Reverting vrml97_export.py to it's state at revision 14751 because:

1) Bug #6692 is actually a feature request. While I do think that
Michalis' patch is a worthy change, we don't have time to test
this at this stage in the release cycle (and svn is supposedly
closed to new features anyways). I'm sorry Michalis, this will
have to wait until after release.

2) I have looked at bug #8814 a while ago, but I have not yet found
a good solution (and perhaps the solution is to *not* export faces 
without materials assigned). I don't have time to assess whether
revision 14774 presents a worthwhile change or not, and I have no
time to test before release. Also I don't like that the 'fix' for
#8814 is mixed with a fix for a previous faulty commit.

3) Again, another commit to a script I maintain without consulting
me first. Not cool!

Chris
This commit is contained in:
Chris Want 2008-05-10 14:05:35 +00:00
parent a404e4aead
commit 5e5dc2e938

@ -3,6 +3,9 @@
Name: 'VRML97 (.wrl)...' Name: 'VRML97 (.wrl)...'
Blender: 241 Blender: 241
Group: 'Export' Group: 'Export'
Submenu: 'All Objects...' all
Submenu: 'All Objects compressed...' comp
Submenu: 'Selected Objects...' selected
Tooltip: 'Export to VRML97 file (.wrl)' Tooltip: 'Export to VRML97 file (.wrl)'
""" """
@ -52,7 +55,7 @@ want to export only selected or all relevant objects.
import Blender import Blender
from Blender import Object, Mesh, Lamp, Draw, BGL, \ from Blender import Object, Mesh, Lamp, Draw, BGL, \
Image, Text, sys, Mathutils, Registry Image, Text, sys, Mathutils
from Blender.Scene import Render from Blender.Scene import Render
import math import math
@ -67,9 +70,8 @@ worldmat = Blender.Texture.Get()
filename = Blender.Get('filename') filename = Blender.Get('filename')
_safeOverwrite = True _safeOverwrite = True
extension = '' extension = ''
ARG=''
# Matrices below are used only when export_rotate_z_to_y.val:
#
# Blender is Z up, VRML is Y up, both are right hand coordinate # Blender is Z up, VRML is Y up, both are right hand coordinate
# systems, so to go from Blender coords to VRML coords we rotate # systems, so to go from Blender coords to VRML coords we rotate
# by 90 degrees around the X axis. In matrix notation, we have a # by 90 degrees around the X axis. In matrix notation, we have a
@ -206,7 +208,7 @@ class VRML2Export:
if scene != inlines[0]: if scene != inlines[0]:
return return
else: else:
for i in xrange(allinlines): for i in range(allinlines):
nameinline=inlines[i].getName() nameinline=inlines[i].getName()
if (nameinline not in self.namesStandard) and (i > 0): if (nameinline not in self.namesStandard) and (i > 0):
self.writeIndented("DEF %s Inline {\n" % \ self.writeIndented("DEF %s Inline {\n" % \
@ -219,7 +221,7 @@ class VRML2Export:
def writeScript(self): def writeScript(self):
textEditor = Blender.Text.Get() textEditor = Blender.Text.Get()
alltext = len(textEditor) alltext = len(textEditor)
for i in xrange(alltext): for i in range(alltext):
nametext = textEditor[i].getName() nametext = textEditor[i].getName()
nlines = textEditor[i].getNLines() nlines = textEditor[i].getNLines()
if (self.proto == 1): if (self.proto == 1):
@ -227,14 +229,14 @@ class VRML2Export:
nametext == "proto.txt") and (nlines != None): nametext == "proto.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines()) nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines() alllines = textEditor[i].asLines()
for j in xrange(nalllines): for j in range(nalllines):
self.writeIndented(alllines[j] + "\n") self.writeIndented(alllines[j] + "\n")
elif (self.proto == 0): elif (self.proto == 0):
if (nametext == "route" or nametext == "route.js" or \ if (nametext == "route" or nametext == "route.js" or \
nametext == "route.txt") and (nlines != None): nametext == "route.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines()) nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines() alllines = textEditor[i].asLines()
for j in xrange(nalllines): for j in range(nalllines):
self.writeIndented(alllines[j] + "\n") self.writeIndented(alllines[j] + "\n")
self.writeIndented("\n") self.writeIndented("\n")
@ -449,9 +451,8 @@ class VRML2Export:
# (as a non-face property) and if first material has # (as a non-face property) and if first material has
# vcol paint set, we export the vertex colors # vcol paint set, we export the vertex colors
if (me.vertexColors): if (me.vertexColors):
materials = [m for m in me.materials if m] if len(me.materials) > 0:
if len(materials) > 0: mat = me.materials[0]
mat = materials[0]
if mat: if mat:
if (mat.mode & Blender.Material.Modes['VCOL_PAINT']): if (mat.mode & Blender.Material.Modes['VCOL_PAINT']):
self.vcolors = 1 self.vcolors = 1
@ -555,7 +556,7 @@ class VRML2Export:
issmooth = 0 issmooth = 0
maters = me.materials maters = me.materials
nummats = len([m for m in maters if m]) nummats = self.getNumMaterials(me)
# Vertex and Face colors trump materials and image textures # Vertex and Face colors trump materials and image textures
if (self.facecolors or self.vcolors): if (self.facecolors or self.vcolors):
@ -568,7 +569,8 @@ class VRML2Export:
self.writeShape(ob, me, -1, None) self.writeShape(ob, me, -1, None)
# Do meshes with materials, possible with image textures # Do meshes with materials, possible with image textures
elif nummats > 0: elif nummats > 0:
for matnum in xrange(len(maters)): for matnum in range(len(maters)):
if maters[matnum]:
images = [] images = []
if me.faceUV: if me.faceUV:
images = self.getImages(me, matnum) images = self.getImages(me, matnum)
@ -579,7 +581,6 @@ class VRML2Export:
self.writeShape(ob, me, matnum, None) self.writeShape(ob, me, matnum, None)
else: else:
self.writeShape(ob, me, matnum, None) self.writeShape(ob, me, matnum, None)
else: else:
if me.faceUV: if me.faceUV:
images = self.getImages(me, -1) images = self.getImages(me, -1)
@ -597,29 +598,25 @@ class VRML2Export:
def getImages(self, me, matnum): def getImages(self, me, matnum):
imageNames = {} imageNames = {}
images = {} # make a dict to avoid dealing with images too often. images = []
if matnum == -1:
for face in me.faces: for face in me.faces:
img = face.image if (matnum == -1) or (face.mat == matnum):
if img: if (face.image):
images[img] = img # key is a dummy imName = self.cleanStr(face.image.name)
else:
for face in me.faces:
if face.mat == matnum:
img = face.image
if img:
images[img] = img # key is a dummy
images = images.values()
for image in images:
imName = self.cleanStr(image.name)
if not imageNames.has_key(imName): if not imageNames.has_key(imName):
images.append(image) images.append(face.image)
imageNames[imName]=1 imageNames[imName]=1
return images return images
def getNumMaterials(self, me):
# Oh silly Blender, why do you sometimes have 'None' as
# a member of the me.materials array?
num = 0
for mat in me.materials:
if mat:
num = num + 1
return num
def writeCoordinates(self, me, meshName): def writeCoordinates(self, me, meshName):
coordName = "coord_%s" % (meshName) coordName = "coord_%s" % (meshName)
# look up coord name, use it if available # look up coord name, use it if available
@ -636,10 +633,12 @@ class VRML2Export:
meshVertexList = me.verts meshVertexList = me.verts
for vertex in meshVertexList: for vertex in meshVertexList:
vrmlvert = vertex.co blenvert = Mathutils.Vector(vertex.co)
if export_rotate_z_to_y.val: vrmlvert = M_blen2vrml * blenvert
vrmlvert = M_blen2vrml * vrmlvert self.writeUnindented("%s %s %s\n " % \
self.writeUnindented("%s %s %s\n " % (vrmlvert[0], vrmlvert[1], vrmlvert[2])) (vrmlvert[0], \
vrmlvert[1], \
vrmlvert[2]))
self.writeIndented("]\n", -1) self.writeIndented("]\n", -1)
self.writeIndented("}\n", -1) self.writeIndented("}\n", -1)
self.writeIndented("\n") self.writeIndented("\n")
@ -654,7 +653,6 @@ class VRML2Export:
self.writeIndented("appearance Appearance {\n", 1) self.writeIndented("appearance Appearance {\n", 1)
if (matnum != -1): if (matnum != -1):
mater = me.materials[matnum] mater = me.materials[matnum]
if mater:
self.writeMaterial(mater, self.cleanStr(mater.name,'')) self.writeMaterial(mater, self.cleanStr(mater.name,''))
if (mater.mode & Blender.Material.Modes['TEXFACE']): if (mater.mode & Blender.Material.Modes['TEXFACE']):
if image != None: if image != None:
@ -704,17 +702,11 @@ class VRML2Export:
for face in me.faces: for face in me.faces:
if (matnum == -1) or (face.mat == matnum): if (matnum == -1) or (face.mat == matnum):
if (image == None) or (face.image == image): if (image == None) or (face.image == image):
fv = face.v cordStr=""
for v in face.verts:
if len(face)==3: indx=v.index
self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index)) cordStr = cordStr + "%s " % indx
else: self.writeUnindented(cordStr + "-1, \n")
#if EXPORT_TRI:
# self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
# self.file.write("%i %i %i -1, " % (fv[0].index, fv[2].index, fv[3].index))
#else:
self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index))
self.writeIndented("]\n", -1) self.writeIndented("]\n", -1)
def writeTextureCoordinates(self, me, meshName, matnum, image): def writeTextureCoordinates(self, me, meshName, matnum, image):
@ -730,7 +722,7 @@ class VRML2Export:
indexStr = "" indexStr = ""
if (matnum == -1) or (face.mat == matnum): if (matnum == -1) or (face.mat == matnum):
if (face.image == image): if (face.image == image):
for i in xrange(len(face.verts)): for i in range(len(face.verts)):
uv = face.uv[i] uv = face.uv[i]
indexStr += "%s " % (j) indexStr += "%s " % (j)
coordStr += "%s %s, " % \ coordStr += "%s %s, " % \
@ -1024,10 +1016,7 @@ class VRML2Export:
return return
ob_matrix = Mathutils.Matrix(ob.getMatrix('worldspace')) ob_matrix = Mathutils.Matrix(ob.getMatrix('worldspace'))
if export_rotate_z_to_y.val:
matrix = M_blen2vrml * ob_matrix * M_vrml2blen matrix = M_blen2vrml * ob_matrix * M_vrml2blen
else:
matrix = ob_matrix
e = matrix.rotationPart().toEuler() e = matrix.rotationPart().toEuler()
v = matrix.translationPart() v = matrix.translationPart()
@ -1100,7 +1089,7 @@ class VRML2Export:
self.writeFog() self.writeFog()
self.proto = 0 self.proto = 0
allObj = [] allObj = []
if export_selection_only.val: if ARG == 'selected':
allObj = list(scene.objects.context) allObj = list(scene.objects.context)
else: else:
allObj = list(scene.objects) allObj = list(scene.objects)
@ -1109,7 +1098,7 @@ class VRML2Export:
for thisObj in allObj: for thisObj in allObj:
self.writeObject(thisObj) self.writeObject(thisObj)
if not export_selection_only.val: if ARG != 'selected':
self.writeScript() self.writeScript()
self.cleanup() self.cleanup()
@ -1224,58 +1213,26 @@ def select_file(filename):
wrlexport=VRML2Export(filename) wrlexport=VRML2Export(filename)
wrlexport.export(scene, world, worldmat) wrlexport.export(scene, world, worldmat)
#########################################################
# UI and Registry utilities
#########################################################
export_selection_only = Draw.Create(0)
export_rotate_z_to_y = Draw.Create(1)
export_compressed = Draw.Create(0)
def save_to_registry():
d = {}
d['selection_only'] = export_selection_only.val
d['rotate_z_to_y'] = export_rotate_z_to_y.val
d['compressed'] = export_compressed.val
Registry.SetKey('vrml97_export', d, True)
def load_from_registry():
d = Registry.GetKey('vrml97_export', True)
if d:
try:
export_selection_only.val = d['selection_only']
export_rotate_z_to_y.val = d['rotate_z_to_y']
export_compressed.val = d['compressed']
except: save_to_registry() # If data is not valid, rewrite it.
def show_popup():
pup_block = [
('Selection Only', export_selection_only, 'Only export objects in visible selection. Else export whole scene.'),
('Rotate +Z to +Y', export_rotate_z_to_y, 'Rotate such that +Z axis (Blender up) becomes +Y (VRML up).'),
('Compress', export_compressed, 'Generate a .wrz file (normal VRML compressed by gzip).')
]
return Draw.PupBlock('Export VRML 97...', pup_block)
######################################################### #########################################################
# main routine # main routine
######################################################### #########################################################
load_from_registry()
# Note that show_popup must be done before Blender.Window.FileSelector,
# because export_compressed affects the suggested extension of resulting
# file.
if show_popup():
save_to_registry()
if export_compressed.val:
try: try:
ARG = __script__['arg'] # user selected argument
except:
print "older version"
if Blender.Get('version') < 235:
print "Warning: VRML97 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':
extension=".wrz" extension=".wrz"
from gzip import * from gzip import *
except:
print "could not import gzip, file will be exported uncompressed"
pass
else: else:
extension=".wrl" extension=".wrl"
Blender.Window.FileSelector(select_file, "Export VRML97", \ Blender.Window.FileSelector(select_file, "Export VRML97", \
sys.makename(ext=extension)) sys.makename(ext=extension))