- fix [#25246] export default scene to X3D crashes exporter, own fault but also made sure all colors are now clamped and noticed 3D text was not being exported.

- de-duplicated 'object_type_items' enum, text was known as TEXT in one, FONT in another.
This commit is contained in:
Campbell Barton 2010-12-16 05:02:15 +00:00
parent e15f34b35f
commit 6d2019074f
4 changed files with 59 additions and 108 deletions

@ -44,6 +44,9 @@ from io_utils import create_derived_objects, free_derived_objects
DEG2RAD=0.017453292519943295
MATWORLD= mathutils.Matrix.Rotation(-90, 4, 'X')
def round_color(col, cp):
return tuple([round(max(min(c, 1.0), 0.0), cp) for c in col])
####################################
# Global Variables
####################################
@ -218,15 +221,13 @@ class x3d_class:
if world:
mtype = world.mist_settings.falloff
mparam = world.mist_settings
grd = world.horizon_color
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
else:
return
if (mtype == 'LINEAR' or mtype == 'INVERSE_QUADRATIC'):
mtype = 1 if mtype == 'LINEAR' else 2
# if (mtype == 1 or mtype == 2):
self.file.write("<Fog fogType=\"%s\" " % self.namesFog[mtype])
self.file.write("color=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("color=\"%s %s %s\" " % round_color(world.horizon_color, self.cp))
self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam[2],self.cp))
else:
return
@ -238,11 +239,10 @@ class x3d_class:
safeName = self.cleanStr(ob.name)
if world:
ambi = world.ambient_color
# ambi = world.amb
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
ambientIntensity = ((ambi[0] + ambi[1] + ambi[2]) / 3.0) / 2.5
del ambi
else:
ambi = 0
ambientIntensity = 0
ambientIntensity = 0.0
# compute cutoff and beamwidth
intensity=min(lamp.energy/1.75,1.0)
@ -264,8 +264,7 @@ class x3d_class:
self.file.write("radius=\"%s\" " % (round(radius,self.cp)))
self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],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("color=\"%s %s %s\" " % round_color(lamp.color, self.cp))
self.file.write("beamWidth=\"%s\" " % (round(beamWidth,self.cp)))
self.file.write("cutOffAngle=\"%s\" " % (round(cutOffAngle,self.cp)))
self.file.write("direction=\"%s %s %s\" " % (round(dx,3),round(dy,3),round(dz,3)))
@ -618,51 +617,31 @@ class x3d_class:
self.matNames[matName] = 1
emit = mat.emit
ambient = mat.ambient / 3.0
diffuseR, diffuseG, diffuseB = mat.diffuse_color
diffuseColor = tuple(mat.diffuse_color)
if world:
ambi = world.ambient_color
ambi0, ambi1, ambi2 = (ambi[0] * mat.ambient) * 2.0, (ambi[1] * mat.ambient) * 2.0, (ambi[2] * mat.ambient) * 2.0
ambiColor = tuple(((c * mat.ambient) * 2.0) for c in world.ambient_color)
else:
ambi0, ambi1, ambi2 = 0.0, 0.0, 0.0
emisR, emisG, emisB = (diffuseR*mat.emit+ambi0) / 2.0, (diffuseG*mat.emit+ambi1) / 2.0, (diffuseB*mat.emit+ambi2) / 2.0
del ambi0, ambi1, ambi2
shininess = mat.specular_hardness/512.0
specR = (mat.specular_color[0]+0.001)/(1.25/(mat.specular_intensity+0.001))
specG = (mat.specular_color[1]+0.001)/(1.25/(mat.specular_intensity+0.001))
specB = (mat.specular_color[2]+0.001)/(1.25/(mat.specular_intensity+0.001))
ambiColor = 0.0, 0.0, 0.0
emitColor = tuple(((c * emit) + ambiColor[i]) / 2.0 for i, c in enumerate(diffuseColor))
shininess = mat.specular_hardness / 512.0
specColor = tuple((c + 0.001) / (1.25 / (mat.specular_intensity + 0.001)) for c in mat.specular_color)
transp = 1.0 - mat.alpha
if mat.use_shadeless:
ambient = 1
shine = 1
specR = emitR = diffuseR
specG = emitG = diffuseG
specB = emitB = diffuseB
# Clamp to be safe
specR= max(min(specR, 1.0), 0.0)
specG= max(min(specG, 1.0), 0.0)
specB= max(min(specB, 1.0), 0.0)
diffuseR= max(min(diffuseR, 1.0), 0.0)
diffuseG= max(min(diffuseG, 1.0), 0.0)
diffuseB= max(min(diffuseB, 1.0), 0.0)
emitR= max(min(emitR, 1.0), 0.0)
emitG= max(min(emitG, 1.0), 0.0)
emitB= max(min(emitB, 1.0), 0.0)
ambient = 1.0
shininess = 0.0
specColor = emitColor = diffuseColor
self.writeIndented("<Material DEF=\"MA_%s\" " % matName, 1)
self.file.write("diffuseColor=\"%s %s %s\" " % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp)))
self.file.write("specularColor=\"%s %s %s\" " % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp)))
self.file.write("emissiveColor=\"%s %s %s\" \n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp)))
self.writeIndented("ambientIntensity=\"%s\" " % (round(ambient,self.cp)))
self.file.write("shininess=\"%s\" " % (round(shininess,self.cp)))
self.file.write("transparency=\"%s\" />" % (round(transp,self.cp)))
self.file.write("diffuseColor=\"%s %s %s\" " % round_color(diffuseColor, self.cp))
self.file.write("specularColor=\"%s %s %s\" " % round_color(specColor, self.cp))
self.file.write("emissiveColor=\"%s %s %s\" \n" % round_color(emitColor, self.cp))
self.writeIndented("ambientIntensity=\"%s\" " % (round(ambient, self.cp)))
self.file.write("shininess=\"%s\" " % (round(shininess, self.cp)))
self.file.write("transparency=\"%s\" />" % (round(transp, self.cp)))
self.writeIndented("\n",-1)
def writeImageTexture(self, image):
@ -680,54 +659,45 @@ class x3d_class:
def writeBackground(self, world, alltextures):
if world: worldname = world.name
else: return
blending = (world.use_sky_blend, world.use_sky_paper, world.use_sky_real)
# blending = world.getSkytype()
grd = world.horizon_color
# grd = world.getHor()
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
sky = world.zenith_color
# 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
blending = world.use_sky_blend, world.use_sky_paper, world.use_sky_real
grd_triple = round_color(world.horizon_color, self.cp)
sky_triple = round_color(world.zenith_color, self.cp)
mix_triple = round_color(((grd_triple[i] + sky_triple[i]) / 2.0 for i in range(3)), self.cp)
self.file.write("<Background ")
if worldname not in self.namesStandard:
self.file.write("DEF=\"%s\" " % self.secureName(worldname))
# No Skytype - just Hor color
if blending == (0, 0, 0):
# if blending == 0:
self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("skyColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
if blending == (False, False, False):
self.file.write("groundColor=\"%s %s %s\" " % grd_triple)
self.file.write("skyColor=\"%s %s %s\" " % grd_triple)
# Blend Gradient
elif blending == (1, 0, 0):
# elif blending == 1:
self.file.write("groundColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
self.file.write("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
elif blending == (True, False, False):
self.file.write("groundColor=\"%s %s %s, " % grd_triple)
self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " % mix_triple)
self.file.write("skyColor=\"%s %s %s, " % sky_triple)
self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " % mix_triple)
# Blend+Real Gradient Inverse
elif blending == (1, 0, 1):
# elif blending == 3:
self.file.write("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
self.file.write("skyColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
elif blending == (True, False, True):
self.file.write("groundColor=\"%s %s %s, " % sky_triple)
self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " % mix_triple)
self.file.write("skyColor=\"%s %s %s, " % grd_triple)
self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " % mix_triple)
# Paper - just Zen Color
elif blending == (0, 0, 1):
# elif blending == 4:
self.file.write("groundColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
elif blending == (False, False, True):
self.file.write("groundColor=\"%s %s %s\" " % sky_triple)
self.file.write("skyColor=\"%s %s %s\" " % sky_triple)
# Blend+Real+Paper - komplex gradient
elif blending == (1, 1, 1):
# elif blending == 7:
self.writeIndented("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.writeIndented("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.writeIndented("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.writeIndented("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
elif blending == (True, True, True):
self.writeIndented("groundColor=\"%s %s %s, " % sky_triple)
self.writeIndented("%s %s %s\" groundAngle=\"1.57, 1.57\" " % grd_triple)
self.writeIndented("skyColor=\"%s %s %s, " % sky_triple)
self.writeIndented("%s %s %s\" skyAngle=\"1.57, 1.57\" " % grd_triple)
# Any Other two colors
else:
self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
self.file.write("groundColor=\"%s %s %s\" " % grd_triple)
self.file.write("skyColor=\"%s %s %s\" " % sky_triple)
alltexture = len(alltextures)
@ -746,25 +716,18 @@ class x3d_class:
basename = os.path.basename(bpy.path.abspath(pic.filepath))
pic = alltextures[i].image
# pic = alltextures[i].getImage()
if (namemat == "back") and (pic != None):
self.file.write("\n\tbackUrl=\"%s\" " % basename)
# self.file.write("\n\tbackUrl=\"%s\" " % pic.filepath.split('/')[-1].split('\\')[-1])
elif (namemat == "bottom") and (pic != None):
self.writeIndented("bottomUrl=\"%s\" " % basename)
# self.writeIndented("bottomUrl=\"%s\" " % pic.filepath.split('/')[-1].split('\\')[-1])
elif (namemat == "front") and (pic != None):
self.writeIndented("frontUrl=\"%s\" " % basename)
# self.writeIndented("frontUrl=\"%s\" " % pic.filepath.split('/')[-1].split('\\')[-1])
elif (namemat == "left") and (pic != None):
self.writeIndented("leftUrl=\"%s\" " % basename)
# self.writeIndented("leftUrl=\"%s\" " % pic.filepath.split('/')[-1].split('\\')[-1])
elif (namemat == "right") and (pic != None):
self.writeIndented("rightUrl=\"%s\" " % basename)
# self.writeIndented("rightUrl=\"%s\" " % pic.filepath.split('/')[-1].split('\\')[-1])
elif (namemat == "top") and (pic != None):
self.writeIndented("topUrl=\"%s\" " % basename)
# self.writeIndented("topUrl=\"%s\" " % pic.filepath.split('/')[-1].split('\\')[-1])
self.writeIndented("/>\n\n")
##########################################################
@ -812,18 +775,13 @@ class x3d_class:
# for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
objType=ob.type
objName=ob.name
if objType == "CAMERA":
# if objType == "Camera":
if objType == 'CAMERA':
self.writeViewpoint(ob, ob_mat, scene)
elif objType in ("MESH", "CURVE", "SURF", "TEXT") :
# elif objType in ("Mesh", "Curve", "Surf", "Text") :
elif objType in ('MESH', 'CURVE', 'SURF', 'FONT') :
if EXPORT_APPLY_MODIFIERS or objType != 'MESH':
# if EXPORT_APPLY_MODIFIERS or objType != 'Mesh':
me = ob.create_mesh(scene, EXPORT_APPLY_MODIFIERS, 'PREVIEW')
# me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scene)
else:
me = ob.data
# me = ob.getData(mesh=1)
self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI = EXPORT_TRI)
@ -831,24 +789,17 @@ class x3d_class:
if me != ob.data:
bpy.data.meshes.remove(me)
elif objType == "LAMP":
# elif objType == "Lamp":
elif objType == 'LAMP':
data= ob.data
datatype=data.type
if datatype == 'POINT':
# if datatype == Lamp.Types.Lamp:
self.writePointLight(ob, ob_mat, data, world)
elif datatype == 'SPOT':
# elif datatype == Lamp.Types.Spot:
self.writeSpotLight(ob, ob_mat, data, world)
elif datatype == 'SUN':
# elif datatype == Lamp.Types.Sun:
self.writeDirectionalLight(ob, ob_mat, data, world)
else:
self.writeDirectionalLight(ob, ob_mat, data, world)
# do you think x3d could document what to do with dummy objects?
#elif objType == "Empty" and objName != "Empty":
# self.writeNode(ob, ob_mat)
else:
#print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType)
pass

@ -18,7 +18,7 @@ def example_function(body_text, save_path, render_path):
for obj in scene.objects:
scene.objects.unlink(obj)
txt_data = bpy.data.curves.new(name="MyText", type='TEXT')
txt_data = bpy.data.curves.new(name="MyText", type='FONT')
# Text Object
txt_ob = bpy.data.objects.new(name="MyText", object_data=txt_data)

@ -115,7 +115,7 @@ class DATA_PT_metaball_element(DataButtonsPanel, bpy.types.Panel):
col.prop(metaelem, "size_y", text="Y")
class DATA_PT_custom_props_metaball(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
class DATA_PT_custom_props_metaball(PropertyPanel, DataButtonsPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"

@ -755,7 +755,7 @@ class VIEW3D_MT_object_specials(bpy.types.Menu):
props.data_path_item = "data.dof_distance"
props.input_scale = 0.02
if obj.type in ('CURVE', 'TEXT'):
if obj.type in ('CURVE', 'FONT'):
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Extrude Size")