forked from bartvdbraak/blender
bugfix [#25393] Export to X3D does not provide color field in indexedFaceSet for colored cube
mostly rewrote mesh export and added support for multiple materials/images, using texface or material images depending on the materials TexFace option.
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a45183125a
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@ -277,8 +277,7 @@ class x3d_class:
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return "%s" % (newname)
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def writeIndexedFaceSet(self, ob, mesh, mtx, world, EXPORT_TRI=False):
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# imageMap = {} # set of used images
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sided = {} # 'one':cnt , 'two':cnt
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fw = self.file.write
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mesh_name_x3d = self.cleanStr(ob.name)
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if not mesh.faces:
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@ -319,10 +318,10 @@ class x3d_class:
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loc, quat, sca = mtx.decompose()
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self.write_indented("<Transform DEF=\"%s\" " % mesh_name_x3d, 1)
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self.file.write("translation=\"%.6f %.6f %.6f\" " % loc[:])
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self.file.write("scale=\"%.6f %.6f %.6f\" " % sca[:])
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self.file.write("rotation=\"%.6f %.6f %.6f %.6f\" " % (quat.axis[:] + (quat.angle, )))
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self.file.write(">\n")
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fw("translation=\"%.6f %.6f %.6f\" " % loc[:])
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fw("scale=\"%.6f %.6f %.6f\" " % sca[:])
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fw("rotation=\"%.6f %.6f %.6f %.6f\" " % (quat.axis[:] + (quat.angle, )))
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fw(">\n")
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if mesh.tag:
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self.write_indented("<Group USE=\"G_%s\" />\n" % mesh_name_x3d, 1)
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@ -331,99 +330,173 @@ class x3d_class:
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self.write_indented("<Group DEF=\"G_%s\">\n" % mesh_name_x3d, 1)
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self.write_indented("<Shape>\n", 1)
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is_smooth = False
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is_uv = bool(mesh.uv_textures.active)
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# is_col, defined for each material
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# XXX, lame, only exports first material.
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mat_first = None
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for mat_first in mesh.materials:
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if mat_first:
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break
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is_coords_written = False
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if mat_first or mesh.uv_textures.active:
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self.write_indented("<Appearance>\n", 1)
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# right now this script can only handle a single material per mesh.
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if mat_first and mat_first.use_face_texture == False:
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self.writeMaterial(mat_first, self.cleanStr(mat_first.name, ""), world)
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if len(mesh.materials) > 1:
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print("Warning: mesh named %s has multiple materials" % mesh_name_x3d)
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print("Warning: only one material per object handled")
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mesh_materials = mesh.materials[:]
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if not mesh_materials:
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mesh_materials = [None]
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image = None
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if mat_first is None or mat_first.use_face_texture:
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#-- textures
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if mesh.uv_textures.active:
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for face in mesh.uv_textures.active.data:
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if face.use_image:
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image = face.image
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if image:
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break
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elif mat_first:
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for mtex in mat_first.texture_slots:
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mesh_material_images = [None] * len(mesh_materials)
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for i, material in enumerate(mesh_materials):
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if material:
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for mtex in material.texture_slots:
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if mtex:
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tex = mtex.texture
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if tex and tex.type == 'IMAGE':
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image = tex.image
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if image:
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mesh_material_images[i] = image
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break
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# XXX, incorrect, uses first image
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if image:
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self.writeImageTexture(image)
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mesh_materials_use_face_texture = [getattr(material, "use_face_texture", True) for material in mesh_materials]
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if self.tilenode == 1:
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self.write_indented("<TextureTransform scale=\"%s %s\" />\n" % (image.xrep, image.yrep))
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self.tilenode = 0
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mesh_faces = mesh.faces[:]
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mesh_faces_materials = [f.material_index for f in mesh_faces]
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self.write_indented("</Appearance>\n", -1)
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#-- IndexedFaceSet or IndexedLineSet
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# user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5
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# look up mesh name, use it if available
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self.write_indented("<IndexedFaceSet ", 1)
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# --- Write IndexedFaceSet Attributes
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if mesh.show_double_sided:
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self.file.write("solid=\"true\" ")
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if is_uv and True in mesh_materials_use_face_texture:
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mesh_faces_image = [(fuv.image if (mesh_materials_use_face_texture[mesh_faces_materials[i]] and fuv.use_image) else mesh_material_images[mesh_faces_materials[i]]) for i, fuv in enumerate(mesh.uv_textures.active.data)]
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mesh_faces_image_unique = set(mesh_faces_image)
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else:
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self.file.write("solid=\"false\" ")
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mesh_faces_image = [None] * len(mesh_faces)
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mesh_faces_image_unique = {None}
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for face in mesh.faces:
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if face.use_smooth:
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is_smooth = True
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break
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# group faces
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face_groups = {}
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for material_index in range(len(mesh_materials)):
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for image in mesh_faces_image_unique:
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face_groups[material_index, image] = []
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del mesh_faces_image_unique
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if is_smooth:
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self.file.write("creaseAngle=\"%.4f\" " % creaseAngle)
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for i, (material_index, image) in enumerate(zip(mesh_faces_materials, mesh_faces_image)):
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face_groups[material_index, image].append(i)
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is_uv = bool(mesh.uv_textures.active)
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is_col = (mesh.vertex_colors.active and (mat_first is None or mat_first.use_vertex_color_paint))
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for (material_index, image), face_group in face_groups.items():
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if face_group:
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material = mesh_materials[material_index]
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if is_uv:
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self.write_ifs_texco_attr(mesh)
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if is_col:
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self.write_ifs_color_attr(mesh)
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self.write_indented("<Shape>\n", 1)
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is_smooth = False
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is_col = (mesh.vertex_colors.active and (material is None or material.use_vertex_color_paint))
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self.write_ifs_coords_attr(ob, mesh, mesh_name_x3d, EXPORT_TRI)
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# kludge but as good as it gets!
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for i in face_group:
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if mesh_faces[i].use_smooth:
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is_smooth = True
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break
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# close IndexedFaceSet
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self.file.write(">\n")
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if image:
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self.write_indented("<Appearance>\n", 1)
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self.writeImageTexture(image)
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# --- Write IndexedFaceSet Elements
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self.write_ifs_coords_elem(ob, mesh, mesh_name_x3d, EXPORT_TRI)
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if self.tilenode == 1:
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self.write_indented("<TextureTransform scale=\"%s %s\" />\n" % (image.xrep, image.yrep))
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self.tilenode = 0
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if is_col:
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self.write_ifs_texco_elem(mesh)
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if is_col:
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self.write_ifs_color_elem(mesh)
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#--- output vertexColors
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self.write_indented("</Appearance>\n", -1)
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elif material:
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self.write_indented("<Appearance>\n", 1)
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self.writeMaterial(material, self.cleanStr(material.name, ""), world)
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self.write_indented("</Appearance>\n", -1)
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#-- IndexedFaceSet or IndexedLineSet
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self.write_indented("<IndexedFaceSet ", 1)
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# --- Write IndexedFaceSet Attributes
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if mesh.show_double_sided:
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fw("solid=\"true\" ")
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else:
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fw("solid=\"false\" ")
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if is_smooth:
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fw("creaseAngle=\"%.4f\" " % creaseAngle)
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if is_uv:
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# "texCoordIndex"
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fw("\n\t\t\ttexCoordIndex=\"")
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j = 0
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for i in face_group:
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if len(mesh_faces[i].vertices) == 4:
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fw("%d %d %d %d -1, " % (j, j + 1, j + 2, j + 3))
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j += 4
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else:
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fw("%d %d %d -1, " % (j, j + 1, j + 2))
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j += 3
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fw("\" ")
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# --- end texCoordIndex
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if is_col:
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fw("colorPerVertex=\"false\" ")
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if True:
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# "coordIndex"
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fw('coordIndex="')
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if EXPORT_TRI:
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for i in face_group:
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fv = mesh_faces[i].vertices[:]
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if len(fv) == 3:
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fw("%i %i %i -1, " % fv)
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else:
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fw("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
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fw("%i %i %i -1, " % (fv[0], fv[2], fv[3]))
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else:
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for i in face_group:
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fv = mesh_faces[i].vertices[:]
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if len(fv) == 3:
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fw("%i %i %i -1, " % fv)
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else:
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fw("%i %i %i %i -1, " % fv)
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fw("\" ")
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# --- end coordIndex
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# close IndexedFaceSet
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fw(">\n")
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# --- Write IndexedFaceSet Elements
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if True:
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if is_coords_written:
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self.write_indented("<Coordinate USE=\"%s%s\" />\n" % ("coord_", mesh_name_x3d))
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else:
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self.write_indented("<Coordinate DEF=\"%s%s\" \n" % ("coord_", mesh_name_x3d), 1)
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fw("\t\t\t\tpoint=\"")
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for v in mesh.vertices:
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fw("%.6f %.6f %.6f, " % v.co[:])
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fw("\" />")
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self.write_indented("\n", -1)
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is_coords_written = True
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if is_uv:
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self.write_indented("<TextureCoordinate point=\"", 1)
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fw = fw
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mesh_faces_uv = mesh.uv_textures.active.data
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for i in face_group:
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for uv in mesh_faces_uv[i].uv:
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fw("%.4f %.4f, " % uv[:])
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del mesh_faces_uv
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fw("\" />")
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self.write_indented("\n", -1)
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if is_col:
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self.write_indented("<Color color=\"", 1)
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# XXX, 1 color per face, only
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mesh_faces_col = mesh.vertex_colors.active.data
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for i in face_group:
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fw("%.3f %.3f %.3f, " % mesh_faces_col[i].color1[:])
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del mesh_faces_col
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fw("\" />")
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self.write_indented("\n", -1)
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#--- output vertexColors
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#--- output closing braces
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self.write_indented("</IndexedFaceSet>\n", -1)
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self.write_indented("</Shape>\n", -1)
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#--- output closing braces
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self.write_indented("</IndexedFaceSet>\n", -1)
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self.write_indented("</Shape>\n", -1)
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self.write_indented("</Group>\n", -1)
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self.write_indented("</Transform>\n", -1)
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@ -440,72 +513,7 @@ class x3d_class:
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self.write_indented("</Collision>\n", -1)
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self.collnode = 0
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self.file.write("\n")
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def write_ifs_coords_attr(self, ob, mesh, mesh_name_x3d, EXPORT_TRI=False):
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self.file.write('coordIndex="')
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if EXPORT_TRI:
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for face in mesh.faces:
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fv = face.vertices[:]
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if len(fv) == 3:
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self.file.write("%i %i %i -1, " % fv)
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else:
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self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
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self.file.write("%i %i %i -1, " % (fv[0], fv[2], fv[3]))
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else:
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for face in mesh.faces:
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fv = face.vertices[:]
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if len(fv) == 3:
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self.file.write("%i %i %i -1, " % fv)
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else:
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self.file.write("%i %i %i %i -1, " % fv)
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self.file.write("\" ")
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def write_ifs_coords_elem(self, ob, mesh, mesh_name_x3d, EXPORT_TRI=False):
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self.write_indented("<Coordinate DEF=\"%s%s\" \n" % ("coord_", mesh_name_x3d), 1)
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self.file.write("\t\t\t\tpoint=\"")
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for v in mesh.vertices:
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self.file.write("%.6f %.6f %.6f, " % v.co[:])
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self.file.write("\" />")
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self.write_indented("\n", -1)
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def write_ifs_texco_attr(self, mesh):
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self.file.write("\n\t\t\ttexCoordIndex=\"")
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fw = self.file.write
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j = 0
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for face in mesh.uv_textures.active.data:
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if len(face.uv) == 4:
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fw("%d %d %d %d -1, " % (j, j + 1, j + 2, j + 3))
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j += 4
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else:
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fw("%d %d %d -1, " % (j, j + 1, j + 2))
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j += 3
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fw("\"\n\t\t\t")
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def write_ifs_texco_elem(self, mesh):
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texCoordList = (uv for fuv in mesh.uv_textures.active.data for uv in fuv.uv)
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self.write_indented("<TextureCoordinate point=\"", 1)
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fw = self.file.write
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for uv in texCoordList:
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fw("%.4f %.4f, " % uv[:])
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fw("\" />")
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self.write_indented("\n", -1)
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def write_ifs_color_attr(self, mesh):
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self.file.write("colorPerVertex=\"false\" ")
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def write_ifs_color_elem(self, mesh):
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self.write_indented("<Color color=\"", 1)
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for face in mesh.vertex_colors.active.data:
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# XXX, 1 color per face, only
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self.file.write("%.3f %.3f %.3f, " % face.color1[:])
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self.file.write("\" />")
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self.write_indented("\n", -1)
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fw("\n")
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def writeMaterial(self, mat, matName, world):
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# look up material name, use it if available
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