blender/release/scripts/op/io_scene_x3d/export_x3d.py
Campbell Barton 088f35787f bugfix [#25252] X3D Export does not specify ImageTexture to go with provided TextureCoordinate data
x3d material support is primitive but at least export first image texture found, similar to how texface is treated at the moment.
2010-12-22 10:44:31 +00:00

991 lines
42 KiB
Python

# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
# Contributors: bart:neeneenee*de, http://www.neeneenee.de/vrml, Campbell Barton
"""
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);<br>
Doesn't handle multiple UV textures on a single mesh (create a mesh for each texture);<br>
Can't get the texture array associated with material * not the UV ones;
"""
import math
import os
import bpy
import mathutils
from io_utils import create_derived_objects, free_derived_objects
DEG2RAD=0.017453292519943295
RAD_90D = -(math.pi / 2.0)
MATWORLD= mathutils.Matrix.Rotation(RAD_90D, 4, 'X')
def round_color(col, cp):
return tuple([round(max(min(c, 1.0), 0.0), cp) for c in col])
####################################
# Global Variables
####################################
filepath = ""
_safeOverwrite = True
extension = ''
##########################################################
# Functions for writing output file
##########################################################
class x3d_class:
def __init__(self, filepath):
#--- public you can change these ---
self.writingcolor = 0
self.writingtexture = 0
self.writingcoords = 0
self.proto = 1
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.filepath=filepath
self.file = None
if filepath.lower().endswith('.x3dz'):
try:
import gzip
self.file = gzip.open(filepath, "w")
except:
print("failed to import compression modules, exporting uncompressed")
self.filepath = filepath[:-1] # remove trailing z
if self.file is None:
self.file = open(self.filepath, "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('filepath') ).replace('<', '&lt').replace('>', '&gt')
bfile = repr(os.path.basename(self.filepath).replace('<', '&lt').replace('>', '&gt'))[1:-1] # use outfile name
self.file.write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n")
self.file.write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.0//EN\" \"http://www.web3d.org/specifications/x3d-3.0.dtd\">\n")
self.file.write("<X3D version=\"3.0\" profile=\"Immersive\" xmlns:xsd=\"http://www.w3.org/2001/XMLSchema-instance\" xsd:noNamespaceSchemaLocation=\"http://www.web3d.org/specifications/x3d-3.0.xsd\">\n")
self.file.write("<head>\n")
self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % bfile)
# self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile))
self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % bpy.app.version_string)
# self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version'))
self.file.write("\t<meta name=\"translator\" content=\"X3D exporter v1.55 (2006/01/17)\" />\n")
self.file.write("</head>\n")
self.file.write("<Scene>\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("<Inline DEF=\"%s\" " % (self.cleanStr(nameinline)))
nameinline = nameinline+".x3d"
self.file.write("url=\"%s\" />" % 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
loc, quat, scale = (MATWORLD * mat).decompose()
angleAxis = tuple(quat.axis) + (quat.angle, )
self.file.write("<Viewpoint DEF=\"%s\" " % (self.cleanStr(ob.name)))
self.file.write("description=\"%s\" " % (ob.name))
self.file.write("centerOfRotation=\"0 0 0\" ")
self.file.write("position=\"%3.2f %3.2f %3.2f\" " % tuple(loc))
self.file.write("orientation=\"%3.2f %3.2f %3.2f %3.2f\" " % angleAxis)
self.file.write("fieldOfView=\"%.3f\" />\n\n" % ob.data.angle)
def writeFog(self, world):
if world:
mtype = world.mist_settings.falloff
mparam = world.mist_settings
else:
return
if (mtype == 'LINEAR' or mtype == 'INVERSE_QUADRATIC'):
mtype = 1 if mtype == 'LINEAR' else 2
# if (mtype == 1 or mtype == 2):
self.file.write("<Fog fogType=\"%s\" " % self.namesFog[mtype])
self.file.write("color=\"%s %s %s\" " % round_color(world.horizon_color, self.cp))
self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam[2],self.cp))
else:
return
def writeNavigationInfo(self, scene):
self.file.write('<NavigationInfo headlight="false" visibilityLimit="0.0" type=\'"EXAMINE","ANY"\' avatarSize="0.25, 1.75, 0.75" />\n')
def writeSpotLight(self, ob, mtx, lamp, world):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.ambient_color
ambientIntensity = ((ambi[0] + ambi[1] + ambi[2]) / 3.0) / 2.5
del ambi
else:
ambientIntensity = 0.0
# compute cutoff and beamwidth
intensity=min(lamp.energy/1.75,1.0)
beamWidth=lamp.spot_size * 0.37;
# beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
cutOffAngle=beamWidth*1.3
dx, dy, dz = self.computeDirection(mtx)
#location=(ob.matrix_world*MATWORLD).translation_part() # now passed
location=(MATWORLD * mtx).translation_part()
radius = lamp.distance*math.cos(beamWidth)
# radius = lamp.dist*math.cos(beamWidth)
self.file.write("<SpotLight DEF=\"%s\" " % safeName)
self.file.write("radius=\"%s\" " % (round(radius,self.cp)))
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % round_color(lamp.color, self.cp))
self.file.write("beamWidth=\"%s\" " % (round(beamWidth,self.cp)))
self.file.write("cutOffAngle=\"%s\" " % (round(cutOffAngle,self.cp)))
self.file.write("direction=\"%s %s %s\" " % (round(dx,3),round(dy,3),round(dz,3)))
self.file.write("location=\"%s %s %s\" />\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.ambient_color
# 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("<DirectionalLight DEF=\"%s\" " % safeName)
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp)))
# self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
self.file.write("direction=\"%s %s %s\" />\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.ambient_color
# ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
location= (MATWORLD * mtx).translation_part()
self.file.write("<PointLight DEF=\"%s\" " % safeName)
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp)))
# self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("intensity=\"%s\" " % (round( min(lamp.energy/1.75,1.0) ,self.cp)))
self.file.write("radius=\"%s\" " % lamp.distance )
# self.file.write("radius=\"%s\" " % lamp.dist )
self.file.write("location=\"%s %s %s\" />\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=(MATWORLD * ob.matrix_world).translation_part()
location=(MATWORLD * mtx).translation_part()
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
meshName = self.cleanStr(ob.name)
meshME = self.cleanStr(ob.data.name) # We dont care if its the mesh name or not
# 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 = []
# mode = 0
if mesh.uv_textures.active:
# if mesh.faceUV:
for face in mesh.uv_textures.active.data:
# for face in mesh.faces:
if face.use_halo and 'HALO' not in mode:
mode += ['HALO']
if face.use_billboard and 'BILLBOARD' not in mode:
mode += ['BILLBOARD']
if face.use_object_color and 'OBJECT_COLOR' not in mode:
mode += ['OBJECT_COLOR']
if face.use_collision and 'COLLISION' not in mode:
mode += ['COLLISION']
# mode |= face.mode
if 'HALO' in mode and self.halonode == 0:
# if mode & Mesh.FaceModes.HALO and self.halonode == 0:
self.writeIndented("<Billboard axisOfRotation=\"0 0 0\">\n",1)
self.halonode = 1
elif 'BILLBOARD' in mode and self.billnode == 0:
# elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0:
self.writeIndented("<Billboard axisOfRotation=\"0 1 0\">\n",1)
self.billnode = 1
# TF_TILES is marked as deprecated in DNA_meshdata_types.h
# elif mode & Mesh.FaceModes.TILES and self.tilenode == 0:
# self.tilenode = 1
elif 'COLLISION' not in mode and self.collnode == 0:
# elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0:
self.writeIndented("<Collision enabled=\"false\">\n",1)
self.collnode = 1
nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided)
if nIFSCnt > 1:
self.writeIndented("<Group DEF=\"%s%s\">\n" % ("G_", meshName),1)
if 'two' in sided and sided['two'] > 0:
bTwoSided=1
else:
bTwoSided=0
mtx = MATWORLD * mtx
loc= mtx.translation_part()
sca= mtx.scale_part()
quat = mtx.to_quat()
rot= quat.axis
self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\n' % \
(meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle) )
# self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\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("<Shape>\n",1)
is_smooth = False
# XXX, lame, only exports first material.
mat_first = None
for mat_first in mesh.materials:
if mat_first:
break
if mat_first or mesh.uv_textures.active:
self.writeIndented("<Appearance>\n", 1)
# right now this script can only handle a single material per mesh.
if mat_first and mat_first.use_face_texture == False:
self.writeMaterial(mat_first, self.cleanStr(mat_first.name, ""), world)
if len(mesh.materials) > 1:
print("Warning: mesh named %s has multiple materials" % meshName)
print("Warning: only one material per object handled")
image = None
if mat_first is None or mat_first.use_face_texture:
#-- textures
if mesh.uv_textures.active:
for face in mesh.uv_textures.active.data:
if face.use_image:
image = face.image
if image:
break
elif mat_first:
for mtex in mat_first.texture_slots:
tex = mtex.texture
if tex and tex.type == 'IMAGE':
image = tex.image
if image:
break
# XXX, incorrect, uses first image
if image:
self.writeImageTexture(image)
if self.tilenode == 1:
self.writeIndented("<TextureTransform scale=\"%s %s\" />\n" % (image.xrep, image.yrep))
self.tilenode = 0
self.writeIndented("</Appearance>\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 meshME in self.meshNames:
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.use_smooth:
is_smooth = True
break
if is_smooth == True:
creaseAngle=(mesh.auto_smooth_angle)*(math.pi/180.0)
# creaseAngle=(mesh.degr)*(math.pi/180.0)
self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp)))
#--- output textureCoordinates if UV texture used
if mesh.uv_textures.active:
self.writeTextureCoordinates(mesh)
if mesh.vertex_colors.active:
self.writeFaceColors(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.uv_textures.active:
self.writeTextureCoordinates(mesh)
if mesh.vertex_colors.active:
self.writeFaceColors(mesh)
#--- output vertexColors
self.writingcoords = 0
self.writingtexture = 0
self.writingcolor = 0
#--- output closing braces
self.writeIndented("</%s>\n" % ifStyle, -1)
self.writeIndented("</Shape>\n", -1)
self.writeIndented("</Transform>\n", -1)
if self.halonode == 1:
self.writeIndented("</Billboard>\n", -1)
self.halonode = 0
if self.billnode == 1:
self.writeIndented("</Billboard>\n", -1)
self.billnode = 0
if self.collnode == 1:
self.writeIndented("</Collision>\n", -1)
self.collnode = 0
if nIFSCnt > 1:
self.writeIndented("</Group>\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.vertices
# fv = face.v
if len(fv)==3:
# if len(face)==3:
self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
# 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], fv[1], fv[2]))
# 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], fv[2], fv[3]))
# 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], fv[1], fv[2], fv[3]))
# 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.matrix_world)
self.writeIndented("<Coordinate DEF=\"%s%s\" \n" % ("coord_",meshName), 1)
self.file.write("\t\t\t\tpoint=\"")
for v in mesh.vertices:
self.file.write("%.6f %.6f %.6f, " % tuple(v.co))
self.file.write("\" />")
self.writeIndented("\n", -1)
def writeTextureCoordinates(self, mesh):
texCoordList=[]
texIndexList=[]
j=0
for face in mesh.uv_textures.active.data:
# for face in mesh.faces:
# workaround, since tface.uv iteration is wrong atm
uvs = face.uv
# uvs = [face.uv1, face.uv2, face.uv3, face.uv4] if face.vertices[3] else [face.uv1, face.uv2, face.uv3]
for uv in uvs:
# 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 range(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("<TextureCoordinate point=\"", 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.file.write("\" />")
self.writeIndented("\n", -1)
def writeFaceColors(self, mesh):
if self.writingcolor == 0:
self.file.write("colorPerVertex=\"false\" ")
elif mesh.vertex_colors.active:
# else:
self.writeIndented("<Color color=\"", 1)
for face in mesh.vertex_colors.active.data:
c = face.color1
if self.verbose > 2:
print("Debug: face.col r=%d g=%d b=%d" % (c[0], c[1], c[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)
# 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.file.write("\" />")
self.writeIndented("\n",-1)
def writeMaterial(self, mat, matName, world):
# look up material name, use it if available
if matName in self.matNames:
self.writeIndented("<Material USE=\"MA_%s\" />\n" % matName)
self.matNames[matName]+=1
return;
self.matNames[matName] = 1
emit = mat.emit
ambient = mat.ambient / 3.0
diffuseColor = tuple(mat.diffuse_color)
if world:
ambiColor = tuple(((c * mat.ambient) * 2.0) for c in world.ambient_color)
else:
ambiColor = 0.0, 0.0, 0.0
emitColor = tuple(((c * emit) + ambiColor[i]) / 2.0 for i, c in enumerate(diffuseColor))
shininess = mat.specular_hardness / 512.0
specColor = tuple((c + 0.001) / (1.25 / (mat.specular_intensity + 0.001)) for c in mat.specular_color)
transp = 1.0 - mat.alpha
if mat.use_shadeless:
ambient = 1.0
shininess = 0.0
specColor = emitColor = diffuseColor
self.writeIndented("<Material DEF=\"MA_%s\" " % matName, 1)
self.file.write("diffuseColor=\"%s %s %s\" " % round_color(diffuseColor, self.cp))
self.file.write("specularColor=\"%s %s %s\" " % round_color(specColor, self.cp))
self.file.write("emissiveColor=\"%s %s %s\" \n" % round_color(emitColor, self.cp))
self.writeIndented("ambientIntensity=\"%s\" " % (round(ambient, self.cp)))
self.file.write("shininess=\"%s\" " % (round(shininess, self.cp)))
self.file.write("transparency=\"%s\" />" % (round(transp, self.cp)))
self.writeIndented("\n",-1)
def writeImageTexture(self, image):
name = image.name
filepath = os.path.basename(image.filepath)
if name in self.texNames:
self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
self.texNames[name] += 1
else:
self.writeIndented("<ImageTexture DEF=\"%s\" " % self.cleanStr(name), 1)
self.file.write("url=\"%s\" />" % filepath)
self.writeIndented("\n",-1)
self.texNames[name] = 1
def writeBackground(self, world, alltextures):
if world: worldname = world.name
else: return
blending = world.use_sky_blend, world.use_sky_paper, world.use_sky_real
grd_triple = round_color(world.horizon_color, self.cp)
sky_triple = round_color(world.zenith_color, self.cp)
mix_triple = round_color(((grd_triple[i] + sky_triple[i]) / 2.0 for i in range(3)), self.cp)
self.file.write("<Background ")
if worldname not in self.namesStandard:
self.file.write("DEF=\"%s\" " % self.secureName(worldname))
# No Skytype - just Hor color
if blending == (False, False, False):
self.file.write("groundColor=\"%s %s %s\" " % grd_triple)
self.file.write("skyColor=\"%s %s %s\" " % grd_triple)
# Blend Gradient
elif blending == (True, False, False):
self.file.write("groundColor=\"%s %s %s, " % grd_triple)
self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " % mix_triple)
self.file.write("skyColor=\"%s %s %s, " % sky_triple)
self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " % mix_triple)
# Blend+Real Gradient Inverse
elif blending == (True, False, True):
self.file.write("groundColor=\"%s %s %s, " % sky_triple)
self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " % mix_triple)
self.file.write("skyColor=\"%s %s %s, " % grd_triple)
self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " % mix_triple)
# Paper - just Zen Color
elif blending == (False, False, True):
self.file.write("groundColor=\"%s %s %s\" " % sky_triple)
self.file.write("skyColor=\"%s %s %s\" " % sky_triple)
# Blend+Real+Paper - komplex gradient
elif blending == (True, True, True):
self.writeIndented("groundColor=\"%s %s %s, " % sky_triple)
self.writeIndented("%s %s %s\" groundAngle=\"1.57, 1.57\" " % grd_triple)
self.writeIndented("skyColor=\"%s %s %s, " % sky_triple)
self.writeIndented("%s %s %s\" skyAngle=\"1.57, 1.57\" " % grd_triple)
# Any Other two colors
else:
self.file.write("groundColor=\"%s %s %s\" " % grd_triple)
self.file.write("skyColor=\"%s %s %s\" " % sky_triple)
alltexture = len(alltextures)
for i in range(alltexture):
tex = alltextures[i]
if tex.type != 'IMAGE' or tex.image is None:
continue
namemat = tex.name
# namemat = alltextures[i].name
pic = tex.image
# using .expandpath just in case, os.path may not expect //
basename = os.path.basename(bpy.path.abspath(pic.filepath))
pic = alltextures[i].image
if (namemat == "back") and (pic != None):
self.file.write("\n\tbackUrl=\"%s\" " % basename)
elif (namemat == "bottom") and (pic != None):
self.writeIndented("bottomUrl=\"%s\" " % basename)
elif (namemat == "front") and (pic != None):
self.writeIndented("frontUrl=\"%s\" " % basename)
elif (namemat == "left") and (pic != None):
self.writeIndented("leftUrl=\"%s\" " % basename)
elif (namemat == "right") and (pic != None):
self.writeIndented("rightUrl=\"%s\" " % basename)
elif (namemat == "top") and (pic != None):
self.writeIndented("topUrl=\"%s\" " % basename)
self.writeIndented("/>\n\n")
##########################################################
# export routine
##########################################################
def export(self, scene, world, alltextures,\
EXPORT_APPLY_MODIFIERS = False,\
EXPORT_TRI= False,\
):
print("Info: starting X3D export to %r..." % self.filepath)
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 [o for o in scene.objects if o.is_visible(scene)]:
# for ob_main in scene.objects.context:
free, derived = create_derived_objects(scene, ob_main)
if derived is None: continue
for ob, ob_mat in derived:
# for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
objType=ob.type
objName=ob.name
if objType == 'CAMERA':
self.writeViewpoint(ob, ob_mat, scene)
elif objType in ('MESH', 'CURVE', 'SURF', 'FONT') :
if EXPORT_APPLY_MODIFIERS or objType != 'MESH':
me = ob.create_mesh(scene, EXPORT_APPLY_MODIFIERS, 'PREVIEW')
else:
me = ob.data
self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI = EXPORT_TRI)
# free mesh created with create_mesh()
if me != ob.data:
bpy.data.meshes.remove(me)
elif objType == 'LAMP':
data= ob.data
datatype=data.type
if datatype == 'POINT':
self.writePointLight(ob, ob_mat, data, world)
elif datatype == 'SPOT':
self.writeSpotLight(ob, ob_mat, data, world)
elif datatype == 'SUN':
self.writeDirectionalLight(ob, ob_mat, data, world)
else:
self.writeDirectionalLight(ob, ob_mat, data, world)
else:
#print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType)
pass
if free:
free_derived_objects(ob_main)
self.file.write("\n</Scene>\n</X3D>")
# if EXPORT_APPLY_MODIFIERS:
# if containerMesh:
# containerMesh.vertices = None
self.cleanup()
##########################################################
# Utility methods
##########################################################
def cleanup(self):
self.file.close()
self.texNames={}
self.matNames={}
self.indentLevel=0
print("Info: finished X3D export to %r" % self.filepath)
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):
"""
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.uv_textures.active:
# if mesh.faceUV:
for face in mesh.uv_textures.active.data:
# for face in mesh.faces
sidename = "two" if face.use_twoside else "one"
if sidename in sided:
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.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)
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.blend_type)
if face.blend_type == 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)
# XXX not used
# 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" % (len(mesh.uv_textures) > 0))
# print("Debug: mesh.faceUV=%d" % mesh.faceUV)
print("Debug: mesh.hasVertexColours=%d" % (len(mesh.vertex_colors) > 0))
# print("Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours())
print("Debug: mesh.vertices=%d" % len(mesh.vertices))
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[0]/255.0,self.cp),
round(c[1]/255.0,self.cp),
round(c[2]/255.0,self.cp))
# 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):
return (mathutils.Vector((0.0, 0.0, -1.0)) * (MATWORLD * mtx).rotation_part()).normalize()[:]
# swap Y and Z to handle axis difference between Blender and VRML
#------------------------------------------------------------------------
def rotatePointForVRML(self, v):
return v[0], v[2], -v[1]
# For writing well formed VRML code
#------------------------------------------------------------------------
def writeIndented(self, s, inc=0):
if inc < 1:
self.indentLevel = self.indentLevel + inc
spaces=""
for x in range(self.indentLevel):
spaces = spaces + "\t"
self.file.write(spaces + s)
if inc > 0:
self.indentLevel = self.indentLevel + inc
##########################################################
# Callbacks, needed before Main
##########################################################
def save(operator, context, filepath="",
use_apply_modifiers=False,
use_triangulate=False,
use_compress=False):
if use_compress:
if not filepath.lower().endswith('.x3dz'):
filepath = '.'.join(filepath.split('.')[:-1]) + '.x3dz'
else:
if not filepath.lower().endswith('.x3d'):
filepath = '.'.join(filepath.split('.')[:-1]) + '.x3d'
scene = context.scene
world = scene.world
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
# XXX these are global textures while .Get() returned only scene's?
alltextures = bpy.data.textures
# alltextures = Blender.Texture.Get()
wrlexport = x3d_class(filepath)
wrlexport.export(scene,
world,
alltextures,
EXPORT_APPLY_MODIFIERS=use_apply_modifiers,
EXPORT_TRI=use_triangulate,
)
return {'FINISHED'}