forked from bartvdbraak/blender
improved this script
* use mesh.transform instead of a python matrix multiplication function. * use the image filename rather then ID name for the URL * use the scenes world rather then the first world for getting world data. * mesh.verts.index(face.vert[i]) is extreamly slow!, use face.vert[i].index instead. also got rid of a face loop in a face loop that didnt do anything. Still need to move this script to Mesh from NMesh
This commit is contained in:
parent
99857e40e3
commit
34c11de62a
@ -58,14 +58,8 @@ for each texture);<br>
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####################################
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####################################
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import Blender
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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 import Object, NMesh, Lamp, Draw, Image, Text, sys
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from Blender.Scene import Render
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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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import math
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####################################
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####################################
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@ -73,7 +67,7 @@ import math
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####################################
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####################################
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scene = Blender.Scene.getCurrent()
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scene = Blender.Scene.getCurrent()
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world = Blender.World.Get()
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world = Blender.World.GetCurrent()
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worldmat = Blender.Texture.Get()
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worldmat = Blender.Texture.Get()
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filename = Blender.Get('filename')
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filename = Blender.Get('filename')
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_safeOverwrite = True
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_safeOverwrite = True
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@ -137,7 +131,7 @@ class VRML2Export:
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"CoordinateInterpolator2D","Cylinder","CylinderSensor","DirectionalLight","Disk2D",
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"CoordinateInterpolator2D","Cylinder","CylinderSensor","DirectionalLight","Disk2D",
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"ElevationGrid","EspduTransform","EXPORT","ExternProtoDeclare","Extrusion","field",
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"ElevationGrid","EspduTransform","EXPORT","ExternProtoDeclare","Extrusion","field",
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"fieldValue","FillProperties","Fog","FontStyle","GeoCoordinate","GeoElevationGrid",
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"fieldValue","FillProperties","Fog","FontStyle","GeoCoordinate","GeoElevationGrid",
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"GeoLocation","GeoLOD","GeoMetadata","GeoOrigin","GeoPositionInterpolator",
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"GeoLocationLocation","GeoLOD","GeoMetadata","GeoOrigin","GeoPositionInterpolator",
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"GeoTouchSensor","GeoViewpoint","Group","HAnimDisplacer","HAnimHumanoid","HAnimJoint",
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"GeoTouchSensor","GeoViewpoint","Group","HAnimDisplacer","HAnimHumanoid","HAnimJoint",
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"HAnimSegment","HAnimSite","head","ImageTexture","IMPORT","IndexedFaceSet",
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"HAnimSegment","HAnimSite","head","ImageTexture","IMPORT","IndexedFaceSet",
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"IndexedLineSet","IndexedTriangleFanSet","IndexedTriangleSet","IndexedTriangleStripSet",
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"IndexedLineSet","IndexedTriangleFanSet","IndexedTriangleSet","IndexedTriangleStripSet",
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@ -185,8 +179,8 @@ class VRML2Export:
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if scene != inlines[0]:
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if scene != inlines[0]:
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return
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return
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else:
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else:
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for i in range(allinlines):
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for i in xrange(allinlines):
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nameinline=inlines[i].getName()
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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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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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self.file.write("<Inline DEF=\"%s\" " % (self.cleanStr(nameinline)))
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nameinline = nameinline+".x3d"
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nameinline = nameinline+".x3d"
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@ -196,20 +190,20 @@ class VRML2Export:
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def writeScript(self):
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def writeScript(self):
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textEditor = Blender.Text.Get()
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textEditor = Blender.Text.Get()
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alltext = len(textEditor)
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alltext = len(textEditor)
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for i in range(alltext):
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for i in xrange(alltext):
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nametext = textEditor[i].getName()
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nametext = textEditor[i].getName()
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nlines = textEditor[i].getNLines()
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nlines = textEditor[i].getNLines()
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if (self.proto == 1):
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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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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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nalllines = len(textEditor[i].asLines())
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alllines = textEditor[i].asLines()
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alllines = textEditor[i].asLines()
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for j in range(nalllines):
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for j in xrange(nalllines):
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self.writeIndented(alllines[j] + "\n")
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self.writeIndented(alllines[j] + "\n")
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elif (self.proto == 0):
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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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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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nalllines = len(textEditor[i].asLines())
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alllines = textEditor[i].asLines()
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alllines = textEditor[i].asLines()
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for j in range(nalllines):
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for j in xrange(nalllines):
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self.writeIndented(alllines[j] + "\n")
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self.writeIndented(alllines[j] + "\n")
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self.writeIndented("\n")
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self.writeIndented("\n")
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@ -235,10 +229,10 @@ class VRML2Export:
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self.file.write("fieldOfView=\"%.3f\" />\n\n" % (lens))
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self.file.write("fieldOfView=\"%.3f\" />\n\n" % (lens))
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def writeFog(self):
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def writeFog(self):
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if len(world) > 0:
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if world:
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mtype = world[0].getMistype()
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mtype = world.getMistype()
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mparam = world[0].getMist()
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mparam = world.getMist()
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grd = world[0].getHor()
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grd = world.getHor()
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grd0, grd1, grd2 = grd[0], grd[1], grd[2]
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grd0, grd1, grd2 = grd[0], grd[1], grd[2]
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else:
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else:
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return
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return
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@ -257,17 +251,17 @@ class VRML2Export:
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for thisObj in allObj:
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for thisObj in allObj:
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objType=thisObj.type
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objType=thisObj.type
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if objType == "Camera":
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if objType == "Camera":
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vislimit = thisObj.data.getClipEnd()
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vislimit = thisObj.data.clipEnd
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elif objType == "Lamp":
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elif objType == "Lamp":
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headlight = "FALSE"
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headlight = "FALSE"
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self.file.write("<NavigationInfo headlight=\"%s\" " % headlight)
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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("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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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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def writeSpotLight(self, ob, lamp):
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safeName = self.cleanStr(object.name)
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safeName = self.cleanStr(ob.name)
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if len(world) > 0:
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if world:
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ambi = world[0].getAmb()
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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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ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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else:
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else:
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ambi = 0
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ambi = 0
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@ -278,13 +272,12 @@ class VRML2Export:
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beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
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beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
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cutOffAngle=beamWidth*1.3
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cutOffAngle=beamWidth*1.3
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(dx,dy,dz)=self.computeDirection(object)
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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 -dx seems to equal om[3][0]
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# note -dz seems to equal om[3][1]
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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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# note dy seems to equal om[3][2]
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om = object.getMatrix()
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location=ob.getLocation('worldspace')
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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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radius = lamp.dist*math.cos(beamWidth)
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self.file.write("<SpotLight DEF=\"%s\" " % safeName)
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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("radius=\"%s\" " % (round(radius,self.cp)))
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@ -296,33 +289,33 @@ class VRML2Export:
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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("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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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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def writeDirectionalLight(self, ob, lamp):
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safeName = self.cleanStr(object.name)
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safeName = self.cleanStr(ob.name)
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if len(world) > 0:
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if world:
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ambi = world[0].getAmb()
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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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ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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else:
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else:
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ambi = 0
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ambi = 0
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ambientIntensity = 0
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ambientIntensity = 0
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intensity=min(lamp.energy/1.75,1.0)
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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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(dx,dy,dz)=self.computeDirection(ob)
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self.file.write("<DirectionalLight DEF=\"%s\" " % safeName)
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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("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("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("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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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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def writePointLight(self, ob, lamp):
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safeName = self.cleanStr(object.name)
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safeName = self.cleanStr(ob.name)
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if len(world) > 0:
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if world:
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ambi = world[0].getAmb()
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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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ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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else:
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else:
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ambi = 0
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ambi = 0
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ambientIntensity = 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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location=ob.getLocation('worldspace')
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intensity=min(lamp.energy/1.75,1.0)
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intensity=min(lamp.energy/1.75,1.0)
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radius = lamp.dist
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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("<PointLight DEF=\"%s\" " % safeName)
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@ -333,14 +326,13 @@ class VRML2Export:
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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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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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def writeNode(self, thisObj):
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objectname=str(thisObj.getName())
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obname=str(thisObj.getName())
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if objectname in self.namesStandard:
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if obname in self.namesStandard:
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return
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return
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else:
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else:
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(dx,dy,dz)=self.computeDirection(thisObj)
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dx,dy,dz = self.computeDirection(thisObj)
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om = thisObj.getMatrix()
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location = thisObj.getLocation('worldspace')
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location=self.rotVertex(om, (0,0,0));
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self.writeIndented("<%s\n" % obname,1)
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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("# 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("# 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",-1)
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@ -365,15 +357,14 @@ class VRML2Export:
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newname = name
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newname = name
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return "%s" % (newname)
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return "%s" % (newname)
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def writeIndexedFaceSet(self, object, normals = 0):
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def writeIndexedFaceSet(self, ob, normals = 0):
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imageMap={} # set of used images
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imageMap={} # set of used images
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sided={} # 'one':cnt , 'two':cnt
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sided={} # 'one':cnt , 'two':cnt
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vColors={} # 'multi':1
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vColors={} # 'multi':1
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meshName = self.cleanStr(object.name)
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meshName = self.cleanStr(ob.name)
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mesh=object.getData()
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mesh=ob.data
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meshME = self.cleanStr(mesh.name)
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meshME = self.cleanStr(mesh.name)
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if len(mesh.faces) == 0:
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if len(mesh.faces) == 0: return
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return
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for face in mesh.faces:
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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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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.writeIndented("<Billboard axisOfRotation=\"0 0 0\">\n",1)
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@ -400,8 +391,8 @@ class VRML2Export:
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bTwoSided=1
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bTwoSided=1
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else:
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else:
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bTwoSided=0
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bTwoSided=0
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om = object.getMatrix();
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location=self.rotVertex(om, (0,0,0));
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location= ob.getLocation('worldspace')
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self.writeIndented("<Transform DEF=\"%s\" translation=\"%s %s %s\">\n" % (meshName, round(location[0],3), round(location[1],3), round(location[2],3)),1)
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self.writeIndented("<Transform DEF=\"%s\" translation=\"%s %s %s\">\n" % (meshName, round(location[0],3), round(location[1],3), round(location[2],3)),1)
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self.writeIndented("<Shape>\n",1)
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self.writeIndented("<Shape>\n",1)
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@ -425,7 +416,7 @@ class VRML2Export:
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if mesh.hasFaceUV():
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if mesh.hasFaceUV():
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for face in mesh.faces:
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for face in mesh.faces:
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if (hasImageTexture == 0) and (face.image):
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if (hasImageTexture == 0) and (face.image):
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self.writeImageTexture(face.image.name)
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self.writeImageTexture(face.image)
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hasImageTexture=1 # keep track of face texture
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hasImageTexture=1 # keep track of face texture
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if self.tilenode == 1:
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if self.tilenode == 1:
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self.writeIndented("<TextureTransform scale=\"%s %s\" />\n" % (face.image.xrep, face.image.yrep))
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self.writeIndented("<TextureTransform scale=\"%s %s\" />\n" % (face.image.xrep, face.image.yrep))
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@ -435,7 +426,7 @@ class VRML2Export:
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#-- IndexedFaceSet or IndexedLineSet
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#-- IndexedFaceSet or IndexedLineSet
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# check if object is wireframe only
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# check if object is wireframe only
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if object.drawType == Blender.Object.DrawTypes.WIRE:
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if ob.drawType == Blender.Object.DrawTypes.WIRE:
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# user selected WIRE=2 on the Drawtype=Wire on (F9) Edit page
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# user selected WIRE=2 on the Drawtype=Wire on (F9) Edit page
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ifStyle="IndexedLineSet"
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ifStyle="IndexedLineSet"
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self.wire = 1
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self.wire = 1
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@ -452,7 +443,7 @@ class VRML2Export:
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self.meshNames[meshME]=1
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self.meshNames[meshME]=1
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else:
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else:
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self.writeIndented("<%s " % ifStyle, 1)
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self.writeIndented("<%s " % ifStyle, 1)
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if object.drawType != Blender.Object.DrawTypes.WIRE:
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if ob.drawType != Blender.Object.DrawTypes.WIRE:
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if bTwoSided == 1:
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if bTwoSided == 1:
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self.file.write("solid=\"false\" ")
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self.file.write("solid=\"false\" ")
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else:
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else:
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@ -468,7 +459,7 @@ class VRML2Export:
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#--- output vertexColors
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#--- output vertexColors
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if self.share == 1 and self.matonly == 0:
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if self.share == 1 and self.matonly == 0:
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self.writeVertexColors(mesh)
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self.writeVertexColors(mesh)
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if object.drawType != Blender.Object.DrawTypes.WIRE:
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if ob.drawType != Blender.Object.DrawTypes.WIRE:
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#--- output textureCoordinates if UV texture used
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#--- output textureCoordinates if UV texture used
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if mesh.hasFaceUV():
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if mesh.hasFaceUV():
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if self.matonly == 1 and self.share == 1:
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if self.matonly == 1 and self.share == 1:
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@ -476,14 +467,14 @@ class VRML2Export:
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elif hasImageTexture == 1:
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elif hasImageTexture == 1:
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self.writeTextureCoordinates(mesh)
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self.writeTextureCoordinates(mesh)
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#--- output coordinates
|
#--- output coordinates
|
||||||
self.writeCoordinates(object, mesh, meshName)
|
self.writeCoordinates(ob, mesh, meshName)
|
||||||
|
|
||||||
self.writingcoords = 1
|
self.writingcoords = 1
|
||||||
self.writingtexture = 1
|
self.writingtexture = 1
|
||||||
self.writingcolor = 1
|
self.writingcolor = 1
|
||||||
self.writeCoordinates(object, mesh, meshName)
|
self.writeCoordinates(ob, mesh, meshName)
|
||||||
|
|
||||||
if object.drawType != Blender.Object.DrawTypes.WIRE:
|
if ob.drawType != Blender.Object.DrawTypes.WIRE:
|
||||||
#--- output textureCoordinates if UV texture used
|
#--- output textureCoordinates if UV texture used
|
||||||
if mesh.hasFaceUV():
|
if mesh.hasFaceUV():
|
||||||
if hasImageTexture == 1:
|
if hasImageTexture == 1:
|
||||||
@ -521,29 +512,26 @@ class VRML2Export:
|
|||||||
|
|
||||||
self.file.write("\n")
|
self.file.write("\n")
|
||||||
|
|
||||||
def writeCoordinates(self, object, mesh, meshName):
|
def writeCoordinates(self, ob, mesh, meshName):
|
||||||
meshVertexList = mesh.verts
|
meshVertexList = mesh.verts
|
||||||
|
|
||||||
# create vertex list and pre rotate -90 degrees X for VRML
|
# create vertex list and pre rotate -90 degrees X for VRML
|
||||||
mm=object.getMatrix()
|
location= ob.getLocation('worldspace')
|
||||||
location=self.rotVertex(mm, (0,0,0));
|
|
||||||
if self.writingcoords == 0:
|
if self.writingcoords == 0:
|
||||||
self.file.write("coordIndex=\"")
|
self.file.write('coordIndex="')
|
||||||
coordIndexList=[]
|
|
||||||
for face in mesh.faces:
|
for face in mesh.faces:
|
||||||
cordStr=""
|
for i in xrange(len(face)):
|
||||||
for i in range(len(face)):
|
indx=face[i].index
|
||||||
indx=meshVertexList.index(face[i])
|
self.file.write("%s " % indx)
|
||||||
cordStr = cordStr + "%s " % indx
|
self.file.write("-1, ")
|
||||||
self.file.write(cordStr + "-1, ")
|
|
||||||
self.file.write("\">\n")
|
self.file.write("\">\n")
|
||||||
else:
|
else:
|
||||||
#-- vertices
|
#-- vertices
|
||||||
|
mesh.transform(ob.matrixWorld)
|
||||||
self.writeIndented("<Coordinate DEF=\"%s%s\" \n" % ("coord_",meshName), 1)
|
self.writeIndented("<Coordinate DEF=\"%s%s\" \n" % ("coord_",meshName), 1)
|
||||||
self.file.write("\t\t\t\tpoint=\"")
|
self.file.write("\t\t\t\tpoint=\"")
|
||||||
for vertex in meshVertexList:
|
for v in meshVertexList:
|
||||||
v=self.rotVertex(mm, vertex);
|
self.file.write("%.6f %.6f %.6f, " % tuple(v.co))
|
||||||
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.file.write("\" />")
|
||||||
self.writeIndented("\n", -1)
|
self.writeIndented("\n", -1)
|
||||||
|
|
||||||
@ -553,7 +541,7 @@ class VRML2Export:
|
|||||||
j=0
|
j=0
|
||||||
|
|
||||||
for face in mesh.faces:
|
for face in mesh.faces:
|
||||||
for i in range(len(face)):
|
for i in xrange(len(face)):
|
||||||
texIndexList.append(j)
|
texIndexList.append(j)
|
||||||
texCoordList.append(face.uv[i])
|
texCoordList.append(face.uv[i])
|
||||||
j=j+1
|
j=j+1
|
||||||
@ -561,7 +549,7 @@ class VRML2Export:
|
|||||||
if self.writingtexture == 0:
|
if self.writingtexture == 0:
|
||||||
self.file.write("\n\t\t\ttexCoordIndex=\"")
|
self.file.write("\n\t\t\ttexCoordIndex=\"")
|
||||||
texIndxStr=""
|
texIndxStr=""
|
||||||
for i in range(len(texIndexList)):
|
for i in xrange(len(texIndexList)):
|
||||||
texIndxStr = texIndxStr + "%d, " % texIndexList[i]
|
texIndxStr = texIndxStr + "%d, " % texIndexList[i]
|
||||||
if texIndexList[i]==-1:
|
if texIndexList[i]==-1:
|
||||||
self.file.write(texIndxStr)
|
self.file.write(texIndxStr)
|
||||||
@ -569,7 +557,7 @@ class VRML2Export:
|
|||||||
self.file.write("\"\n\t\t\t")
|
self.file.write("\"\n\t\t\t")
|
||||||
else:
|
else:
|
||||||
self.writeIndented("<TextureCoordinate point=\"", 1)
|
self.writeIndented("<TextureCoordinate point=\"", 1)
|
||||||
for i in range(len(texCoordList)):
|
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("%s %s, " % (round(texCoordList[i][0],self.tp), round(texCoordList[i][1],self.tp)))
|
||||||
self.file.write("\" />")
|
self.file.write("\" />")
|
||||||
self.writeIndented("\n", -1)
|
self.writeIndented("\n", -1)
|
||||||
@ -594,7 +582,7 @@ class VRML2Export:
|
|||||||
self.file.write("colorPerVertex=\"false\" ")
|
self.file.write("colorPerVertex=\"false\" ")
|
||||||
else:
|
else:
|
||||||
self.writeIndented("<Color color=\"", 1)
|
self.writeIndented("<Color color=\"", 1)
|
||||||
for i in range(len(mesh.verts)):
|
for i in xrange(len(mesh.verts)):
|
||||||
c=self.getVertexColorByIndx(mesh,i)
|
c=self.getVertexColorByIndx(mesh,i)
|
||||||
if self.verbose > 2:
|
if self.verbose > 2:
|
||||||
print "Debug: vertex[%d].col r=%d g=%d b=%d" % (i, c.r, c.g, c.b)
|
print "Debug: vertex[%d].col r=%d g=%d b=%d" % (i, c.r, c.g, c.b)
|
||||||
@ -615,8 +603,8 @@ class VRML2Export:
|
|||||||
|
|
||||||
ambient = mat.amb/3
|
ambient = mat.amb/3
|
||||||
diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
|
diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
|
||||||
if len(world) > 0:
|
if world:
|
||||||
ambi = world[0].getAmb()
|
ambi = world.getAmb()
|
||||||
ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
|
ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
|
||||||
else:
|
else:
|
||||||
ambi0, ambi1, ambi2 = 0, 0, 0
|
ambi0, ambi1, ambi2 = 0, 0, 0
|
||||||
@ -643,7 +631,9 @@ class VRML2Export:
|
|||||||
self.file.write("transparency=\"%s\" />" % (round(transp,self.cp)))
|
self.file.write("transparency=\"%s\" />" % (round(transp,self.cp)))
|
||||||
self.writeIndented("\n",-1)
|
self.writeIndented("\n",-1)
|
||||||
|
|
||||||
def writeImageTexture(self, name):
|
def writeImageTexture(self, image):
|
||||||
|
name = image.name
|
||||||
|
filename = image.filename.split('/')[-1].split('\\')[-1]
|
||||||
if self.texNames.has_key(name):
|
if self.texNames.has_key(name):
|
||||||
self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
|
self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
|
||||||
self.texNames[name] += 1
|
self.texNames[name] += 1
|
||||||
@ -655,14 +645,12 @@ class VRML2Export:
|
|||||||
self.texNames[name] = 1
|
self.texNames[name] = 1
|
||||||
|
|
||||||
def writeBackground(self):
|
def writeBackground(self):
|
||||||
if len(world) > 0:
|
if world: worldname = world.name
|
||||||
worldname = world[0].getName()
|
else: return
|
||||||
else:
|
blending = world.getSkytype()
|
||||||
return
|
grd = world.getHor()
|
||||||
blending = world[0].getSkytype()
|
|
||||||
grd = world[0].getHor()
|
|
||||||
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
|
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
|
||||||
sky = world[0].getZen()
|
sky = world.getZen()
|
||||||
sky0, sky1, sky2 = sky[0], sky[1], sky[2]
|
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 = grd[0]+sky[0], grd[1]+sky[1], grd[2]+sky[2]
|
||||||
mix0, mix1, mix2 = mix0/2, mix1/2, mix2/2
|
mix0, mix1, mix2 = mix0/2, mix1/2, mix2/2
|
||||||
@ -700,7 +688,7 @@ class VRML2Export:
|
|||||||
self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
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)))
|
self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
||||||
alltexture = len(worldmat)
|
alltexture = len(worldmat)
|
||||||
for i in range(alltexture):
|
for i in xrange(alltexture):
|
||||||
namemat = worldmat[i].getName()
|
namemat = worldmat[i].getName()
|
||||||
pic = worldmat[i].getImage()
|
pic = worldmat[i].getImage()
|
||||||
if (namemat == "back") and (pic != None):
|
if (namemat == "back") and (pic != None):
|
||||||
@ -818,14 +806,7 @@ class VRML2Export:
|
|||||||
sidename='two'
|
sidename='two'
|
||||||
else:
|
else:
|
||||||
sidename='one'
|
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):
|
if sided.has_key(sidename):
|
||||||
sided[sidename]+=1
|
sided[sidename]+=1
|
||||||
else:
|
else:
|
||||||
@ -834,18 +815,18 @@ class VRML2Export:
|
|||||||
if face.image:
|
if face.image:
|
||||||
faceName="%s_%s" % (face.image.name, sidename);
|
faceName="%s_%s" % (face.image.name, sidename);
|
||||||
|
|
||||||
if imageMap.has_key(faceName):
|
try:
|
||||||
imageMap[faceName].append(face)
|
imageMap[faceName].append(face)
|
||||||
else:
|
except:
|
||||||
imageMap[faceName]=[face.image.name,sidename,face]
|
imageMap[faceName]=[face.image.name,sidename,face]
|
||||||
|
|
||||||
if self.verbose > 2:
|
if self.verbose > 2:
|
||||||
for faceName in imageMap.keys():
|
for faceName in imageMap.iterkeys():
|
||||||
ifs=imageMap[faceName]
|
ifs=imageMap[faceName]
|
||||||
print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
|
print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
|
||||||
(faceName, ifs[0], ifs[1], len(ifs)-2)
|
(faceName, ifs[0], ifs[1], len(ifs)-2)
|
||||||
|
|
||||||
return len(imageMap.keys())
|
return len(imageMap)
|
||||||
|
|
||||||
def faceToString(self,face):
|
def faceToString(self,face):
|
||||||
|
|
||||||
@ -866,12 +847,15 @@ class VRML2Export:
|
|||||||
print "Debug: face.materialIndex=%d" % face.materialIndex
|
print "Debug: face.materialIndex=%d" % face.materialIndex
|
||||||
|
|
||||||
def getVertexColorByIndx(self, mesh, indx):
|
def getVertexColorByIndx(self, mesh, indx):
|
||||||
|
c = None
|
||||||
for face in mesh.faces:
|
for face in mesh.faces:
|
||||||
j=0
|
j=0
|
||||||
for vertex in face.v:
|
for vertex in face.v:
|
||||||
if vertex.index == indx:
|
if vertex.index == indx:
|
||||||
c=face.col[j]
|
c=face.col[j]
|
||||||
|
break
|
||||||
j=j+1
|
j=j+1
|
||||||
|
if c: break
|
||||||
return c
|
return c
|
||||||
|
|
||||||
def meshToString(self,mesh):
|
def meshToString(self,mesh):
|
||||||
@ -889,9 +873,9 @@ class VRML2Export:
|
|||||||
round(c.b/255.0,self.cp))
|
round(c.b/255.0,self.cp))
|
||||||
return s
|
return s
|
||||||
|
|
||||||
def computeDirection(self, object):
|
def computeDirection(self, ob):
|
||||||
x,y,z=(0,-1.0,0) # point down
|
x,y,z=(0,-1.0,0) # point down
|
||||||
ax,ay,az = (object.RotX,object.RotZ,object.RotY)
|
ax,ay,az = (ob.RotX,ob.RotZ,ob.RotY)
|
||||||
|
|
||||||
# rot X
|
# rot X
|
||||||
x1=x
|
x1=x
|
||||||
@ -920,14 +904,6 @@ class VRML2Export:
|
|||||||
|
|
||||||
vrmlPoint=[x, y, z]
|
vrmlPoint=[x, y, z]
|
||||||
return vrmlPoint
|
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
|
# For writing well formed VRML code
|
||||||
#------------------------------------------------------------------------
|
#------------------------------------------------------------------------
|
||||||
@ -989,14 +965,14 @@ class VRML2Export:
|
|||||||
|
|
||||||
def select_file(filename):
|
def select_file(filename):
|
||||||
if pytinst == 1:
|
if pytinst == 1:
|
||||||
if exists(filename) and _safeOverwrite:
|
if sys.exists(filename) and _safeOverwrite:
|
||||||
result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0")
|
result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0")
|
||||||
if(result != 1):
|
if(result != 1):
|
||||||
return
|
return
|
||||||
|
|
||||||
if not filename.endswith(extension):
|
if not filename.endswith(extension):
|
||||||
filename += extension
|
filename += extension
|
||||||
|
|
||||||
wrlexport=VRML2Export(filename)
|
wrlexport=VRML2Export(filename)
|
||||||
wrlexport.export(scene, world, worldmat)
|
wrlexport.export(scene, world, worldmat)
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user