#!BPY
""" Registration info for Blender menus:
Name: 'X3D Extensible 3D (.x3d)...'
Blender: 245
Group: 'Export'
Tooltip: 'Export selection to Extensible 3D file (.x3d)'
"""
__author__ = ("Bart", "Campbell Barton")
__email__ = ["Bart, bart:neeneenee*de"]
__url__ = ["Author's (Bart) homepage, http://www.neeneenee.de/vrml"]
__version__ = "2006/01/17"
__bpydoc__ = """\
This script exports to X3D format.
Usage:
Run this script from "File->Export" menu. A pop-up will ask whether you
want to export only selected or all relevant objects.
Known issues:
Doesn't handle multiple materials (don't use material indices);
Doesn't handle multiple UV textures on a single mesh (create a mesh for each texture);
Can't get the texture array associated with material * not the UV ones;
"""
# $Id$
#
#------------------------------------------------------------------------
# X3D exporter for blender 2.36 or above
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# 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 *****
#
####################################
# Library dependancies
####################################
import Blender
from Blender import Object, Lamp, Draw, Image, Text, sys, Mesh
from Blender.Scene import Render
import math
import BPyObject
import BPyMesh
#
DEG2RAD=0.017453292519943295
MATWORLD= Blender.Mathutils.RotationMatrix(-90, 4, 'x')
####################################
# Global Variables
####################################
filename = Blender.Get('filename')
_safeOverwrite = True
extension = ''
##########################################################
# Functions for writing output file
##########################################################
class x3d_class:
def __init__(self, filename):
#--- public you can change these ---
self.writingcolor = 0
self.writingtexture = 0
self.writingcoords = 0
self.proto = 1
self.matonly = 0
self.share = 0
self.billnode = 0
self.halonode = 0
self.collnode = 0
self.tilenode = 0
self.verbose=2 # level of verbosity in console 0-none, 1-some, 2-most
self.cp=3 # decimals for material color values 0.000 - 1.000
self.vp=3 # decimals for vertex coordinate values 0.000 - n.000
self.tp=3 # decimals for texture coordinate values 0.000 - 1.000
self.it=3
#--- class private don't touch ---
self.texNames={} # dictionary of textureNames
self.matNames={} # dictionary of materiaNames
self.meshNames={} # dictionary of meshNames
self.indentLevel=0 # keeps track of current indenting
self.filename=filename
self.file = None
if filename.lower().endswith('.x3dz'):
try:
import gzip
self.file = gzip.open(filename, "w")
except:
print "failed to import compression modules, exporting uncompressed"
self.filename = filename[:-1] # remove trailing z
if self.file == None:
self.file = open(self.filename, "w")
self.bNav=0
self.nodeID=0
self.namesReserved=[ "Anchor","Appearance","Arc2D","ArcClose2D","AudioClip","Background","Billboard",
"BooleanFilter","BooleanSequencer","BooleanToggle","BooleanTrigger","Box","Circle2D",
"Collision","Color","ColorInterpolator","ColorRGBA","component","Cone","connect",
"Contour2D","ContourPolyline2D","Coordinate","CoordinateDouble","CoordinateInterpolator",
"CoordinateInterpolator2D","Cylinder","CylinderSensor","DirectionalLight","Disk2D",
"ElevationGrid","EspduTransform","EXPORT","ExternProtoDeclare","Extrusion","field",
"fieldValue","FillProperties","Fog","FontStyle","GeoCoordinate","GeoElevationGrid",
"GeoLocationLocation","GeoLOD","GeoMetadata","GeoOrigin","GeoPositionInterpolator",
"GeoTouchSensor","GeoViewpoint","Group","HAnimDisplacer","HAnimHumanoid","HAnimJoint",
"HAnimSegment","HAnimSite","head","ImageTexture","IMPORT","IndexedFaceSet",
"IndexedLineSet","IndexedTriangleFanSet","IndexedTriangleSet","IndexedTriangleStripSet",
"Inline","IntegerSequencer","IntegerTrigger","IS","KeySensor","LineProperties","LineSet",
"LoadSensor","LOD","Material","meta","MetadataDouble","MetadataFloat","MetadataInteger",
"MetadataSet","MetadataString","MovieTexture","MultiTexture","MultiTextureCoordinate",
"MultiTextureTransform","NavigationInfo","Normal","NormalInterpolator","NurbsCurve",
"NurbsCurve2D","NurbsOrientationInterpolator","NurbsPatchSurface",
"NurbsPositionInterpolator","NurbsSet","NurbsSurfaceInterpolator","NurbsSweptSurface",
"NurbsSwungSurface","NurbsTextureCoordinate","NurbsTrimmedSurface","OrientationInterpolator",
"PixelTexture","PlaneSensor","PointLight","PointSet","Polyline2D","Polypoint2D",
"PositionInterpolator","PositionInterpolator2D","ProtoBody","ProtoDeclare","ProtoInstance",
"ProtoInterface","ProximitySensor","ReceiverPdu","Rectangle2D","ROUTE","ScalarInterpolator",
"Scene","Script","Shape","SignalPdu","Sound","Sphere","SphereSensor","SpotLight","StaticGroup",
"StringSensor","Switch","Text","TextureBackground","TextureCoordinate","TextureCoordinateGenerator",
"TextureTransform","TimeSensor","TimeTrigger","TouchSensor","Transform","TransmitterPdu",
"TriangleFanSet","TriangleSet","TriangleSet2D","TriangleStripSet","Viewpoint","VisibilitySensor",
"WorldInfo","X3D","XvlShell","VertexShader","FragmentShader","MultiShaderAppearance","ShaderAppearance" ]
self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005",
"Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012",
"Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013",
"Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012",
"World","World.000","World.001","World.002","World.003","World.004","World.005" ]
self.namesFog=[ "","LINEAR","EXPONENTIAL","" ]
##########################################################
# Writing nodes routines
##########################################################
def writeHeader(self):
#bfile = sys.expandpath( Blender.Get('filename') ).replace('<', '<').replace('>', '>')
bfile = self.filename.replace('<', '<').replace('>', '>') # use outfile name
self.file.write("\n")
self.file.write("\n")
self.file.write("\n")
self.file.write("\n")
self.file.write("\t\n" % sys.basename(bfile))
self.file.write("\t\n" % Blender.Get('version'))
self.file.write("\t\n")
self.file.write("\n")
self.file.write("\n")
# This functionality is poorly defined, disabling for now - campbell
'''
def writeInline(self):
inlines = Blender.Scene.Get()
allinlines = len(inlines)
if scene != inlines[0]:
return
else:
for i in xrange(allinlines):
nameinline=inlines[i].name
if (nameinline not in self.namesStandard) and (i > 0):
self.file.write("" % nameinline)
self.file.write("\n\n")
def writeScript(self):
textEditor = Blender.Text.Get()
alltext = len(textEditor)
for i in xrange(alltext):
nametext = textEditor[i].name
nlines = textEditor[i].getNLines()
if (self.proto == 1):
if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines()
for j in xrange(nalllines):
self.writeIndented(alllines[j] + "\n")
elif (self.proto == 0):
if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines()
for j in xrange(nalllines):
self.writeIndented(alllines[j] + "\n")
self.writeIndented("\n")
'''
def writeViewpoint(self, ob, mat, scene):
context = scene.render
ratio = float(context.imageSizeY())/float(context.imageSizeX())
lens = (360* (math.atan(ratio *16 / ob.data.getLens()) / math.pi))*(math.pi/180)
lens = min(lens, math.pi)
# get the camera location, subtract 90 degress from X to orient like X3D does
# mat = ob.matrixWorld - mat is now passed!
loc = self.rotatePointForVRML(mat.translationPart())
rot = mat.toEuler()
rot = (((rot[0]-90)*DEG2RAD), rot[1]*DEG2RAD, rot[2]*DEG2RAD)
nRot = self.rotatePointForVRML( rot )
# convert to Quaternion and to Angle Axis
Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
Q1 = self.multiplyQuaternions(Q[0], Q[1])
Qf = self.multiplyQuaternions(Q1, Q[2])
angleAxis = self.quaternionToAngleAxis(Qf)
self.file.write("\n\n" % (lens))
def writeFog(self, world):
if world:
mtype = world.getMistype()
mparam = world.getMist()
grd = world.getHor()
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
else:
return
if (mtype == 1 or mtype == 2):
self.file.write("\n\n" % round(mparam[2],self.cp))
else:
return
def writeNavigationInfo(self, scene):
self.file.write('\n')
def writeSpotLight(self, ob, mtx, lamp, world):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
# compute cutoff and beamwidth
intensity=min(lamp.energy/1.75,1.0)
beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
cutOffAngle=beamWidth*1.3
dx,dy,dz=self.computeDirection(mtx)
# note -dx seems to equal om[3][0]
# note -dz seems to equal om[3][1]
# note dy seems to equal om[3][2]
#location=(ob.matrixWorld*MATWORLD).translationPart() # now passed
location=(mtx*MATWORLD).translationPart()
radius = lamp.dist*math.cos(beamWidth)
self.file.write("\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
def writeDirectionalLight(self, ob, mtx, lamp, world):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
intensity=min(lamp.energy/1.75,1.0)
(dx,dy,dz)=self.computeDirection(mtx)
self.file.write("\n\n" % (round(dx,4),round(dy,4),round(dz,4)))
def writePointLight(self, ob, mtx, lamp, world):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
# location=(ob.matrixWorld*MATWORLD).translationPart() # now passed
location= (mtx*MATWORLD).translationPart()
self.file.write("\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
'''
def writeNode(self, ob, mtx):
obname=str(ob.name)
if obname in self.namesStandard:
return
else:
dx,dy,dz = self.computeDirection(mtx)
# location=(ob.matrixWorld*MATWORLD).translationPart()
location=(mtx*MATWORLD).translationPart()
self.writeIndented("<%s\n" % obname,1)
self.writeIndented("direction=\"%s %s %s\"\n" % (round(dx,3),round(dy,3),round(dz,3)))
self.writeIndented("location=\"%s %s %s\"\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
self.writeIndented("/>\n",-1)
self.writeIndented("\n")
'''
def secureName(self, name):
name = name + str(self.nodeID)
self.nodeID=self.nodeID+1
if len(name) <= 3:
newname = "_" + str(self.nodeID)
return "%s" % (newname)
else:
for bad in ['"','#',"'",',','.','[','\\',']','{','}']:
name=name.replace(bad,'_')
if name in self.namesReserved:
newname = name[0:3] + "_" + str(self.nodeID)
return "%s" % (newname)
elif name[0].isdigit():
newname = "_" + name + str(self.nodeID)
return "%s" % (newname)
else:
newname = name
return "%s" % (newname)
def writeIndexedFaceSet(self, ob, mesh, mtx, world, EXPORT_TRI = False):
imageMap={} # set of used images
sided={} # 'one':cnt , 'two':cnt
vColors={} # 'multi':1
meshName = self.cleanStr(ob.name)
meshME = self.cleanStr(ob.getData(mesh=1).name) # We dont care if its the mesh name or not
if len(mesh.faces) == 0: return
mode = 0
if mesh.faceUV:
for face in mesh.faces:
mode |= face.mode
if mode & Mesh.FaceModes.HALO and self.halonode == 0:
self.writeIndented("\n",1)
self.halonode = 1
elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0:
self.writeIndented("\n",1)
self.billnode = 1
elif mode & Mesh.FaceModes.OBCOL and self.matonly == 0:
self.matonly = 1
elif mode & Mesh.FaceModes.TILES and self.tilenode == 0:
self.tilenode = 1
elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0:
self.writeIndented("\n",1)
self.collnode = 1
nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
if nIFSCnt > 1:
self.writeIndented("\n" % ("G_", meshName),1)
if sided.has_key('two') and sided['two'] > 0:
bTwoSided=1
else:
bTwoSided=0
# mtx = ob.matrixWorld * MATWORLD # mtx is now passed
mtx = mtx * MATWORLD
loc= mtx.translationPart()
sca= mtx.scalePart()
quat = mtx.toQuat()
rot= quat.axis
# self.writeIndented('\n' % (rot[0], rot[1], rot[2], rot[3]))
self.writeIndented('\n' % \
(meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle*DEG2RAD) )
self.writeIndented("\n",1)
maters=mesh.materials
hasImageTexture=0
issmooth=0
if len(maters) > 0 or mesh.faceUV:
self.writeIndented("\n", 1)
# right now this script can only handle a single material per mesh.
if len(maters) >= 1:
mat=maters[0]
matFlags = mat.getMode()
if not matFlags & Blender.Material.Modes['TEXFACE']:
self.writeMaterial(mat, self.cleanStr(maters[0].name,''), world)
if len(maters) > 1:
print "Warning: mesh named %s has multiple materials" % meshName
print "Warning: only one material per object handled"
#-- textures
if mesh.faceUV:
for face in mesh.faces:
if (hasImageTexture == 0) and (face.image):
self.writeImageTexture(face.image)
hasImageTexture=1 # keep track of face texture
if self.tilenode == 1:
self.writeIndented("\n" % (face.image.xrep, face.image.yrep))
self.tilenode = 0
self.writeIndented("\n", -1)
#-- IndexedFaceSet or IndexedLineSet
# 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("<%s USE=\"ME_%s\">" % (ifStyle, meshME), 1)
self.meshNames[meshME]+=1
else:
if int(mesh.users) > 1:
self.writeIndented("<%s DEF=\"ME_%s\" " % (ifStyle, meshME), 1)
self.meshNames[meshME]=1
else:
self.writeIndented("<%s " % ifStyle, 1)
if bTwoSided == 1:
self.file.write("solid=\"false\" ")
else:
self.file.write("solid=\"true\" ")
for face in mesh.faces:
if face.smooth:
issmooth=1
break
if issmooth==1:
creaseAngle=(mesh.degr)*(math.pi/180.0)
self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp)))
#--- output textureCoordinates if UV texture used
if mesh.faceUV:
if self.matonly == 1 and self.share == 1:
self.writeFaceColors(mesh)
elif hasImageTexture == 1:
self.writeTextureCoordinates(mesh)
#--- output coordinates
self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI)
self.writingcoords = 1
self.writingtexture = 1
self.writingcolor = 1
self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI)
#--- output textureCoordinates if UV texture used
if mesh.faceUV:
if hasImageTexture == 1:
self.writeTextureCoordinates(mesh)
elif self.matonly == 1 and self.share == 1:
self.writeFaceColors(mesh)
#--- output vertexColors
self.matonly = 0
self.share = 0
self.writingcoords = 0
self.writingtexture = 0
self.writingcolor = 0
#--- output closing braces
self.writeIndented("%s>\n" % ifStyle, -1)
self.writeIndented("\n", -1)
self.writeIndented("\n", -1)
if self.halonode == 1:
self.writeIndented("\n", -1)
self.halonode = 0
if self.billnode == 1:
self.writeIndented("\n", -1)
self.billnode = 0
if self.collnode == 1:
self.writeIndented("\n", -1)
self.collnode = 0
if nIFSCnt > 1:
self.writeIndented("\n", -1)
self.file.write("\n")
def writeCoordinates(self, ob, mesh, meshName, EXPORT_TRI = False):
# create vertex list and pre rotate -90 degrees X for VRML
if self.writingcoords == 0:
self.file.write('coordIndex="')
for face in mesh.faces:
fv = face.v
if len(face)==3:
self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
else:
if EXPORT_TRI:
self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
self.file.write("%i %i %i -1, " % (fv[0].index, fv[2].index, fv[3].index))
else:
self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index))
self.file.write("\">\n")
else:
#-- vertices
# mesh.transform(ob.matrixWorld)
self.writeIndented("")
self.writeIndented("\n", -1)
def writeTextureCoordinates(self, mesh):
texCoordList=[]
texIndexList=[]
j=0
for face in mesh.faces:
for uv in face.uv:
texIndexList.append(j)
texCoordList.append(uv)
j=j+1
texIndexList.append(-1)
if self.writingtexture == 0:
self.file.write("\n\t\t\ttexCoordIndex=\"")
texIndxStr=""
for i in xrange(len(texIndexList)):
texIndxStr = texIndxStr + "%d, " % texIndexList[i]
if texIndexList[i]==-1:
self.file.write(texIndxStr)
texIndxStr=""
self.file.write("\"\n\t\t\t")
else:
self.writeIndented("")
self.writeIndented("\n", -1)
def writeFaceColors(self, mesh):
if self.writingcolor == 0:
self.file.write("colorPerVertex=\"false\" ")
else:
self.writeIndented(" 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.file.write("\" />")
self.writeIndented("\n",-1)
def writeMaterial(self, mat, matName, world):
# look up material name, use it if available
if self.matNames.has_key(matName):
self.writeIndented("\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 world:
ambi = world.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.spec+0.001))
specG = (mat.specCol[1]+0.001)/(1.25/(mat.spec+0.001))
specB = (mat.specCol[2]+0.001)/(1.25/(mat.spec+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("" % (round(transp,self.cp)))
self.writeIndented("\n",-1)
def writeImageTexture(self, image):
name = image.name
filename = image.filename.split('/')[-1].split('\\')[-1]
if self.texNames.has_key(name):
self.writeIndented("\n" % self.cleanStr(name))
self.texNames[name] += 1
return
else:
self.writeIndented("" % name)
self.writeIndented("\n",-1)
self.texNames[name] = 1
def writeBackground(self, world, alltextures):
if world: worldname = world.name
else: return
blending = world.getSkytype()
grd = world.getHor()
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
sky = world.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
self.file.write("\n\n")
##########################################################
# export routine
##########################################################
def export(self, scene, world, alltextures,\
EXPORT_APPLY_MODIFIERS = False,\
EXPORT_TRI= False,\
):
print "Info: starting X3D export to " + self.filename + "..."
self.writeHeader()
# self.writeScript()
self.writeNavigationInfo(scene)
self.writeBackground(world, alltextures)
self.writeFog(world)
self.proto = 0
# COPIED FROM OBJ EXPORTER
if EXPORT_APPLY_MODIFIERS:
temp_mesh_name = '~tmp-mesh'
# Get the container mesh. - used for applying modifiers and non mesh objects.
containerMesh = meshName = tempMesh = None
for meshName in Blender.NMesh.GetNames():
if meshName.startswith(temp_mesh_name):
tempMesh = Mesh.Get(meshName)
if not tempMesh.users:
containerMesh = tempMesh
if not containerMesh:
containerMesh = Mesh.New(temp_mesh_name)
# --------------------------
for ob_main in scene.objects.context:
for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
objType=ob.type
objName=ob.name
self.matonly = 0
if objType == "Camera":
self.writeViewpoint(ob, ob_mat, scene)
elif objType in ("Mesh", "Curve", "Surf", "Text") :
if EXPORT_APPLY_MODIFIERS or objType != 'Mesh':
me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scene)
else:
me = ob.getData(mesh=1)
self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI = EXPORT_TRI)
elif objType == "Lamp":
data= ob.data
datatype=data.type
if datatype == Lamp.Types.Lamp:
self.writePointLight(ob, ob_mat, data, world)
elif datatype == Lamp.Types.Spot:
self.writeSpotLight(ob, ob_mat, data, world)
elif datatype == Lamp.Types.Sun:
self.writeDirectionalLight(ob, ob_mat, data, world)
else:
self.writeDirectionalLight(ob, ob_mat, data, world)
# do you think x3d could document what to do with dummy objects?
#elif objType == "Empty" and objName != "Empty":
# self.writeNode(ob, ob_mat)
else:
#print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType)
pass
self.file.write("\n\n")
if EXPORT_APPLY_MODIFIERS:
if containerMesh:
containerMesh.verts = None
self.cleanup()
##########################################################
# Utility methods
##########################################################
def cleanup(self):
self.file.close()
self.texNames={}
self.matNames={}
self.indentLevel=0
print "Info: finished X3D 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
if mesh.faceUV:
for face in mesh.faces:
sidename='';
if face.mode & Mesh.FaceModes.TWOSIDE:
sidename='two'
else:
sidename='one'
if sided.has_key(sidename):
sided[sidename]+=1
else:
sided[sidename]=1
image = face.image
if image:
faceName="%s_%s" % (face.image.name, sidename);
try:
imageMap[faceName].append(face)
except:
imageMap[faceName]=[face.image.name,sidename,face]
if self.verbose > 2:
for faceName in imageMap.iterkeys():
ifs=imageMap[faceName]
print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
(faceName, ifs[0], ifs[1], len(ifs)-2)
return len(imageMap)
def faceToString(self,face):
print "Debug: face.flag=0x%x (bitflags)" % face.flag
if face.sel:
print "Debug: face.sel=true"
print "Debug: face.mode=0x%x (bitflags)" % face.mode
if face.mode & Mesh.FaceModes.TWOSIDE:
print "Debug: face.mode twosided"
print "Debug: face.transp=0x%x (enum)" % face.transp
if face.transp == Mesh.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):
c = None
for face in mesh.faces:
j=0
for vertex in face.v:
if vertex.index == indx:
c=face.col[j]
break
j=j+1
if c: break
return c
def meshToString(self,mesh):
print "Debug: mesh.hasVertexUV=%d" % mesh.vertexColors
print "Debug: mesh.faceUV=%d" % mesh.faceUV
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, mtx):
x,y,z=(0,-1.0,0) # point down
ax,ay,az = (mtx*MATWORLD).toEuler()
ax *= DEG2RAD
ay *= DEG2RAD
az *= DEG2RAD
# 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
# For writing well formed VRML code
#------------------------------------------------------------------------
def writeIndented(self, s, inc=0):
if inc < 1:
self.indentLevel = self.indentLevel + inc
spaces=""
for x in xrange(self.indentLevel):
spaces = spaces + "\t"
self.file.write(spaces + 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 x3d_export(filename, \
EXPORT_APPLY_MODIFIERS= False,\
EXPORT_TRI= False,\
EXPORT_GZIP= False,\
):
if EXPORT_GZIP:
if not filename.lower().endswith('.x3dz'):
filename = '.'.join(filename.split('.')[:-1]) + '.x3dz'
else:
if not filename.lower().endswith('.x3d'):
filename = '.'.join(filename.split('.')[:-1]) + '.x3d'
scene = Blender.Scene.GetCurrent()
world = scene.world
alltextures = Blender.Texture.Get()
wrlexport=x3d_class(filename)
wrlexport.export(\
scene,\
world,\
alltextures,\
\
EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS,\
EXPORT_TRI = EXPORT_TRI,\
)
def x3d_export_ui(filename):
if not filename.endswith(extension):
filename += extension
#if _safeOverwrite and sys.exists(filename):
# result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0")
#if(result != 1):
# return
# Get user options
EXPORT_APPLY_MODIFIERS = Draw.Create(1)
EXPORT_TRI = Draw.Create(0)
EXPORT_GZIP = Draw.Create( filename.lower().endswith('.x3dz') )
# Get USER Options
pup_block = [\
('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object.'),\
('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\
('Compress', EXPORT_GZIP, 'GZip the resulting file, requires a full python install'),\
]
if not Draw.PupBlock('Export...', pup_block):
return
Blender.Window.EditMode(0)
Blender.Window.WaitCursor(1)
x3d_export(filename,\
EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val,\
EXPORT_TRI = EXPORT_TRI.val,\
EXPORT_GZIP = EXPORT_GZIP.val\
)
Blender.Window.WaitCursor(0)
#########################################################
# main routine
#########################################################
if __name__ == '__main__':
Blender.Window.FileSelector(x3d_export_ui,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d'))