#!BPY
""" Registration info for Blender menus:
Name: 'VRML 97 (old version)...'
Blender: 232
Group: 'Export'
Submenu: 'All Objects...' all
Submenu: 'Selected Objects...' selected
Tooltip: 'Old version of VRML2 exporter, please try the newer one'
"""
__author__ = ("Rick Kimball", "Ken Miller", "Steve Matthews")
__url__ = ["blender", "elysiun",
"Author's (Rick) homepage, http://kimballsoftware.com/blender",
"Show your VRML world at vrmlworld.net, http://vrmlworld.net"]
__version__ = "2004/01/19"
__bpydoc__ = """\
This script exports to VRML 2.0 format.
Usage:
Run this script from "File->Export" menu. A pop-up will ask whether you
want to export only selected or all relevant objects.
Known issues:
Doesn't handle multiple materials (don't use material indices);
Doesn't handle multiple UV textures on a single mesh (create a mesh
for each texture);
Material colors need work;
Spotlight softness needs work;
Can't get the texture array associated with material * not the UV ones;
Can't set smoothing, crease angle and mesh smoothing * setting not
accessible.
"""
# $Id$
#
#------------------------------------------------------------------------
# VRML2 exporter for blender 2.28a or above
#
# Source: http://blender.kimballsoftware.com/
#
# Authors: Rick Kimball with much inspiration
# from the forum at www.elysiun.com
# and irc://irc.freenode.net/blenderchat
# Ken Miller and Steve Matthews (Added Camera Support)
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Copyright (C) 2003,2004: Rick Kimball rick@vrmlworld.net
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
#
# To use script:
# 1.) load this file in the text window.
# (press SHIFT+F11, Open New via Datablock button)
# 2.) make sure your mouse is over the text edit window and
# run this script. (press ALT+P)
# Or:
# copy to the scripts directory and it will appear in the
# export list. (Needs 2.32 or higher)
#
# Notes:
# a.) output filename is same as current blender file with .wrl extension
# b.) error messages go to the Blender DOS console window
#
# The latest version of this python export script:
# http://blender.kimballsoftware.com/
#
# If you like this script, try using http://vrmlworld.net/
# to show off your VRML world.
#
# 2004-01-19 by Rick Kimball
# o added sub menus and file selector dialog
#
# 2004-01-17 by Rick Kimball
# o add meta comments so script will appear in export menu list
#
# 2003-11-01 by Rick Kimball
# o fixed issues related to Lamp object and 2.28a API.
#
# 2003-07-19 by Rick Kimball
# o made compatible with new Python API in 2.28
#
# 2003-01-16 by Ken Miller - with math help from Steve Matthews :)
# o Added support for exporting cameras out of Blender
# o Sets the name of the camera as the object name
# o sets the description of the camera as the object name,
# which should be modified to something meaningful
# o sets the position and orientation
#
# 2003-01-19 Rick Kimball
# o Added Support For PointLight, SpotLight and DirectionalLight using Lamps
# o Creates multi singlesided or doublesided IFS
# o Creates IndexedLineSets if DrawTypes is WIRE instead of Shaded
#
# 2003-02-03 Rick Kimball
# o attempts to catch exceptions for empty objects
#
# 2003-02-04 Rick Kimball
# o fixed file overwrite problem when blender filename is all uppercase
#
# 2003-02-08 Rick Kimball
# o cleanStr() creates valid VRML DEF names even if object.name
# is zero length or uses VRML reserved names or characters
#
#------------------------------------------------------------------------
# Known Issue:
# o doesn't handle multiple materials (don't use material indices)
# o doesn't handle multiple UV textures on a single mesh. (create a mesh for each texture)
# o material colors need work
# o spotlight softness needs work
# o can't get the texture array associated with material * not the UV ones
# o can't set smoothing, crease angle and mesh smoothing * setting not accesible
#
# Still Todo:
#
# - Support for material indexes
# - Automatically Split IFS when multiple UV textures found * warning only now
# - Automatically Split IFS when combination of single vs double sided
# - Automatically Split IFS when face with only 2 vertices is found should be an ILS
# - Export common coordinate map for split IFS
# - Intelligent color array vs color index
# - Support more blender objects: World
# - Figure out how to output Animation
# - Add GUI to control the following:
# o All/Layer/Object output radio button
# o Color per vertex toggle yes/no
# o Complex/Simple VRML output radio button
# o Compressed/Uncompressed output radio button
# o Decimal precision dropdown 1,2,3,4,5,6
# o IFS/Elevation Grid output radio button
# o Normals output toggle yes/no
# o Proto output toggle yes/no
# o Verbose console progress
import Blender
from Blender import NMesh, Lamp
import math
#-- module constants
radD=math.pi/180.0
rad90=90.0*radD # for rotation
rad30=30.0*radD # default crease angle
ARG=''
#------------------------------------------------------------------------
#-- utility functions and classes --
#------------------------------------------------------------------------
def rad2deg(v):
return round(v*180.0/math.pi,4)
def deg2rad(v):
return (v*math.pi)/180.0;
class DrawTypes:
"""Object DrawTypes enum values
BOUNDS - draw only the bounding box of the object
WIRE - draw object as a wire frame
SOLID - draw object with flat shading
SHADED - draw object with OpenGL shading
"""
BOUNDBOX = 1
WIRE = 2
SOLID = 3
SHADED = 4
TEXTURE = 5
#------------------------------------------------------
# the Blender.Object class seems to be missing this...
#------------------------------------------------------
if not hasattr(Blender.Object,'DrawTypes'):
Blender.Object.DrawTypes = DrawTypes()
#------------------------------------------------------------------------
#-- VRML2Export --
#------------------------------------------------------------------------
class VRML2Export:
#------------------------------------------------------------------------
def __init__(self, filename):
#--- public you can change these ---
self.verbose=1 # level of verbosity in console 0-none, 1-some, 2-most
self.cp=3 # decimals for material color values 0.000 - 1.000
self.vp=3 # decimals for vertex coordinate values 0.000 - n.000
self.tp=3 # decimals for texture coordinate values 0.000 - 1.000
self.ambientIntensity=.2
self.defCreaseAngle=rad30
self.smooth=0
#--- class private don't touch ---
self.texNames={} # dictionary of textureNames
self.matNames={} # dictionary of materiaNames
self.indentLevel=0 # keeps track of current indenting
self.filename=filename
self.file = open(filename, "w")
self.bNav=0
self.nNodeID=0
self.VRMLReserved=[ "Anchor","Appearance","Anchor","AudioClip","Background",
"Billboard", "Box", "Collision", "Color", "ColorInterpolator",
"Cone", "Coordinate", "CoordinateInterpolator", "Cylinder",
"CylinderSensor", "DirectionalLight", "ElevationGrid",
"Extrustion", "Fog", "FontStyle", "Group", "ImageTexture",
"IndexedFaceSet", "IndexedLineSet", "Inline", "LOD",
"Material", "MovieTexture", "NavigationInfo", "Normal",
"NormalInterpolator","OrientationInterpolator", "PixelTexture",
"PlaneSensor", "PointLight", "PointSet", "PositionInterpolator",
"ProxmimitySensor", "ScalarInterpolator", "Script", "Shape",
"Sound", "Sphere", "SphereSensor", "SpotLight", "Switch",
"Text", "TextureCoordinate", "TextureTransform", "TimeSensor",
"TouchSensor", "Transform", "Viewpoint", "VisibilitySensor",
"WorldInfo"
]
#------------------------------------------------------------------------
# writeHeader, export file, cleanup
#------------------------------------------------------------------------
def writeHeader(self):
self.file.write("#VRML V2.0 utf8\n")
self.file.write("# modeled using blender3d http://blender.org/$\n")
self.file.write("# exported using wrl2export.py version $Revision$\n")
self.file.write("# get latest exporter at http://kimballsoftware.com/blender/\n\n")
def export(self, scene):
print "Info: starting VRML2 export to " + self.filename + "..."
self.writeHeader()
theObjects = []
if ARG == 'selected':
theObjects = Blender.Object.GetSelected()
else:
theObjects = scene.getChildren()
for object in theObjects:
try:
objType=object.getType()
if objType == "Mesh":
self.writeIndexedFaceSet(object, normals = 0)
elif objType == "Camera":
self.writeCameraInfo(object)
elif objType == "Lamp":
# if there is a lamp then we probably want to turn off the headlight
if self.bNav == 0:
self.writeNavigationInfo()
self.bNav=1
#endif
lamp=Lamp.Get(object.data.getName())
try:
lampType=lamp.getType()
if lampType == Lamp.Types.Lamp:
self.writePointLight(object, lamp)
elif lampType == Lamp.Types.Spot:
self.writeSpotLight(object, lamp)
elif lampType == Lamp.Types.Sun:
self.writeDirectionalLight(object, lamp)
else:
self.writeDirectionalLight(object, lamp)
#endif
except AttributeError:
print "Error: Unable to get type info for %s" % object.name
else:
print "Info: Ignoring [%s], object type [%s] not handle yet" % \
(object.name,object.getType())
#endif
except ValueError:
print "Error: object named %s has problem with accessing an attribute" % object.name
#end try
#endfor
self.cleanup()
def cleanup(self):
self.file.close()
self.texNames={}
self.matNames={}
self.indentLevel=0
print "Info: finished VRML2 export to %s\n" % self.filename
#------------------------------------------------------------------------
# Writes out camera info as a viewpoint
# Handles orientation, position
# Use camera object name to set description
#------------------------------------------------------------------------
def writeCameraInfo(self, object):
if self.verbose > 0:
print "Info: exporting camera named="+object.name
#endif
self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(object.name)), 1)
self.writeIndented("description \"%s\" \n" % (object.name))
# get the camera location, subtract 90 degress from X to orient like VRML does
loc = self.rotatePointForVRML(object.loc)
rot = [object.RotX - 1.57, object.RotY, object.RotZ]
nRot = self.rotatePointForVRML(rot)
# convert to Quaternion and to Angle Axis
Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
Q1 = self.multiplyQuaternions(Q[0], Q[1])
Qf = self.multiplyQuaternions(Q1, Q[2])
angleAxis = self.quaternionToAngleAxis(Qf)
# write orientation statement
self.writeIndented("orientation %3.2f %3.2f %3.2f %3.2f\n" %
(angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
# write position statement
self.writeIndented("position %3.2f %3.2f %3.2f\n" %
(loc[0], loc[1], loc[2]))
self.writeIndented("} # Viewpoint\n", -1)
self.writeIndented("\n")
#------------------------------------------------------------------------
def writeIndexedFaceSet(self, object, normals = 0):
if self.verbose > 0:
print "Info: exporting mesh named=["+object.name+"]"
#endif
imageMap={} # set of used images
sided={} # 'one':cnt , 'two':cnt
vColors={} # 'multi':1
mesh=object.getData()
nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
meshName = self.cleanStr(object.name)
if nIFSCnt > 1:
self.writeIndented("DEF %s%s Group {\n" % ("G_", meshName),1)
self.writeIndented("children [\n",1)
#endif
if self.verbose > 0:
print "Debug: [%s] has %d UV Textures" % (object.name, nIFSCnt)
#endif
if sided.has_key('two') and sided['two'] > 0:
bTwoSided=1
else:
bTwoSided=0
self.writeIndented("DEF %s Shape {\n" % meshName,1)
# show script debugging info
if self.verbose > 1:
self.meshToString(mesh)
print "Debug: mesh.faces["
for face in mesh.faces:
self.faceToString(face)
#endfor
print "Debug: ]"
#endif
maters=mesh.materials
hasImageTexture=0
if len(maters) > 0 or mesh.hasFaceUV():
self.writeIndented("appearance Appearance {\n", 1)
# right now this script can only handle a single material per mesh.
if len(maters) >= 1:
mat=Blender.Material.Get(maters[0].name)
self.writeMaterial(mat, self.cleanStr(maters[0].name,'mat_'))
if len(maters) > 1:
print "Warning: mesh named %s has multiple materials" % meshName
print "Warning: only one material per object handled"
#endif
else:
self.writeIndented("material NULL\n")
#endif
#-- textures
if mesh.hasFaceUV():
for face in mesh.faces:
if (hasImageTexture == 0) and (face.image):
self.writeImageTexture(face.image.name)
hasImageTexture=1 # keep track of face texture
#endif
#endfor
#endif
self.writeIndented("} # Appearance\n", -1)
#endif
#-------------------------------------------------------------------
#--
#-- IndexedFaceSet or IndexedLineSet
#
# check if object is wireframe only
if object.drawType == Blender.Object.DrawTypes.WIRE:
# user selected WIRE=2 on the Drawtype=Wire on (F9) Edit page
ifStyle="IndexedLineSet"
else:
# user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5
ifStyle="IndexedFaceSet"
#endif
self.writeIndented("geometry %s {\n" % ifStyle, 1)
if object.drawType != Blender.Object.DrawTypes.WIRE:
if bTwoSided == 1:
self.writeIndented("solid FALSE # two sided\n")
else:
self.writeIndented("solid TRUE # one sided\n")
#endif
#endif
#---
#--- output coordinates
self.writeCoordinates(object, mesh, meshName)
if object.drawType != Blender.Object.DrawTypes.WIRE:
#---
#--- output textureCoordinates if UV texture used
if mesh.hasFaceUV():
if hasImageTexture == 1:
self.writeTextureCoordinates(mesh)
if vColors.has_key('multi'):
self.writeVertexColors(mesh) # experiment
#endif
else:
self.writeFaceColors(mesh)
#endif hasImageTexture
#endif hasFaceUV
# TBD: figure out how to get this properly
if self.smooth:
creaseAngle=self.defCreaseAngle;
self.writeIndented("creaseAngle %s\n" % creaseAngle)
else:
self.writeIndented("creaseAngle 0.0 # in radians\n")
#endif mesh.smooth
#endif WIRE
#--- output vertexColors
if mesh.hasVertexColours() and vColors.has_key('multi'):
self.writeVertexColors(mesh)
#endif
#--- output closing braces
self.writeIndented("} # %s\n" % ifStyle, -1)
self.writeIndented("} # Shape\n", -1)
if nIFSCnt > 1:
self.writeIndented("] # children\n", -1)
self.writeIndented("} # Group\n", -1)
#endif
self.writeIndented("\n")
#------------------------------------------------------------------------
def writeCoordinates(self, object, mesh, meshName):
#-- vertices
self.writeIndented("coord DEF %s%s Coordinate {\n" % ("coord_",meshName), 1)
self.writeIndented("point [\n", 1)
meshVertexList = mesh.verts
# create vertex list and pre rotate -90 degrees X for VRML
mm=object.getMatrix()
for vertex in meshVertexList:
v=self.rotVertex(mm, vertex);
self.writeIndented("%s %s %s,\n" %
(round(v[0],self.vp),
round(v[1],self.vp),
round(v[2],self.vp) ))
#endfor
self.writeIndented("] # point\n", -1)
self.writeIndented("} # Coordinate\n", -1)
self.writeIndented("coordIndex [\n", 1)
coordIndexList=[]
for face in mesh.faces:
cordStr=""
for i in range(len(face)):
indx=meshVertexList.index(face[i])
cordStr = cordStr + "%s, " % indx
#endfor
self.writeIndented(cordStr + "-1,\n")
#endfor
self.writeIndented("] # coordIndex\n", -1)
#------------------------------------------------------------------------
def writeTextureCoordinates(self, mesh):
texCoordList=[]
texIndexList=[]
j=0
for face in mesh.faces:
for i in range(len(face)):
texIndexList.append(j)
texCoordList.append(face.uv[i])
j=j+1
#endfor
texIndexList.append(-1)
#endfor
self.writeIndented("texCoord TextureCoordinate {\n", 1)
self.writeIndented("point [\n", 1)
for i in range(len(texCoordList)):
self.writeIndented("%s %s," %
(round(texCoordList[i][0],self.tp),
round(texCoordList[i][1],self.tp))+"\n")
#endfor
self.writeIndented("] # point\n", -1)
self.writeIndented("} # texCoord\n", -1)
self.writeIndented("texCoordIndex [\n", 1)
texIndxStr=""
for i in range(len(texIndexList)):
texIndxStr = texIndxStr + "%d, " % texIndexList[i]
if texIndexList[i]==-1:
self.writeIndented(texIndxStr + "\n")
texIndxStr=""
#endif
#endfor
self.writeIndented("] # texCoordIndex\n", -1)
#------------------------------------------------------------------------
def writeFaceColors(self, mesh):
self.writeIndented("colorPerVertex FALSE\n")
self.writeIndented("color Color {\n",1)
self.writeIndented("color [\n",1)
for face in mesh.faces:
if face.col:
c=face.col[0]
if self.verbose > 1:
print "Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b)
#endif
aColor = self.rgbToFS(c)
self.writeIndented("%s,\n" % aColor)
#endfor
self.writeIndented("] # color\n",-1)
self.writeIndented("} # Color\n",-1)
#------------------------------------------------------------------------
def writeVertexColors(self, mesh):
self.writeIndented("colorPerVertex TRUE\n")
self.writeIndented("color Color {\n",1)
self.writeIndented("color [\n",1)
for i in range(len(mesh.verts)):
c=self.getVertexColorByIndx(mesh,i)
if self.verbose > 1:
print "Debug: vertex[%d].col r=%d g=%d b=%d" % (i, c.r, c.g, c.b)
#endif
aColor = self.rgbToFS(c)
self.writeIndented("%s,\n" % aColor)
#endfor
self.writeIndented("] # color\n",-1)
self.writeIndented("} # Color\n",-1)
#------------------------------------------------------------------------
def writeMaterial(self, mat, matName):
# look up material name, use it if available
if self.matNames.has_key(matName):
self.writeIndented("material USE %s\n" % matName)
self.matNames[matName]+=1
return;
#endif
self.matNames[matName]=1
ambient = mat.amb
diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
emisR, emisG, emisB = diffuseR*mat.emit, diffuseG*mat.emit, diffuseB*mat.emit
shininess = mat.hard/255.0
specR = mat.specCol[0]
specG = mat.specCol[1]
specB = mat.specCol[2]
transp = 1-mat.alpha
self.writeIndented("material DEF %s Material {\n" % matName, 1)
self.writeIndented("diffuseColor %s %s %s" %
(round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp)) +
"\n")
self.writeIndented("ambientIntensity %s" %
(round(ambient,self.cp))+
"\n")
self.writeIndented("specularColor %s %s %s" %
(round(specR,self.cp), round(specG,self.cp), round(specB,self.cp)) +
"\n" )
self.writeIndented("emissiveColor %s %s %s" %
(round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp)) +
"\n" )
self.writeIndented("shininess %s" %
(round(shininess,self.cp)) +
"\n" )
self.writeIndented("transparency %s" %
(round(transp,self.cp)) +
"\n")
self.writeIndented("} # Material\n",-1)
#------------------------------------------------------------------------
def writeImageTexture(self, name):
if self.texNames.has_key(name):
self.writeIndented("texture USE %s\n" % self.cleanStr(name))
self.texNames[name] += 1
return
else:
self.writeIndented("texture DEF %s ImageTexture {\n" % self.cleanStr(name), 1)
self.writeIndented("url \"%s\"\n" % name)
self.writeIndented("} # ImageTexture \n",-1)
self.texNames[name] = 1
#endif
#------------------------------------------------------------------------
def writeSpotLight(self, object, lamp):
safeName = self.cleanStr(object.name)
# compute cutoff and beamwidth
intensity=min(lamp.energy/1.5,1.0) # TBD: figure out the right value
beamWidth=deg2rad(lamp.spotSize)*.5;
cutOffAngle=beamWidth*.99
(dx,dy,dz)=self.computeDirection(object)
# 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));
radius = lamp.dist*math.cos(beamWidth)
self.writeIndented("DEF %s SpotLight {\n" % safeName,1)
self.writeIndented("radius %s\n" % radius )
self.writeIndented("intensity %s\n" % intensity )
self.writeIndented("beamWidth %s # lamp.spotSize %s\n" % (beamWidth, lamp.spotSize) )
self.writeIndented("cutOffAngle %s # lamp.spotBlend %s\n" % (cutOffAngle, lamp.spotBlend))
self.writeIndented("direction %s %s %s # lamp.RotX=%s RotY=%s RotZ=%s\n" % \
(round(dx,3),round(dy,3),round(dz,3),
round(rad2deg(object.RotX),3),
round(rad2deg(object.RotY),3),
round(rad2deg(object.RotZ),3)))
self.writeIndented("location %s %s %s\n" % (round(location[0],3),
round(location[1],3),
round(location[2],3)))
self.writeIndented("} # SpotLight\n",-1)
# export a cone that matches the spotlight in verbose mode
if self.verbose > 1:
self.writeIndented("#generated visible spotlight cone\n")
self.writeIndented("Transform { # Spotlight Cone\n",1)
self.writeIndented("translation %s %s %s\n" % (round(location[0],3),
round(location[1],3),
round(location[2],3)))
rot = [object.RotX, object.RotY, object.RotZ]
nRot = self.rotatePointForVRML(rot)
# convert to Quaternion and to Angle Axis
Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
Q1 = self.multiplyQuaternions(Q[0], Q[1])
Qf = self.multiplyQuaternions(Q1, Q[2])
angleAxis = self.quaternionToAngleAxis(Qf)
# write orientation statement
self.writeIndented("rotation %3.2f %3.2f %3.2f %3.2f\n" %
(angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
self.writeIndented("children [\n",1)
ch=radius
br=ch*math.sin(beamWidth)
self.writeIndented("Transform {\n",1)
self.writeIndented("translation 0 -%s 0\n" % (ch/2))
self.writeIndented("children ")
self.writeIndented("Collision {\n",1)
self.writeIndented("collide FALSE children Shape {\n",1)
self.writeIndented("geometry Cone { height %s bottomRadius %s }\n" % (ch, br))
self.writeIndented("appearance Appearance{\n",1)
self.writeIndented("material Material { diffuseColor 1 1 1 transparency .8 }\n")
self.writeIndented("} # Appearance\n",-1)
self.writeIndented("} # Shape\n",-1)
self.writeIndented("} # Collision\n",-1)
self.writeIndented("} # Transform visible cone \n",-1)
self.writeIndented("] # Spot children\n",-1)
self.writeIndented("} # SpotLight Cone Transform\n",-1)
#endif debug cone
self.writeIndented("\n")
#------------------------------------------------------------------------
def writeDirectionalLight(self, object, lamp):
safeName = self.cleanStr(object.name)
intensity=min(lamp.energy/1.5, 1.0) # TBD: figure out the right value
(dx,dy,dz)=self.computeDirection(object)
self.writeIndented("DEF %s DirectionalLight {\n" % safeName,1)
self.writeIndented("ambientIntensity %s\n" % self.ambientIntensity )
self.writeIndented("intensity %s\n" % intensity )
self.writeIndented("direction %s %s %s\n" % (round(dx,4),round(dy,4),round(dz,4)))
self.writeIndented("} # DirectionalLight\n",-1)
self.writeIndented("\n")
#------------------------------------------------------------------------
def writePointLight(self, object, lamp):
safeName = self.cleanStr(object.name)
om = object.getMatrix()
location=self.rotVertex(om, (0,0,0));
intensity=min(lamp.energy/1.5,1.0) # TBD: figure out the right value
radius = lamp.dist
self.writeIndented("DEF %s PointLight {\n" % safeName,1)
self.writeIndented("ambientIntensity %s\n" % self.ambientIntensity )
self.writeIndented("intensity %s\n" % intensity )
self.writeIndented("location %s %s %s\n" % (round(location[0],3),
round(location[1],3),
round(location[2],3)))
self.writeIndented("radius %s\n" % radius )
self.writeIndented("} # PointLight\n",-1)
self.writeIndented("\n")
#------------------------------------------------------------------------
def writeNavigationInfo(self):
self.writeIndented("NavigationInfo {\n",1)
self.writeIndented("headlight FALSE\n")
self.writeIndented("avatarSize [0.25, 1.75, 0.75]\n")
self.writeIndented("} # NavigationInfo\n",-1)
self.writeIndented("\n")
#------------------------------------------------------------------------
#--- Utility methods
#------------------------------------------------------------------------
def cleanStr(self, name, prefix='rsvd_'):
"""cleanStr(name,prefix) - try to create a valid VRML DEF name from object name"""
newName=name[:]
if len(newName) == 0:
self.nNodeID+=1
return "%s%d" % (prefix, self.nNodeID)
if newName in self.VRMLReserved:
newName='%s%s' % (prefix,newName)
#endif
if newName[0] in ['0','1','2','3','4','5','6','7','8','9']:
newName='%s%s' % ('_',newName)
#endif
for bad in [' ','"','#',"'",',','.','[','\\',']','{','}']:
newName=newName.replace(bad,'_')
return newName
def countIFSSetsNeeded(self, mesh, imageMap, sided, vColors):
"""
countIFFSetsNeeded() - should look at a blender mesh to determine
how many VRML IndexFaceSets or IndexLineSets are needed. A
new mesh created under the following conditions:
o - split by UV Textures / one per mesh
o - split by face, one sided and two sided
o - split by smooth and flat faces
o - split when faces only have 2 vertices * needs to be an IndexLineSet
"""
imageNameMap={}
faceMap={}
nFaceIndx=0
for face in mesh.faces:
sidename='';
if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
sidename='two'
else:
sidename='one'
#endif
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
#endif
#endif
#endfor
#endif
if sided.has_key(sidename):
sided[sidename]+=1
else:
sided[sidename]=1
#endif
if face.image:
faceName="%s_%s" % (face.image.name, sidename);
if imageMap.has_key(faceName):
imageMap[faceName].append(face)
else:
imageMap[faceName]=[face.image.name,sidename,face]
#endif
#endif
#endfor
if self.verbose > 0:
for faceName in imageMap.keys():
ifs=imageMap[faceName]
print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
(faceName, ifs[0], ifs[1], len(ifs)-2)
#endif
#endif
return len(imageMap.keys())
def faceToString(self,face):
print "Debug: face.flag=0x%x (bitflags)" % face.flag
if face.flag & NMesh.FaceFlags.SELECT == NMesh.FaceFlags.SELECT:
print "Debug: face.flag.SELECT=true"
#endif
print "Debug: face.mode=0x%x (bitflags)" % face.mode
if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
print "Debug: face.mode twosided"
#endif
print "Debug: face.transp=0x%x (enum)" % face.transp
if face.transp == NMesh.FaceTranspModes.SOLID:
print "Debug: face.transp.SOLID"
#
if face.image:
print "Debug: face.image=%s" % face.image.name
#endif
print "Debug: face.materialIndex=%d" % face.materialIndex
def getVertexColorByIndx(self, mesh, indx):
for face in mesh.faces:
j=0
for vertex in face.v:
if vertex.index == indx:
c=face.col[j]
#endif
j=j+1
#endfor
#endfor
return c
def meshToString(self,mesh):
print "Debug: mesh.hasVertexUV=%d" % mesh.hasVertexUV()
print "Debug: mesh.hasFaceUV=%d" % mesh.hasFaceUV()
print "Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours()
print "Debug: mesh.verts=%d" % len(mesh.verts)
print "Debug: mesh.faces=%d" % len(mesh.faces)
print "Debug: mesh.materials=%d" % len(mesh.materials)
def rgbToFS(self, c):
s="%s %s %s" % (
round(c.r/255.0,self.cp),
round(c.g/255.0,self.cp),
round(c.b/255.0,self.cp))
return s
def computeDirection(self, object):
x,y,z=(0,-1.0,0) # point down
ax,ay,az = (object.RotX,object.RotZ,object.RotY)
# rot X
x1=x
y1=y*math.cos(ax)-z*math.sin(ax)
z1=y*math.sin(ax)+z*math.cos(ax)
# rot Y
x2=x1*math.cos(ay)+z1*math.sin(ay)
y2=y1
z2=z1*math.cos(ay)-x1*math.sin(ay)
# rot Z
x3=x2*math.cos(az)-y2*math.sin(az)
y3=x2*math.sin(az)+y2*math.cos(az)
z3=z2
return [x3,y3,z3]
# swap Y and Z to handle axis difference between Blender and VRML
#------------------------------------------------------------------------
def rotatePointForVRML(self, v):
x = v[0]
y = v[2]
z = -v[1]
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
def writeIndented(self, s, inc=0):
if inc < 1:
self.indentLevel = self.indentLevel + inc
#endif
spaces=""
for x in xrange(self.indentLevel):
spaces = spaces + " "
#endfor
self.file.write(spaces + s)
if inc > 0:
self.indentLevel = self.indentLevel + inc
#endif
# Converts a Euler to three new Quaternions
# Angles of Euler are passed in as radians
#------------------------------------------------------------------------
def eulerToQuaternions(self, x, y, z):
Qx = [math.cos(x/2), math.sin(x/2), 0, 0]
Qy = [math.cos(y/2), 0, math.sin(y/2), 0]
Qz = [math.cos(z/2), 0, 0, math.sin(z/2)]
quaternionVec=[Qx,Qy,Qz]
return quaternionVec
# Multiply two Quaternions together to get a new Quaternion
#------------------------------------------------------------------------
def multiplyQuaternions(self, Q1, Q2):
result = [((Q1[0] * Q2[0]) - (Q1[1] * Q2[1]) - (Q1[2] * Q2[2]) - (Q1[3] * Q2[3])),
((Q1[0] * Q2[1]) + (Q1[1] * Q2[0]) + (Q1[2] * Q2[3]) - (Q1[3] * Q2[2])),
((Q1[0] * Q2[2]) + (Q1[2] * Q2[0]) + (Q1[3] * Q2[1]) - (Q1[1] * Q2[3])),
((Q1[0] * Q2[3]) + (Q1[3] * Q2[0]) + (Q1[1] * Q2[2]) - (Q1[2] * Q2[1]))]
return result
# Convert a Quaternion to an Angle Axis (ax, ay, az, angle)
# angle is in radians
#------------------------------------------------------------------------
def quaternionToAngleAxis(self, Qf):
scale = math.pow(Qf[1],2) + math.pow(Qf[2],2) + math.pow(Qf[3],2)
ax = Qf[1]
ay = Qf[2]
az = Qf[3]
if scale > .0001:
ax/=scale
ay/=scale
az/=scale
#endif
angle = 2 * math.acos(Qf[0])
result = [ax, ay, az, angle]
return result
def file_callback(filename):
if filename.find('.wrl', -4) < 0: filename += '.wrl'
wrlexport=VRML2Export(filename)
scene = Blender.Scene.getCurrent()
wrlexport.export(scene)
#enddef
#------------------------------------------------------------------------
# main routine
#------------------------------------------------------------------------
print "\nThis is the old version of the vrml 2 (or 97) exporter."
print "It should be removed soon, please try the updated 'VRML 97' version.\n"
try:
ARG = __script__['arg'] # user selected argument
except:
print "older version"
if Blender.Get('version') < 225:
print "Warning: VRML2 export failed, wrong blender version!"
print " You aren't running blender version 2.25 or greater"
print " download a newer version from http://blender.org/"
else:
if ARG == 'all' or ARG == 'selected':
Blender.Window.FileSelector(file_callback,"Export VRML 2.0")
else:
baseFileName=Blender.Get('filename')
if baseFileName.find('.') != -1:
dots=Blender.Get('filename').split('.')[0:-1]
else:
dots=[baseFileName]
#endif
dots+=["wrl"]
vrmlFile=".".join(dots)
file_callback(vrmlFile)
#endif
#endif