forked from bartvdbraak/blender
baf69d3a73
than NMesh.
1032 lines
36 KiB
Python
1032 lines
36 KiB
Python
#!BPY
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""" Registration info for Blender menus:
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Name: 'VRML97 (.wrl)...'
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Blender: 235
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Group: 'Export'
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Submenu: 'All Objects...' all
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Submenu: 'All Objects compressed...' comp
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Submenu: 'Selected Objects...' selected
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Tooltip: 'Export to VRML97 file (.wrl)'
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"""
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__author__ = ("Rick Kimball", "Ken Miller", "Steve Matthews", "Bart")
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__url__ = ["blender", "elysiun",
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"Author's (Rick) homepage, http://kimballsoftware.com/blender",
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"Author's (Bart) homepage, http://www.neeneenee.de/vrml"]
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__email__ = ["Bart, bart:neeneenee*de"]
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__version__ = "2006/01/17"
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__bpydoc__ = """\
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This script exports to VRML97 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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Can't get the texture array associated with material * not the UV ones;
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"""
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# $Id$
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#
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#------------------------------------------------------------------------
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# VRML97 exporter for blender 2.36 or above
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#
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# ***** BEGIN GPL LICENSE BLOCK *****
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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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####################################
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# Library dependancies
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####################################
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import Blender
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from Blender import Object, Mesh, Lamp, Draw, BGL, Image, Text, sys, Mathutils
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from Blender.Scene import Render
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try:
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from os.path import exists, join
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pytinst = 1
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except:
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print "No Python installed, for full features install Python (http://www.python.org/)."
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pytinst = 0
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import math
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####################################
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# Global Variables
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####################################
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scene = Blender.Scene.getCurrent()
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world = Blender.World.Get()
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worldmat = Blender.Texture.Get()
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filename = Blender.Get('filename')
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_safeOverwrite = True
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extension = ''
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ARG=''
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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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if not hasattr(Blender.Object,'DrawTypes'):
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Blender.Object.DrawTypes = DrawTypes()
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##########################################################
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# Functions for writing output file
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##########################################################
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class VRML2Export:
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def __init__(self, filename):
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#--- public you can change these ---
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self.wire = 0
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self.proto = 1
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self.matonly = 0
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self.share = 0
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self.billnode = 0
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self.halonode = 0
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self.collnode = 0
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self.tilenode = 0
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self.verbose=2 # 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.it=3
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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 materialNames
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self.meshNames={} # dictionary of meshNames
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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.nodeID=0
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self.namesReserved=[ "Anchor", "Appearance", "AudioClip",
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"Background","Billboard", "Box",
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"Collision", "Color", "ColorInterpolator", "Cone", "Coordinate", "CoordinateInterpolator", "Cylinder", "CylinderSensor",
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"DirectionalLight",
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"ElevationGrid", "Extrustion",
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"Fog", "FontStyle", "Group",
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"ImageTexture", "IndexedFaceSet", "IndexedLineSet", "Inline",
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"LOD", "Material", "MovieTexture",
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"NavigationInfo", "Normal", "NormalInterpolator","OrientationInterpolator",
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"PixelTexture", "PlaneSensor", "PointLight", "PointSet", "PositionInterpolator", "ProxmimitySensor",
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"ScalarInterpolator", "Script", "Shape", "Sound", "Sphere", "SphereSensor", "SpotLight", "Switch",
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"Text", "TextureCoordinate", "TextureTransform", "TimeSensor", "TouchSensor", "Transform",
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"Viewpoint", "VisibilitySensor", "WorldInfo" ]
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self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005",
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"Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012",
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"Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013",
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"Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012",
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"World","World.000","World.001","World.002","World.003","World.004","World.005" ]
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self.namesFog=[ "","LINEAR","EXPONENTIAL","" ]
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##########################################################
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# Writing nodes routines
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##########################################################
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def writeHeader(self):
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bfile = sys.expandpath(Blender.Get('filename'))
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self.file.write("#VRML V2.0 utf8\n\n")
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self.file.write("# This file was authored with Blender (http://www.blender.org/)\n")
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self.file.write("# Blender version %s\n" % Blender.Get('version'))
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self.file.write("# Blender file %s\n" % sys.basename(bfile))
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self.file.write("# Exported using VRML97 exporter v1.55 (2006/01/17)\n\n")
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def writeInline(self):
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inlines = Blender.Scene.Get()
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allinlines = len(inlines)
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if scene != inlines[0]:
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return
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else:
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for i in range(allinlines):
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nameinline=inlines[i].getName()
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if (nameinline not in self.namesStandard) and (i > 0):
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self.writeIndented("DEF %s Inline {\n" % (self.cleanStr(nameinline)), 1)
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nameinline = nameinline+".wrl"
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self.writeIndented("url \"%s\" \n" % nameinline)
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self.writeIndented("}\n", -1)
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self.writeIndented("\n")
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def writeScript(self):
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textEditor = Blender.Text.Get()
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alltext = len(textEditor)
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for i in range(alltext):
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nametext = textEditor[i].getName()
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nlines = textEditor[i].getNLines()
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if (self.proto == 1):
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if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None):
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nalllines = len(textEditor[i].asLines())
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alllines = textEditor[i].asLines()
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for j in range(nalllines):
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self.writeIndented(alllines[j] + "\n")
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elif (self.proto == 0):
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if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None):
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nalllines = len(textEditor[i].asLines())
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alllines = textEditor[i].asLines()
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for j in range(nalllines):
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self.writeIndented(alllines[j] + "\n")
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self.writeIndented("\n")
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def writeViewpoint(self, thisObj):
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context = scene.getRenderingContext()
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ratio = float(context.imageSizeY())/float(context.imageSizeX())
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lens = (360* (math.atan(ratio *16 / thisObj.data.getLens()) / math.pi))*(math.pi/180)
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lens = min(lens, math.pi)
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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(thisObj.loc)
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rot = [thisObj.RotX - 1.57, thisObj.RotY, thisObj.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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self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(thisObj.name)), 1)
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self.writeIndented("description \"%s\" \n" % (thisObj.name))
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self.writeIndented("position %3.2f %3.2f %3.2f\n" % (loc[0], loc[1], loc[2]))
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self.writeIndented("orientation %3.2f %3.2f %3.2f %3.2f\n" % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
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self.writeIndented("fieldOfView %.3f\n" % (lens))
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self.writeIndented("}\n", -1)
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self.writeIndented("\n")
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def writeFog(self):
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if len(world) > 0:
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mtype = world[0].getMistype()
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mparam = world[0].getMist()
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grd = world[0].getHor()
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grd0, grd1, grd2 = grd[0], grd[1], grd[2]
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else:
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return
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if (mtype == 1 or mtype == 2):
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self.writeIndented("Fog {\n",1)
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self.writeIndented("fogType \"%s\"\n" % self.namesFog[mtype])
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self.writeIndented("color %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n")
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self.writeIndented("visibilityRange %s\n" % round(mparam[2],self.cp))
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self.writeIndented("}\n",-1)
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self.writeIndented("\n")
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else:
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return
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def writeNavigationInfo(self, scene):
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allObj = []
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allObj = scene.getChildren()
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headlight = "TRUE"
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vislimit = 0.0
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for thisObj in allObj:
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objType=thisObj.getType()
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if objType == "Camera":
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vislimit = thisObj.data.getClipEnd()
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elif objType == "Lamp":
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headlight = "FALSE"
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self.writeIndented("NavigationInfo {\n",1)
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self.writeIndented("headlight %s" % headlight + "\n")
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self.writeIndented("visibilityLimit %s\n" % (round(vislimit,self.cp)))
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self.writeIndented("type [\"EXAMINE\", \"ANY\"]\n")
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self.writeIndented("avatarSize [0.25, 1.75, 0.75]\n")
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self.writeIndented("} \n",-1)
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self.writeIndented(" \n")
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def writeSpotLight(self, object, lamp):
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if len(world) > 0:
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ambi = world[0].getAmb()
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ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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else:
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ambi = 0
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ambientIntensity = 0
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# compute cutoff and beamwidth
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intensity=min(lamp.energy/1.75,1.0)
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beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
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cutOffAngle=beamWidth*1.3
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(dx,dy,dz)=self.computeDirection(object)
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# note -dx seems to equal om[3][0]
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# note -dz seems to equal om[3][1]
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# note dy seems to equal om[3][2]
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om = object.getMatrix()
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location=self.rotVertex(om, (0,0,0));
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radius = lamp.dist*math.cos(beamWidth)
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self.writeIndented("DEF %s SpotLight {\n" % self.cleanStr(object.name),1)
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self.writeIndented("radius %s\n" % (round(radius,self.cp)))
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self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
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self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
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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)))
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self.writeIndented("beamWidth %s\n" % (round(beamWidth,self.cp)))
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self.writeIndented("cutOffAngle %s\n" % (round(cutOffAngle,self.cp)))
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self.writeIndented("direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
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self.writeIndented("location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
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self.writeIndented("}\n",-1)
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self.writeIndented("\n")
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def writeDirectionalLight(self, object, lamp):
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if len(world) > 0:
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ambi = world[0].getAmb()
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ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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else:
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ambi = 0
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ambientIntensity = 0
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intensity=min(lamp.energy/1.75,1.0)
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(dx,dy,dz)=self.computeDirection(object)
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self.writeIndented("DEF %s DirectionalLight {\n" % self.cleanStr(object.name),1)
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self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
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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)))
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self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
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self.writeIndented("direction %s %s %s\n" % (round(dx,4),round(dy,4),round(dz,4)))
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self.writeIndented("}\n",-1)
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self.writeIndented("\n")
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def writePointLight(self, object, lamp):
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if len(world) > 0:
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ambi = world[0].getAmb()
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ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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else:
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ambi = 0
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ambientIntensity = 0
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om = object.getMatrix()
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location=self.rotVertex(om, (0,0,0));
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intensity=min(lamp.energy/1.75,1.0)
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radius = lamp.dist
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self.writeIndented("DEF %s PointLight {\n" % self.cleanStr(object.name),1)
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self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
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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)))
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self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
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self.writeIndented("location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
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self.writeIndented("radius %s\n" % radius )
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self.writeIndented("}\n",-1)
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self.writeIndented("\n")
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def writeNode(self, thisObj):
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objectname=str(thisObj.getName())
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if objectname in self.namesStandard:
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return
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else:
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(dx,dy,dz)=self.computeDirection(thisObj)
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om = thisObj.getMatrix()
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location=self.rotVertex(om, (0,0,0));
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self.writeIndented("%s {\n" % objectname,1)
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self.writeIndented("# direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
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self.writeIndented("# location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
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self.writeIndented("}\n",-1)
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self.writeIndented("\n")
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def secureName(self, name):
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name = name + str(self.nodeID)
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self.nodeID += 1
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if len(name) <= 3:
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newname = "_" + str(self.nodeID)
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return "%s" % (newname)
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else:
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for bad in ['"','#',"'",',','.','[','\\',']','{','}']:
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name=name.replace(bad,'_')
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if name in self.namesReserved:
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newname = name[0:3] + "_" + str(self.nodeID)
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return "%s" % (newname)
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elif name[0].isdigit():
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newname = "_" + name + str(self.nodeID)
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return "%s" % (newname)
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else:
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newname = name
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return "%s" % (newname)
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def writeIndexedFaceSet(self, object, normals = 0):
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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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meshName = self.cleanStr(object.name)
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mesh=object.getData()
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meshME = self.cleanStr(mesh.name)
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if len(mesh.faces) == 0:
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return
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for face in mesh.faces:
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if (face.mode & Mesh.FaceModes['HALO']) and self.halonode == 0:
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self.writeIndented("Billboard {\n",1)
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self.writeIndented("axisOfRotation 0 0 0\n")
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self.writeIndented("children [\n")
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self.halonode = 1
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elif (face.mode & Mesh.FaceModes['BILLBOARD']) and self.billnode == 0:
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self.writeIndented("Billboard {\n",1)
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self.writeIndented("axisOfRotation 0 1 0\n")
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self.writeIndented("children [\n")
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self.billnode = 1
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elif (face.mode & Mesh.FaceModes['OBCOL']) and self.matonly == 0:
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self.matonly = 1
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elif (face.mode & Mesh.FaceModes['SHAREDCOL']) and self.share == 0:
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self.share = 1
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elif (face.mode & Mesh.FaceModes['TILES']) and self.tilenode == 0:
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self.tilenode = 1
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elif not (face.mode & Mesh.FaceModes['DYNAMIC']) and self.collnode == 0:
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self.writeIndented("Collision {\n",1)
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self.writeIndented("collide FALSE\n")
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self.writeIndented("children [\n")
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self.collnode = 1
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nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
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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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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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om = object.getMatrix();
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location=self.rotVertex(om, (0,0,0));
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self.writeIndented("DEF %s Transform {\n" % meshName,1)
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self.writeIndented("translation %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)),1)
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self.writeIndented("children [\n")
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self.writeIndented("Shape {\n",1)
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maters=mesh.materials
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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)
|
|
|
|
cols = [None] * len(mesh.verts)
|
|
|
|
for face in mesh.faces:
|
|
for vind in range(len(face.v)):
|
|
vertex = face.v[vind]
|
|
i = vertex.index
|
|
if cols[i] == None:
|
|
cols[i] = face.col[vind]
|
|
|
|
for i in range(len(mesh.verts)):
|
|
aColor = self.rgbToFS(cols[i])
|
|
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" % name.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 & Mesh.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 & Mesh.FaceFlags['SELECT']):
|
|
print "Debug: face.flag.SELECT=true"
|
|
|
|
print "Debug: face.mode=0x%x (bitflags)" % face.mode
|
|
if (face.mode & Mesh.FaceModes['TWOSIDE']):
|
|
print "Debug: face.mode twosided"
|
|
|
|
print "Debug: face.transp=0x%x (enum)" % face.transp
|
|
if (face.transp & Mesh.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 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())
|
|
|