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import_x3d.py 86.7 KiB
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                            child = vrmlNode(self, NODE_NORMAL, -1)
                            child.setRoot(url)  # initialized dicts
                            child.parse(0)

                            # if self.getExternprotoName():
                            if self.getExternprotoName():
                                if not extern_key:  # if none is spesified - use the name
                                    extern_key = self.getSpec()

                                if extern_key:

                                    self.children.remove(child)
                                    child.parent = None

                                    extern_child = child.findSpecRecursive(extern_key)

                                    if extern_child:
                                        self.children.append(extern_child)
                                        extern_child.parent = self

                                        if DEBUG:
                                            print("\tEXTERNPROTO ID found!:", extern_key)
                                    else:
                                        print("\tEXTERNPROTO ID not found!:", extern_key)

                            # Watch it! - restore lines
                            lines[:] = lines_old

        return new_i

    def __parse(self, i, IS_PROTO_DATA=False):
        '''
        print('parsing at', i, end="")
        print(i, self.id, self.lineno)
        '''
        l = lines[i]

        if l == '[':
            # An anonymous list
            self.id = None
            i += 1
        else:
            words = []

            node_type, new_i = is_nodeline(i, words)
            if not node_type:  # fail for parsing new node.
                print("Failed to parse new node")
                raise ValueError

            if self.node_type == NODE_REFERENCE:
                # Only assign the reference and quit
                key = words[words.index('USE') + 1]
                self.id = (words[0],)

                self.reference = self.getDefDict()[key]
                return new_i

            self.id = tuple(words)

            # fill in DEF/USE
            key = self.getDefName()
            if key != None:
                self.getDefDict()[key] = self

            key = self.getProtoName()
            if not key:
                key = self.getExternprotoName()

            proto_dict = self.getProtoDict()
            if key != None:
                proto_dict[key] = self

                # Parse the proto nodes fields
                self.proto_node = vrmlNode(self, NODE_ARRAY, new_i)
                new_i = self.proto_node.parse(new_i)

                self.children.remove(self.proto_node)

                # print(self.proto_node)

                new_i += 1  # skip past the {

            else:  # If we're a proto instance, add the proto node as our child.
                spec = self.getSpec()
                try:
                    self.children.append(proto_dict[spec])
                    #pass
                except:
                    pass

                del spec

            del proto_dict, key

            i = new_i

        # print(self.id)
        ok = True
        while ok:
            if i >= len(lines):
                return len(lines) - 1

            l = lines[i]
            # print('\tDEBUG:', i, self.node_type, l)
            if l == '':
                i += 1
                continue

            if l == '}':
                if self.node_type != NODE_NORMAL:  # also ends proto nodes, we may want a type for these too.
                    print('wrong node ending, expected an } ' + str(i) + ' ' + str(self.node_type))
                    if DEBUG:
                        raise ValueError
                ### print("returning", i)
                return i + 1
            if l == ']':
                if self.node_type != NODE_ARRAY:
                    print('wrong node ending, expected a ] ' + str(i) + ' ' + str(self.node_type))
                    if DEBUG:
                        raise ValueError
                ### print("returning", i)
                return i + 1

            node_type, new_i = is_nodeline(i, [])
            if node_type:  # check text\n{
                child = vrmlNode(self, node_type, i)
                i = child.parse(i)

            elif l == '[':  # some files have these anonymous lists
                child = vrmlNode(self, NODE_ARRAY, i)
                i = child.parse(i)

            elif is_numline(i):
                l_split = l.split(',')

                values = None
                # See if each item is a float?

                for num_type in (int, float):
                    try:
                        values = [num_type(v) for v in l_split]
                        break
                    except:
                        pass

                    try:
                        values = [[num_type(v) for v in segment.split()] for segment in l_split]
                        break
                    except:
                        pass

                if values == None:  # dont parse
                    values = l_split

                # This should not extend over multiple lines however it is possible
                # print(self.array_data)
                if values:
                    self.array_data.extend(values)
                i += 1
            else:
                words = l.split()
                if len(words) > 2 and words[1] == 'USE':
                    vrmlNode(self, NODE_REFERENCE, i)
                else:

                    # print("FIELD", i, l)
                    #
                    #words = l.split()
                    ### print('\t\ttag', i)
                    # this is a tag/
                    # print(words, i, l)
                    value = l
                    # print(i)
                    # javastrips can exist as values.
                    quote_count = l.count('"')
                    if quote_count % 2:  # odd number?
                        # print('MULTILINE')
                        while 1:
                            i += 1
                            l = lines[i]
                            quote_count = l.count('"')
                            if quote_count % 2:  # odd number?
                                value += '\n' + l[:l.rfind('"')]
                                break  # assume
                            else:
                                value += '\n' + l

                    value_all = value.split()

                    def iskey(k):
                        if k[0] != '"' and k[0].isalpha() and k.upper() not in ('TRUE', 'FALSE'):
                            return True
                        return False

                    def split_fields(value):
                        '''
                        key 0.0 otherkey 1,2,3 opt1 opt1 0.0
                            -> [key 0.0], [otherkey 1,2,3], [opt1 opt1 0.0]
                        '''
                        field_list = []
                        field_context = []

                        for j in range(len(value)):
                            if iskey(value[j]):
                                if field_context:
                                    # this IS a key but the previous value was not a key, ot it was a defined field.
                                    if (not iskey(field_context[-1])) or ((len(field_context) == 3 and field_context[1] == 'IS')):
                                        field_list.append(field_context)

                                        field_context = [value[j]]
                                    else:
                                        # The last item was not a value, multiple keys are needed in some cases.
                                        field_context.append(value[j])
                                else:
                                    # Is empty, just add this on
                                    field_context.append(value[j])
                            else:
                                # Add a value to the list
                                field_context.append(value[j])

                        if field_context:
                            field_list.append(field_context)

                        return field_list

                    for value in split_fields(value_all):
                        # Split

                        if value[0] == 'field':
                            # field SFFloat creaseAngle 4
                            self.proto_field_defs.append(value)
                        else:
                            self.fields.append(value)
                i += 1


def gzipOpen(path):
    try:
        import gzip
    except:
        gzip = None

    data = None
    if gzip:
        try:
            data = gzip.open(path, 'r').read()
        except:
            pass
    else:
        print('\tNote, gzip module could not be imported, compressed files will fail to load')

    if data == None:
        try:
            data = open(path, 'rU').read()
        except:
            pass

    return data


def vrml_parse(path):
    '''
    Sets up the root node and returns it so load_web3d() can deal with the blender side of things.
    Return root (vrmlNode, '') or (None, 'Error String')
    '''
    data = gzipOpen(path)

    if data == None:
        return None, 'Failed to open file: ' + path

    # Stripped above
    lines[:] = vrmlFormat(data)

    lines.insert(0, '{')
    lines.insert(0, 'dymmy_node')
    lines.append('}')
    # Use for testing our parsed output, so we can check on line numbers.

    '''
    ff = open('/tmp/test.txt', 'w')
    ff.writelines([l+'\n' for l in lines])
    ff.close()
    '''

    # Now evaluate it
    node_type, new_i = is_nodeline(0, [])
    if not node_type:
        return None, 'Error: VRML file has no starting Node'

    # Trick to make sure we get all root nodes.
    lines.insert(0, '{')
    lines.insert(0, 'root_node____')  # important the name starts with an ascii char
    lines.append('}')

    root = vrmlNode(None, NODE_NORMAL, -1)
    root.setRoot(path)  # we need to set the root so we have a namespace and know the path incase of inlineing

    # Parse recursively
    root.parse(0)

    # This prints a load of text
    if DEBUG:
        print(root)

    return root, ''


# ====================== END VRML

# ====================== X3d Support

# Sane as vrml but replace the parser
class x3dNode(vrmlNode):
    def __init__(self, parent, node_type, x3dNode):
        vrmlNode.__init__(self, parent, node_type, -1)
        self.x3dNode = x3dNode

    def parse(self, IS_PROTO_DATA=False):
        # print(self.x3dNode.tagName)

        define = self.x3dNode.getAttributeNode('DEF')
        if define:
            self.getDefDict()[define.value] = self
        else:
            use = self.x3dNode.getAttributeNode('USE')
            if use:
                try:
                    self.reference = self.getDefDict()[use.value]
                    self.node_type = NODE_REFERENCE
                except:
                    print('\tWarning: reference', use.value, 'not found')
                    self.parent.children.remove(self)

                return

        for x3dChildNode in self.x3dNode.childNodes:
            if x3dChildNode.nodeType in (x3dChildNode.TEXT_NODE, x3dChildNode.COMMENT_NODE, x3dChildNode.CDATA_SECTION_NODE):
                continue

            node_type = NODE_NORMAL
            # print(x3dChildNode, dir(x3dChildNode))
            if x3dChildNode.getAttributeNode('USE'):
                node_type = NODE_REFERENCE

            child = x3dNode(self, node_type, x3dChildNode)
            child.parse()

        # TODO - x3d Inline

    def getSpec(self):
        return self.x3dNode.tagName  # should match vrml spec

    def getDefName(self):
        data = self.x3dNode.getAttributeNode('DEF')
        if data:
            data.value  # XXX, return??
        return None

    # Other funcs operate from vrml, but this means we can wrap XML fields, still use nice utility funcs
    # getFieldAsArray getFieldAsBool etc
    def getFieldName(self, field, ancestry, AS_CHILD=False):
        # ancestry and AS_CHILD are ignored, only used for VRML now

        self_real = self.getRealNode()  # incase we're an instance
        field_xml = self.x3dNode.getAttributeNode(field)
        if field_xml:
            value = field_xml.value

            # We may want to edit. for x3d spesific stuff
            # Sucks a bit to return the field name in the list but vrml excepts this :/
            return value.split()
        else:
            return None


def x3d_parse(path):
    '''
    Sets up the root node and returns it so load_web3d() can deal with the blender side of things.
    Return root (x3dNode, '') or (None, 'Error String')
    '''

    try:
        import xml.dom.minidom
    except:
        return None, 'Error, import XML parsing module (xml.dom.minidom) failed, install python'

    '''
    try:    doc = xml.dom.minidom.parse(path)
    except: return None, 'Could not parse this X3D file, XML error'
    '''

    # Could add a try/except here, but a console error is more useful.
    data = gzipOpen(path)

    if data == None:
        return None, 'Failed to open file: ' + path

    doc = xml.dom.minidom.parseString(data)

    try:
        x3dnode = doc.getElementsByTagName('X3D')[0]
    except:
        return None, 'Not a valid x3d document, cannot import'

    root = x3dNode(None, NODE_NORMAL, x3dnode)
    root.setRoot(path)  # so images and Inline's we load have a relative path
    root.parse()

    return root, ''

## f = open('/_Cylinder.wrl', 'r')
# f = open('/fe/wrl/Vrml/EGS/TOUCHSN.WRL', 'r')
# vrml_parse('/fe/wrl/Vrml/EGS/TOUCHSN.WRL')
#vrml_parse('/fe/wrl/Vrml/EGS/SCRIPT.WRL')
'''
import os
files = os.popen('find /fe/wrl -iname "*.wrl"').readlines()
files.sort()
tot = len(files)
for i, f in enumerate(files):
    #if i < 801:
    #   continue

    f = f.strip()
    print(f, i, tot)
    vrml_parse(f)
'''

# NO BLENDER CODE ABOVE THIS LINE.
# -----------------------------------------------------------------------------------
import bpy
import image_utils
# import BPyImage
# import BPySys
# reload(BPySys)
# reload(BPyImage)
# import Blender
# from Blender import Texture, Material, Mathutils, Mesh, Types, Window
from mathutils import Vector, Matrix

RAD_TO_DEG = 57.29578

GLOBALS = {'CIRCLE_DETAIL': 16}


def translateRotation(rot):
    ''' axis, angle '''
    return Matrix.Rotation(rot[3], 4, Vector(rot[:3]))


def translateScale(sca):
    mat = Matrix()  # 4x4 default
    mat[0][0] = sca[0]
    mat[1][1] = sca[1]
    mat[2][2] = sca[2]
    return mat


def translateTransform(node, ancestry):
    cent = node.getFieldAsFloatTuple('center', None, ancestry)  # (0.0, 0.0, 0.0)
    rot = node.getFieldAsFloatTuple('rotation', None, ancestry)  # (0.0, 0.0, 1.0, 0.0)
    sca = node.getFieldAsFloatTuple('scale', None, ancestry)  # (1.0, 1.0, 1.0)
    scaori = node.getFieldAsFloatTuple('scaleOrientation', None, ancestry)  # (0.0, 0.0, 1.0, 0.0)
    tx = node.getFieldAsFloatTuple('translation', None, ancestry)  # (0.0, 0.0, 0.0)

    if cent:
        cent_mat = Matrix.Translation(cent)
        cent_imat = cent_mat.inverted()
    else:
        cent_mat = cent_imat = None

    if rot:
        rot_mat = translateRotation(rot)
    else:
        rot_mat = None

    if sca:
        sca_mat = translateScale(sca)
    else:
        sca_mat = None

    if scaori:
        scaori_mat = translateRotation(scaori)
        scaori_imat = scaori_mat.inverted()
        tx_mat = Matrix.Translation(tx)
    else:
        tx_mat = None

    new_mat = Matrix()

    mats = [tx_mat, cent_mat, rot_mat, scaori_mat, sca_mat, scaori_imat, cent_imat]
    for mtx in mats:
        if mtx:
            new_mat = new_mat * mtx

    return new_mat


def translateTexTransform(node, ancestry):
    cent = node.getFieldAsFloatTuple('center', None, ancestry)  # (0.0, 0.0)
    rot = node.getFieldAsFloat('rotation', None, ancestry)  # 0.0
    sca = node.getFieldAsFloatTuple('scale', None, ancestry)  # (1.0, 1.0)
    tx = node.getFieldAsFloatTuple('translation', None, ancestry)  # (0.0, 0.0)

    if cent:
        # cent is at a corner by default
        cent_mat = Matrix.Translation(Vector(cent).to_3d())
        cent_imat = cent_mat.inverted()
    else:
        cent_mat = cent_imat = None

    if rot:
        rot_mat = Matrix.Rotation(rot, 4, 'Z')  # translateRotation(rot)
    else:
        rot_mat = None

    if sca:
        sca_mat = translateScale((sca[0], sca[1], 0.0))
    else:
        sca_mat = None

    if tx:
        tx_mat = Matrix.Translation(Vector(tx).to_3d())
    else:
        tx_mat = None

    new_mat = Matrix()

    # as specified in VRML97 docs
    mats = [cent_imat, sca_mat, rot_mat, cent_mat, tx_mat]

    for mtx in mats:
        if mtx:
            new_mat = new_mat * mtx

    return new_mat


# 90d X rotation
import math
MATRIX_Z_TO_Y = Matrix.Rotation(math.pi / 2.0, 4, 'X')


def getFinalMatrix(node, mtx, ancestry):

    transform_nodes = [node_tx for node_tx in ancestry if node_tx.getSpec() == 'Transform']
    if node.getSpec() == 'Transform':
        transform_nodes.append(node)
    transform_nodes.reverse()

    if mtx is None:
        mtx = Matrix()

    for node_tx in transform_nodes:
        mat = translateTransform(node_tx, ancestry)
        mtx = mat * mtx

    # worldspace matrix
    mtx = MATRIX_Z_TO_Y * mtx

    return mtx


def importMesh_IndexedFaceSet(geom, bpyima, ancestry):
    # print(geom.lineno, geom.id, vrmlNode.DEF_NAMESPACE.keys())

    ccw = geom.getFieldAsBool('ccw', True, ancestry)
    ifs_colorPerVertex = geom.getFieldAsBool('colorPerVertex', True, ancestry)  # per vertex or per face
    ifs_normalPerVertex = geom.getFieldAsBool('normalPerVertex', True, ancestry)

    # This is odd how point is inside Coordinate

    # VRML not x3d
    #coord = geom.getChildByName('coord') # 'Coordinate'

    coord = geom.getChildBySpec('Coordinate')  # works for x3d and vrml

    if coord:
        ifs_points = coord.getFieldAsArray('point', 3, ancestry)
    else:
        coord = []

    if not coord:
        print('\tWarnint: IndexedFaceSet has no points')
        return None, ccw

    ifs_faces = geom.getFieldAsArray('coordIndex', 0, ancestry)

    coords_tex = None
    if ifs_faces:  # In rare cases this causes problems - no faces but UVs???

        # WORKS - VRML ONLY
        # coords_tex = geom.getChildByName('texCoord')
        coords_tex = geom.getChildBySpec('TextureCoordinate')

        if coords_tex:
            ifs_texpoints = coords_tex.getFieldAsArray('point', 2, ancestry)
            ifs_texfaces = geom.getFieldAsArray('texCoordIndex', 0, ancestry)

            if not ifs_texpoints:
                # IF we have no coords, then dont bother
                coords_tex = None

    # WORKS - VRML ONLY
    # vcolor = geom.getChildByName('color')
    vcolor = geom.getChildBySpec('Color')
    vcolor_spot = None  # spot color when we dont have an array of colors
    if vcolor:
        # float to char
        ifs_vcol = [(0, 0, 0)]  # EEKADOODLE - vertex start at 1
        ifs_vcol.extend([col for col in vcolor.getFieldAsArray('color', 3, ancestry)])
        ifs_color_index = geom.getFieldAsArray('colorIndex', 0, ancestry)

        if not ifs_vcol:
            vcolor_spot = vcolor.getFieldAsFloatTuple('color', [], ancestry)

    # Convert faces into somthing blender can use
    edges = []

    # All lists are aligned!
    faces = []
    faces_uv = []  # if ifs_texfaces is empty then the faces_uv will match faces exactly.
    faces_orig_index = []  # for ngons, we need to know our original index

    if coords_tex and ifs_texfaces:
        do_uvmap = True
    else:
        do_uvmap = False

    # current_face = [0] # pointer anyone

    def add_face(face, fuvs, orig_index):
        l = len(face)
        if l == 3 or l == 4:
            faces.append(face)
            # faces_orig_index.append(current_face[0])
            if do_uvmap:
                faces_uv.append(fuvs)

            faces_orig_index.append(orig_index)
        elif l == 2:
            edges.append(face)
        elif l > 4:
            for i in range(2, len(face)):
                faces.append([face[0], face[i - 1], face[i]])
                if do_uvmap:
                    faces_uv.append([fuvs[0], fuvs[i - 1], fuvs[i]])
                faces_orig_index.append(orig_index)
        else:
            # faces with 1 verts? pfft!
            # still will affect index ordering
            pass

    face = []
    fuvs = []
    orig_index = 0
    for i, fi in enumerate(ifs_faces):
        # ifs_texfaces and ifs_faces should be aligned
        if fi != -1:
            # face.append(int(fi)) # in rare cases this is a float
            # EEKADOODLE!!!
            # Annoyance where faces that have a zero index vert get rotated. This will then mess up UVs and VColors
            face.append(int(fi) + 1)  # in rare cases this is a float, +1 because of stupid EEKADOODLE :/

            if do_uvmap:
                if i >= len(ifs_texfaces):
                    print('\tWarning: UV Texface index out of range')
                    fuvs.append(ifs_texfaces[0])
                else:
                    fuvs.append(ifs_texfaces[i])
        else:
            add_face(face, fuvs, orig_index)
            face = []
            if do_uvmap:
                fuvs = []
            orig_index += 1

    add_face(face, fuvs, orig_index)
    del add_face  # dont need this func anymore

    bpymesh = bpy.data.meshes.new(name="XXX")

    # EEKADOODLE
    bpymesh.vertices.add(1 + (len(ifs_points)))
    bpymesh.vertices.foreach_set("co", [0, 0, 0] + [a for v in ifs_points for a in v])  # XXX25 speed

    # print(len(ifs_points), faces, edges, ngons)

    try:
        bpymesh.faces.add(len(faces))
        bpymesh.faces.foreach_set("vertices_raw", [a for f in faces for a in (f + [0] if len(f) == 3 else f)])  # XXX25 speed
    except KeyError:
        print("one or more vert indices out of range. corrupt file?")
        #for f in faces:
        #   bpymesh.faces.extend(faces, smooth=True)


    if len(bpymesh.faces) != len(faces):
        print('\tWarning: adding faces did not work! file is invalid, not adding UVs or vcolors')
        return bpymesh, ccw

    # Apply UVs if we have them
    if not do_uvmap:
        faces_uv = faces  # fallback, we didnt need a uvmap in the first place, fallback to the face/vert mapping.
    if coords_tex:
        #print(ifs_texpoints)
        # print(geom)
        uvlay = bpymesh.uv_textures.new()

        for i, f in enumerate(uvlay.data):
            f.image = bpyima
            fuv = faces_uv[i]  # uv indices
            for j, uv in enumerate(f.uv):
                # print(fuv, j, len(ifs_texpoints))
                try:
                    f.uv[j] = ifs_texpoints[fuv[j]]  # XXX25, speedup
                except:
                    print('\tWarning: UV Index out of range')
                    f.uv[j] = ifs_texpoints[0]  # XXX25, speedup

    elif bpyima and len(bpymesh.faces):
        # Oh Bugger! - we cant really use blenders ORCO for for texture space since texspace dosnt rotate.
        # we have to create VRML's coords as UVs instead.

        # VRML docs
        '''
        If the texCoord field is NULL, a default texture coordinate mapping is calculated using the local
        coordinate system bounding box of the shape. The longest dimension of the bounding box defines the S coordinates,
        and the next longest defines the T coordinates. If two or all three dimensions of the bounding box are equal,
        ties shall be broken by choosing the X, Y, or Z dimension in that order of preference.
        The value of the S coordinate ranges from 0 to 1, from one end of the bounding box to the other.
        The T coordinate ranges between 0 and the ratio of the second greatest dimension of the bounding box to the greatest dimension.
        '''

        # Note, S,T == U,V
        # U gets longest, V gets second longest
        xmin, ymin, zmin = ifs_points[0]
        xmax, ymax, zmax = ifs_points[0]
        for co in ifs_points:
            x, y, z = co
            if x < xmin:
                xmin = x
            if y < ymin:
                ymin = y
            if z < zmin:
                zmin = z

            if x > xmax:
                xmax = x
            if y > ymax:
                ymax = y
            if z > zmax:
                zmax = z

        xlen = xmax - xmin
        ylen = ymax - ymin
        zlen = zmax - zmin

        depth_min = xmin, ymin, zmin
        depth_list = [xlen, ylen, zlen]
        depth_sort = depth_list[:]
        depth_sort.sort()

        depth_idx = [depth_list.index(val) for val in depth_sort]

        axis_u = depth_idx[-1]
        axis_v = depth_idx[-2]  # second longest

        # Hack, swap these !!! TODO - Why swap??? - it seems to work correctly but should not.
        # axis_u,axis_v = axis_v,axis_u

        min_u = depth_min[axis_u]
        min_v = depth_min[axis_v]
        depth_u = depth_list[axis_u]
        depth_v = depth_list[axis_v]

        depth_list[axis_u]

        if axis_u == axis_v:
            # This should be safe because when 2 axies have the same length, the lower index will be used.
            axis_v += 1

        uvlay = bpymesh.uv_textures.new()

        # HACK !!! - seems to be compatible with Cosmo though.
        depth_v = depth_u = max(depth_v, depth_u)

        bpymesh_vertices = bpymesh.vertices[:]
        bpymesh_faces = bpymesh.faces[:]

        for j, f in enumerate(uvlay.data):
            f.image = bpyima
            fuv = f.uv
            f_v = bpymesh_faces[j].vertices[:]  # XXX25 speed

            for i, v in enumerate(f_v):
                co = bpymesh_vertices[v].co
                fuv[i] = (co[axis_u] - min_u) / depth_u, (co[axis_v] - min_v) / depth_v

    # Add vcote
    if vcolor:
        # print(ifs_vcol)
        collay = bpymesh.vertex_colors.new()

        for f_idx, f in enumerate(collay.data):
            fv = bpymesh.faces[f_idx].vertices[:]
            if len(fv) == 3:  # XXX speed
                fcol = f.color1, f.color2, f.color3
            else:
                fcol = f.color1, f.color2, f.color3, f.color4
            if ifs_colorPerVertex:
                for i, c in enumerate(fcol):
                    color_index = fv[i]  # color index is vert index
                    if ifs_color_index:
                        try:
                            color_index = ifs_color_index[color_index]
                        except:
                            print('\tWarning: per vertex color index out of range')
                            continue

                    if color_index < len(ifs_vcol):
                        c.r, c.g, c.b = ifs_vcol[color_index]
                    else:
                        #print('\tWarning: per face color index out of range')
                        pass
            else:
                if vcolor_spot:  # use 1 color, when ifs_vcol is []
                    for c in fcol:
                        c.r, c.g, c.b = vcolor_spot
                else:
                    color_index = faces_orig_index[f_idx]  # color index is face index
                    #print(color_index, ifs_color_index)
                    if ifs_color_index:
                        if color_index >= len(ifs_color_index):
                            print('\tWarning: per face color index out of range')
                            color_index = 0
                        else:
                            color_index = ifs_color_index[color_index]
                    try:
                        col = ifs_vcol[color_index]
                    except IndexError:
                        # TODO, look
                        col = (1.0, 1.0, 1.0)
                    for i, c in enumerate(fcol):
                        c.r, c.g, c.b = col

    # XXX25
    # bpymesh.vertices.delete([0, ])  # EEKADOODLE

    return bpymesh, ccw


def importMesh_IndexedLineSet(geom, ancestry):
    # VRML not x3d
    #coord = geom.getChildByName('coord') # 'Coordinate'
    coord = geom.getChildBySpec('Coordinate')  # works for x3d and vrml
    if coord:
        points = coord.getFieldAsArray('point', 3, ancestry)
    else:
        points = []

    if not points:
        print('\tWarning: IndexedLineSet had no points')
        return None

    ils_lines = geom.getFieldAsArray('coordIndex', 0, ancestry)

    lines = []
    line = []

    for il in ils_lines:
        if il == -1:
            lines.append(line)
            line = []
        else:
            line.append(int(il))
    lines.append(line)

    # vcolor = geom.getChildByName('color') # blender dosnt have per vertex color

    bpycurve = bpy.data.curves.new('IndexedCurve', 'CURVE')
    bpycurve.dimensions = '3D'

    for line in lines:
        if not line:
            continue
        co = points[line[0]]
        nu = bpycurve.splines.new('POLY')
        nu.points.add(len(line))

        for il, pt in zip(line, nu.points):
            pt.co[0:3] = points[il]

    return bpycurve


def importMesh_PointSet(geom, ancestry):
    # VRML not x3d
    #coord = geom.getChildByName('coord') # 'Coordinate'
    coord = geom.getChildBySpec('Coordinate')  # works for x3d and vrml
    if coord:
        points = coord.getFieldAsArray('point', 3, ancestry)
    else:
        points = []

    # vcolor = geom.getChildByName('color') # blender dosnt have per vertex color

    bpymesh = bpy.data.meshes.new("XXX")
    bpymesh.vertices.add(len(points))
    bpymesh.vertices.foreach_set("co", [a for v in points for a in v])

    return bpymesh

GLOBALS['CIRCLE_DETAIL'] = 12


def bpy_ops_add_object_hack():  # XXX25, evil
    scene = bpy.context.scene
    obj = scene.objects[0]
    scene.objects.unlink(obj)
    bpymesh = obj.data
    bpy.data.objects.remove(obj)
    return bpymesh


def importMesh_Sphere(geom, ancestry):
    diameter = geom.getFieldAsFloat('radius', 0.5, ancestry)
    # bpymesh = Mesh.Primitives.UVsphere(GLOBALS['CIRCLE_DETAIL'], GLOBALS['CIRCLE_DETAIL'], diameter)

    bpy.ops.mesh.primitive_uv_sphere_add(segments=GLOBALS['CIRCLE_DETAIL'],
                                         ring_count=GLOBALS['CIRCLE_DETAIL'],
                                         size=diameter,
                                         view_align=False,
                                         enter_editmode=False,
                                         )

    bpymesh = bpy_ops_add_object_hack()

    bpymesh.transform(MATRIX_Z_TO_Y)
    return bpymesh


def importMesh_Cylinder(geom, ancestry):
    # bpymesh = bpy.data.meshes.new()
    diameter = geom.getFieldAsFloat('radius', 1.0, ancestry)
    height = geom.getFieldAsFloat('height', 2, ancestry)

    # bpymesh = Mesh.Primitives.Cylinder(GLOBALS['CIRCLE_DETAIL'], diameter, height)

    bpy.ops.mesh.primitive_cylinder_add(vertices=GLOBALS['CIRCLE_DETAIL'],
                                        radius=diameter,
                                        depth=height,
                                        cap_ends=True,
                                        view_align=False,
                                        enter_editmode=False,
                                        )

    bpymesh = bpy_ops_add_object_hack()

    bpymesh.transform(MATRIX_Z_TO_Y)

    # Warning - Rely in the order Blender adds verts
    # not nice design but wont change soon.

    bottom = geom.getFieldAsBool('bottom', True, ancestry)
    side = geom.getFieldAsBool('side', True, ancestry)
    top = geom.getFieldAsBool('top', True, ancestry)

    if not top:  # last vert is top center of tri fan.
        # bpymesh.vertices.delete([(GLOBALS['CIRCLE_DETAIL'] + GLOBALS['CIRCLE_DETAIL']) + 1])  # XXX25
        pass

    if not bottom:  # second last vert is bottom of triangle fan
        # XXX25
        # bpymesh.vertices.delete([GLOBALS['CIRCLE_DETAIL'] + GLOBALS['CIRCLE_DETAIL']])
        pass

    if not side:
        # remove all quads
        # XXX25
        # bpymesh.faces.delete(1, [f for f in bpymesh.faces if len(f) == 4])
        pass

    return bpymesh


def importMesh_Cone(geom, ancestry):
    # bpymesh = bpy.data.meshes.new()
    diameter = geom.getFieldAsFloat('bottomRadius', 1.0, ancestry)
    height = geom.getFieldAsFloat('height', 2, ancestry)