blender/release/scripts/vrml97_export.py
Willian Padovani Germano 4b01aa7aa5 Scripts:
The orange -> HEAD merge reverted some scripts to older versions. This only
affected the ones that already existed before the orange branch.
Minor issue, easy to fix.

All in all, kudos to kaito, Hos and others for all the hard work in
bringing (coding, merging) all these changes to the main branch.
2006-01-29 19:17:53 +00:00

1034 lines
42 KiB
Python

#!BPY
""" Registration info for Blender menus:
Name: 'VRML97 (.wrl)...'
Blender: 235
Group: 'Export'
Submenu: 'All Objects...' all
Submenu: 'All Objects compressed...' comp
Submenu: 'Selected Objects...' selected
Tooltip: 'Export to VRML97 file (.wrl)'
"""
__author__ = ("Rick Kimball", "Ken Miller", "Steve Matthews", "Bart")
__url__ = ["blender", "elysiun",
"Author's (Rick) homepage, http://kimballsoftware.com/blender",
"Author's (Bart) homepage, http://www.neeneenee.de/vrml"]
__email__ = ["Bart, bart:neeneenee*de"]
__version__ = "2006/01/17"
__bpydoc__ = """\
This script exports to VRML97 format.
Usage:
Run this script from "File->Export" menu. A pop-up will ask whether you
want to export only selected or all relevant objects.
Known issues:<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 *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
#
####################################
# Library dependancies
####################################
import Blender
from Blender import Object, NMesh, Lamp, Draw, BGL, Image, Text, sys, Mathutils
from Blender.Scene import Render
try:
from os.path import exists, join
pytinst = 1
except:
print "No Python installed, for full features install Python (http://www.python.org/)."
pytinst = 0
import math
####################################
# Global Variables
####################################
scene = Blender.Scene.getCurrent()
world = Blender.World.Get()
worldmat = Blender.Texture.Get()
filename = Blender.Get('filename')
_safeOverwrite = True
extension = ''
ARG=''
class DrawTypes:
"""Object DrawTypes enum values
BOUNDS - draw only the bounding box of the object
WIRE - draw object as a wire frame
SOLID - draw object with flat shading
SHADED - draw object with OpenGL shading
"""
BOUNDBOX = 1
WIRE = 2
SOLID = 3
SHADED = 4
TEXTURE = 5
if not hasattr(Blender.Object,'DrawTypes'):
Blender.Object.DrawTypes = DrawTypes()
##########################################################
# Functions for writing output file
##########################################################
class VRML2Export:
def __init__(self, filename):
#--- public you can change these ---
self.wire = 0
self.proto = 1
self.matonly = 0
self.share = 0
self.billnode = 0
self.halonode = 0
self.collnode = 0
self.tilenode = 0
self.verbose=2 # level of verbosity in console 0-none, 1-some, 2-most
self.cp=3 # decimals for material color values 0.000 - 1.000
self.vp=3 # decimals for vertex coordinate values 0.000 - n.000
self.tp=3 # decimals for texture coordinate values 0.000 - 1.000
self.it=3
#--- class private don't touch ---
self.texNames={} # dictionary of textureNames
self.matNames={} # dictionary of materialNames
self.meshNames={} # dictionary of meshNames
self.indentLevel=0 # keeps track of current indenting
self.filename=filename
self.file = open(filename, "w")
self.bNav=0
self.nodeID=0
self.namesReserved=[ "Anchor", "Appearance", "AudioClip",
"Background","Billboard", "Box",
"Collision", "Color", "ColorInterpolator", "Cone", "Coordinate", "CoordinateInterpolator", "Cylinder", "CylinderSensor",
"DirectionalLight",
"ElevationGrid", "Extrustion",
"Fog", "FontStyle", "Group",
"ImageTexture", "IndexedFaceSet", "IndexedLineSet", "Inline",
"LOD", "Material", "MovieTexture",
"NavigationInfo", "Normal", "NormalInterpolator","OrientationInterpolator",
"PixelTexture", "PlaneSensor", "PointLight", "PointSet", "PositionInterpolator", "ProxmimitySensor",
"ScalarInterpolator", "Script", "Shape", "Sound", "Sphere", "SphereSensor", "SpotLight", "Switch",
"Text", "TextureCoordinate", "TextureTransform", "TimeSensor", "TouchSensor", "Transform",
"Viewpoint", "VisibilitySensor", "WorldInfo" ]
self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005",
"Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012",
"Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013",
"Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012",
"World","World.000","World.001","World.002","World.003","World.004","World.005" ]
self.namesFog=[ "","LINEAR","EXPONENTIAL","" ]
##########################################################
# Writing nodes routines
##########################################################
def writeHeader(self):
bfile = sys.expandpath(Blender.Get('filename'))
self.file.write("#VRML V2.0 utf8\n\n")
self.file.write("# This file was authored with Blender (http://www.blender.org/)\n")
self.file.write("# Blender version %s\n" % Blender.Get('version'))
self.file.write("# Blender file %s\n" % sys.basename(bfile))
self.file.write("# Exported using VRML97 exporter v1.55 (2006/01/17)\n\n")
def writeInline(self):
inlines = Blender.Scene.Get()
allinlines = len(inlines)
if scene != inlines[0]:
return
else:
for i in range(allinlines):
nameinline=inlines[i].getName()
if (nameinline not in self.namesStandard) and (i > 0):
self.writeIndented("DEF %s Inline {\n" % (self.cleanStr(nameinline)), 1)
nameinline = nameinline+".wrl"
self.writeIndented("url \"%s\" \n" % nameinline)
self.writeIndented("}\n", -1)
self.writeIndented("\n")
def writeScript(self):
textEditor = Blender.Text.Get()
alltext = len(textEditor)
for i in range(alltext):
nametext = textEditor[i].getName()
nlines = textEditor[i].getNLines()
if (self.proto == 1):
if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines()
for j in range(nalllines):
self.writeIndented(alllines[j] + "\n")
elif (self.proto == 0):
if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines()
for j in range(nalllines):
self.writeIndented(alllines[j] + "\n")
self.writeIndented("\n")
def writeViewpoint(self, thisObj):
context = scene.getRenderingContext()
ratio = float(context.imageSizeY())/float(context.imageSizeX())
lens = (360* (math.atan(ratio *16 / thisObj.data.getLens()) / math.pi))*(math.pi/180)
lens = min(lens, math.pi)
# get the camera location, subtract 90 degress from X to orient like VRML does
loc = self.rotatePointForVRML(thisObj.loc)
rot = [thisObj.RotX - 1.57, thisObj.RotY, thisObj.RotZ]
nRot = self.rotatePointForVRML(rot)
# convert to Quaternion and to Angle Axis
Q = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
Q1 = self.multiplyQuaternions(Q[0], Q[1])
Qf = self.multiplyQuaternions(Q1, Q[2])
angleAxis = self.quaternionToAngleAxis(Qf)
self.writeIndented("DEF %s Viewpoint {\n" % (self.cleanStr(thisObj.name)), 1)
self.writeIndented("description \"%s\" \n" % (thisObj.name))
self.writeIndented("position %3.2f %3.2f %3.2f\n" % (loc[0], loc[1], loc[2]))
self.writeIndented("orientation %3.2f %3.2f %3.2f %3.2f\n" % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
self.writeIndented("fieldOfView %.3f\n" % (lens))
self.writeIndented("}\n", -1)
self.writeIndented("\n")
def writeFog(self):
if len(world) > 0:
mtype = world[0].getMistype()
mparam = world[0].getMist()
grd = world[0].getHor()
grd0, grd1, grd2 = grd[0], grd[1], grd[2]
else:
return
if (mtype == 1 or mtype == 2):
self.writeIndented("Fog {\n",1)
self.writeIndented("fogType \"%s\"\n" % self.namesFog[mtype])
self.writeIndented("color %s %s %s" % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)) + "\n")
self.writeIndented("visibilityRange %s\n" % round(mparam[2],self.cp))
self.writeIndented("}\n",-1)
self.writeIndented("\n")
else:
return
def writeNavigationInfo(self, scene):
allObj = []
allObj = scene.getChildren()
headlight = "TRUE"
vislimit = 0.0
for thisObj in allObj:
objType=thisObj.getType()
if objType == "Camera":
vislimit = thisObj.data.getClipEnd()
elif objType == "Lamp":
headlight = "FALSE"
self.writeIndented("NavigationInfo {\n",1)
self.writeIndented("headlight %s" % headlight + "\n")
self.writeIndented("visibilityLimit %s\n" % (round(vislimit,self.cp)))
self.writeIndented("type [\"EXAMINE\", \"ANY\"]\n")
self.writeIndented("avatarSize [0.25, 1.75, 0.75]\n")
self.writeIndented("} \n",-1)
self.writeIndented(" \n")
def writeSpotLight(self, object, lamp):
if len(world) > 0:
ambi = world[0].getAmb()
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
# compute cutoff and beamwidth
intensity=min(lamp.energy/1.75,1.0)
beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
cutOffAngle=beamWidth*1.3
(dx,dy,dz)=self.computeDirection(object)
# note -dx seems to equal om[3][0]
# note -dz seems to equal om[3][1]
# note dy seems to equal om[3][2]
om = object.getMatrix()
location=self.rotVertex(om, (0,0,0));
radius = lamp.dist*math.cos(beamWidth)
self.writeIndented("DEF %s SpotLight {\n" % self.cleanStr(object.name),1)
self.writeIndented("radius %s\n" % (round(radius,self.cp)))
self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.writeIndented("beamWidth %s\n" % (round(beamWidth,self.cp)))
self.writeIndented("cutOffAngle %s\n" % (round(cutOffAngle,self.cp)))
self.writeIndented("direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
self.writeIndented("location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
self.writeIndented("}\n",-1)
self.writeIndented("\n")
def writeDirectionalLight(self, object, lamp):
if len(world) > 0:
ambi = world[0].getAmb()
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
intensity=min(lamp.energy/1.75,1.0)
(dx,dy,dz)=self.computeDirection(object)
self.writeIndented("DEF %s DirectionalLight {\n" % self.cleanStr(object.name),1)
self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
self.writeIndented("direction %s %s %s\n" % (round(dx,4),round(dy,4),round(dz,4)))
self.writeIndented("}\n",-1)
self.writeIndented("\n")
def writePointLight(self, object, lamp):
if len(world) > 0:
ambi = world[0].getAmb()
ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
else:
ambi = 0
ambientIntensity = 0
om = object.getMatrix()
location=self.rotVertex(om, (0,0,0));
intensity=min(lamp.energy/1.75,1.0)
radius = lamp.dist
self.writeIndented("DEF %s PointLight {\n" % self.cleanStr(object.name),1)
self.writeIndented("ambientIntensity %s\n" % (round(ambientIntensity,self.cp)))
self.writeIndented("color %s %s %s\n" % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
self.writeIndented("intensity %s\n" % (round(intensity,self.cp)))
self.writeIndented("location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
self.writeIndented("radius %s\n" % radius )
self.writeIndented("}\n",-1)
self.writeIndented("\n")
def writeNode(self, thisObj):
objectname=str(thisObj.getName())
if objectname in self.namesStandard:
return
else:
(dx,dy,dz)=self.computeDirection(thisObj)
om = thisObj.getMatrix()
location=self.rotVertex(om, (0,0,0));
self.writeIndented("%s {\n" % objectname,1)
self.writeIndented("# direction %s %s %s\n" % (round(dx,3),round(dy,3),round(dz,3)))
self.writeIndented("# location %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
self.writeIndented("}\n",-1)
self.writeIndented("\n")
def secureName(self, name):
name = name + str(self.nodeID)
self.nodeID += 1
if len(name) <= 3:
newname = "_" + str(self.nodeID)
return "%s" % (newname)
else:
for bad in ['"','#',"'",',','.','[','\\',']','{','}']:
name=name.replace(bad,'_')
if name in self.namesReserved:
newname = name[0:3] + "_" + str(self.nodeID)
return "%s" % (newname)
elif name[0].isdigit():
newname = "_" + name + str(self.nodeID)
return "%s" % (newname)
else:
newname = name
return "%s" % (newname)
def writeIndexedFaceSet(self, object, normals = 0):
imageMap={} # set of used images
sided={} # 'one':cnt , 'two':cnt
vColors={} # 'multi':1
meshName = self.cleanStr(object.name)
mesh=object.getData()
meshME = self.cleanStr(mesh.name)
if len(mesh.faces) == 0:
return
for face in mesh.faces:
if face.mode & Blender.NMesh.FaceModes['HALO'] and self.halonode == 0:
self.writeIndented("Billboard {\n",1)
self.writeIndented("axisOfRotation 0 0 0\n")
self.writeIndented("children [\n")
self.halonode = 1
elif face.mode & Blender.NMesh.FaceModes['BILLBOARD'] and self.billnode == 0:
self.writeIndented("Billboard {\n",1)
self.writeIndented("axisOfRotation 0 1 0\n")
self.writeIndented("children [\n")
self.billnode = 1
elif face.mode & Blender.NMesh.FaceModes['OBCOL'] and self.matonly == 0:
self.matonly = 1
elif face.mode & Blender.NMesh.FaceModes['SHAREDCOL'] and self.share == 0:
self.share = 1
elif face.mode & Blender.NMesh.FaceModes['TILES'] and self.tilenode == 0:
self.tilenode = 1
elif not face.mode & Blender.NMesh.FaceModes['DYNAMIC'] and self.collnode == 0:
self.writeIndented("Collision {\n",1)
self.writeIndented("collide FALSE\n")
self.writeIndented("children [\n")
self.collnode = 1
nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
if nIFSCnt > 1:
self.writeIndented("DEF %s%s Group {\n" % ("G_", meshName),1)
self.writeIndented("children [\n",1)
if sided.has_key('two') and sided['two'] > 0:
bTwoSided=1
else:
bTwoSided=0
om = object.getMatrix();
location=self.rotVertex(om, (0,0,0));
self.writeIndented("DEF %s Transform {\n" % meshName,1)
self.writeIndented("translation %s %s %s\n" % (round(location[0],3), round(location[1],3), round(location[2],3)),1)
self.writeIndented("children [\n")
self.writeIndented("Shape {\n",1)
maters=mesh.materials
hasImageTexture=0
issmooth=0
if len(maters) > 0 or mesh.hasFaceUV():
self.writeIndented("appearance Appearance {\n", 1)
# right now this script can only handle a single material per mesh.
if len(maters) >= 1:
mat=Blender.Material.Get(maters[0].name)
matFlags = mat.getMode()
if not matFlags & Blender.Material.Modes['TEXFACE']:
self.writeMaterial(mat, self.cleanStr(maters[0].name,''))
if len(maters) > 1:
print "Warning: mesh named %s has multiple materials" % meshName
print "Warning: only one material per object handled"
#-- textures
if mesh.hasFaceUV():
for face in mesh.faces:
if (hasImageTexture == 0) and (face.image):
self.writeImageTexture(face.image.name, face.image.filename)
hasImageTexture=1 # keep track of face texture
if self.tilenode == 1:
self.writeIndented("textureTransform TextureTransform { scale %s %s }\n" % (face.image.xrep, face.image.yrep))
self.tilenode = 0
self.writeIndented("}\n", -1)
#-- IndexedFaceSet or IndexedLineSet
# check if object is wireframe only
if object.drawType == Blender.Object.DrawTypes.WIRE:
# user selected WIRE=2 on the Drawtype=Wire on (F9) Edit page
ifStyle="IndexedLineSet"
self.wire = 1
else:
# user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5
ifStyle="IndexedFaceSet"
# look up mesh name, use it if available
if self.meshNames.has_key(meshME):
self.writeIndented("geometry USE ME_%s\n" % meshME)
self.meshNames[meshME]+=1
else:
if int(mesh.users) > 1:
self.writeIndented("geometry DEF ME_%s %s {\n" % (meshME, ifStyle), 1)
self.meshNames[meshME]=1
else:
self.writeIndented("geometry %s {\n" % ifStyle, 1)
if object.drawType != Blender.Object.DrawTypes.WIRE:
if bTwoSided == 1:
self.writeIndented("solid FALSE\n")
else:
self.writeIndented("solid TRUE\n")
#--- output coordinates
self.writeCoordinates(object, mesh, meshName)
if object.drawType != Blender.Object.DrawTypes.WIRE:
#--- output textureCoordinates if UV texture used
if mesh.hasFaceUV():
if hasImageTexture == 1:
self.writeTextureCoordinates(mesh)
elif self.matonly == 1 and self.share == 1:
self.writeFaceColors(mesh)
for face in mesh.faces:
if face.smooth:
issmooth=1
if issmooth==1 and self.wire == 0:
creaseAngle=(mesh.getMaxSmoothAngle())*(math.pi/180.0)
self.writeIndented("creaseAngle %s\n" % (round(creaseAngle,self.cp)))
#--- output vertexColors
if self.share == 1 and self.matonly == 0:
self.writeVertexColors(mesh)
#--- output closing braces
self.writeIndented("}\n", -1)
self.writeIndented("}\n", -1)
self.writeIndented("]\n", -1)
self.matonly = 0
self.share = 0
self.wire = 0
self.writeIndented("}\n", -1)
if self.halonode == 1:
self.writeIndented("]\n", -1)
self.writeIndented("}\n", -1)
self.halonode = 0
if self.billnode == 1:
self.writeIndented("]\n", -1)
self.writeIndented("}\n", -1)
self.billnode = 0
if self.collnode == 1:
self.writeIndented("]\n", -1)
self.writeIndented("}\n", -1)
self.collnode = 0
if nIFSCnt > 1:
self.writeIndented("]\n", -1)
self.writeIndented("}\n", -1)
self.writeIndented("\n")
def writeCoordinates(self, object, mesh, meshName):
#-- vertices
self.writeIndented("coord DEF %s%s Coordinate {\n" % ("coord_",meshName), 1)
self.writeIndented("point [\n\t\t\t\t\t\t", 1)
meshVertexList = mesh.verts
# create vertex list and pre rotate -90 degrees X for VRML
mm=object.getMatrix()
location=self.rotVertex(mm, (0,0,0));
for vertex in meshVertexList:
v=self.rotVertex(mm, vertex);
self.file.write("%s %s %s, " % (round((v[0]-location[0]),self.vp), round((v[1]-location[1]),self.vp), round((v[2]-location[2]),self.vp) ))
self.writeIndented("\n", 0)
self.writeIndented("]\n", -1)
self.writeIndented("}\n", -1)
self.writeIndented("coordIndex [\n\t\t\t\t\t", 1)
coordIndexList=[]
for face in mesh.faces:
cordStr=""
for i in range(len(face)):
indx=meshVertexList.index(face[i])
cordStr = cordStr + "%s " % indx
self.file.write(cordStr + "-1, ")
self.writeIndented("\n", 0)
self.writeIndented("]\n", -1)
def writeTextureCoordinates(self, mesh):
texCoordList=[]
texIndexList=[]
j=0
for face in mesh.faces:
for i in range(len(face)):
texIndexList.append(j)
texCoordList.append(face.uv[i])
j=j+1
texIndexList.append(-1)
self.writeIndented("texCoord TextureCoordinate {\n", 1)
self.writeIndented("point [\n\t\t\t\t\t\t", 1)
for i in range(len(texCoordList)):
self.file.write("%s %s, " % (round(texCoordList[i][0],self.tp), round(texCoordList[i][1],self.tp)))
self.writeIndented("\n", 0)
self.writeIndented("]\n", -1)
self.writeIndented("}\n", -1)
self.writeIndented("texCoordIndex [\n\t\t\t\t\t\t", 1)
texIndxStr=""
for i in range(len(texIndexList)):
texIndxStr = texIndxStr + "%d, " % texIndexList[i]
if texIndexList[i]==-1:
self.file.write(texIndxStr)
texIndxStr=""
self.writeIndented("\n", 0)
self.writeIndented("]\n", -1)
def writeFaceColors(self, mesh):
self.writeIndented("colorPerVertex FALSE\n")
self.writeIndented("color Color {\n",1)
self.writeIndented("color [\n\t\t\t\t\t\t", 1)
for face in mesh.faces:
if face.col:
c=face.col[0]
if self.verbose > 2:
print "Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b)
aColor = self.rgbToFS(c)
self.file.write("%s, " % aColor)
self.writeIndented("\n", 0)
self.writeIndented("]\n",-1)
self.writeIndented("}\n",-1)
def writeVertexColors(self, mesh):
self.writeIndented("colorPerVertex TRUE\n")
self.writeIndented("color Color {\n",1)
self.writeIndented("color [\n\t\t\t\t\t\t", 1)
for i in range(len(mesh.verts)):
c=self.getVertexColorByIndx(mesh,i)
if self.verbose > 2:
print "Debug: vertex[%d].col r=%d g=%d b=%d" % (i, c.r, c.g, c.b)
aColor = self.rgbToFS(c)
self.file.write("%s, " % aColor)
self.writeIndented("\n", 0)
self.writeIndented("]\n",-1)
self.writeIndented("}\n",-1)
def writeMaterial(self, mat, matName):
# look up material name, use it if available
if self.matNames.has_key(matName):
self.writeIndented("material USE MA_%s\n" % matName)
self.matNames[matName]+=1
return;
self.matNames[matName]=1
ambient = mat.amb/3
diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
if len(world) > 0:
ambi = world[0].getAmb()
ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
else:
ambi0, ambi1, ambi2 = 0, 0, 0
emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/2, (diffuseG*mat.emit+ambi1)/2, (diffuseB*mat.emit+ambi2)/2
shininess = mat.hard/512.0
specR = (mat.specCol[0]+0.001)/(1.25/(mat.getSpec()+0.001))
specG = (mat.specCol[1]+0.001)/(1.25/(mat.getSpec()+0.001))
specB = (mat.specCol[2]+0.001)/(1.25/(mat.getSpec()+0.001))
transp = 1-mat.alpha
matFlags = mat.getMode()
if matFlags & Blender.Material.Modes['SHADELESS']:
ambient = 1
shine = 1
specR = emitR = diffuseR
specG = emitG = diffuseG
specB = emitB = diffuseB
self.writeIndented("material DEF MA_%s Material {\n" % matName, 1)
self.writeIndented("diffuseColor %s %s %s\n" % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp)))
self.writeIndented("ambientIntensity %s\n" % (round(ambient,self.cp)))
self.writeIndented("specularColor %s %s %s\n" % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp)))
self.writeIndented("emissiveColor %s %s %s\n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp)))
self.writeIndented("shininess %s\n" % (round(shininess,self.cp)))
self.writeIndented("transparency %s\n" % (round(transp,self.cp)))
self.writeIndented("}\n",-1)
def writeImageTexture(self, name, filename):
if self.texNames.has_key(name):
self.writeIndented("texture USE %s\n" % self.cleanStr(name))
self.texNames[name] += 1
return
else:
self.writeIndented("texture DEF %s ImageTexture {\n" % self.cleanStr(name), 1)
self.writeIndented("url \"%s\"\n" % 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 & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
sidename='two'
else:
sidename='one'
if not vColors.has_key('multi'):
for face in mesh.faces:
if face.col:
c=face.col[0]
if c.r != 255 and c.g != 255 and c.b !=255:
vColors['multi']=1
if sided.has_key(sidename):
sided[sidename]+=1
else:
sided[sidename]=1
if face.image:
faceName="%s_%s" % (face.image.name, sidename);
if imageMap.has_key(faceName):
imageMap[faceName].append(face)
else:
imageMap[faceName]=[face.image.name,sidename,face]
if self.verbose > 2:
for faceName in imageMap.keys():
ifs=imageMap[faceName]
print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
(faceName, ifs[0], ifs[1], len(ifs)-2)
return len(imageMap.keys())
def faceToString(self,face):
print "Debug: face.flag=0x%x (bitflags)" % face.flag
if face.flag & NMesh.FaceFlags.SELECT == NMesh.FaceFlags.SELECT:
print "Debug: face.flag.SELECT=true"
print "Debug: face.mode=0x%x (bitflags)" % face.mode
if (face.mode & NMesh.FaceModes.TWOSIDE) == NMesh.FaceModes.TWOSIDE:
print "Debug: face.mode twosided"
print "Debug: face.transp=0x%x (enum)" % face.transp
if face.transp == NMesh.FaceTranspModes.SOLID:
print "Debug: face.transp.SOLID"
if face.image:
print "Debug: face.image=%s" % face.image.name
print "Debug: face.materialIndex=%d" % face.materialIndex
def getVertexColorByIndx(self, mesh, indx):
for face in mesh.faces:
j=0
for vertex in face.v:
if vertex.index == indx:
c=face.col[j]
j=j+1
return c
def meshToString(self,mesh):
print "Debug: mesh.hasVertexUV=%d" % mesh.hasVertexUV()
print "Debug: mesh.hasFaceUV=%d" % mesh.hasFaceUV()
print "Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours()
print "Debug: mesh.verts=%d" % len(mesh.verts)
print "Debug: mesh.faces=%d" % len(mesh.faces)
print "Debug: mesh.materials=%d" % len(mesh.materials)
def rgbToFS(self, c):
s="%s %s %s" % (round(c.r/255.0,self.cp), round(c.g/255.0,self.cp), round(c.b/255.0,self.cp))
return s
def computeDirection(self, object):
x,y,z=(0,-1.0,0) # point down
ax,ay,az = (object.RotX,object.RotZ,object.RotY)
# rot X
x1=x
y1=y*math.cos(ax)-z*math.sin(ax)
z1=y*math.sin(ax)+z*math.cos(ax)
# rot Y
x2=x1*math.cos(ay)+z1*math.sin(ay)
y2=y1
z2=z1*math.cos(ay)-x1*math.sin(ay)
# rot Z
x3=x2*math.cos(az)-y2*math.sin(az)
y3=x2*math.sin(az)+y2*math.cos(az)
z3=z2
return [x3,y3,z3]
# swap Y and Z to handle axis difference between Blender and VRML
#------------------------------------------------------------------------
def rotatePointForVRML(self, v):
x = v[0]
y = v[2]
z = -v[1]
vrmlPoint=[x, y, z]
return vrmlPoint
def rotVertex(self, mm, v):
lx,ly,lz=v[0],v[1],v[2]
gx=(mm[0][0]*lx + mm[1][0]*ly + mm[2][0]*lz) + mm[3][0]
gy=((mm[0][2]*lx + mm[1][2]*ly+ mm[2][2]*lz) + mm[3][2])
gz=-((mm[0][1]*lx + mm[1][1]*ly + mm[2][1]*lz) + mm[3][1])
rotatedv=[gx,gy,gz]
return rotatedv
# For writing well formed VRML code
#------------------------------------------------------------------------
def writeIndented(self, s, inc=0):
if inc < 1:
self.indentLevel = self.indentLevel + inc
self.file.write( self.indentLevel*"\t" + s)
if inc > 0:
self.indentLevel = self.indentLevel + inc
# Converts a Euler to three new Quaternions
# Angles of Euler are passed in as radians
#------------------------------------------------------------------------
def eulerToQuaternions(self, x, y, z):
Qx = [math.cos(x/2), math.sin(x/2), 0, 0]
Qy = [math.cos(y/2), 0, math.sin(y/2), 0]
Qz = [math.cos(z/2), 0, 0, math.sin(z/2)]
quaternionVec=[Qx,Qy,Qz]
return quaternionVec
# Multiply two Quaternions together to get a new Quaternion
#------------------------------------------------------------------------
def multiplyQuaternions(self, Q1, Q2):
result = [((Q1[0] * Q2[0]) - (Q1[1] * Q2[1]) - (Q1[2] * Q2[2]) - (Q1[3] * Q2[3])),
((Q1[0] * Q2[1]) + (Q1[1] * Q2[0]) + (Q1[2] * Q2[3]) - (Q1[3] * Q2[2])),
((Q1[0] * Q2[2]) + (Q1[2] * Q2[0]) + (Q1[3] * Q2[1]) - (Q1[1] * Q2[3])),
((Q1[0] * Q2[3]) + (Q1[3] * Q2[0]) + (Q1[1] * Q2[2]) - (Q1[2] * Q2[1]))]
return result
# Convert a Quaternion to an Angle Axis (ax, ay, az, angle)
# angle is in radians
#------------------------------------------------------------------------
def quaternionToAngleAxis(self, Qf):
scale = math.pow(Qf[1],2) + math.pow(Qf[2],2) + math.pow(Qf[3],2)
ax = Qf[1]
ay = Qf[2]
az = Qf[3]
if scale > .0001:
ax/=scale
ay/=scale
az/=scale
angle = 2 * math.acos(Qf[0])
result = [ax, ay, az, angle]
return result
##########################################################
# Callbacks, needed before Main
##########################################################
def select_file(filename):
if pytinst == 1:
if exists(filename) and _safeOverwrite:
result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0")
if(result != 1):
return
if not filename.endswith(extension):
filename += extension
wrlexport=VRML2Export(filename)
wrlexport.export(scene, world, worldmat)
def createWRLPath():
filename = Blender.Get('filename')
print filename
if filename.find('.') != -1:
filename = filename.split('.')[0]
filename += extension
print filename
return filename
#########################################################
# main routine
#########################################################
try:
ARG = __script__['arg'] # user selected argument
except:
print "older version"
if Blender.Get('version') < 235:
print "Warning: VRML97 export failed, wrong blender version!"
print " You aren't running blender version 2.35 or greater"
print " download a newer version from http://blender3d.org/"
else:
if ARG == 'comp':
extension=".wrz"
from gzip import *
else:
extension=".wrl"
Blender.Window.FileSelector(select_file,"Export VRML97",createWRLPath())