forked from bartvdbraak/blender
e5b527c629
- Jean-Michel Soler updated his paths importer (svg part) -- ongoing work related to this bug report by intrr: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2674&group_id=9 - small doc update in paths import about some imported curves needing "enter edit mode, select all points, toggle cyclic (press 'c')" to show up correctly; - old vrml 2 exporter's menu name and tooltip updated to clarify that it is the old version, soon to be removed (in favor of the already included vrml 97 update by Bart). Also prints a msg about it to the console when used. Thanks all.
1015 lines
38 KiB
Python
1015 lines
38 KiB
Python
#!BPY
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""" Registration info for Blender menus:
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Name: 'VRML 97 (old version)...'
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Blender: 232
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Group: 'Export'
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Submenu: 'All Objects...' all
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Submenu: 'Selected Objects...' selected
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Tooltip: 'Old version of VRML2 exporter, please try the newer one'
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"""
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__author__ = ("Rick Kimball", "Ken Miller", "Steve Matthews")
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__url__ = ["blender", "elysiun",
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"Author's (Rick) homepage, http://kimballsoftware.com/blender",
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"Show your VRML world at vrmlworld.net, http://vrmlworld.net"]
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__version__ = "2004/01/19"
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__bpydoc__ = """\
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This script exports to VRML 2.0 format.
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Usage:
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Run this script from "File->Export" menu. A pop-up will ask whether you
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want to export only selected or all relevant objects.
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Known issues:<br>
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Doesn't handle multiple materials (don't use material indices);<br>
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Doesn't handle multiple UV textures on a single mesh (create a mesh
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for each texture);<br>
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Material colors need work;<br>
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Spotlight softness needs work;<br>
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Can't get the texture array associated with material * not the UV ones;<br>
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Can't set smoothing, crease angle and mesh smoothing * setting not
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accessible.
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"""
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# $Id$
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#
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#------------------------------------------------------------------------
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# VRML2 exporter for blender 2.28a or above
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#
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# Source: http://blender.kimballsoftware.com/
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#
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# Authors: Rick Kimball with much inspiration
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# from the forum at www.elysiun.com
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# and irc://irc.freenode.net/blenderchat
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# Ken Miller and Steve Matthews (Added Camera Support)
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#
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2003,2004: Rick Kimball rick@vrmlworld.net
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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#
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# To use script:
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# 1.) load this file in the text window.
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# (press SHIFT+F11, Open New via Datablock button)
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# 2.) make sure your mouse is over the text edit window and
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# run this script. (press ALT+P)
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# Or:
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# copy to the scripts directory and it will appear in the
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# export list. (Needs 2.32 or higher)
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#
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# Notes:
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# a.) output filename is same as current blender file with .wrl extension
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# b.) error messages go to the Blender DOS console window
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#
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# The latest version of this python export script:
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# http://blender.kimballsoftware.com/
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#
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# If you like this script, try using http://vrmlworld.net/
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# to show off your VRML world.
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#
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# 2004-01-19 by Rick Kimball <rick@vrmlworld.net>
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# o added sub menus and file selector dialog
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#
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# 2004-01-17 by Rick Kimball <rick@vrmlworld.net>
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# o add meta comments so script will appear in export menu list
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#
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# 2003-11-01 by Rick Kimball <rick@vrmlworld.net>
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# o fixed issues related to Lamp object and 2.28a API.
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#
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# 2003-07-19 by Rick Kimball <rick@vrmlworld.net>
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# o made compatible with new Python API in 2.28
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#
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# 2003-01-16 by Ken Miller - with math help from Steve Matthews :)
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# o Added support for exporting cameras out of Blender
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# o Sets the name of the camera as the object name
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# o sets the description of the camera as the object name,
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# which should be modified to something meaningful
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# o sets the position and orientation
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#
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# 2003-01-19 Rick Kimball <rick@vrmlworld.net>
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# o Added Support For PointLight, SpotLight and DirectionalLight using Lamps
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# o Creates multi singlesided or doublesided IFS
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# o Creates IndexedLineSets if DrawTypes is WIRE instead of Shaded
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#
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# 2003-02-03 Rick Kimball <rick@vrmlworld.net>
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# o attempts to catch exceptions for empty objects
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#
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# 2003-02-04 Rick Kimball <rick@vrmlworld.net>
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# o fixed file overwrite problem when blender filename is all uppercase
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#
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# 2003-02-08 Rick Kimball <rick@vrmlworld.net>
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# o cleanStr() creates valid VRML DEF names even if object.name
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# is zero length or uses VRML reserved names or characters
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#
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#------------------------------------------------------------------------
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# Known Issue:
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# o doesn't handle multiple materials (don't use material indices)
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# o doesn't handle multiple UV textures on a single mesh. (create a mesh for each texture)
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# o material colors need work
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# o spotlight softness needs work
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# o can't get the texture array associated with material * not the UV ones
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# o can't set smoothing, crease angle and mesh smoothing * setting not accesible
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#
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# Still Todo:
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#
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# - Support for material indexes
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# - Automatically Split IFS when multiple UV textures found * warning only now
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# - Automatically Split IFS when combination of single vs double sided
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# - Automatically Split IFS when face with only 2 vertices is found should be an ILS
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# - Export common coordinate map for split IFS
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# - Intelligent color array vs color index
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# - Support more blender objects: World
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# - Figure out how to output Animation
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# - Add GUI to control the following:
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# o All/Layer/Object output radio button
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# o Color per vertex toggle yes/no
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# o Complex/Simple VRML output radio button
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# o Compressed/Uncompressed output radio button
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# o Decimal precision dropdown 1,2,3,4,5,6
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# o IFS/Elevation Grid output radio button
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# o Normals output toggle yes/no
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# o Proto output toggle yes/no
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# o Verbose console progress
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import Blender
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from Blender import NMesh, Lamp
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import math
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#-- module constants
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radD=math.pi/180.0
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rad90=90.0*radD # for rotation
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rad30=30.0*radD # default crease angle
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ARG=''
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#------------------------------------------------------------------------
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#-- utility functions and classes --
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#------------------------------------------------------------------------
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def rad2deg(v):
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return round(v*180.0/math.pi,4)
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def deg2rad(v):
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return (v*math.pi)/180.0;
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class DrawTypes:
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"""Object DrawTypes enum values
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BOUNDS - draw only the bounding box of the object
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WIRE - draw object as a wire frame
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SOLID - draw object with flat shading
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SHADED - draw object with OpenGL shading
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"""
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BOUNDBOX = 1
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WIRE = 2
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SOLID = 3
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SHADED = 4
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TEXTURE = 5
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#------------------------------------------------------
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# the Blender.Object class seems to be missing this...
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#------------------------------------------------------
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if not hasattr(Blender.Object,'DrawTypes'):
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Blender.Object.DrawTypes = DrawTypes()
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#------------------------------------------------------------------------
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#-- VRML2Export --
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#------------------------------------------------------------------------
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class VRML2Export:
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#------------------------------------------------------------------------
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def __init__(self, filename):
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#--- public you can change these ---
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self.verbose=1 # level of verbosity in console 0-none, 1-some, 2-most
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self.cp=3 # decimals for material color values 0.000 - 1.000
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self.vp=3 # decimals for vertex coordinate values 0.000 - n.000
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self.tp=3 # decimals for texture coordinate values 0.000 - 1.000
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self.ambientIntensity=.2
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self.defCreaseAngle=rad30
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self.smooth=0
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#--- class private don't touch ---
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self.texNames={} # dictionary of textureNames
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self.matNames={} # dictionary of materiaNames
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self.indentLevel=0 # keeps track of current indenting
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self.filename=filename
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self.file = open(filename, "w")
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self.bNav=0
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self.nNodeID=0
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self.VRMLReserved=[ "Anchor","Appearance","Anchor","AudioClip","Background",
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"Billboard", "Box", "Collision", "Color", "ColorInterpolator",
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"Cone", "Coordinate", "CoordinateInterpolator", "Cylinder",
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"CylinderSensor", "DirectionalLight", "ElevationGrid",
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"Extrustion", "Fog", "FontStyle", "Group", "ImageTexture",
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"IndexedFaceSet", "IndexedLineSet", "Inline", "LOD",
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"Material", "MovieTexture", "NavigationInfo", "Normal",
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"NormalInterpolator","OrientationInterpolator", "PixelTexture",
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"PlaneSensor", "PointLight", "PointSet", "PositionInterpolator",
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"ProxmimitySensor", "ScalarInterpolator", "Script", "Shape",
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"Sound", "Sphere", "SphereSensor", "SpotLight", "Switch",
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"Text", "TextureCoordinate", "TextureTransform", "TimeSensor",
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"TouchSensor", "Transform", "Viewpoint", "VisibilitySensor",
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"WorldInfo"
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]
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#------------------------------------------------------------------------
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# writeHeader, export file, cleanup
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#------------------------------------------------------------------------
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def writeHeader(self):
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self.file.write("#VRML V2.0 utf8\n")
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self.file.write("# modeled using blender3d http://blender.org/$\n")
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self.file.write("# exported using wrl2export.py version $Revision$\n")
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self.file.write("# get latest exporter at http://kimballsoftware.com/blender/\n\n")
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def export(self, scene):
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print "Info: starting VRML2 export to " + self.filename + "..."
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self.writeHeader()
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theObjects = []
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if ARG == 'selected':
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theObjects = Blender.Object.GetSelected()
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else:
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theObjects = scene.getChildren()
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for object in theObjects:
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try:
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objType=object.getType()
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if objType == "Mesh":
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self.writeIndexedFaceSet(object, normals = 0)
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elif objType == "Camera":
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self.writeCameraInfo(object)
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elif objType == "Lamp":
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# if there is a lamp then we probably want to turn off the headlight
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if self.bNav == 0:
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self.writeNavigationInfo()
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self.bNav=1
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#endif
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lamp=Lamp.Get(object.data.getName())
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try:
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lampType=lamp.getType()
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if lampType == Lamp.Types.Lamp:
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self.writePointLight(object, lamp)
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elif lampType == Lamp.Types.Spot:
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self.writeSpotLight(object, lamp)
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elif lampType == Lamp.Types.Sun:
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self.writeDirectionalLight(object, lamp)
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else:
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self.writeDirectionalLight(object, lamp)
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#endif
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except AttributeError:
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print "Error: Unable to get type info for %s" % object.name
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else:
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print "Info: Ignoring [%s], object type [%s] not handle yet" % \
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(object.name,object.getType())
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#endif
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except ValueError:
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print "Error: object named %s has problem with accessing an attribute" % object.name
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#end try
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#endfor
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self.cleanup()
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def cleanup(self):
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self.file.close()
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self.texNames={}
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self.matNames={}
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self.indentLevel=0
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print "Info: finished VRML2 export to %s\n" % self.filename
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#------------------------------------------------------------------------
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# Writes out camera info as a viewpoint
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# Handles orientation, position
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# Use camera object name to set description
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#------------------------------------------------------------------------
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def writeCameraInfo(self, object):
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if self.verbose > 0:
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print "Info: exporting camera named="+object.name
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#endif
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self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(object.name)), 1)
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self.writeIndented("description \"%s\" \n" % (object.name))
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# get the camera location, subtract 90 degress from X to orient like VRML does
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loc = self.rotatePointForVRML(object.loc)
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rot = [object.RotX - 1.57, object.RotY, object.RotZ]
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nRot = self.rotatePointForVRML(rot)
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# convert to Quaternion and to Angle Axis
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Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
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Q1 = self.multiplyQuaternions(Q[0], Q[1])
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Qf = self.multiplyQuaternions(Q1, Q[2])
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angleAxis = self.quaternionToAngleAxis(Qf)
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# write orientation statement
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self.writeIndented("orientation %3.2f %3.2f %3.2f %3.2f\n" %
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(angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
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# write position statement
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self.writeIndented("position %3.2f %3.2f %3.2f\n" %
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(loc[0], loc[1], loc[2]))
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self.writeIndented("} # Viewpoint\n", -1)
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self.writeIndented("\n")
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#------------------------------------------------------------------------
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def writeIndexedFaceSet(self, object, normals = 0):
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if self.verbose > 0:
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print "Info: exporting mesh named=["+object.name+"]"
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#endif
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imageMap={} # set of used images
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sided={} # 'one':cnt , 'two':cnt
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vColors={} # 'multi':1
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mesh=object.getData()
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nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
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meshName = self.cleanStr(object.name)
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if nIFSCnt > 1:
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self.writeIndented("DEF %s%s Group {\n" % ("G_", meshName),1)
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self.writeIndented("children [\n",1)
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#endif
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if self.verbose > 0:
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print "Debug: [%s] has %d UV Textures" % (object.name, nIFSCnt)
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#endif
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if sided.has_key('two') and sided['two'] > 0:
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bTwoSided=1
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else:
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bTwoSided=0
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self.writeIndented("DEF %s Shape {\n" % meshName,1)
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# show script debugging info
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if self.verbose > 1:
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self.meshToString(mesh)
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print "Debug: mesh.faces["
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for face in mesh.faces:
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self.faceToString(face)
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#endfor
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print "Debug: ]"
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#endif
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maters=mesh.materials
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hasImageTexture=0
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if len(maters) > 0 or mesh.hasFaceUV():
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self.writeIndented("appearance Appearance {\n", 1)
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# right now this script can only handle a single material per mesh.
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if len(maters) >= 1:
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mat=Blender.Material.Get(maters[0].name)
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self.writeMaterial(mat, self.cleanStr(maters[0].name,'mat_'))
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if len(maters) > 1:
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print "Warning: mesh named %s has multiple materials" % meshName
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print "Warning: only one material per object handled"
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#endif
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else:
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self.writeIndented("material NULL\n")
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#endif
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#-- textures
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if mesh.hasFaceUV():
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for face in mesh.faces:
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if (hasImageTexture == 0) and (face.image):
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self.writeImageTexture(face.image.name)
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hasImageTexture=1 # keep track of face texture
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#endif
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#endfor
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#endif
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self.writeIndented("} # Appearance\n", -1)
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#endif
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|
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#-------------------------------------------------------------------
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|
#--
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|
#-- IndexedFaceSet or IndexedLineSet
|
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#
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|
|
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# check if object is wireframe only
|
|
if object.drawType == Blender.Object.DrawTypes.WIRE:
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|
# user selected WIRE=2 on the Drawtype=Wire on (F9) Edit page
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|
ifStyle="IndexedLineSet"
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|
else:
|
|
# user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5
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ifStyle="IndexedFaceSet"
|
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#endif
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|
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self.writeIndented("geometry %s {\n" % ifStyle, 1)
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if object.drawType != Blender.Object.DrawTypes.WIRE:
|
|
if bTwoSided == 1:
|
|
self.writeIndented("solid FALSE # two sided\n")
|
|
else:
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|
self.writeIndented("solid TRUE # one sided\n")
|
|
#endif
|
|
#endif
|
|
|
|
#---
|
|
#--- output coordinates
|
|
self.writeCoordinates(object, mesh, meshName)
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|
|
|
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:
|
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creaseAngle=self.defCreaseAngle;
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|
self.writeIndented("creaseAngle %s\n" % creaseAngle)
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|
else:
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|
self.writeIndented("creaseAngle 0.0 # in radians\n")
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|
#endif mesh.smooth
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|
#endif WIRE
|
|
|
|
#--- output vertexColors
|
|
if mesh.hasVertexColours() and vColors.has_key('multi'):
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|
self.writeVertexColors(mesh)
|
|
#endif
|
|
|
|
#--- output closing braces
|
|
self.writeIndented("} # %s\n" % ifStyle, -1)
|
|
self.writeIndented("} # Shape\n", -1)
|
|
|
|
if nIFSCnt > 1:
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|
self.writeIndented("] # children\n", -1)
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|
self.writeIndented("} # Group\n", -1)
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|
#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)
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|
meshVertexList = mesh.verts
|
|
|
|
# create vertex list and pre rotate -90 degrees X for VRML
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|
mm=object.getMatrix()
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|
for vertex in meshVertexList:
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|
v=self.rotVertex(mm, vertex);
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|
self.writeIndented("%s %s %s,\n" %
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(round(v[0],self.vp),
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|
round(v[1],self.vp),
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|
round(v[2],self.vp) ))
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|
#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
|