forked from bartvdbraak/blender
e3b202d0b9
[#8109] Incorrect header information in exported X3D Files [#8110] Illegal characters in exported X3D files
1012 lines
43 KiB
Python
1012 lines
43 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, Image, Text, sys
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from Blender.Scene import Render
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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.GetCurrent()
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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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"GeoLocationLocation","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') ).replace('<', '<').replace('>', '>')
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bfile = self.filename.replace('<', '<').replace('>', '>') # use outfile name
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self.file.write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n")
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print "fooe"
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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 xrange(allinlines):
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nameinline=inlines[i].name
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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 xrange(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 xrange(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 xrange(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 world:
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mtype = world.getMistype()
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mparam = world.getMist()
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grd = world.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 = list(scene.objects)
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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.type
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if objType == "Camera":
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vislimit = thisObj.data.clipEnd
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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, ob, lamp):
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safeName = self.cleanStr(ob.name)
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if world:
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ambi = world.amb
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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(ob)
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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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location=ob.getLocation('worldspace')
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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, ob, lamp):
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safeName = self.cleanStr(ob.name)
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if world:
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ambi = world.amb
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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(ob)
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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, ob, lamp):
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safeName = self.cleanStr(ob.name)
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if world:
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ambi = world.amb
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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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location=ob.getLocation('worldspace')
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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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obname=str(thisObj.getName())
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if obname 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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location = thisObj.getLocation('worldspace')
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self.writeIndented("<%s\n" % obname,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, ob, 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(ob.name)
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mesh=ob.data
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meshME = self.cleanStr(mesh.name)
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if len(mesh.faces) == 0: 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
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elif not face.mode & Blender.NMesh.FaceModes['DYNAMIC'] and self.collnode == 0:
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self.writeIndented("<Collision enabled=\"false\">\n",1)
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self.collnode = 1
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nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
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if nIFSCnt > 1:
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self.writeIndented("<Group DEF=\"%s%s\">\n" % ("G_", meshName),1)
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|
|
if sided.has_key('two') and sided['two'] > 0:
|
|
bTwoSided=1
|
|
else:
|
|
bTwoSided=0
|
|
|
|
location= ob.getLocation('worldspace')
|
|
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=maters[0]
|
|
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)
|
|
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 ob.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 ob.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
|
|
break
|
|
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 ob.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(ob, mesh, meshName)
|
|
|
|
self.writingcoords = 1
|
|
self.writingtexture = 1
|
|
self.writingcolor = 1
|
|
self.writeCoordinates(ob, mesh, meshName)
|
|
|
|
if ob.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, ob, mesh, meshName):
|
|
meshVertexList = mesh.verts
|
|
|
|
# create vertex list and pre rotate -90 degrees X for VRML
|
|
location= ob.getLocation('worldspace')
|
|
if self.writingcoords == 0:
|
|
self.file.write('coordIndex="')
|
|
for face in mesh.faces:
|
|
for i in xrange(len(face)):
|
|
indx=face[i].index
|
|
self.file.write("%s " % indx)
|
|
self.file.write("-1, ")
|
|
self.file.write("\">\n")
|
|
else:
|
|
#-- vertices
|
|
mesh.transform(ob.matrixWorld)
|
|
self.writeIndented("<Coordinate DEF=\"%s%s\" \n" % ("coord_",meshName), 1)
|
|
self.file.write("\t\t\t\tpoint=\"")
|
|
for v in meshVertexList:
|
|
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.faces:
|
|
for i in xrange(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 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("<TextureCoordinate point=\"", 1)
|
|
for i in xrange(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 xrange(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 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.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, image):
|
|
name = image.name
|
|
filename = image.filename.split('/')[-1].split('\\')[-1]
|
|
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 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("<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 xrange(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 = list(scene.objects.context)
|
|
else:
|
|
allObj = list(scene.objects)
|
|
self.writeInline()
|
|
for thisObj in allObj:
|
|
try:
|
|
objType=thisObj.type
|
|
objName=thisObj.name
|
|
self.matonly = 0
|
|
if objType == "Camera":
|
|
self.writeViewpoint(thisObj)
|
|
elif objType == "Mesh":
|
|
self.writeIndexedFaceSet(thisObj, normals = 0)
|
|
elif objType == "Lamp":
|
|
lmpName= thisObj.data
|
|
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 sided.has_key(sidename):
|
|
sided[sidename]+=1
|
|
else:
|
|
sided[sidename]=1
|
|
|
|
if face.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 & 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):
|
|
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.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, ob):
|
|
x,y,z=(0,-1.0,0) # point down
|
|
ax,ay,az = (ob.RotX,ob.RotZ,ob.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
|
|
|
|
# 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 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
|
|
|
|
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())
|
|
|