#!BPY """ Registration info for Blender menus: Name: 'VRML97 (.wrl)...' Blender: 235 Group: 'Export' Submenu: 'All Objects...' all Submenu: 'All Objects compressed...' comp Submenu: 'Selected Objects...' selected Tooltip: 'Export to VRML97 file (.wrl)' """ __author__ = ("Rick Kimball", "Ken Miller", "Steve Matthews", "Bart") __url__ = ["blender", "elysiun", "Author's (Rick) homepage, http://kimballsoftware.com/blender", "Author's (Bart) homepage, http://www.neeneenee.de/vrml"] __email__ = ["Bart, bart:neeneenee*de"] __version__ = "2006/01/17" __bpydoc__ = """\ This script exports to VRML97 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);
Can't get the texture array associated with material * not the UV ones; """ # $Id$ # #------------------------------------------------------------------------ # VRML97 exporter for blender 2.36 or above # # ***** BEGIN GPL LICENSE BLOCK ***** # # 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 ***** # #################################### # Library dependancies #################################### import Blender from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text, sys, Mathutils 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 #################################### # Global Variables #################################### scene = Blender.Scene.getCurrent() world = Blender.World.Get() worldmat = Blender.Texture.Get() filename = Blender.Get('filename') _safeOverwrite = True extension = '' ARG='' 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 if not hasattr(Blender.Object,'DrawTypes'): Blender.Object.DrawTypes = DrawTypes() ########################################################## # Functions for writing output file ########################################################## class VRML2Export: def __init__(self, filename): #--- public you can change these --- self.wire = 0 self.proto = 1 self.matonly = 0 self.share = 0 self.billnode = 0 self.halonode = 0 self.collnode = 0 self.tilenode = 0 self.verbose=2 # 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.it=3 #--- class private don't touch --- self.texNames={} # dictionary of textureNames self.matNames={} # dictionary of materialNames self.meshNames={} # dictionary of meshNames self.indentLevel=0 # keeps track of current indenting self.filename=filename self.file = open(filename, "w") self.bNav=0 self.nodeID=0 self.namesReserved=[ "Anchor", "Appearance", "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" ] self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005", "Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012", "Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013", "Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012", "World","World.000","World.001","World.002","World.003","World.004","World.005" ] self.namesFog=[ "","LINEAR","EXPONENTIAL","" ] ########################################################## # Writing nodes routines ########################################################## def writeHeader(self): bfile = sys.expandpath(Blender.Get('filename')) self.file.write("#VRML V2.0 utf8\n\n") self.file.write("# This file was authored with Blender (http://www.blender.org/)\n") self.file.write("# Blender version %s\n" % Blender.Get('version')) self.file.write("# Blender file %s\n" % sys.basename(bfile)) self.file.write("# Exported using VRML97 exporter v1.55 (2006/01/17)\n\n") def writeInline(self): inlines = Blender.Scene.Get() allinlines = len(inlines) if scene != inlines[0]: return else: for i in range(allinlines): nameinline=inlines[i].getName() if (nameinline not in self.namesStandard) and (i > 0): self.writeIndented("DEF %s Inline {\n" % (self.cleanStr(nameinline)), 1) nameinline = nameinline+".wrl" self.writeIndented("url \"%s\" \n" % nameinline) self.writeIndented("}\n", -1) self.writeIndented("\n") def writeScript(self): textEditor = Blender.Text.Get() alltext = len(textEditor) for i in range(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): 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): self.writeIndented(alllines[j] + "\n") self.writeIndented("\n") def writeViewpoint(self, thisObj): context = scene.getRenderingContext() ratio = float(context.imageSizeY())/float(context.imageSizeX()) lens = (360* (math.atan(ratio *16 / thisObj.data.getLens()) / math.pi))*(math.pi/180) lens = min(lens, math.pi) # get the camera location, subtract 90 degress from X to orient like VRML does loc = self.rotatePointForVRML(thisObj.loc) rot = [thisObj.RotX - 1.57, thisObj.RotY, thisObj.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) self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(thisObj.name)), 1) self.writeIndented("description \"%s\" \n" % (thisObj.name)) self.writeIndented("position %3.2f %3.2f %3.2f\n" % (loc[0], loc[1], loc[2])) self.writeIndented("orientation %3.2f %3.2f %3.2f %3.2f\n" % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3])) self.writeIndented("fieldOfView %.3f\n" % (lens)) self.writeIndented("}\n", -1) self.writeIndented("\n") def writeFog(self): if len(world) > 0: mtype = world[0].getMistype() mparam = world[0].getMist() grd = world[0].getHor() grd0, grd1, grd2 = grd[0], grd[1], grd[2] else: return if (mtype == 1 or mtype == 2): self.writeIndented("Fog {\n",1) self.writeIndented("fogType \"%s\"\n" % self.namesFog[mtype]) self.writeIndented("color %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n") self.writeIndented("visibilityRange %s\n" % round(mparam[2],self.cp)) self.writeIndented("}\n",-1) self.writeIndented("\n") else: return def writeNavigationInfo(self, scene): allObj = [] allObj = scene.getChildren() headlight = "TRUE" vislimit = 0.0 for thisObj in allObj: objType=thisObj.getType() if objType == "Camera": vislimit = thisObj.data.getClipEnd() elif objType == "Lamp": headlight = "FALSE" self.writeIndented("NavigationInfo {\n",1) self.writeIndented("headlight %s" % headlight + "\n") self.writeIndented("visibilityLimit %s\n" % (round(vislimit,self.cp))) self.writeIndented("type [\"EXAMINE\", \"ANY\"]\n") self.writeIndented("avatarSize [0.25, 1.75, 0.75]\n") self.writeIndented("} \n",-1) self.writeIndented(" \n") def writeSpotLight(self, object, lamp): if len(world) > 0: ambi = world[0].getAmb() ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5 else: ambi = 0 ambientIntensity = 0 # compute cutoff and beamwidth intensity=min(lamp.energy/1.75,1.0) beamWidth=((lamp.spotSize*math.pi)/180.0)*.37; cutOffAngle=beamWidth*1.3 (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" % self.cleanStr(object.name),1) self.writeIndented("radius %s\n" % (round(radius,self.cp))) self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp))) self.writeIndented("intensity %s\n" % (round(intensity,self.cp))) self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) self.writeIndented("beamWidth %s\n" % (round(beamWidth,self.cp))) self.writeIndented("cutOffAngle %s\n" % (round(cutOffAngle,self.cp))) 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) self.writeIndented("\n") def writeDirectionalLight(self, object, lamp): if len(world) > 0: ambi = world[0].getAmb() 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) self.writeIndented("DEF %s DirectionalLight {\n" % self.cleanStr(object.name),1) self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp))) self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) self.writeIndented("intensity %s\n" % (round(intensity,self.cp))) self.writeIndented("direction %s %s %s\n" % (round(dx,4),round(dy,4),round(dz,4))) self.writeIndented("}\n",-1) self.writeIndented("\n") def writePointLight(self, object, lamp): if len(world) > 0: ambi = world[0].getAmb() 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)); intensity=min(lamp.energy/1.75,1.0) radius = lamp.dist self.writeIndented("DEF %s PointLight {\n" % self.cleanStr(object.name),1) self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp))) self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp))) self.writeIndented("intensity %s\n" % (round(intensity,self.cp))) 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("}\n",-1) self.writeIndented("\n") def writeNode(self, thisObj): objectname=str(thisObj.getName()) if objectname 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) 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) self.writeIndented("\n") def secureName(self, name): name = name + str(self.nodeID) self.nodeID += 1 if len(name) <= 3: newname = "_" + str(self.nodeID) return "%s" % (newname) else: for bad in ['"','#',"'",',','.','[','\\',']','{','}']: name=name.replace(bad,'_') if name in self.namesReserved: newname = name[0:3] + "_" + str(self.nodeID) return "%s" % (newname) elif name[0].isdigit(): newname = "_" + name + str(self.nodeID) return "%s" % (newname) else: newname = name return "%s" % (newname) def writeIndexedFaceSet(self, object, normals = 0): imageMap={} # set of used images sided={} # 'one':cnt , 'two':cnt vColors={} # 'multi':1 meshName = self.cleanStr(object.name) mesh=object.getData() meshME = self.cleanStr(mesh.name) 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 {\n",1) self.writeIndented("axisOfRotation 0 0 0\n") self.writeIndented("children [\n") self.halonode = 1 elif face.mode & Blender.NMesh.FaceModes['BILLBOARD'] and self.billnode == 0: self.writeIndented("Billboard {\n",1) self.writeIndented("axisOfRotation 0 1 0\n") self.writeIndented("children [\n") self.billnode = 1 elif face.mode & Blender.NMesh.FaceModes['OBCOL'] and self.matonly == 0: self.matonly = 1 elif face.mode & Blender.NMesh.FaceModes['SHAREDCOL'] and self.share == 0: self.share = 1 elif face.mode & Blender.NMesh.FaceModes['TILES'] and self.tilenode == 0: self.tilenode = 1 elif not face.mode & Blender.NMesh.FaceModes['DYNAMIC'] and self.collnode == 0: self.writeIndented("Collision {\n",1) self.writeIndented("collide FALSE\n") self.writeIndented("children [\n") self.collnode = 1 nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors) if nIFSCnt > 1: self.writeIndented("DEF %s%s Group {\n" % ("G_", meshName),1) self.writeIndented("children [\n",1) if sided.has_key('two') and sided['two'] > 0: bTwoSided=1 else: bTwoSided=0 om = object.getMatrix(); location=self.rotVertex(om, (0,0,0)); self.writeIndented("DEF %s Transform {\n" % meshName,1) self.writeIndented("translation %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)),1) self.writeIndented("children [\n") self.writeIndented("Shape {\n",1) maters=mesh.materials hasImageTexture=0 issmooth=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) matFlags = mat.getMode() if not matFlags & Blender.Material.Modes['TEXFACE']: self.writeMaterial(mat, self.cleanStr(maters[0].name,'')) if len(maters) > 1: print "Warning: mesh named %s has multiple materials" % meshName print "Warning: only one material per object handled" #-- textures if mesh.hasFaceUV(): for face in mesh.faces: if (hasImageTexture == 0) and (face.image): self.writeImageTexture(face.image.name, face.image.filename) hasImageTexture=1 # keep track of face texture if self.tilenode == 1: self.writeIndented("textureTransform TextureTransform { scale %s %s }\n" % (face.image.xrep, face.image.yrep)) self.tilenode = 0 self.writeIndented("}\n", -1) #-- 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" self.wire = 1 else: # user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5 ifStyle="IndexedFaceSet" # look up mesh name, use it if available if self.meshNames.has_key(meshME): self.writeIndented("geometry USE ME_%s\n" % meshME) self.meshNames[meshME]+=1 else: if int(mesh.users) > 1: self.writeIndented("geometry DEF ME_%s %s {\n" % (meshME, ifStyle), 1) self.meshNames[meshME]=1 else: self.writeIndented("geometry %s {\n" % ifStyle, 1) if object.drawType != Blender.Object.DrawTypes.WIRE: if bTwoSided == 1: self.writeIndented("solid FALSE\n") else: self.writeIndented("solid TRUE\n") #--- 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) elif self.matonly == 1 and self.share == 1: self.writeFaceColors(mesh) for face in mesh.faces: if face.smooth: issmooth=1 if issmooth==1 and self.wire == 0: creaseAngle=(mesh.getMaxSmoothAngle())*(math.pi/180.0) self.writeIndented("creaseAngle %s\n" % (round(creaseAngle,self.cp))) #--- output vertexColors if self.share == 1 and self.matonly == 0: self.writeVertexColors(mesh) #--- output closing braces self.writeIndented("}\n", -1) self.writeIndented("}\n", -1) self.writeIndented("]\n", -1) self.matonly = 0 self.share = 0 self.wire = 0 self.writeIndented("}\n", -1) if self.halonode == 1: self.writeIndented("]\n", -1) self.writeIndented("}\n", -1) self.halonode = 0 if self.billnode == 1: self.writeIndented("]\n", -1) self.writeIndented("}\n", -1) self.billnode = 0 if self.collnode == 1: self.writeIndented("]\n", -1) self.writeIndented("}\n", -1) self.collnode = 0 if nIFSCnt > 1: self.writeIndented("]\n", -1) self.writeIndented("}\n", -1) 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\t\t\t\t\t\t", 1) meshVertexList = mesh.verts # create vertex list and pre rotate -90 degrees X for VRML mm=object.getMatrix() location=self.rotVertex(mm, (0,0,0)); 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) )) self.writeIndented("\n", 0) self.writeIndented("]\n", -1) self.writeIndented("}\n", -1) self.writeIndented("coordIndex [\n\t\t\t\t\t", 1) coordIndexList=[] 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, ") self.writeIndented("\n", 0) self.writeIndented("]\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 texIndexList.append(-1) self.writeIndented("texCoord TextureCoordinate {\n", 1) self.writeIndented("point [\n\t\t\t\t\t\t", 1) for i in range(len(texCoordList)): self.file.write("%s %s, " % (round(texCoordList[i][0],self.tp), round(texCoordList[i][1],self.tp))) self.writeIndented("\n", 0) self.writeIndented("]\n", -1) self.writeIndented("}\n", -1) self.writeIndented("texCoordIndex [\n\t\t\t\t\t\t", 1) texIndxStr="" for i in range(len(texIndexList)): texIndxStr = texIndxStr + "%d, " % texIndexList[i] if texIndexList[i]==-1: self.file.write(texIndxStr) texIndxStr="" self.writeIndented("\n", 0) self.writeIndented("]\n", -1) def writeFaceColors(self, mesh): self.writeIndented("colorPerVertex FALSE\n") self.writeIndented("color Color {\n",1) self.writeIndented("color [\n\t\t\t\t\t\t", 1) for face in mesh.faces: if face.col: c=face.col[0] if self.verbose > 2: print "Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b) aColor = self.rgbToFS(c) self.file.write("%s, " % aColor) self.writeIndented("\n", 0) self.writeIndented("]\n",-1) self.writeIndented("}\n",-1) def writeVertexColors(self, mesh): self.writeIndented("colorPerVertex TRUE\n") self.writeIndented("color Color {\n",1) self.writeIndented("color [\n\t\t\t\t\t\t", 1) for i in range(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) aColor = self.rgbToFS(c) self.file.write("%s, " % aColor) self.writeIndented("\n", 0) self.writeIndented("]\n",-1) self.writeIndented("}\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 MA_%s\n" % matName) self.matNames[matName]+=1 return; self.matNames[matName]=1 ambient = mat.amb/3 diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2] if len(world) > 0: ambi = world[0].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 emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/2, (diffuseG*mat.emit+ambi1)/2, (diffuseB*mat.emit+ambi2)/2 shininess = mat.hard/512.0 specR = (mat.specCol[0]+0.001)/(1.25/(mat.getSpec()+0.001)) specG = (mat.specCol[1]+0.001)/(1.25/(mat.getSpec()+0.001)) specB = (mat.specCol[2]+0.001)/(1.25/(mat.getSpec()+0.001)) transp = 1-mat.alpha matFlags = mat.getMode() if matFlags & Blender.Material.Modes['SHADELESS']: ambient = 1 shine = 1 specR = emitR = diffuseR specG = emitG = diffuseG specB = emitB = diffuseB self.writeIndented("material DEF MA_%s Material {\n" % matName, 1) self.writeIndented("diffuseColor %s %s %s\n" % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp))) self.writeIndented("ambientIntensity %s\n" % (round(ambient,self.cp))) self.writeIndented("specularColor %s %s %s\n" % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp))) self.writeIndented("emissiveColor %s %s %s\n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp))) self.writeIndented("shininess %s\n" % (round(shininess,self.cp))) self.writeIndented("transparency %s\n" % (round(transp,self.cp))) self.writeIndented("}\n",-1) def writeImageTexture(self, name, filename): 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" % filename.split("\\")[-1].split("/")[-1]) self.writeIndented("}\n",-1) 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() grd0, grd1, grd2 = grd[0], grd[1], grd[2] sky = world[0].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 if worldname in self.namesStandard: self.writeIndented("Background {\n",1) else: self.writeIndented("DEF %s Background {\n" % self.secureName(worldname),1) # No Skytype - just Hor color if blending == 0: self.writeIndented("groundColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) self.writeIndented("skyColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) # Blend Gradient elif blending == 1: self.writeIndented("groundColor [ %s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) self.writeIndented("%s %s %s ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) self.writeIndented("groundAngle [ 1.57, 1.57 ]\n") self.writeIndented("skyColor [ %s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) self.writeIndented("%s %s %s ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) self.writeIndented("skyAngle [ 1.57, 1.57 ]\n") # Blend+Real Gradient Inverse elif blending == 3: self.writeIndented("groundColor [ %s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) self.writeIndented("%s %s %s ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) self.writeIndented("groundAngle [ 1.57, 1.57 ]\n") self.writeIndented("skyColor [ %s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) self.writeIndented("%s %s %s ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp))) self.writeIndented("skyAngle [ 1.57, 1.57 ]\n") # Paper - just Zen Color elif blending == 4: self.writeIndented("groundColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) self.writeIndented("skyColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) # Blend+Real+Paper - komplex gradient 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 ]\n" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) self.writeIndented("groundAngle [ 1.57, 1.57 ]\n") self.writeIndented("skyColor [ %s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) self.writeIndented("%s %s %s ]\n" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) self.writeIndented("skyAngle [ 1.57, 1.57 ]\n") # Any Other two colors else: self.writeIndented("groundColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp))) self.writeIndented("skyColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp))) alltexture = len(worldmat) for i in range(alltexture): namemat = worldmat[i].getName() pic = worldmat[i].getImage() if (namemat == "back") and (pic != None): self.writeIndented("backUrl \"%s\"\n" % str(pic.getName())) elif (namemat == "bottom") and (pic != None): self.writeIndented("bottomUrl \"%s\"\n" % str(pic.getName())) elif (namemat == "front") and (pic != None): self.writeIndented("frontUrl \"%s\"\n" % str(pic.getName())) elif (namemat == "left") and (pic != None): self.writeIndented("leftUrl \"%s\"\n" % str(pic.getName())) elif (namemat == "right") and (pic != None): self.writeIndented("rightUrl \"%s\"\n" % str(pic.getName())) elif (namemat == "top") and (pic != None): self.writeIndented("topUrl \"%s\"\n" % str(pic.getName())) self.writeIndented("}",-1) self.writeIndented("\n\n") ########################################################## # export routine ########################################################## def export(self, scene, world, worldmat): print "Info: starting VRML97 export to " + self.filename + "..." self.writeHeader() self.writeScript() self.writeNavigationInfo(scene) self.writeBackground() self.writeFog() self.proto = 0 allObj = [] if ARG == 'selected': allObj = Blender.Object.GetSelected() else: allObj = scene.getChildren() self.writeInline() for thisObj in allObj: try: objType=thisObj.getType() objName=thisObj.getName() self.matonly = 0 if objType == "Camera": self.writeViewpoint(thisObj) elif objType == "Mesh": self.writeIndexedFaceSet(thisObj, normals = 0) elif objType == "Lamp": lmpName=Lamp.Get(thisObj.data.getName()) lmpType=lmpName.getType() if lmpType == Lamp.Types.Lamp: self.writePointLight(thisObj, lmpName) elif lmpType == Lamp.Types.Spot: self.writeSpotLight(thisObj, lmpName) elif lmpType == Lamp.Types.Sun: self.writeDirectionalLight(thisObj, lmpName) else: self.writeDirectionalLight(thisObj, lmpName) elif objType == "Empty" and objName != "Empty": self.writeNode(thisObj) else: #print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType()) print "" except AttributeError: print "Error: Unable to get type info for %s" % thisObj.getName() if ARG != 'selected': self.writeScript() self.cleanup() ########################################################## # Utility methods ########################################################## def cleanup(self): self.file.close() self.texNames={} self.matNames={} self.indentLevel=0 print "Info: finished VRML97 export to %s\n" % self.filename 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.namesReserved: newName='%s%s' % (prefix,newName) if newName[0].isdigit(): newName='%s%s' % ('_',newName) 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' 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: sided[sidename]=1 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] if self.verbose > 2: 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) 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" print "Debug: face.mode=0x%x (bitflags)" % face.mode if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE: print "Debug: face.mode twosided" 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 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] j=j+1 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 # For writing well formed VRML code #------------------------------------------------------------------------ def writeIndented(self, s, inc=0): if inc < 1: self.indentLevel = self.indentLevel + inc self.file.write( self.indentLevel*"\t" + s) if inc > 0: self.indentLevel = self.indentLevel + inc # 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 angle = 2 * math.acos(Qf[0]) result = [ax, ay, az, angle] return result ########################################################## # Callbacks, needed before Main ########################################################## def select_file(filename): if pytinst == 1: if exists(filename) and _safeOverwrite: result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0") if(result != 1): return if not filename.endswith(extension): filename += extension wrlexport=VRML2Export(filename) wrlexport.export(scene, world, worldmat) def createWRLPath(): filename = Blender.Get('filename') print filename if filename.find('.') != -1: filename = filename.split('.')[0] filename += extension print filename return filename ######################################################### # main routine ######################################################### 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" from gzip import * else: extension=".wrl" Blender.Window.FileSelector(select_file,"Export VRML97",createWRLPath())