_url = ima.getFieldAsString('url')
if ima_url==None:
print "\twarning, image with no URL, this is odd"
else:
bpyima= BPyImage.comprehensiveImageLoad(ima_url, dirName(node.getFilename()), PLACE_HOLDER= False, RECURSIVE= False)
if bpyima:
texture= bpy.data.textures.new()
texture.setType('Image')
texture.image = bpyima
# Adds textures for materials (rendering)
try: depth = bpyima.depth
except: depth = -1
if depth == 32:
# Image has alpha
bpymat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL | Texture.MapTo.ALPHA)
texture.setImageFlags('MipMap', 'InterPol', 'UseAlpha')
bpymat.mode |= Material.Modes.ZTRANSP
bpymat.alpha = 0.0
else:
bpymat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
ima_repS = ima.getFieldAsBool('repeatS', True)
ima_repT = ima.getFieldAsBool('repeatT', True)
texture.repeat = max(1, ima_repS * 512), max(1, ima_repT * 512)
if not ima_repS: bpyima.clampX = True
if not ima_repT: bpyima.clampY = True
bpydata = None
geom_spec = geom.getSpec()
ccw = True
if geom_spec == 'IndexedFaceSet':
bpydata, ccw = importMesh_IndexedFaceSet(geom, bpyima)
elif geom_spec == 'IndexedLineSet':
bpydata = importMesh_IndexedLineSet(geom)
elif geom_spec == 'PointSet':
bpydata = importMesh_PointSet(geom)
elif geom_spec == 'Sphere':
bpydata = importMesh_Sphere(geom)
elif geom_spec == 'Box':
bpydata = importMesh_Box(geom)
elif geom_spec == 'Cylinder':
bpydata = importMesh_Cylinder(geom)
elif geom_spec == 'Cone':
bpydata = importMesh_Cone(geom)
else:
print '\tWarning: unsupported type "%s"' % geom_spec
return
if bpydata:
vrmlname = vrmlname + geom_spec
bpydata.name = vrmlname
bpyob = node.blendObject = bpy.data.scenes.active.objects.new(bpydata)
if type(bpydata) == Types.MeshType:
is_solid = geom.getFieldAsBool('solid', True)
creaseAngle = geom.getFieldAsFloat('creaseAngle', None)
if creaseAngle != None:
bpydata.maxSmoothAngle = 1+int(min(79, creaseAngle * RAD_TO_DEG))
bpydata.mode |= Mesh.Modes.AUTOSMOOTH
# Only ever 1 material per shape
if bpymat: bpydata.materials = [bpymat]
if bpydata.faceUV and texmtx:
# Apply texture transform?
uv_copy = Vector()
for f in bpydata.faces:
for uv in f.uv:
uv_copy.x = uv.x
uv_copy.y = uv.y
uv.x, uv.y = (uv_copy * texmtx)[0:2]
# Done transforming the texture
# Must be here and not in IndexedFaceSet because it needs an object for the flip func. Messy :/
if not ccw: bpydata.flipNormals()
# else could be a curve for example
# Can transform data or object, better the object so we can instance the data
#bpymesh.transform(getFinalMatrix(node))
bpyob.setMatrix( getFinalMatrix(node, None, ancestry) )
def importLamp_PointLight(node):
vrmlname = node.getDefName()
if not vrmlname: vrmlname = 'PointLight'
# ambientIntensity = node.getFieldAsFloat('ambientIntensity', 0.0) # TODO
# attenuation = node.getFieldAsFloatTuple('attenuation', (1.0, 0.0, 0.0)) # TODO
color = node.getFieldAsFloatTuple('color', (1.0, 1.0, 1.0))
intensity = node.getFieldAsFloat('intensity', 1.0) # max is documented to be 1.0 but some files have higher.
location = node.getFieldAsFloatTuple('location', (0.0, 0.0, 0.0))
# is_on = node.getFieldAsBool('on', True) # TODO
radius = node.getFieldAsFloat('radius', 100.0)
bpylamp = bpy.data.lamps.new()
bpylamp.setType('Lamp')
bpylamp.energy = intensity
bpylamp.dist = radius
bpylamp.col = color
mtx = TranslationMatrix(Vector(location))
return bpylamp, mtx
def importLamp_DirectionalLight(node):
vrmlname = node.getDefName()
if not vrmlname: vrmlname = 'DirectLight'
# ambientIntensity = node.getFieldAsFloat('ambientIntensity', 0.0) # TODO
color = node.getFieldAsFloatTuple('color', (1.0, 1.0, 1.0))
direction = node.getFieldAsFloatTuple('direction', (0.0, 0.0, -1.0))
intensity = node.getFieldAsFloat('intensity', 1.0) # max is documented to be 1.0 but some files have higher.
# is_on = node.getFieldAsBool('on', True) # TODO
bpylamp = bpy.data.lamps.new(vrmlname)
bpylamp.setType('Sun')
bpylamp.energy = intensity
bpylamp.col = color
# lamps have their direction as -z, yup
mtx = Vector(direction).toTrackQuat('-z', 'y').toMatrix().resize4x4()
return bpylamp, mtx
# looks like default values for beamWidth and cutOffAngle were swapped in VRML docs.
def importLamp_SpotLight(node):
vrmlname = node.getDefName()
if not vrmlname: vrmlname = 'SpotLight'
# ambientIntensity = geom.getFieldAsFloat('ambientIntensity', 0.0) # TODO
# attenuation = geom.getFieldAsFloatTuple('attenuation', (1.0, 0.0, 0.0)) # TODO
beamWidth = node.getFieldAsFloat('beamWidth', 1.570796) * RAD_TO_DEG # max is documented to be 1.0 but some files have higher.
color = node.getFieldAsFloatTuple('color', (1.0, 1.0, 1.0))
cutOffAngle = node.getFieldAsFloat('cutOffAngle', 0.785398) * RAD_TO_DEG # max is documented to be 1.0 but some files have higher.
direction = node.getFieldAsFloatTuple('direction', (0.0, 0.0, -1.0))
intensity = node.getFieldAsFloat('intensity', 1.0) # max is documented to be 1.0 but some files have higher.
location = node.getFieldAsFloatTuple('location', (0.0, 0.0, 0.0))
# is_on = node.getFieldAsBool('on', True) # TODO
radius = node.getFieldAsFloat('radius', 100.0)
bpylamp = bpy.data.lamps.new(vrmlname)
bpylamp.setType('Spot')
bpylamp.energy = intensity
bpylamp.dist = radius
bpylamp.col = color
bpylamp.spotSize = cutOffAngle
if beamWidth > cutOffAngle:
bpylamp.spotBlend = 0.0
else:
if cutOffAngle==0.0: #@#$%^&*(!!! - this should never happen
bpylamp.spotBlend = 0.5
else:
bpylamp.spotBlend = beamWidth / cutOffAngle
# Convert
# lamps have their direction as -z, y==up
mtx = TranslationMatrix(Vector(location)) * Vector(direction).toTrackQuat('-z', 'y').toMatrix().resize4x4()
return bpylamp, mtx
def importLamp(node, spec, ancestry):
if spec=='PointLight':
bpylamp,mtx = importLamp_PointLight(node)
elif spec=='DirectionalLight':
bpylamp,mtx = importLamp_DirectionalLight(node)
elif spec=='SpotLight':
bpylamp,mtx = importLamp_SpotLight(node)
else:
print "Error, not a lamp"
raise ""
bpyob = node.blendObject = bpy.data.scenes.active.objects.new(bpylamp)
bpyob.setMatrix( getFinalMatrix(node, mtx, ancestry) )
def importViewpoint(node, ancestry):
name = node.getDefName()
if not name: name = 'Viewpoint'
fieldOfView = node.getFieldAsFloat('fieldOfView', 0.785398) * RAD_TO_DEG # max is documented to be 1.0 but some files have higher.
# jump = node.getFieldAsBool('jump', True)
orientation = node.getFieldAsFloatTuple('orientation', (0.0, 0.0, 1.0, 0.0))
position = node.getFieldAsFloatTuple('position', (0.0, 0.0, 10.0))
description = node.getFieldAsString('description', '')
bpycam = bpy.data.cameras.new(name)
bpycam.angle = fieldOfView
mtx = TranslationMatrix(Vector(position)) * translateRotation(orientation) * MATRIX_Z_TO_Y
bpyob = node.blendObject = bpy.data.scenes.active.objects.new(bpycam)
bpyob.setMatrix( getFinalMatrix(node, mtx, ancestry) )
def importTransform(node, ancestry):
name = node.getDefName()
if not name: name = 'Transform'
bpyob = node.blendObject = bpy.data.scenes.active.objects.new('Empty', name) # , name)
bpyob.setMatrix( getFinalMatrix(node, None, ancestry) )
def load_web3d(path, PREF_FLAT=False, PREF_CIRCLE_DIV=16, HELPER_FUNC = None):
# Used when adding blender primitives
GLOBALS['CIRCLE_DETAIL'] = PREF_CIRCLE_DIV
#root_node = vrml_parse('/_Cylinder.wrl')
if path.lower().endswith('.x3d'):
root_node, msg = x3d_parse(path)
else:
root_node, msg = vrml_parse(path)
if not root_node:
if Blender.mode == 'background':
print msg
else:
Blender.Draw.PupMenu(msg)
return
# fill with tuples - (node, [parents-parent, parent])
all_nodes = root_node.getSerialized([], [])
for node, ancestry in all_nodes:
#if 'castle.wrl' not in node.getFilename():
# continue
spec = node.getSpec()
if spec=='Shape':
importShape(node, ancestry)
elif spec in ('PointLight', 'DirectionalLight', 'SpotLight'):
importLamp(node, spec, ancestry)
elif spec=='Viewpoint':
importViewpoint(node, ancestry)
elif spec=='Transform':
# Only use transform nodes when we are not importing a flat object hierarchy
if PREF_FLAT==False:
importTransform(node, ancestry)
else:
# Note, include this function so the VRML/X3D importer can be extended
# by an external script.
if HELPER_FUNC:
HELPER_FUNC(node, ancestry)
# Add in hierarchy
if PREF_FLAT==False:
child_dict = {}
for node, ancestry in all_nodes:
if node.blendObject:
blendObject = None
# Get the last parent
i = len(ancestry)
while i:
i-=1
blendObject = ancestry[i].blendObject
if blendObject:
break
if blendObject:
# Parent Slow, - 1 liner but works
# blendObject.makeParent([node.blendObject], 0, 1)
# Parent FAST
try: child_dict[blendObject].append(node.blendObject)
except: child_dict[blendObject] = [node.blendObject]
# Parent FAST
for parent, children in child_dict.iteritems():
parent.makeParent(children, 0, 1)
# update deps
bpy.data.scenes.active.update(1)
del child_dict
def load_ui(path):
Draw = Blender.Draw
PREF_HIERARCHY= Draw.Create(0)
PREF_CIRCLE_DIV= Draw.Create(16)
# Get USER Options
pup_block= [\
'Import...',\
('Hierarchy', PREF_HIERARCHY, 'Import transform nodes as empties to create a parent/child hierarchy'),\
('Circle Div:', PREF_CIRCLE_DIV, 3, 128, 'Number of divisions to use for circular primitives')
]
if not Draw.PupBlock('Import X3D/VRML...', pup_block):
return
Window.WaitCursor(1)
load_web3d(path,\
(not PREF_HIERARCHY.val),\
PREF_CIRCLE_DIV.val,\
)
Window.WaitCursor(0)
if __name__ == '__main__':
Window.FileSelector(load_ui, 'Import X3D/VRML97')
# Testing stuff
# load_web3d('/test.x3d')
# load_web3d('/_Cylinder.x3d')
# Testing below
# load_web3d('m:\\root\\Desktop\\_Cylinder.wrl')
# load_web3d('/_Cylinder.wrl')
# load_web3d('/fe/wrl/Vrml/EGS/BCKGD.WRL')
# load_web3d('/fe/wrl/Vrml/EGS/GRNDPLNE.WRL')
# load_web3d('/fe/wrl/Vrml/EGS/INDEXFST.WRL')
# load_web3d('/fe/wrl/panel1c.wrl')
# load_web3d('/test.wrl')
# load_web3d('/fe/wrl/dulcimer.wrl')
# load_web3d('/fe/wrl/rccad/Ju-52.wrl') # Face index out of range
# load_web3d('/fe/wrl/16lat.wrl') # spotlight
# load_web3d('/fe/wrl/Vrml/EGS/FOG.WRL') # spotlight
# load_web3d('/fe/wrl/Vrml/EGS/LOD.WRL') # vcolor per face
# load_web3d('/fe/wrl/new/daybreak_final.wrl') # no faces in mesh, face duplicate error
# load_web3d('/fe/wrl/new/earth.wrl')
# load_web3d('/fe/wrl/new/hendrix.ei.dtu.dk/vrml/talairach/fourd/TalaDruryRight.wrl') # define/use fields
# load_web3d('/fe/wrl/new/imac.wrl') # extrusion and define/use fields, face index is a float somehow
# load_web3d('/fe/wrl/new/www.igs.net/~mascott/vrml/vrml2/mcastle.wrl')
# load_web3d('/fe/wrl/new/www.igs.net/~mascott/vrml/vrml2/tower.wrl')
# load_web3d('/fe/wrl/new/www.igs.net/~mascott/vrml/vrml2/temple.wrl')
# load_web3d('/fe/wrl/brain.wrl') # field define test 'a IS b'
# load_web3d('/fe/wrl/new/coaster.wrl') # fields that are confusing to read.
# X3D
# load_web3d('/fe/x3d/www.web3d.org/x3d/content/examples/Basic/StudentProjects/PlayRoom.x3d') # invalid UVs
'''
import os
# files = os.popen('find /fe/wrl -iname "*.wrl"').readlines()
# files = os.popen('find /fe/x3d -iname "*.x3d"').readlines()
files = os.popen('find /fe/x3d/X3dExamplesSavage -iname "*.x3d"').readlines()
files.sort()
tot = len(files)
for i, f in enumerate(files):
if i < 12803 or i > 1000000:
continue
#if i != 12686:
# continue
f = f.strip()
print f, i, tot
sce = bpy.data.scenes.new(f.split('/')[-1])
bpy.data.scenes.active = sce
# Window.
load_web3d(f, PREF_FLAT=True)
'''