vrml/x3d import

now its basically usable, next step is to add menu item.

update for changes in mathutils api.
- fix radians/degrees usage
- correct matrix multiplication order
- primitives were being imported twice the size they should be.
- uv transformations were not working.
This commit is contained in:
Campbell Barton 2011-01-12 08:02:27 +00:00
parent eba91f8e81
commit ac64114d1b

@ -1434,7 +1434,7 @@ GLOBALS = {'CIRCLE_DETAIL': 16}
def translateRotation(rot):
''' axis, angle '''
return Matrix.Rotation(rot[3] * RAD_TO_DEG, 4, Vector(rot[:3]))
return Matrix.Rotation(rot[3], 4, Vector(rot[:3]))
def translateScale(sca):
@ -1484,7 +1484,7 @@ def translateTransform(node, ancestry):
mats = [tx_mat, cent_mat, rot_mat, scaori_mat, sca_mat, scaori_imat, cent_imat]
for mtx in mats:
if mtx:
new_mat = mtx * new_mat
new_mat = new_mat * mtx
return new_mat
@ -1503,7 +1503,7 @@ def translateTexTransform(node, ancestry):
cent_mat = cent_imat = None
if rot:
rot_mat = Matrix.Rotation(rot * RAD_TO_DEG, 4, 'Z') # translateRotation(rot)
rot_mat = Matrix.Rotation(rot, 4, 'Z') # translateRotation(rot)
else:
rot_mat = None
@ -1524,7 +1524,7 @@ def translateTexTransform(node, ancestry):
for mtx in mats:
if mtx:
new_mat = mtx * new_mat
new_mat = new_mat * mtx
return new_mat
@ -1541,7 +1541,7 @@ def getFinalMatrix(node, mtx, ancestry):
for node_tx in transform_nodes:
mat = translateTransform(node_tx, ancestry)
mtx = mtx * mat
mtx = mat * mtx
return mtx
@ -1902,7 +1902,9 @@ def importMesh_PointSet(geom, ancestry):
GLOBALS['CIRCLE_DETAIL'] = 12
MATRIX_Z_TO_Y = Matrix.Rotation(90, 4, 'X')
# 90d X rotation
import math
MATRIX_Z_TO_Y = Matrix.Rotation(math.pi/2, 4, 'X')
def bpy_ops_add_object_hack(): # XXX25, evil
@ -1915,7 +1917,7 @@ def bpy_ops_add_object_hack(): # XXX25, evil
def importMesh_Sphere(geom, ancestry):
diameter = geom.getFieldAsFloat('radius', 0.5, ancestry) * 2 # * 2 for the diameter
diameter = geom.getFieldAsFloat('radius', 0.5, ancestry)
# bpymesh = Mesh.Primitives.UVsphere(GLOBALS['CIRCLE_DETAIL'], GLOBALS['CIRCLE_DETAIL'], diameter)
bpy.ops.mesh.primitive_uv_sphere_add(segments=GLOBALS['CIRCLE_DETAIL'],
@ -1933,7 +1935,7 @@ def importMesh_Sphere(geom, ancestry):
def importMesh_Cylinder(geom, ancestry):
# bpymesh = bpy.data.meshes.new()
diameter = geom.getFieldAsFloat('radius', 1.0, ancestry) * 2 # * 2 for the diameter
diameter = geom.getFieldAsFloat('radius', 1.0, ancestry)
height = geom.getFieldAsFloat('height', 2, ancestry)
# bpymesh = Mesh.Primitives.Cylinder(GLOBALS['CIRCLE_DETAIL'], diameter, height)
@ -1977,7 +1979,7 @@ def importMesh_Cylinder(geom, ancestry):
def importMesh_Cone(geom, ancestry):
# bpymesh = bpy.data.meshes.new()
diameter = geom.getFieldAsFloat('bottomRadius', 1.0, ancestry) * 2 # * 2 for the diameter
diameter = geom.getFieldAsFloat('bottomRadius', 1.0, ancestry)
height = geom.getFieldAsFloat('height', 2, ancestry)
# bpymesh = Mesh.Primitives.Cone(GLOBALS['CIRCLE_DETAIL'], diameter, height)
@ -2013,7 +2015,7 @@ def importMesh_Cone(geom, ancestry):
def importMesh_Box(geom, ancestry):
# bpymesh = bpy.data.meshes.new()
size = geom.getFieldAsFloatTuple('size', (2.0, 2.0, 2.0), ancestry)
size = geom.getFieldAsFloatTuple('size', (2.0, 2.0, 2.0), ancestry)
# bpymesh = Mesh.Primitives.Cube(1.0)
bpy.ops.mesh.primitive_cube_add(view_align=False,
@ -2023,7 +2025,7 @@ def importMesh_Box(geom, ancestry):
bpymesh = bpy_ops_add_object_hack()
# Scale the box to the size set
scale_mat = Matrix(((size[0], 0, 0), (0, size[1], 0), (0, 0, size[2])))
scale_mat = Matrix(((size[0], 0, 0), (0, size[1], 0), (0, 0, size[2]))) * 0.5
bpymesh.transform(scale_mat.resize4x4())
return bpymesh
@ -2187,12 +2189,13 @@ def importShape(node, ancestry):
if texmtx:
# Apply texture transform?
uv_copy = Vector()
for f in bpydata.faces:
for uv in f.uv:
uv_copy.x = uv.x
uv_copy.y = uv.y
for f in bpydata.uv_textures.active.data:
fuv = f.uv
for i, uv in enumerate(fuv):
uv_copy.x = uv[0]
uv_copy.y = uv[1]
uv.x, uv.y = (uv_copy * texmtx)[0:2]
fuv[i] = (uv_copy * texmtx)[0:2]
# Done transforming the texture
# Must be here and not in IndexedFaceSet because it needs an object for the flip func. Messy :/
@ -2261,9 +2264,9 @@ def importLamp_SpotLight(node, ancestry):
# ambientIntensity = geom.getFieldAsFloat('ambientIntensity', 0.0, ancestry) # TODO
# attenuation = geom.getFieldAsFloatTuple('attenuation', (1.0, 0.0, 0.0), ancestry) # TODO
beamWidth = node.getFieldAsFloat('beamWidth', 1.570796, ancestry) * RAD_TO_DEG # max is documented to be 1.0 but some files have higher.
beamWidth = node.getFieldAsFloat('beamWidth', 1.570796, ancestry) # max is documented to be 1.0 but some files have higher.
color = node.getFieldAsFloatTuple('color', (1.0, 1.0, 1.0), ancestry)
cutOffAngle = node.getFieldAsFloat('cutOffAngle', 0.785398, ancestry) * RAD_TO_DEG # max is documented to be 1.0 but some files have higher.
cutOffAngle = node.getFieldAsFloat('cutOffAngle', 0.785398, ancestry) # max is documented to be 1.0 but some files have higher.
direction = node.getFieldAsFloatTuple('direction', (0.0, 0.0, -1.0), ancestry)
intensity = node.getFieldAsFloat('intensity', 1.0, ancestry) # max is documented to be 1.0 but some files have higher.
location = node.getFieldAsFloatTuple('location', (0.0, 0.0, 0.0), ancestry)
@ -2286,7 +2289,7 @@ def importLamp_SpotLight(node, ancestry):
# Convert
# lamps have their direction as -z, y==up
mtx = Vector(direction).to_track_quat('-Z', 'Y').to_matrix().resize4x4() * Matrix.Translation(Vector(location))
mtx = Matrix.Translation(Vector(location)) * Vector(direction).to_track_quat('-Z', 'Y').to_matrix().resize4x4()
return bpylamp, mtx
@ -2313,7 +2316,7 @@ def importViewpoint(node, ancestry):
if not name:
name = 'Viewpoint'
fieldOfView = node.getFieldAsFloat('fieldOfView', 0.785398, ancestry) * RAD_TO_DEG # max is documented to be 1.0 but some files have higher.
fieldOfView = node.getFieldAsFloat('fieldOfView', 0.785398, ancestry) # max is documented to be 1.0 but some files have higher.
# jump = node.getFieldAsBool('jump', True, ancestry)
orientation = node.getFieldAsFloatTuple('orientation', (0.0, 0.0, 1.0, 0.0), ancestry)
position = node.getFieldAsFloatTuple('position', (0.0, 0.0, 0.0), ancestry)
@ -2323,7 +2326,7 @@ def importViewpoint(node, ancestry):
bpycam.angle = fieldOfView
mtx = translateRotation(orientation) * Matrix.Translation(Vector(position))
mtx = Matrix.Translation(Vector(position)) * translateRotation(orientation)
bpyob = node.blendObject = bpy.data.objects.new("TODO", bpycam)
bpy.context.scene.objects.link(bpyob)
@ -2677,7 +2680,7 @@ def load_ui(path):
# load_web3d('/fe/wrl/new/daybreak_final.wrl') # no faces in mesh, face duplicate error
# load_web3d('/fe/wrl/new/earth.wrl')
# load_web3d('/fe/wrl/new/hendrix.ei.dtu.dk/vrml/talairach/fourd/TalaDruryRight.wrl') # define/use fields
# load_web3d('/fe/wrl/new/imac.wrl') # extrusion and define/use fields, face index is a float somehow
load_web3d('/fe/wrl/new/imac.wrl') # extrusion and define/use fields, face index is a float somehow
# load_web3d('/fe/wrl/new/www.igs.net/~mascott/vrml/vrml2/mcastle.wrl')
# load_web3d('/fe/wrl/new/www.igs.net/~mascott/vrml/vrml2/tower.wrl')
# load_web3d('/fe/wrl/new/www.igs.net/~mascott/vrml/vrml2/temple.wrl')
@ -2698,7 +2701,7 @@ def test():
files.sort()
tot = len(files)
for i, f in enumerate(files):
if i < 1064:
if i < 9:
continue
#if i != 1068:
@ -2712,6 +2715,6 @@ def test():
sce = bpy.data.scenes.new(str(i) + '_' + f.split('/')[-1])
# bpy.context.scene = sce # XXX25
# Window.
load_web3d(f, PREF_FLAT=True)
load_web3d(f, PREF_FLAT=False)
test()
# test()