forked from bartvdbraak/blender
4b01aa7aa5
The orange -> HEAD merge reverted some scripts to older versions. This only affected the ones that already existed before the orange branch. Minor issue, easy to fix. All in all, kudos to kaito, Hos and others for all the hard work in bringing (coding, merging) all these changes to the main branch.
1035 lines
44 KiB
Python
1035 lines
44 KiB
Python
#!BPY
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""" Registration info for Blender menus:
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Name: 'X3D Extensible 3D (.x3d)...'
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Blender: 235
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Group: 'Export'
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Submenu: 'All Objects...' all
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Submenu: 'All Objects compressed...' comp
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Submenu: 'Selected Objects...' selected
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Tooltip: 'Export to Extensible 3D file (.x3d)'
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"""
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__author__ = ("Bart")
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__email__ = ["Bart, bart:neeneenee*de"]
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__url__ = ["Author's (Bart) homepage, http://www.neeneenee.de/vrml"]
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__version__ = "2006/01/17"
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__bpydoc__ = """\
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This script exports to X3D format.
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Usage:
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Run this script from "File->Export" menu. A pop-up will ask whether you
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want to export only selected or all relevant objects.
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Known issues:<br>
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Doesn't handle multiple materials (don't use material indices);<br>
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Doesn't handle multiple UV textures on a single mesh (create a mesh
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for each texture);<br>
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Can't get the texture array associated with material * not the UV ones;
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"""
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# $Id$
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#
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#------------------------------------------------------------------------
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# X3D exporter for blender 2.36 or above
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#
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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#
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####################################
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# Library dependancies
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####################################
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import Blender
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from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text, sys, Mathutils
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from Blender.Scene import Render
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try:
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from os.path import exists, join
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pytinst = 1
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except:
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print "No Python installed, for full features install Python (http://www.python.org/)."
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pytinst = 0
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import math
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####################################
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# Global Variables
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####################################
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scene = Blender.Scene.getCurrent()
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world = Blender.World.Get()
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worldmat = Blender.Texture.Get()
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filename = Blender.Get('filename')
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_safeOverwrite = True
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ARG=''
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extension = ''
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class DrawTypes:
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"""Object DrawTypes enum values
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BOUNDS - draw only the bounding box of the object
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WIRE - draw object as a wire frame
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SOLID - draw object with flat shading
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SHADED - draw object with OpenGL shading
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"""
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BOUNDBOX = 1
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WIRE = 2
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SOLID = 3
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SHADED = 4
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TEXTURE = 5
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if not hasattr(Blender.Object,'DrawTypes'):
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Blender.Object.DrawTypes = DrawTypes()
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##########################################################
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# Functions for writing output file
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##########################################################
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class VRML2Export:
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def __init__(self, filename):
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#--- public you can change these ---
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self.writingcolor = 0
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self.writingtexture = 0
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self.writingcoords = 0
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self.wire = 0
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self.proto = 1
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self.matonly = 0
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self.share = 0
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self.billnode = 0
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self.halonode = 0
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self.collnode = 0
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self.tilenode = 0
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self.verbose=2 # level of verbosity in console 0-none, 1-some, 2-most
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self.cp=3 # decimals for material color values 0.000 - 1.000
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self.vp=3 # decimals for vertex coordinate values 0.000 - n.000
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self.tp=3 # decimals for texture coordinate values 0.000 - 1.000
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self.it=3
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#--- class private don't touch ---
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self.texNames={} # dictionary of textureNames
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self.matNames={} # dictionary of materiaNames
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self.meshNames={} # dictionary of meshNames
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self.indentLevel=0 # keeps track of current indenting
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self.filename=filename
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self.file = open(filename, "w")
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self.bNav=0
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self.nodeID=0
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self.namesReserved=[ "Anchor","Appearance","Arc2D","ArcClose2D","AudioClip","Background","Billboard",
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"BooleanFilter","BooleanSequencer","BooleanToggle","BooleanTrigger","Box","Circle2D",
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"Collision","Color","ColorInterpolator","ColorRGBA","component","Cone","connect",
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"Contour2D","ContourPolyline2D","Coordinate","CoordinateDouble","CoordinateInterpolator",
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"CoordinateInterpolator2D","Cylinder","CylinderSensor","DirectionalLight","Disk2D",
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"ElevationGrid","EspduTransform","EXPORT","ExternProtoDeclare","Extrusion","field",
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"fieldValue","FillProperties","Fog","FontStyle","GeoCoordinate","GeoElevationGrid",
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"GeoLocation","GeoLOD","GeoMetadata","GeoOrigin","GeoPositionInterpolator",
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"GeoTouchSensor","GeoViewpoint","Group","HAnimDisplacer","HAnimHumanoid","HAnimJoint",
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"HAnimSegment","HAnimSite","head","ImageTexture","IMPORT","IndexedFaceSet",
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"IndexedLineSet","IndexedTriangleFanSet","IndexedTriangleSet","IndexedTriangleStripSet",
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"Inline","IntegerSequencer","IntegerTrigger","IS","KeySensor","LineProperties","LineSet",
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"LoadSensor","LOD","Material","meta","MetadataDouble","MetadataFloat","MetadataInteger",
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"MetadataSet","MetadataString","MovieTexture","MultiTexture","MultiTextureCoordinate",
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"MultiTextureTransform","NavigationInfo","Normal","NormalInterpolator","NurbsCurve",
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"NurbsCurve2D","NurbsOrientationInterpolator","NurbsPatchSurface",
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"NurbsPositionInterpolator","NurbsSet","NurbsSurfaceInterpolator","NurbsSweptSurface",
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"NurbsSwungSurface","NurbsTextureCoordinate","NurbsTrimmedSurface","OrientationInterpolator",
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"PixelTexture","PlaneSensor","PointLight","PointSet","Polyline2D","Polypoint2D",
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"PositionInterpolator","PositionInterpolator2D","ProtoBody","ProtoDeclare","ProtoInstance",
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"ProtoInterface","ProximitySensor","ReceiverPdu","Rectangle2D","ROUTE","ScalarInterpolator",
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"Scene","Script","Shape","SignalPdu","Sound","Sphere","SphereSensor","SpotLight","StaticGroup",
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"StringSensor","Switch","Text","TextureBackground","TextureCoordinate","TextureCoordinateGenerator",
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"TextureTransform","TimeSensor","TimeTrigger","TouchSensor","Transform","TransmitterPdu",
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"TriangleFanSet","TriangleSet","TriangleSet2D","TriangleStripSet","Viewpoint","VisibilitySensor",
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"WorldInfo","X3D","XvlShell","VertexShader","FragmentShader","MultiShaderAppearance","ShaderAppearance" ]
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self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005",
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"Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012",
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"Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013",
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"Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012",
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"World","World.000","World.001","World.002","World.003","World.004","World.005" ]
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self.namesFog=[ "","LINEAR","EXPONENTIAL","" ]
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##########################################################
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# Writing nodes routines
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##########################################################
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def writeHeader(self):
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bfile = sys.expandpath(Blender.Get('filename'))
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self.file.write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n")
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self.file.write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.0//EN\" \"http://www.web3d.org/specifications/x3d-3.0.dtd\">\n")
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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")
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self.file.write("<head>\n")
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self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile))
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self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version'))
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self.file.write("\t<meta name=\"translator\" content=\"X3D exporter v1.55 (2006/01/17)\" />\n")
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self.file.write("</head>\n")
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self.file.write("<Scene>\n")
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def writeInline(self):
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inlines = Blender.Scene.Get()
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allinlines = len(inlines)
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if scene != inlines[0]:
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return
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else:
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for i in range(allinlines):
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nameinline=inlines[i].getName()
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if (nameinline not in self.namesStandard) and (i > 0):
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self.file.write("<Inline DEF=\"%s\" " % (self.cleanStr(nameinline)))
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nameinline = nameinline+".x3d"
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self.file.write("url=\"%s\" />" % nameinline)
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self.file.write("\n\n")
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def writeScript(self):
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textEditor = Blender.Text.Get()
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alltext = len(textEditor)
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for i in range(alltext):
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nametext = textEditor[i].getName()
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nlines = textEditor[i].getNLines()
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if (self.proto == 1):
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if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None):
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nalllines = len(textEditor[i].asLines())
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alllines = textEditor[i].asLines()
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for j in range(nalllines):
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self.writeIndented(alllines[j] + "\n")
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elif (self.proto == 0):
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if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None):
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nalllines = len(textEditor[i].asLines())
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alllines = textEditor[i].asLines()
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for j in range(nalllines):
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self.writeIndented(alllines[j] + "\n")
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self.writeIndented("\n")
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def writeViewpoint(self, thisObj):
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context = scene.getRenderingContext()
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ratio = float(context.imageSizeY())/float(context.imageSizeX())
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lens = (360* (math.atan(ratio *16 / thisObj.data.getLens()) / math.pi))*(math.pi/180)
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lens = min(lens, math.pi)
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# get the camera location, subtract 90 degress from X to orient like X3D does
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loc = self.rotatePointForVRML(thisObj.loc)
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rot = [thisObj.RotX - 1.57, thisObj.RotY, thisObj.RotZ]
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nRot = self.rotatePointForVRML(rot)
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# convert to Quaternion and to Angle Axis
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Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
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Q1 = self.multiplyQuaternions(Q[0], Q[1])
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Qf = self.multiplyQuaternions(Q1, Q[2])
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angleAxis = self.quaternionToAngleAxis(Qf)
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self.file.write("<Viewpoint DEF=\"%s\" " % (self.cleanStr(thisObj.name)))
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self.file.write("description=\"%s\" " % (thisObj.name))
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self.file.write("centerOfRotation=\"0 0 0\" ")
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self.file.write("position=\"%3.2f %3.2f %3.2f\" " % (loc[0], loc[1], loc[2]))
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self.file.write("orientation=\"%3.2f %3.2f %3.2f %3.2f\" " % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
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self.file.write("fieldOfView=\"%.3f\" />\n\n" % (lens))
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def writeFog(self):
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if len(world) > 0:
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mtype = world[0].getMistype()
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mparam = world[0].getMist()
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grd = world[0].getHor()
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grd0, grd1, grd2 = grd[0], grd[1], grd[2]
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else:
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return
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if (mtype == 1 or mtype == 2):
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self.file.write("<Fog fogType=\"%s\" " % self.namesFog[mtype])
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self.file.write("color=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
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self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam[2],self.cp))
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else:
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return
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def writeNavigationInfo(self, scene):
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allObj = []
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allObj = scene.getChildren()
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headlight = "TRUE"
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vislimit = 0.0
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for thisObj in allObj:
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objType=thisObj.getType()
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if objType == "Camera":
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vislimit = thisObj.data.getClipEnd()
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elif objType == "Lamp":
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headlight = "FALSE"
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self.file.write("<NavigationInfo headlight=\"%s\" " % headlight)
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self.file.write("visibilityLimit=\"%s\" " % (round(vislimit,self.cp)))
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self.file.write("type=\"EXAMINE, ANY\" avatarSize=\"0.25, 1.75, 0.75\" />\n\n")
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def writeSpotLight(self, object, lamp):
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safeName = self.cleanStr(object.name)
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if len(world) > 0:
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ambi = world[0].getAmb()
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ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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else:
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ambi = 0
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ambientIntensity = 0
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# compute cutoff and beamwidth
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intensity=min(lamp.energy/1.75,1.0)
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beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
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cutOffAngle=beamWidth*1.3
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(dx,dy,dz)=self.computeDirection(object)
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# note -dx seems to equal om[3][0]
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# note -dz seems to equal om[3][1]
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# note dy seems to equal om[3][2]
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om = object.getMatrix()
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location=self.rotVertex(om, (0,0,0));
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radius = lamp.dist*math.cos(beamWidth)
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self.file.write("<SpotLight DEF=\"%s\" " % safeName)
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self.file.write("radius=\"%s\" " % (round(radius,self.cp)))
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self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
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self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
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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)))
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self.file.write("beamWidth=\"%s\" " % (round(beamWidth,self.cp)))
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self.file.write("cutOffAngle=\"%s\" " % (round(cutOffAngle,self.cp)))
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self.file.write("direction=\"%s %s %s\" " % (round(dx,3),round(dy,3),round(dz,3)))
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self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
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def writeDirectionalLight(self, object, lamp):
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safeName = self.cleanStr(object.name)
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if len(world) > 0:
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ambi = world[0].getAmb()
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ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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else:
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ambi = 0
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ambientIntensity = 0
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intensity=min(lamp.energy/1.75,1.0)
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(dx,dy,dz)=self.computeDirection(object)
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self.file.write("<DirectionalLight DEF=\"%s\" " % safeName)
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self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
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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)))
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self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
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self.file.write("direction=\"%s %s %s\" />\n\n" % (round(dx,4),round(dy,4),round(dz,4)))
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def writePointLight(self, object, lamp):
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safeName = self.cleanStr(object.name)
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if len(world) > 0:
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ambi = world[0].getAmb()
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ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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else:
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ambi = 0
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ambientIntensity = 0
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om = object.getMatrix()
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location=self.rotVertex(om, (0,0,0));
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intensity=min(lamp.energy/1.75,1.0)
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radius = lamp.dist
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self.file.write("<PointLight DEF=\"%s\" " % safeName)
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self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
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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)))
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self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
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self.file.write("radius=\"%s\" " % radius )
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self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
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def writeNode(self, thisObj):
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objectname=str(thisObj.getName())
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if objectname in self.namesStandard:
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return
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else:
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(dx,dy,dz)=self.computeDirection(thisObj)
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om = thisObj.getMatrix()
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location=self.rotVertex(om, (0,0,0));
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self.writeIndented("<%s\n" % objectname,1)
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self.writeIndented("# direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
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self.writeIndented("# location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
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self.writeIndented("/>\n",-1)
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self.writeIndented("\n")
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def secureName(self, name):
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name = name + str(self.nodeID)
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self.nodeID=self.nodeID+1
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if len(name) <= 3:
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newname = "_" + str(self.nodeID)
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return "%s" % (newname)
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else:
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for bad in ['"','#',"'",',','.','[','\\',']','{','}']:
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name=name.replace(bad,'_')
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if name in self.namesReserved:
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newname = name[0:3] + "_" + str(self.nodeID)
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return "%s" % (newname)
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elif name[0].isdigit():
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newname = "_" + name + str(self.nodeID)
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return "%s" % (newname)
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else:
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newname = name
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return "%s" % (newname)
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def writeIndexedFaceSet(self, object, normals = 0):
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imageMap={} # set of used images
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sided={} # 'one':cnt , 'two':cnt
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vColors={} # 'multi':1
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meshName = self.cleanStr(object.name)
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mesh=object.getData()
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meshME = self.cleanStr(mesh.name)
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if len(mesh.faces) == 0:
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return
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for face in mesh.faces:
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if face.mode & Blender.NMesh.FaceModes['HALO'] and self.halonode == 0:
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self.writeIndented("<Billboard axisOfRotation=\"0 0 0\">\n",1)
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self.halonode = 1
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elif face.mode & Blender.NMesh.FaceModes['BILLBOARD'] and self.billnode == 0:
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self.writeIndented("<Billboard axisOfRotation=\"0 1 0\">\n",1)
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self.billnode = 1
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elif face.mode & Blender.NMesh.FaceModes['OBCOL'] and self.matonly == 0:
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self.matonly = 1
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elif face.mode & Blender.NMesh.FaceModes['SHAREDCOL'] and self.share == 0:
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self.share = 1
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elif face.mode & Blender.NMesh.FaceModes['TILES'] and self.tilenode == 0:
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self.tilenode = 1
|
|
elif not face.mode & Blender.NMesh.FaceModes['DYNAMIC'] and self.collnode == 0:
|
|
self.writeIndented("<Collision enabled=\"false\">\n",1)
|
|
self.collnode = 1
|
|
|
|
nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
|
|
|
|
if nIFSCnt > 1:
|
|
self.writeIndented("<Group DEF=\"%s%s\">\n" % ("G_", meshName),1)
|
|
|
|
if sided.has_key('two') and sided['two'] > 0:
|
|
bTwoSided=1
|
|
else:
|
|
bTwoSided=0
|
|
om = object.getMatrix();
|
|
location=self.rotVertex(om, (0,0,0));
|
|
self.writeIndented("<Transform DEF=\"%s\" translation=\"%s %s %s\">\n" % (meshName, round(location[0],3), round(location[1],3), round(location[2],3)),1)
|
|
self.writeIndented("<Shape>\n",1)
|
|
|
|
maters=mesh.materials
|
|
hasImageTexture=0
|
|
issmooth=0
|
|
|
|
if len(maters) > 0 or mesh.hasFaceUV():
|
|
self.writeIndented("<Appearance>\n", 1)
|
|
# right now this script can only handle a single material per mesh.
|
|
if len(maters) >= 1:
|
|
mat=Blender.Material.Get(maters[0].name)
|
|
matFlags = mat.getMode()
|
|
if not matFlags & Blender.Material.Modes['TEXFACE']:
|
|
self.writeMaterial(mat, self.cleanStr(maters[0].name,''))
|
|
if len(maters) > 1:
|
|
print "Warning: mesh named %s has multiple materials" % meshName
|
|
print "Warning: only one material per object handled"
|
|
|
|
#-- textures
|
|
if mesh.hasFaceUV():
|
|
for face in mesh.faces:
|
|
if (hasImageTexture == 0) and (face.image):
|
|
self.writeImageTexture(face.image.name)
|
|
hasImageTexture=1 # keep track of face texture
|
|
if self.tilenode == 1:
|
|
self.writeIndented("<TextureTransform scale=\"%s %s\" />\n" % (face.image.xrep, face.image.yrep))
|
|
self.tilenode = 0
|
|
self.writeIndented("</Appearance>\n", -1)
|
|
|
|
#-- IndexedFaceSet or IndexedLineSet
|
|
|
|
# check if object is wireframe only
|
|
if object.drawType == Blender.Object.DrawTypes.WIRE:
|
|
# user selected WIRE=2 on the Drawtype=Wire on (F9) Edit page
|
|
ifStyle="IndexedLineSet"
|
|
self.wire = 1
|
|
else:
|
|
# user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5
|
|
ifStyle="IndexedFaceSet"
|
|
# look up mesh name, use it if available
|
|
if self.meshNames.has_key(meshME):
|
|
self.writeIndented("<%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 object.drawType != Blender.Object.DrawTypes.WIRE:
|
|
if bTwoSided == 1:
|
|
self.file.write("solid=\"false\" ")
|
|
else:
|
|
self.file.write("solid=\"true\" ")
|
|
|
|
for face in mesh.faces:
|
|
if face.smooth:
|
|
issmooth=1
|
|
if issmooth==1 and self.wire == 0:
|
|
creaseAngle=(mesh.getMaxSmoothAngle())*(math.pi/180.0)
|
|
self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp)))
|
|
|
|
#--- output vertexColors
|
|
if self.share == 1 and self.matonly == 0:
|
|
self.writeVertexColors(mesh)
|
|
if object.drawType != Blender.Object.DrawTypes.WIRE:
|
|
#--- output textureCoordinates if UV texture used
|
|
if mesh.hasFaceUV():
|
|
if self.matonly == 1 and self.share == 1:
|
|
self.writeFaceColors(mesh)
|
|
elif hasImageTexture == 1:
|
|
self.writeTextureCoordinates(mesh)
|
|
#--- output coordinates
|
|
self.writeCoordinates(object, mesh, meshName)
|
|
|
|
self.writingcoords = 1
|
|
self.writingtexture = 1
|
|
self.writingcolor = 1
|
|
self.writeCoordinates(object, mesh, meshName)
|
|
|
|
if object.drawType != Blender.Object.DrawTypes.WIRE:
|
|
#--- output textureCoordinates if UV texture used
|
|
if mesh.hasFaceUV():
|
|
if hasImageTexture == 1:
|
|
self.writeTextureCoordinates(mesh)
|
|
elif self.matonly == 1 and self.share == 1:
|
|
self.writeFaceColors(mesh)
|
|
#--- output vertexColors
|
|
if self.share == 1 and self.matonly == 0:
|
|
self.writeVertexColors(mesh)
|
|
self.matonly = 0
|
|
self.share = 0
|
|
self.wire = 0
|
|
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, object, mesh, meshName):
|
|
meshVertexList = mesh.verts
|
|
|
|
# create vertex list and pre rotate -90 degrees X for VRML
|
|
mm=object.getMatrix()
|
|
location=self.rotVertex(mm, (0,0,0));
|
|
if self.writingcoords == 0:
|
|
self.file.write("coordIndex=\"")
|
|
coordIndexList=[]
|
|
for face in mesh.faces:
|
|
cordStr=""
|
|
for i in range(len(face)):
|
|
indx=meshVertexList.index(face[i])
|
|
cordStr = cordStr + "%s " % indx
|
|
self.file.write(cordStr + "-1, ")
|
|
self.file.write("\">\n")
|
|
else:
|
|
#-- vertices
|
|
self.writeIndented("<Coordinate DEF=\"%s%s\" \n" % ("coord_",meshName), 1)
|
|
self.file.write("\t\t\t\tpoint=\"")
|
|
for vertex in meshVertexList:
|
|
v=self.rotVertex(mm, vertex);
|
|
self.file.write("%s %s %s, " % (round((v[0]-location[0]),self.vp), round((v[1]-location[1]),self.vp), round((v[2]-location[2]),self.vp)))
|
|
self.file.write("\" />")
|
|
self.writeIndented("\n", -1)
|
|
|
|
def writeTextureCoordinates(self, mesh):
|
|
texCoordList=[]
|
|
texIndexList=[]
|
|
j=0
|
|
|
|
for face in mesh.faces:
|
|
for i in range(len(face)):
|
|
texIndexList.append(j)
|
|
texCoordList.append(face.uv[i])
|
|
j=j+1
|
|
texIndexList.append(-1)
|
|
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\" ")
|
|
else:
|
|
self.writeIndented("<Color color=\"", 1)
|
|
for face in mesh.faces:
|
|
if face.col:
|
|
c=face.col[0]
|
|
if self.verbose > 2:
|
|
print "Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b)
|
|
aColor = self.rgbToFS(c)
|
|
self.file.write("%s, " % aColor)
|
|
self.file.write("\" />")
|
|
self.writeIndented("\n",-1)
|
|
|
|
def writeVertexColors(self, mesh):
|
|
if self.writingcolor == 0:
|
|
self.file.write("colorPerVertex=\"false\" ")
|
|
else:
|
|
self.writeIndented("<Color color=\"", 1)
|
|
for i in range(len(mesh.verts)):
|
|
c=self.getVertexColorByIndx(mesh,i)
|
|
if self.verbose > 2:
|
|
print "Debug: vertex[%d].col r=%d g=%d b=%d" % (i, c.r, c.g, c.b)
|
|
|
|
aColor = self.rgbToFS(c)
|
|
self.file.write("%s, " % aColor)
|
|
self.file.write("\" />")
|
|
self.writeIndented("\n",-1)
|
|
|
|
def writeMaterial(self, mat, matName):
|
|
# look up material name, use it if available
|
|
if self.matNames.has_key(matName):
|
|
self.writeIndented("<Material USE=\"MA_%s\" />\n" % matName)
|
|
self.matNames[matName]+=1
|
|
return;
|
|
|
|
self.matNames[matName]=1
|
|
|
|
ambient = mat.amb/3
|
|
diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
|
|
if len(world) > 0:
|
|
ambi = world[0].getAmb()
|
|
ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
|
|
else:
|
|
ambi0, ambi1, ambi2 = 0, 0, 0
|
|
emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/2, (diffuseG*mat.emit+ambi1)/2, (diffuseB*mat.emit+ambi2)/2
|
|
|
|
shininess = mat.hard/512.0
|
|
specR = (mat.specCol[0]+0.001)/(1.25/(mat.getSpec()+0.001))
|
|
specG = (mat.specCol[1]+0.001)/(1.25/(mat.getSpec()+0.001))
|
|
specB = (mat.specCol[2]+0.001)/(1.25/(mat.getSpec()+0.001))
|
|
transp = 1-mat.alpha
|
|
matFlags = mat.getMode()
|
|
if matFlags & Blender.Material.Modes['SHADELESS']:
|
|
ambient = 1
|
|
shine = 1
|
|
specR = emitR = diffuseR
|
|
specG = emitG = diffuseG
|
|
specB = emitB = diffuseB
|
|
self.writeIndented("<Material DEF=\"MA_%s\" " % matName, 1)
|
|
self.file.write("diffuseColor=\"%s %s %s\" " % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp)))
|
|
self.file.write("specularColor=\"%s %s %s\" " % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp)))
|
|
self.file.write("emissiveColor=\"%s %s %s\" \n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,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, name):
|
|
if self.texNames.has_key(name):
|
|
self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
|
|
self.texNames[name] += 1
|
|
return
|
|
else:
|
|
self.writeIndented("<ImageTexture DEF=\"%s\" " % self.cleanStr(name), 1)
|
|
self.file.write("url=\"%s\" />" % name)
|
|
self.writeIndented("\n",-1)
|
|
self.texNames[name] = 1
|
|
|
|
def writeBackground(self):
|
|
if len(world) > 0:
|
|
worldname = world[0].getName()
|
|
else:
|
|
return
|
|
blending = world[0].getSkytype()
|
|
grd = world[0].getHor()
|
|
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
|
|
sky = world[0].getZen()
|
|
sky0, sky1, sky2 = sky[0], sky[1], sky[2]
|
|
mix0, mix1, mix2 = grd[0]+sky[0], grd[1]+sky[1], grd[2]+sky[2]
|
|
mix0, mix1, mix2 = mix0/2, mix1/2, mix2/2
|
|
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 == 0:
|
|
self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
self.file.write("skyColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
# Blend Gradient
|
|
elif blending == 1:
|
|
self.file.write("groundColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
|
|
self.file.write("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
|
|
# Blend+Real Gradient Inverse
|
|
elif blending == 3:
|
|
self.file.write("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
|
|
self.file.write("skyColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
|
|
# Paper - just Zen Color
|
|
elif blending == 4:
|
|
self.file.write("groundColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
# Blend+Real+Paper - komplex gradient
|
|
elif blending == 7:
|
|
self.writeIndented("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
self.writeIndented("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
self.writeIndented("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
self.writeIndented("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
# Any Other two colors
|
|
else:
|
|
self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
alltexture = len(worldmat)
|
|
for i in range(alltexture):
|
|
namemat = worldmat[i].getName()
|
|
pic = worldmat[i].getImage()
|
|
if (namemat == "back") and (pic != None):
|
|
self.file.write("\n\tbackUrl=\"%s\" " % str(pic.getName()))
|
|
elif (namemat == "bottom") and (pic != None):
|
|
self.writeIndented("bottomUrl=\"%s\" " % str(pic.getName()))
|
|
elif (namemat == "front") and (pic != None):
|
|
self.writeIndented("frontUrl=\"%s\" " % str(pic.getName()))
|
|
elif (namemat == "left") and (pic != None):
|
|
self.writeIndented("leftUrl=\"%s\" " % str(pic.getName()))
|
|
elif (namemat == "right") and (pic != None):
|
|
self.writeIndented("rightUrl=\"%s\" " % str(pic.getName()))
|
|
elif (namemat == "top") and (pic != None):
|
|
self.writeIndented("topUrl=\"%s\" " % str(pic.getName()))
|
|
self.writeIndented("/>\n\n")
|
|
|
|
##########################################################
|
|
# export routine
|
|
##########################################################
|
|
|
|
def export(self, scene, world, worldmat):
|
|
print "Info: starting X3D export to " + self.filename + "..."
|
|
self.writeHeader()
|
|
self.writeScript()
|
|
self.writeNavigationInfo(scene)
|
|
self.writeBackground()
|
|
self.writeFog()
|
|
self.proto = 0
|
|
allObj = []
|
|
if ARG == 'selected':
|
|
allObj = Blender.Object.GetSelected()
|
|
else:
|
|
allObj = scene.getChildren()
|
|
self.writeInline()
|
|
for thisObj in allObj:
|
|
try:
|
|
objType=thisObj.getType()
|
|
objName=thisObj.getName()
|
|
self.matonly = 0
|
|
if objType == "Camera":
|
|
self.writeViewpoint(thisObj)
|
|
elif objType == "Mesh":
|
|
self.writeIndexedFaceSet(thisObj, normals = 0)
|
|
elif objType == "Lamp":
|
|
lmpName=Lamp.Get(thisObj.data.getName())
|
|
lmpType=lmpName.getType()
|
|
if lmpType == Lamp.Types.Lamp:
|
|
self.writePointLight(thisObj, lmpName)
|
|
elif lmpType == Lamp.Types.Spot:
|
|
self.writeSpotLight(thisObj, lmpName)
|
|
elif lmpType == Lamp.Types.Sun:
|
|
self.writeDirectionalLight(thisObj, lmpName)
|
|
else:
|
|
self.writeDirectionalLight(thisObj, lmpName)
|
|
elif objType == "Empty" and objName != "Empty":
|
|
self.writeNode(thisObj)
|
|
else:
|
|
#print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType())
|
|
print ""
|
|
except AttributeError:
|
|
print "Error: Unable to get type info for %s" % thisObj.getName()
|
|
if ARG != 'selected':
|
|
self.writeScript()
|
|
self.file.write("\n</Scene>\n</X3D>")
|
|
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
|
|
|
|
for face in mesh.faces:
|
|
sidename='';
|
|
if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
|
|
sidename='two'
|
|
else:
|
|
sidename='one'
|
|
|
|
if not vColors.has_key('multi'):
|
|
for face in mesh.faces:
|
|
if face.col:
|
|
c=face.col[0]
|
|
if c.r != 255 and c.g != 255 and c.b !=255:
|
|
vColors['multi']=1
|
|
|
|
if sided.has_key(sidename):
|
|
sided[sidename]+=1
|
|
else:
|
|
sided[sidename]=1
|
|
|
|
if face.image:
|
|
faceName="%s_%s" % (face.image.name, sidename);
|
|
|
|
if imageMap.has_key(faceName):
|
|
imageMap[faceName].append(face)
|
|
else:
|
|
imageMap[faceName]=[face.image.name,sidename,face]
|
|
|
|
if self.verbose > 2:
|
|
for faceName in imageMap.keys():
|
|
ifs=imageMap[faceName]
|
|
print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
|
|
(faceName, ifs[0], ifs[1], len(ifs)-2)
|
|
|
|
return len(imageMap.keys())
|
|
|
|
def faceToString(self,face):
|
|
|
|
print "Debug: face.flag=0x%x (bitflags)" % face.flag
|
|
if face.flag & NMesh.FaceFlags.SELECT == NMesh.FaceFlags.SELECT:
|
|
print "Debug: face.flag.SELECT=true"
|
|
|
|
print "Debug: face.mode=0x%x (bitflags)" % face.mode
|
|
if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
|
|
print "Debug: face.mode twosided"
|
|
|
|
print "Debug: face.transp=0x%x (enum)" % face.transp
|
|
if face.transp == NMesh.FaceTranspModes.SOLID:
|
|
print "Debug: face.transp.SOLID"
|
|
|
|
if face.image:
|
|
print "Debug: face.image=%s" % face.image.name
|
|
print "Debug: face.materialIndex=%d" % face.materialIndex
|
|
|
|
def getVertexColorByIndx(self, mesh, indx):
|
|
for face in mesh.faces:
|
|
j=0
|
|
for vertex in face.v:
|
|
if vertex.index == indx:
|
|
c=face.col[j]
|
|
j=j+1
|
|
return c
|
|
|
|
def meshToString(self,mesh):
|
|
print "Debug: mesh.hasVertexUV=%d" % mesh.hasVertexUV()
|
|
print "Debug: mesh.hasFaceUV=%d" % mesh.hasFaceUV()
|
|
print "Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours()
|
|
print "Debug: mesh.verts=%d" % len(mesh.verts)
|
|
print "Debug: mesh.faces=%d" % len(mesh.faces)
|
|
print "Debug: mesh.materials=%d" % len(mesh.materials)
|
|
|
|
def rgbToFS(self, c):
|
|
s="%s %s %s" % (
|
|
round(c.r/255.0,self.cp),
|
|
round(c.g/255.0,self.cp),
|
|
round(c.b/255.0,self.cp))
|
|
return s
|
|
|
|
def computeDirection(self, object):
|
|
x,y,z=(0,-1.0,0) # point down
|
|
ax,ay,az = (object.RotX,object.RotZ,object.RotY)
|
|
|
|
# rot X
|
|
x1=x
|
|
y1=y*math.cos(ax)-z*math.sin(ax)
|
|
z1=y*math.sin(ax)+z*math.cos(ax)
|
|
|
|
# rot Y
|
|
x2=x1*math.cos(ay)+z1*math.sin(ay)
|
|
y2=y1
|
|
z2=z1*math.cos(ay)-x1*math.sin(ay)
|
|
|
|
# rot Z
|
|
x3=x2*math.cos(az)-y2*math.sin(az)
|
|
y3=x2*math.sin(az)+y2*math.cos(az)
|
|
z3=z2
|
|
|
|
return [x3,y3,z3]
|
|
|
|
|
|
# swap Y and Z to handle axis difference between Blender and VRML
|
|
#------------------------------------------------------------------------
|
|
def rotatePointForVRML(self, v):
|
|
x = v[0]
|
|
y = v[2]
|
|
z = -v[1]
|
|
|
|
vrmlPoint=[x, y, z]
|
|
return vrmlPoint
|
|
|
|
def rotVertex(self, mm, v):
|
|
lx,ly,lz=v[0],v[1],v[2]
|
|
gx=(mm[0][0]*lx + mm[1][0]*ly + mm[2][0]*lz) + mm[3][0]
|
|
gy=((mm[0][2]*lx + mm[1][2]*ly+ mm[2][2]*lz) + mm[3][2])
|
|
gz=-((mm[0][1]*lx + mm[1][1]*ly + mm[2][1]*lz) + mm[3][1])
|
|
rotatedv=[gx,gy,gz]
|
|
return rotatedv
|
|
|
|
# For writing well formed VRML code
|
|
#------------------------------------------------------------------------
|
|
def writeIndented(self, s, inc=0):
|
|
if inc < 1:
|
|
self.indentLevel = self.indentLevel + inc
|
|
|
|
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 select_file(filename):
|
|
if pytinst == 1:
|
|
if exists(filename) and _safeOverwrite:
|
|
result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0")
|
|
if(result != 1):
|
|
return
|
|
|
|
if not filename.endswith(extension):
|
|
filename += extension
|
|
|
|
wrlexport=VRML2Export(filename)
|
|
wrlexport.export(scene, world, worldmat)
|
|
|
|
def createWRLPath():
|
|
filename = Blender.Get('filename')
|
|
print filename
|
|
|
|
if filename.find('.') != -1:
|
|
filename = filename.split('.')[0]
|
|
filename += extension
|
|
print filename
|
|
|
|
return filename
|
|
|
|
#########################################################
|
|
# main routine
|
|
#########################################################
|
|
|
|
try:
|
|
ARG = __script__['arg'] # user selected argument
|
|
except:
|
|
print "older version"
|
|
|
|
if Blender.Get('version') < 235:
|
|
print "Warning: X3D export failed, wrong blender version!"
|
|
print " You aren't running blender version 2.35 or greater"
|
|
print " download a newer version from http://blender3d.org/"
|
|
else:
|
|
if ARG == 'comp':
|
|
from gzip import *
|
|
extension=".x3dz"
|
|
else:
|
|
extension=".x3d"
|
|
Blender.Window.FileSelector(select_file,"Export X3D",createWRLPath())
|
|
|