forked from bartvdbraak/blender
af890a6270
Fixes: - naming of Transform instead of Shape node X3D exporter: line 431 and 432 VRML exporter: line 430 and 433 - wrong import of modules in the X3D exporter line 72
1049 lines
43 KiB
Python
1049 lines
43 KiB
Python
#!BPY
|
|
""" Registration info for Blender menus:
|
|
Name: 'VRML97 (.wrl)...'
|
|
Blender: 235
|
|
Group: 'Export'
|
|
Submenu: 'All Objects...' all
|
|
Submenu: 'Selected Objects...' selected
|
|
Tooltip: 'Export to VRML97 file (.wrl)'
|
|
"""
|
|
|
|
__author__ = ("Rick Kimball", "Ken Miller", "Steve Matthews", "Bart")
|
|
__url__ = ["blender", "elysiun",
|
|
"Author's (Rick) homepage, http://kimballsoftware.com/blender",
|
|
"Author's (Bart) homepage, http://www.neeneenee.de/vrml"]
|
|
__version__ = "2005/06/03"
|
|
|
|
__bpydoc__ = """\
|
|
This script exports to VRML97 format.
|
|
|
|
Usage:
|
|
|
|
Run this script from "File->Export" menu. A pop-up will ask whether you
|
|
want to export only selected or all relevant objects.
|
|
|
|
Known issues:<br>
|
|
Doesn't handle multiple materials (don't use material indices);<br>
|
|
Doesn't handle multiple UV textures on a single mesh (create a mesh
|
|
for each texture);<br>
|
|
Can't get the texture array associated with material * not the UV ones;
|
|
"""
|
|
|
|
|
|
# $Id$
|
|
#
|
|
#------------------------------------------------------------------------
|
|
# VRML97 exporter for blender 2.36 or above
|
|
#
|
|
# ***** BEGIN GPL LICENSE BLOCK *****
|
|
#
|
|
# Copyright (C) 2003,2004: Rick Kimball rick@vrmlworld.net
|
|
#
|
|
# This program is free software; you can redistribute it and/or
|
|
# modify it under the terms of the GNU General Public License
|
|
# as published by the Free Software Foundation; either version 2
|
|
# of the License, or (at your option) any later version.
|
|
#
|
|
# This program is distributed in the hope that it will be useful,
|
|
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
# GNU General Public License for more details.
|
|
#
|
|
# You should have received a copy of the GNU General Public License
|
|
# along with this program; if not, write to the Free Software Foundation,
|
|
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
#
|
|
# ***** END GPL LICENCE BLOCK *****
|
|
#
|
|
|
|
####################################
|
|
# Library dependancies
|
|
####################################
|
|
|
|
import Blender
|
|
from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text
|
|
from Blender.Scene import Render
|
|
try:
|
|
from os.path import exists, join
|
|
pytinst = 1
|
|
except:
|
|
print "No Python installed, for full features install Python (http://www.python.org/)."
|
|
pytinst = 0
|
|
import math
|
|
|
|
####################################
|
|
# Global Variables
|
|
####################################
|
|
|
|
scene = Blender.Scene.getCurrent()
|
|
world = Blender.World.Get()
|
|
worldmat = Blender.Texture.Get()
|
|
filename = Blender.Get('filename')
|
|
_safeOverwrite = True
|
|
radD=math.pi/180.0
|
|
ARG=''
|
|
|
|
def rad2deg(v):
|
|
return round(v*180.0/math.pi,4)
|
|
|
|
def deg2rad(v):
|
|
return (v*math.pi)/180.0;
|
|
|
|
class DrawTypes:
|
|
"""Object DrawTypes enum values
|
|
BOUNDS - draw only the bounding box of the object
|
|
WIRE - draw object as a wire frame
|
|
SOLID - draw object with flat shading
|
|
SHADED - draw object with OpenGL shading
|
|
"""
|
|
BOUNDBOX = 1
|
|
WIRE = 2
|
|
SOLID = 3
|
|
SHADED = 4
|
|
TEXTURE = 5
|
|
|
|
if not hasattr(Blender.Object,'DrawTypes'):
|
|
Blender.Object.DrawTypes = DrawTypes()
|
|
|
|
##########################################################
|
|
# Functions for writing output file
|
|
##########################################################
|
|
|
|
class VRML2Export:
|
|
|
|
def __init__(self, filename):
|
|
#--- public you can change these ---
|
|
self.wire = 0
|
|
self.proto = 1
|
|
self.matonly = 0
|
|
self.share = 0
|
|
self.billnode = 0
|
|
self.halonode = 0
|
|
self.collnode = 0
|
|
self.tilenode = 0
|
|
self.verbose=2 # level of verbosity in console 0-none, 1-some, 2-most
|
|
self.cp=3 # decimals for material color values 0.000 - 1.000
|
|
self.vp=3 # decimals for vertex coordinate values 0.000 - n.000
|
|
self.tp=3 # decimals for texture coordinate values 0.000 - 1.000
|
|
self.it=3
|
|
|
|
#--- class private don't touch ---
|
|
self.texNames={} # dictionary of textureNames
|
|
self.matNames={} # dictionary of materialNames
|
|
self.meshNames={} # dictionary of meshNames
|
|
self.indentLevel=0 # keeps track of current indenting
|
|
self.filename=filename
|
|
self.file = open(filename, "w")
|
|
self.bNav=0
|
|
self.nodeID=0
|
|
self.namesReserved=[ "Anchor", "Appearance", "AudioClip",
|
|
"Background","Billboard", "Box",
|
|
"Collision", "Color", "ColorInterpolator", "Cone", "Coordinate", "CoordinateInterpolator", "Cylinder", "CylinderSensor",
|
|
"DirectionalLight",
|
|
"ElevationGrid", "Extrustion",
|
|
"Fog", "FontStyle", "Group",
|
|
"ImageTexture", "IndexedFaceSet", "IndexedLineSet", "Inline",
|
|
"LOD", "Material", "MovieTexture",
|
|
"NavigationInfo", "Normal", "NormalInterpolator","OrientationInterpolator",
|
|
"PixelTexture", "PlaneSensor", "PointLight", "PointSet", "PositionInterpolator", "ProxmimitySensor",
|
|
"ScalarInterpolator", "Script", "Shape", "Sound", "Sphere", "SphereSensor", "SpotLight", "Switch",
|
|
"Text", "TextureCoordinate", "TextureTransform", "TimeSensor", "TouchSensor", "Transform",
|
|
"Viewpoint", "VisibilitySensor", "WorldInfo" ]
|
|
self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005",
|
|
"Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012",
|
|
"Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013",
|
|
"Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012",
|
|
"World","World.000","World.001","World.002","World.003","World.004","World.005" ]
|
|
self.namesFog=[ "","LINEAR","EXPONENTIAL","" ]
|
|
|
|
##########################################################
|
|
# Writing nodes routines
|
|
##########################################################
|
|
|
|
def writeHeader(self):
|
|
self.file.write("#VRML V2.0 utf8\n\n")
|
|
self.file.write("# This file was authored with Blender (http://www.blender.org/)\n")
|
|
self.file.write("# Blender version %s\n" % Blender.Get('version'))
|
|
self.file.write("# Blender file %s\n" % filename)
|
|
self.file.write("# Exported using VRML97 exporter v1.50 (2005/06/03)\n\n")
|
|
|
|
def writeInline(self):
|
|
inlines = Blender.Scene.Get()
|
|
allinlines = len(inlines)
|
|
if scene != inlines[0]:
|
|
return
|
|
else:
|
|
for i in range(allinlines):
|
|
nameinline=inlines[i].getName()
|
|
if (nameinline not in self.namesStandard) and (i > 0):
|
|
self.writeIndented("DEF %s Inline {\n" % (self.cleanStr(nameinline)), 1)
|
|
nameinline = nameinline+".wrl"
|
|
self.writeIndented("url \"%s\" \n" % nameinline)
|
|
self.writeIndented("}\n", -1)
|
|
self.writeIndented("\n")
|
|
|
|
def writeScript(self):
|
|
textEditor = Blender.Text.Get()
|
|
alltext = len(textEditor)
|
|
for i in range(alltext):
|
|
nametext = textEditor[i].getName()
|
|
nlines = textEditor[i].getNLines()
|
|
if (self.proto == 1):
|
|
if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None):
|
|
nalllines = len(textEditor[i].asLines())
|
|
alllines = textEditor[i].asLines()
|
|
for j in range(nalllines):
|
|
self.writeIndented(alllines[j] + "\n")
|
|
elif (self.proto == 0):
|
|
if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None):
|
|
nalllines = len(textEditor[i].asLines())
|
|
alllines = textEditor[i].asLines()
|
|
for j in range(nalllines):
|
|
self.writeIndented(alllines[j] + "\n")
|
|
self.writeIndented("\n")
|
|
|
|
def writeViewpoint(self, thisObj):
|
|
context = scene.getRenderingContext()
|
|
ratio = float(context.imageSizeY())/float(context.imageSizeX())
|
|
lens = (360* (math.atan(ratio *16 / thisObj.data.getLens()) / 3.141593))*(3.141593/180)
|
|
if lens > 3.14:
|
|
lens = 3.14
|
|
# get the camera location, subtract 90 degress from X to orient like VRML does
|
|
loc = self.rotatePointForVRML(thisObj.loc)
|
|
rot = [thisObj.RotX - 1.57, thisObj.RotY, thisObj.RotZ]
|
|
nRot = self.rotatePointForVRML(rot)
|
|
# convert to Quaternion and to Angle Axis
|
|
Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
|
|
Q1 = self.multiplyQuaternions(Q[0], Q[1])
|
|
Qf = self.multiplyQuaternions(Q1, Q[2])
|
|
angleAxis = self.quaternionToAngleAxis(Qf)
|
|
self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(thisObj.name)), 1)
|
|
self.writeIndented("description \"%s\" \n" % (thisObj.name))
|
|
self.writeIndented("position %3.2f %3.2f %3.2f\n" % (loc[0], loc[1], loc[2]))
|
|
self.writeIndented("orientation %3.2f %3.2f %3.2f %3.2f\n" % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
|
|
self.writeIndented("fieldOfView %.3f\n" % (lens))
|
|
self.writeIndented("}\n", -1)
|
|
self.writeIndented("\n")
|
|
|
|
def writeFog(self):
|
|
if len(world) > 0:
|
|
mtype = world[0].getMistype()
|
|
mparam = world[0].getMist()
|
|
grd = world[0].getHor()
|
|
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
|
|
else:
|
|
return
|
|
if (mtype == 1 or mtype == 2):
|
|
self.writeIndented("Fog {\n",1)
|
|
self.writeIndented("fogType \"%s\"\n" % self.namesFog[mtype])
|
|
self.writeIndented("color %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n")
|
|
self.writeIndented("visibilityRange %s\n" % round(mparam[2],self.cp))
|
|
self.writeIndented("}\n",-1)
|
|
self.writeIndented("\n")
|
|
else:
|
|
return
|
|
|
|
def writeNavigationInfo(self, scene):
|
|
allObj = []
|
|
allObj = scene.getChildren()
|
|
headlight = "TRUE"
|
|
vislimit = 0.0
|
|
for thisObj in allObj:
|
|
objType=thisObj.getType()
|
|
if objType == "Camera":
|
|
vislimit = thisObj.data.getClipEnd()
|
|
elif objType == "Lamp":
|
|
headlight = "FALSE"
|
|
self.writeIndented("NavigationInfo {\n",1)
|
|
self.writeIndented("headlight %s" % headlight + "\n")
|
|
self.writeIndented("visibilityLimit %s\n" % (round(vislimit,self.cp)))
|
|
self.writeIndented("type [\"EXAMINE\", \"ANY\"]\n")
|
|
self.writeIndented("avatarSize [0.25, 1.75, 0.75]\n")
|
|
self.writeIndented("} \n",-1)
|
|
self.writeIndented(" \n")
|
|
|
|
def writeSpotLight(self, object, lamp):
|
|
if len(world) > 0:
|
|
ambi = world[0].getAmb()
|
|
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
|
|
else:
|
|
ambi = 0
|
|
ambientIntensity = 0
|
|
|
|
# compute cutoff and beamwidth
|
|
intensity=min(lamp.energy/1.5,1.0)
|
|
beamWidth=deg2rad(lamp.spotSize)*.37;
|
|
cutOffAngle=beamWidth*1.3
|
|
|
|
(dx,dy,dz)=self.computeDirection(object)
|
|
# note -dx seems to equal om[3][0]
|
|
# note -dz seems to equal om[3][1]
|
|
# note dy seems to equal om[3][2]
|
|
om = object.getMatrix()
|
|
|
|
location=self.rotVertex(om, (0,0,0));
|
|
radius = lamp.dist*math.cos(beamWidth)
|
|
self.writeIndented("DEF %s SpotLight {\n" % self.cleanStr(object.name),1)
|
|
self.writeIndented("radius %s\n" % (round(radius,self.cp)))
|
|
self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
|
|
self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
|
|
self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
|
|
self.writeIndented("beamWidth %s\n" % (round(beamWidth,self.cp)))
|
|
self.writeIndented("cutOffAngle %s\n" % (round(cutOffAngle,self.cp)))
|
|
self.writeIndented("direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
|
|
self.writeIndented("location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
|
|
self.writeIndented("}\n",-1)
|
|
self.writeIndented("\n")
|
|
|
|
def writeDirectionalLight(self, object, lamp):
|
|
if len(world) > 0:
|
|
ambi = world[0].getAmb()
|
|
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
|
|
else:
|
|
ambi = 0
|
|
ambientIntensity = 0
|
|
|
|
intensity=min(lamp.energy/1.5, 1.0)
|
|
(dx,dy,dz)=self.computeDirection(object)
|
|
self.writeIndented("DEF %s DirectionalLight {\n" % self.cleanStr(object.name),1)
|
|
self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
|
|
self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
|
|
self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
|
|
self.writeIndented("direction %s %s %s\n" % (round(dx,4),round(dy,4),round(dz,4)))
|
|
self.writeIndented("}\n",-1)
|
|
self.writeIndented("\n")
|
|
|
|
def writePointLight(self, object, lamp):
|
|
if len(world) > 0:
|
|
ambi = world[0].getAmb()
|
|
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
|
|
else:
|
|
ambi = 0
|
|
ambientIntensity = 0
|
|
om = object.getMatrix()
|
|
location=self.rotVertex(om, (0,0,0));
|
|
intensity=min(lamp.energy/1.5,1.0)
|
|
radius = lamp.dist
|
|
self.writeIndented("DEF %s PointLight {\n" % self.cleanStr(object.name),1)
|
|
self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
|
|
self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
|
|
self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
|
|
self.writeIndented("location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
|
|
self.writeIndented("radius %s\n" % radius )
|
|
self.writeIndented("}\n",-1)
|
|
self.writeIndented("\n")
|
|
|
|
def writeNode(self, thisObj):
|
|
objectname=str(thisObj.getName())
|
|
if objectname in self.namesStandard:
|
|
return
|
|
else:
|
|
(dx,dy,dz)=self.computeDirection(thisObj)
|
|
om = thisObj.getMatrix()
|
|
location=self.rotVertex(om, (0,0,0));
|
|
self.writeIndented("%s {\n" % objectname,1)
|
|
self.writeIndented("# direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
|
|
self.writeIndented("# location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
|
|
self.writeIndented("}\n",-1)
|
|
self.writeIndented("\n")
|
|
def createDef(self, name):
|
|
name = name + str(self.nodeID)
|
|
self.nodeID=self.nodeID+1
|
|
if len(name) <= 3:
|
|
newname = "_" + str(self.nodeID)
|
|
return "%s" % (newname)
|
|
else:
|
|
for bad in [' ','"','#',"'",',','.','[','\\',']','{','}']:
|
|
name=name.replace(bad,'_')
|
|
if name in self.namesReserved:
|
|
newname = name[0:3] + "_" + str(self.nodeID)
|
|
return "%s" % (newname)
|
|
elif name[0].isdigit():
|
|
newname = "_" + name + str(self.nodeID)
|
|
return "%s" % (newname)
|
|
else:
|
|
newname = name
|
|
return "%s" % (newname)
|
|
|
|
def secureName(self, name):
|
|
name = name + str(self.nodeID)
|
|
self.nodeID=self.nodeID+1
|
|
if len(name) <= 3:
|
|
newname = "_" + str(self.nodeID)
|
|
return "%s" % (newname)
|
|
else:
|
|
for bad in ['"','#',"'",',','.','[','\\',']','{','}']:
|
|
name=name.replace(bad,'_')
|
|
if name in self.namesReserved:
|
|
newname = name[0:3] + "_" + str(self.nodeID)
|
|
return "%s" % (newname)
|
|
elif name[0].isdigit():
|
|
newname = "_" + name + str(self.nodeID)
|
|
return "%s" % (newname)
|
|
else:
|
|
newname = name
|
|
return "%s" % (newname)
|
|
|
|
def writeIndexedFaceSet(self, object, normals = 0):
|
|
|
|
imageMap={} # set of used images
|
|
sided={} # 'one':cnt , 'two':cnt
|
|
vColors={} # 'multi':1
|
|
meshName = self.cleanStr(object.name)
|
|
mesh=object.getData()
|
|
meshME = self.cleanStr(mesh.name)
|
|
for face in mesh.faces:
|
|
if face.mode & Blender.NMesh.FaceModes['HALO'] and self.halonode == 0:
|
|
self.writeIndented("Billboard {\n",1)
|
|
self.writeIndented("axisOfRotation 0 0 0\n")
|
|
self.writeIndented("children [\n")
|
|
self.halonode = 1
|
|
elif face.mode & Blender.NMesh.FaceModes['BILLBOARD'] and self.billnode == 0:
|
|
self.writeIndented("Billboard {\n",1)
|
|
self.writeIndented("axisOfRotation 0 1 0\n")
|
|
self.writeIndented("children [\n")
|
|
self.billnode = 1
|
|
elif face.mode & Blender.NMesh.FaceModes['OBCOL'] and self.matonly == 0:
|
|
self.matonly = 1
|
|
elif face.mode & Blender.NMesh.FaceModes['SHAREDCOL'] and self.share == 0:
|
|
self.share = 1
|
|
elif face.mode & Blender.NMesh.FaceModes['TILES'] and self.tilenode == 0:
|
|
self.tilenode = 1
|
|
elif not face.mode & Blender.NMesh.FaceModes['DYNAMIC'] and self.collnode == 0:
|
|
self.writeIndented("Collision {\n",1)
|
|
self.writeIndented("collide FALSE\n")
|
|
self.writeIndented("children [\n")
|
|
self.collnode = 1
|
|
|
|
nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
|
|
|
|
if nIFSCnt > 1:
|
|
self.writeIndented("DEF %s%s Group {\n" % ("G_", meshName),1)
|
|
self.writeIndented("children [\n",1)
|
|
|
|
if sided.has_key('two') and sided['two'] > 0:
|
|
bTwoSided=1
|
|
else:
|
|
bTwoSided=0
|
|
om = object.getMatrix();
|
|
location=self.rotVertex(om, (0,0,0));
|
|
self.writeIndented("DEF %s Transform {\n" % meshName,1)
|
|
self.writeIndented("translation %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)),1)
|
|
self.writeIndented("children [\n")
|
|
self.writeIndented("Shape {\n",1)
|
|
|
|
maters=mesh.materials
|
|
hasImageTexture=0
|
|
issmooth=0
|
|
|
|
if len(maters) > 0 or mesh.hasFaceUV():
|
|
self.writeIndented("appearance Appearance {\n", 1)
|
|
|
|
# right now this script can only handle a single material per mesh.
|
|
if len(maters) >= 1:
|
|
mat=Blender.Material.Get(maters[0].name)
|
|
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"
|
|
else:
|
|
self.writeIndented("material NULL\n")
|
|
|
|
#-- textures
|
|
if mesh.hasFaceUV():
|
|
for face in mesh.faces:
|
|
if (hasImageTexture == 0) and (face.image):
|
|
self.writeImageTexture(face.image.name)
|
|
hasImageTexture=1 # keep track of face texture
|
|
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())*radD
|
|
self.writeIndented("creaseAngle %s\n" % (round(creaseAngle,self.cp)))
|
|
|
|
#--- output vertexColors
|
|
if self.share == 1 and self.matonly == 0:
|
|
self.writeVertexColors(mesh)
|
|
#--- output closing braces
|
|
self.writeIndented("}\n", -1)
|
|
self.writeIndented("}\n", -1)
|
|
self.writeIndented("]\n", -1)
|
|
self.matonly = 0
|
|
self.share = 0
|
|
self.wire = 0
|
|
self.writeIndented("}\n", -1)
|
|
|
|
if self.halonode == 1:
|
|
self.writeIndented("]\n", -1)
|
|
self.writeIndented("}\n", -1)
|
|
self.halonode = 0
|
|
|
|
if self.billnode == 1:
|
|
self.writeIndented("]\n", -1)
|
|
self.writeIndented("}\n", -1)
|
|
self.billnode = 0
|
|
|
|
if self.collnode == 1:
|
|
self.writeIndented("]\n", -1)
|
|
self.writeIndented("}\n", -1)
|
|
self.collnode = 0
|
|
|
|
if nIFSCnt > 1:
|
|
self.writeIndented("]\n", -1)
|
|
self.writeIndented("}\n", -1)
|
|
|
|
self.writeIndented("\n")
|
|
|
|
def writeCoordinates(self, object, mesh, meshName):
|
|
#-- vertices
|
|
self.writeIndented("coord DEF %s%s Coordinate {\n" % ("coord_",meshName), 1)
|
|
self.writeIndented("point [\n\t\t\t\t\t\t", 1)
|
|
meshVertexList = mesh.verts
|
|
|
|
# create vertex list and pre rotate -90 degrees X for VRML
|
|
mm=object.getMatrix()
|
|
location=self.rotVertex(mm, (0,0,0));
|
|
for vertex in meshVertexList:
|
|
v=self.rotVertex(mm, vertex);
|
|
self.file.write("%s %s %s, " % (round((v[0]-location[0]),self.vp), round((v[1]-location[1]),self.vp), round((v[2]-location[2]),self.vp) ))
|
|
self.writeIndented("\n", 0)
|
|
self.writeIndented("]\n", -1)
|
|
self.writeIndented("}\n", -1)
|
|
|
|
self.writeIndented("coordIndex [\n\t\t\t\t\t", 1)
|
|
coordIndexList=[]
|
|
for face in mesh.faces:
|
|
cordStr=""
|
|
for i in range(len(face)):
|
|
indx=meshVertexList.index(face[i])
|
|
cordStr = cordStr + "%s " % indx
|
|
self.file.write(cordStr + "-1, ")
|
|
self.writeIndented("\n", 0)
|
|
self.writeIndented("]\n", -1)
|
|
|
|
def writeTextureCoordinates(self, mesh):
|
|
texCoordList=[]
|
|
texIndexList=[]
|
|
j=0
|
|
|
|
for face in mesh.faces:
|
|
for i in range(len(face)):
|
|
texIndexList.append(j)
|
|
texCoordList.append(face.uv[i])
|
|
j=j+1
|
|
texIndexList.append(-1)
|
|
|
|
self.writeIndented("texCoord TextureCoordinate {\n", 1)
|
|
self.writeIndented("point [\n\t\t\t\t\t\t", 1)
|
|
for i in range(len(texCoordList)):
|
|
self.file.write("%s %s, " % (round(texCoordList[i][0],self.tp), round(texCoordList[i][1],self.tp)))
|
|
self.writeIndented("\n", 0)
|
|
self.writeIndented("]\n", -1)
|
|
self.writeIndented("}\n", -1)
|
|
|
|
self.writeIndented("texCoordIndex [\n\t\t\t\t\t\t", 1)
|
|
texIndxStr=""
|
|
for i in range(len(texIndexList)):
|
|
texIndxStr = texIndxStr + "%d, " % texIndexList[i]
|
|
if texIndexList[i]==-1:
|
|
self.file.write(texIndxStr)
|
|
texIndxStr=""
|
|
self.writeIndented("\n", 0)
|
|
self.writeIndented("]\n", -1)
|
|
|
|
def writeFaceColors(self, mesh):
|
|
self.writeIndented("colorPerVertex FALSE\n")
|
|
self.writeIndented("color Color {\n",1)
|
|
self.writeIndented("color [\n\t\t\t\t\t\t", 1)
|
|
|
|
for face in mesh.faces:
|
|
if face.col:
|
|
c=face.col[0]
|
|
if self.verbose > 2:
|
|
print "Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b)
|
|
|
|
aColor = self.rgbToFS(c)
|
|
self.file.write("%s, " % aColor)
|
|
self.writeIndented("\n", 0)
|
|
self.writeIndented("]\n",-1)
|
|
self.writeIndented("}\n",-1)
|
|
|
|
def writeVertexColors(self, mesh):
|
|
self.writeIndented("colorPerVertex TRUE\n")
|
|
self.writeIndented("color Color {\n",1)
|
|
self.writeIndented("color [\n\t\t\t\t\t\t", 1)
|
|
|
|
for i in range(len(mesh.verts)):
|
|
c=self.getVertexColorByIndx(mesh,i)
|
|
if self.verbose > 2:
|
|
print "Debug: vertex[%d].col r=%d g=%d b=%d" % (i, c.r, c.g, c.b)
|
|
|
|
aColor = self.rgbToFS(c)
|
|
self.file.write("%s, " % aColor)
|
|
self.writeIndented("\n", 0)
|
|
self.writeIndented("]\n",-1)
|
|
self.writeIndented("}\n",-1)
|
|
|
|
def writeMaterial(self, mat, matName):
|
|
# look up material name, use it if available
|
|
if self.matNames.has_key(matName):
|
|
self.writeIndented("material USE MA_%s\n" % matName)
|
|
self.matNames[matName]+=1
|
|
return;
|
|
|
|
self.matNames[matName]=1
|
|
|
|
ambient = mat.amb/2
|
|
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], ambi[1], ambi[2]
|
|
else:
|
|
ambi = 0
|
|
ambi0, ambi1, ambi2 = 0, 0, 0
|
|
emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/4, (diffuseG*mat.emit+ambi1)/4, (diffuseB*mat.emit+ambi2)/4
|
|
|
|
shininess = mat.hard/255.0
|
|
specR = (mat.specCol[0]+0.001)/(1.05/(mat.getSpec()+0.001))
|
|
specG = (mat.specCol[1]+0.001)/(1.05/(mat.getSpec()+0.001))
|
|
specB = (mat.specCol[2]+0.001)/(1.05/(mat.getSpec()+0.001))
|
|
transp = 1-mat.alpha
|
|
|
|
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):
|
|
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("}\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.createDef(worldname),1)
|
|
# No Skytype - just Hor color
|
|
if blending == 0:
|
|
self.writeIndented("groundColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
self.writeIndented("skyColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
# Blend Gradient
|
|
elif blending == 1:
|
|
self.writeIndented("groundColor [ %s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
self.writeIndented("%s %s %s ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
|
|
self.writeIndented("groundAngle [ 1.57, 1.57 ]\n")
|
|
self.writeIndented("skyColor [ %s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
self.writeIndented("%s %s %s ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
|
|
self.writeIndented("skyAngle [ 1.57, 1.57 ]\n")
|
|
# Blend+Real Gradient Inverse
|
|
elif blending == 3:
|
|
self.writeIndented("groundColor [ %s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
self.writeIndented("%s %s %s ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
|
|
self.writeIndented("groundAngle [ 1.57, 1.57 ]\n")
|
|
self.writeIndented("skyColor [ %s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
self.writeIndented("%s %s %s ]\n" %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
|
|
self.writeIndented("skyAngle [ 1.57, 1.57 ]\n")
|
|
# Paper - just Zen Color
|
|
elif blending == 4:
|
|
self.writeIndented("groundColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
self.writeIndented("skyColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
# Blend+Real+Paper - komplex gradient
|
|
elif blending == 7:
|
|
self.writeIndented("groundColor [ %s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
self.writeIndented("%s %s %s ]\n" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
self.writeIndented("groundAngle [ 1.57, 1.57 ]\n")
|
|
self.writeIndented("skyColor [ %s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
self.writeIndented("%s %s %s ]\n" %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
self.writeIndented("skyAngle [ 1.57, 1.57 ]\n")
|
|
# Any Other two colors
|
|
else:
|
|
self.writeIndented("groundColor %s %s %s\n" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
|
|
self.writeIndented("skyColor %s %s %s\n" % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
|
|
alltexture = len(worldmat)
|
|
for i in range(alltexture):
|
|
namemat = worldmat[i].getName()
|
|
pic = worldmat[i].getImage()
|
|
if (namemat == "back") and (pic != None):
|
|
self.writeIndented("backUrl \"%s\"\n" % str(pic.getName()))
|
|
elif (namemat == "bottom") and (pic != None):
|
|
self.writeIndented("bottomUrl \"%s\"\n" % str(pic.getName()))
|
|
elif (namemat == "front") and (pic != None):
|
|
self.writeIndented("frontUrl \"%s\"\n" % str(pic.getName()))
|
|
elif (namemat == "left") and (pic != None):
|
|
self.writeIndented("leftUrl \"%s\"\n" % str(pic.getName()))
|
|
elif (namemat == "right") and (pic != None):
|
|
self.writeIndented("rightUrl \"%s\"\n" % str(pic.getName()))
|
|
elif (namemat == "top") and (pic != None):
|
|
self.writeIndented("topUrl \"%s\"\n" % str(pic.getName()))
|
|
self.writeIndented("}",-1)
|
|
self.writeIndented("\n\n")
|
|
|
|
##########################################################
|
|
# export routine
|
|
##########################################################
|
|
|
|
def export(self, scene, world, worldmat):
|
|
print "Info: starting VRML97 export to " + self.filename + "..."
|
|
self.writeHeader()
|
|
self.writeScript()
|
|
self.writeNavigationInfo(scene)
|
|
self.writeBackground()
|
|
self.writeFog()
|
|
self.proto = 0
|
|
allObj = []
|
|
if ARG == 'selected':
|
|
allObj = Blender.Object.GetSelected()
|
|
else:
|
|
allObj = scene.getChildren()
|
|
self.writeInline()
|
|
for thisObj in allObj:
|
|
try:
|
|
objType=thisObj.getType()
|
|
objName=thisObj.getName()
|
|
self.matonly = 0
|
|
if objType == "Camera":
|
|
self.writeViewpoint(thisObj)
|
|
elif objType == "Mesh":
|
|
self.writeIndexedFaceSet(thisObj, normals = 0)
|
|
elif objType == "Lamp":
|
|
lmpName=Lamp.Get(thisObj.data.getName())
|
|
lmpType=lmpName.getType()
|
|
if lmpType == Lamp.Types.Lamp:
|
|
self.writePointLight(thisObj, lmpName)
|
|
elif lmpType == Lamp.Types.Spot:
|
|
self.writeSpotLight(thisObj, lmpName)
|
|
elif lmpType == Lamp.Types.Sun:
|
|
self.writeDirectionalLight(thisObj, lmpName)
|
|
else:
|
|
self.writeDirectionalLight(thisObj, lmpName)
|
|
elif objType == "Empty" and objName != "Empty":
|
|
self.writeNode(thisObj)
|
|
else:
|
|
#print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType())
|
|
print ""
|
|
except AttributeError:
|
|
print "Error: Unable to get type info for %s" % thisObj.getName()
|
|
if ARG != 'selected':
|
|
self.writeScript()
|
|
self.cleanup()
|
|
|
|
##########################################################
|
|
# Utility methods
|
|
##########################################################
|
|
|
|
def cleanup(self):
|
|
self.file.close()
|
|
self.texNames={}
|
|
self.matNames={}
|
|
self.indentLevel=0
|
|
print "Info: finished VRML97 export to %s\n" % self.filename
|
|
|
|
def cleanStr(self, name, prefix='rsvd_'):
|
|
"""cleanStr(name,prefix) - try to create a valid VRML DEF name from object name"""
|
|
|
|
newName=name[:]
|
|
if len(newName) == 0:
|
|
self.nNodeID+=1
|
|
return "%s%d" % (prefix, self.nNodeID)
|
|
|
|
if newName in self.namesReserved:
|
|
newName='%s%s' % (prefix,newName)
|
|
|
|
if newName[0].isdigit():
|
|
newName='%s%s' % ('_',newName)
|
|
|
|
for bad in [' ','"','#',"'",',','.','[','\\',']','{','}']:
|
|
newName=newName.replace(bad,'_')
|
|
return newName
|
|
|
|
def countIFSSetsNeeded(self, mesh, imageMap, sided, vColors):
|
|
"""
|
|
countIFFSetsNeeded() - should look at a blender mesh to determine
|
|
how many VRML IndexFaceSets or IndexLineSets are needed. A
|
|
new mesh created under the following conditions:
|
|
|
|
o - split by UV Textures / one per mesh
|
|
o - split by face, one sided and two sided
|
|
o - split by smooth and flat faces
|
|
o - split when faces only have 2 vertices * needs to be an IndexLineSet
|
|
"""
|
|
|
|
imageNameMap={}
|
|
faceMap={}
|
|
nFaceIndx=0
|
|
|
|
for face in mesh.faces:
|
|
sidename='';
|
|
if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
|
|
sidename='two'
|
|
else:
|
|
sidename='one'
|
|
|
|
if not vColors.has_key('multi'):
|
|
for face in mesh.faces:
|
|
if face.col:
|
|
c=face.col[0]
|
|
if c.r != 255 and c.g != 255 and c.b !=255:
|
|
vColors['multi']=1
|
|
|
|
if sided.has_key(sidename):
|
|
sided[sidename]+=1
|
|
else:
|
|
sided[sidename]=1
|
|
|
|
if face.image:
|
|
faceName="%s_%s" % (face.image.name, sidename);
|
|
|
|
if imageMap.has_key(faceName):
|
|
imageMap[faceName].append(face)
|
|
else:
|
|
imageMap[faceName]=[face.image.name,sidename,face]
|
|
|
|
if self.verbose > 2:
|
|
for faceName in imageMap.keys():
|
|
ifs=imageMap[faceName]
|
|
print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
|
|
(faceName, ifs[0], ifs[1], len(ifs)-2)
|
|
|
|
return len(imageMap.keys())
|
|
|
|
def faceToString(self,face):
|
|
|
|
print "Debug: face.flag=0x%x (bitflags)" % face.flag
|
|
if face.flag & NMesh.FaceFlags.SELECT == NMesh.FaceFlags.SELECT:
|
|
print "Debug: face.flag.SELECT=true"
|
|
|
|
print "Debug: face.mode=0x%x (bitflags)" % face.mode
|
|
if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
|
|
print "Debug: face.mode twosided"
|
|
|
|
print "Debug: face.transp=0x%x (enum)" % face.transp
|
|
if face.transp == NMesh.FaceTranspModes.SOLID:
|
|
print "Debug: face.transp.SOLID"
|
|
|
|
if face.image:
|
|
print "Debug: face.image=%s" % face.image.name
|
|
print "Debug: face.materialIndex=%d" % face.materialIndex
|
|
|
|
def getVertexColorByIndx(self, mesh, indx):
|
|
for face in mesh.faces:
|
|
j=0
|
|
for vertex in face.v:
|
|
if vertex.index == indx:
|
|
c=face.col[j]
|
|
j=j+1
|
|
return c
|
|
|
|
def meshToString(self,mesh):
|
|
print "Debug: mesh.hasVertexUV=%d" % mesh.hasVertexUV()
|
|
print "Debug: mesh.hasFaceUV=%d" % mesh.hasFaceUV()
|
|
print "Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours()
|
|
print "Debug: mesh.verts=%d" % len(mesh.verts)
|
|
print "Debug: mesh.faces=%d" % len(mesh.faces)
|
|
print "Debug: mesh.materials=%d" % len(mesh.materials)
|
|
|
|
def rgbToFS(self, c):
|
|
s="%s %s %s" % (round(c.r/255.0,self.cp), round(c.g/255.0,self.cp), round(c.b/255.0,self.cp))
|
|
return s
|
|
|
|
def computeDirection(self, object):
|
|
x,y,z=(0,-1.0,0) # point down
|
|
ax,ay,az = (object.RotX,object.RotZ,object.RotY)
|
|
|
|
# rot X
|
|
x1=x
|
|
y1=y*math.cos(ax)-z*math.sin(ax)
|
|
z1=y*math.sin(ax)+z*math.cos(ax)
|
|
|
|
# rot Y
|
|
x2=x1*math.cos(ay)+z1*math.sin(ay)
|
|
y2=y1
|
|
z2=z1*math.cos(ay)-x1*math.sin(ay)
|
|
|
|
# rot Z
|
|
x3=x2*math.cos(az)-y2*math.sin(az)
|
|
y3=x2*math.sin(az)+y2*math.cos(az)
|
|
z3=z2
|
|
|
|
return [x3,y3,z3]
|
|
|
|
|
|
# swap Y and Z to handle axis difference between Blender and VRML
|
|
#------------------------------------------------------------------------
|
|
def rotatePointForVRML(self, v):
|
|
x = v[0]
|
|
y = v[2]
|
|
z = -v[1]
|
|
|
|
vrmlPoint=[x, y, z]
|
|
return vrmlPoint
|
|
|
|
def rotVertex(self, mm, v):
|
|
lx,ly,lz=v[0],v[1],v[2]
|
|
gx=(mm[0][0]*lx + mm[1][0]*ly + mm[2][0]*lz) + mm[3][0]
|
|
gy=((mm[0][2]*lx + mm[1][2]*ly+ mm[2][2]*lz) + mm[3][2])
|
|
gz=-((mm[0][1]*lx + mm[1][1]*ly + mm[2][1]*lz) + mm[3][1])
|
|
rotatedv=[gx,gy,gz]
|
|
return rotatedv
|
|
|
|
# For writing well formed VRML code
|
|
#------------------------------------------------------------------------
|
|
def writeIndented(self, s, inc=0):
|
|
if inc < 1:
|
|
self.indentLevel = self.indentLevel + inc
|
|
|
|
spaces=""
|
|
for x in xrange(self.indentLevel):
|
|
spaces = spaces + "\t"
|
|
self.file.write(spaces + 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 filename.find('.wrl', -4) < 0: filename += '.wrl'
|
|
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 += ".wrl"
|
|
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:
|
|
Blender.Window.FileSelector(select_file,"Export VRML97",createWRLPath())
|