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:
Campbell Barton 2007-01-11 06:48:25 +00:00
parent 99857e40e3
commit 34c11de62a

@ -58,14 +58,8 @@ for each texture);<br>
####################################
import Blender
from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text, sys, Mathutils
from Blender import Object, NMesh, Lamp, Draw, Image, Text, sys
from Blender.Scene import Render
try:
from os.path import exists, join
pytinst = 1
except:
print "No Python installed, for full features install Python (http://www.python.org/)."
pytinst = 0
import math
####################################
@ -73,7 +67,7 @@ import math
####################################
scene = Blender.Scene.getCurrent()
world = Blender.World.Get()
world = Blender.World.GetCurrent()
worldmat = Blender.Texture.Get()
filename = Blender.Get('filename')
_safeOverwrite = True
@ -137,7 +131,7 @@ class VRML2Export:
"CoordinateInterpolator2D","Cylinder","CylinderSensor","DirectionalLight","Disk2D",
"ElevationGrid","EspduTransform","EXPORT","ExternProtoDeclare","Extrusion","field",
"fieldValue","FillProperties","Fog","FontStyle","GeoCoordinate","GeoElevationGrid",
"GeoLocation","GeoLOD","GeoMetadata","GeoOrigin","GeoPositionInterpolator",
"GeoLocationLocation","GeoLOD","GeoMetadata","GeoOrigin","GeoPositionInterpolator",
"GeoTouchSensor","GeoViewpoint","Group","HAnimDisplacer","HAnimHumanoid","HAnimJoint",
"HAnimSegment","HAnimSite","head","ImageTexture","IMPORT","IndexedFaceSet",
"IndexedLineSet","IndexedTriangleFanSet","IndexedTriangleSet","IndexedTriangleStripSet",
@ -185,8 +179,8 @@ class VRML2Export:
if scene != inlines[0]:
return
else:
for i in range(allinlines):
nameinline=inlines[i].getName()
for i in xrange(allinlines):
nameinline=inlines[i].name
if (nameinline not in self.namesStandard) and (i > 0):
self.file.write("<Inline DEF=\"%s\" " % (self.cleanStr(nameinline)))
nameinline = nameinline+".x3d"
@ -196,20 +190,20 @@ class VRML2Export:
def writeScript(self):
textEditor = Blender.Text.Get()
alltext = len(textEditor)
for i in range(alltext):
for i in xrange(alltext):
nametext = textEditor[i].getName()
nlines = textEditor[i].getNLines()
if (self.proto == 1):
if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines()
for j in range(nalllines):
for j in xrange(nalllines):
self.writeIndented(alllines[j] + "\n")
elif (self.proto == 0):
if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines()
for j in range(nalllines):
for j in xrange(nalllines):
self.writeIndented(alllines[j] + "\n")
self.writeIndented("\n")
@ -235,10 +229,10 @@ class VRML2Export:
self.file.write("fieldOfView=\"%.3f\" />\n\n" % (lens))
def writeFog(self):
if len(world) > 0:
mtype = world[0].getMistype()
mparam = world[0].getMist()
grd = world[0].getHor()
if world:
mtype = world.getMistype()
mparam = world.getMist()
grd = world.getHor()
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
else:
return
@ -257,17 +251,17 @@ class VRML2Export:
for thisObj in allObj:
objType=thisObj.type
if objType == "Camera":
vislimit = thisObj.data.getClipEnd()
vislimit = thisObj.data.clipEnd
elif objType == "Lamp":
headlight = "FALSE"
self.file.write("<NavigationInfo headlight=\"%s\" " % headlight)
self.file.write("visibilityLimit=\"%s\" " % (round(vislimit,self.cp)))
self.file.write("type=\"EXAMINE, ANY\" avatarSize=\"0.25, 1.75, 0.75\" />\n\n")
def writeSpotLight(self, object, lamp):
safeName = self.cleanStr(object.name)
if len(world) > 0:
ambi = world[0].getAmb()
def writeSpotLight(self, ob, lamp):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
@ -278,13 +272,12 @@ class VRML2Export:
beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
cutOffAngle=beamWidth*1.3
(dx,dy,dz)=self.computeDirection(object)
dx,dy,dz=self.computeDirection(ob)
# note -dx seems to equal om[3][0]
# note -dz seems to equal om[3][1]
# note dy seems to equal om[3][2]
om = object.getMatrix()
location=self.rotVertex(om, (0,0,0));
location=ob.getLocation('worldspace')
radius = lamp.dist*math.cos(beamWidth)
self.file.write("<SpotLight DEF=\"%s\" " % safeName)
self.file.write("radius=\"%s\" " % (round(radius,self.cp)))
@ -296,33 +289,33 @@ class VRML2Export:
self.file.write("direction=\"%s %s %s\" " % (round(dx,3),round(dy,3),round(dz,3)))
self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
def writeDirectionalLight(self, object, lamp):
safeName = self.cleanStr(object.name)
if len(world) > 0:
ambi = world[0].getAmb()
def writeDirectionalLight(self, ob, lamp):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
intensity=min(lamp.energy/1.75,1.0)
(dx,dy,dz)=self.computeDirection(object)
(dx,dy,dz)=self.computeDirection(ob)
self.file.write("<DirectionalLight DEF=\"%s\" " % safeName)
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
self.file.write("direction=\"%s %s %s\" />\n\n" % (round(dx,4),round(dy,4),round(dz,4)))
def writePointLight(self, object, lamp):
safeName = self.cleanStr(object.name)
if len(world) > 0:
ambi = world[0].getAmb()
def writePointLight(self, ob, lamp):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
om = object.getMatrix()
location=self.rotVertex(om, (0,0,0));
location=ob.getLocation('worldspace')
intensity=min(lamp.energy/1.75,1.0)
radius = lamp.dist
self.file.write("<PointLight DEF=\"%s\" " % safeName)
@ -333,14 +326,13 @@ class VRML2Export:
self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
def writeNode(self, thisObj):
objectname=str(thisObj.getName())
if objectname in self.namesStandard:
obname=str(thisObj.getName())
if obname in self.namesStandard:
return
else:
(dx,dy,dz)=self.computeDirection(thisObj)
om = thisObj.getMatrix()
location=self.rotVertex(om, (0,0,0));
self.writeIndented("<%s\n" % objectname,1)
dx,dy,dz = self.computeDirection(thisObj)
location = thisObj.getLocation('worldspace')
self.writeIndented("<%s\n" % obname,1)
self.writeIndented("# direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
self.writeIndented("# location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
self.writeIndented("/>\n",-1)
@ -365,15 +357,14 @@ class VRML2Export:
newname = name
return "%s" % (newname)
def writeIndexedFaceSet(self, object, normals = 0):
def writeIndexedFaceSet(self, ob, normals = 0):
imageMap={} # set of used images
sided={} # 'one':cnt , 'two':cnt
vColors={} # 'multi':1
meshName = self.cleanStr(object.name)
mesh=object.getData()
meshName = self.cleanStr(ob.name)
mesh=ob.data
meshME = self.cleanStr(mesh.name)
if len(mesh.faces) == 0:
return
if len(mesh.faces) == 0: return
for face in mesh.faces:
if face.mode & Blender.NMesh.FaceModes['HALO'] and self.halonode == 0:
self.writeIndented("<Billboard axisOfRotation=\"0 0 0\">\n",1)
@ -400,8 +391,8 @@ class VRML2Export:
bTwoSided=1
else:
bTwoSided=0
om = object.getMatrix();
location=self.rotVertex(om, (0,0,0));
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)
@ -425,7 +416,7 @@ class VRML2Export:
if mesh.hasFaceUV():
for face in mesh.faces:
if (hasImageTexture == 0) and (face.image):
self.writeImageTexture(face.image.name)
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))
@ -435,7 +426,7 @@ class VRML2Export:
#-- IndexedFaceSet or IndexedLineSet
# check if object is wireframe only
if object.drawType == Blender.Object.DrawTypes.WIRE:
if ob.drawType == Blender.Object.DrawTypes.WIRE:
# user selected WIRE=2 on the Drawtype=Wire on (F9) Edit page
ifStyle="IndexedLineSet"
self.wire = 1
@ -452,7 +443,7 @@ class VRML2Export:
self.meshNames[meshME]=1
else:
self.writeIndented("<%s " % ifStyle, 1)
if object.drawType != Blender.Object.DrawTypes.WIRE:
if ob.drawType != Blender.Object.DrawTypes.WIRE:
if bTwoSided == 1:
self.file.write("solid=\"false\" ")
else:
@ -468,7 +459,7 @@ class VRML2Export:
#--- output vertexColors
if self.share == 1 and self.matonly == 0:
self.writeVertexColors(mesh)
if object.drawType != Blender.Object.DrawTypes.WIRE:
if ob.drawType != Blender.Object.DrawTypes.WIRE:
#--- output textureCoordinates if UV texture used
if mesh.hasFaceUV():
if self.matonly == 1 and self.share == 1:
@ -476,14 +467,14 @@ class VRML2Export:
elif hasImageTexture == 1:
self.writeTextureCoordinates(mesh)
#--- output coordinates
self.writeCoordinates(object, mesh, meshName)
self.writeCoordinates(ob, mesh, meshName)
self.writingcoords = 1
self.writingtexture = 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
if mesh.hasFaceUV():
if hasImageTexture == 1:
@ -521,29 +512,26 @@ class VRML2Export:
self.file.write("\n")
def writeCoordinates(self, object, mesh, meshName):
def writeCoordinates(self, ob, mesh, meshName):
meshVertexList = mesh.verts
# create vertex list and pre rotate -90 degrees X for VRML
mm=object.getMatrix()
location=self.rotVertex(mm, (0,0,0));
location= ob.getLocation('worldspace')
if self.writingcoords == 0:
self.file.write("coordIndex=\"")
coordIndexList=[]
self.file.write('coordIndex="')
for face in mesh.faces:
cordStr=""
for i in range(len(face)):
indx=meshVertexList.index(face[i])
cordStr = cordStr + "%s " % indx
self.file.write(cordStr + "-1, ")
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 vertex in meshVertexList:
v=self.rotVertex(mm, vertex);
self.file.write("%s %s %s, " % (round((v[0]-location[0]),self.vp), round((v[1]-location[1]),self.vp), round((v[2]-location[2]),self.vp)))
for v in meshVertexList:
self.file.write("%.6f %.6f %.6f, " % tuple(v.co))
self.file.write("\" />")
self.writeIndented("\n", -1)
@ -553,7 +541,7 @@ class VRML2Export:
j=0
for face in mesh.faces:
for i in range(len(face)):
for i in xrange(len(face)):
texIndexList.append(j)
texCoordList.append(face.uv[i])
j=j+1
@ -561,7 +549,7 @@ class VRML2Export:
if self.writingtexture == 0:
self.file.write("\n\t\t\ttexCoordIndex=\"")
texIndxStr=""
for i in range(len(texIndexList)):
for i in xrange(len(texIndexList)):
texIndxStr = texIndxStr + "%d, " % texIndexList[i]
if texIndexList[i]==-1:
self.file.write(texIndxStr)
@ -569,7 +557,7 @@ class VRML2Export:
self.file.write("\"\n\t\t\t")
else:
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("\" />")
self.writeIndented("\n", -1)
@ -594,7 +582,7 @@ class VRML2Export:
self.file.write("colorPerVertex=\"false\" ")
else:
self.writeIndented("<Color color=\"", 1)
for i in range(len(mesh.verts)):
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)
@ -615,8 +603,8 @@ class VRML2Export:
ambient = mat.amb/3
diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
if len(world) > 0:
ambi = world[0].getAmb()
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
@ -643,7 +631,9 @@ class VRML2Export:
self.file.write("transparency=\"%s\" />" % (round(transp,self.cp)))
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):
self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
self.texNames[name] += 1
@ -655,14 +645,12 @@ class VRML2Export:
self.texNames[name] = 1
def writeBackground(self):
if len(world) > 0:
worldname = world[0].getName()
else:
return
blending = world[0].getSkytype()
grd = world[0].getHor()
if world: worldname = world.name
else: return
blending = world.getSkytype()
grd = world.getHor()
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]
mix0, mix1, mix2 = grd[0]+sky[0], grd[1]+sky[1], grd[2]+sky[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("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
alltexture = len(worldmat)
for i in range(alltexture):
for i in xrange(alltexture):
namemat = worldmat[i].getName()
pic = worldmat[i].getImage()
if (namemat == "back") and (pic != None):
@ -819,13 +807,6 @@ class VRML2Export:
else:
sidename='one'
if not vColors.has_key('multi'):
for face in mesh.faces:
if face.col:
c=face.col[0]
if c.r != 255 and c.g != 255 and c.b !=255:
vColors['multi']=1
if sided.has_key(sidename):
sided[sidename]+=1
else:
@ -834,18 +815,18 @@ class VRML2Export:
if face.image:
faceName="%s_%s" % (face.image.name, sidename);
if imageMap.has_key(faceName):
try:
imageMap[faceName].append(face)
else:
except:
imageMap[faceName]=[face.image.name,sidename,face]
if self.verbose > 2:
for faceName in imageMap.keys():
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.keys())
return len(imageMap)
def faceToString(self,face):
@ -866,12 +847,15 @@ class VRML2Export:
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):
@ -889,9 +873,9 @@ class VRML2Export:
round(c.b/255.0,self.cp))
return s
def computeDirection(self, object):
def computeDirection(self, ob):
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
x1=x
@ -921,14 +905,6 @@ class VRML2Export:
vrmlPoint=[x, y, z]
return vrmlPoint
def rotVertex(self, mm, v):
lx,ly,lz=v[0],v[1],v[2]
gx=(mm[0][0]*lx + mm[1][0]*ly + mm[2][0]*lz) + mm[3][0]
gy=((mm[0][2]*lx + mm[1][2]*ly+ mm[2][2]*lz) + mm[3][2])
gz=-((mm[0][1]*lx + mm[1][1]*ly + mm[2][1]*lz) + mm[3][1])
rotatedv=[gx,gy,gz]
return rotatedv
# For writing well formed VRML code
#------------------------------------------------------------------------
def writeIndented(self, s, inc=0):
@ -989,7 +965,7 @@ class VRML2Export:
def select_file(filename):
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")
if(result != 1):
return