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# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
# Contributors: bart:neeneenee*de, http://www.neeneenee.de/vrml, Campbell Barton
"""
This script exports to X3D 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:
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;
"""
import math
import os
import bpy
import mathutils
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from bpy_extras.io_utils import create_derived_objects, free_derived_objects
x3d_names_reserved = {'Anchor', 'Appearance', 'Arc2D', 'ArcClose2D', 'AudioClip', 'Background', 'Billboard',
'BooleanFilter', 'BooleanSequencer', 'BooleanToggle', 'BooleanTrigger', 'Box', 'Circle2D',
'Collision', 'Color', 'ColorInterpolator', 'ColorRGBA', 'component', 'Cone', 'connect',
'Contour2D', 'ContourPolyline2D', 'Coordinate', 'CoordinateDouble', 'CoordinateInterpolator',
'CoordinateInterpolator2D', 'Cylinder', 'CylinderSensor', 'DirectionalLight', 'Disk2D',
'ElevationGrid', 'EspduTransform', 'EXPORT', 'ExternProtoDeclare', 'Extrusion', 'field',
'fieldValue', 'FillProperties', 'Fog', 'FontStyle', 'GeoCoordinate', 'GeoElevationGrid',
'GeoLocationLocation', 'GeoLOD', 'GeoMetadata', 'GeoOrigin', 'GeoPositionInterpolator',
'GeoTouchSensor', 'GeoViewpoint', 'Group', 'HAnimDisplacer', 'HAnimHumanoid', 'HAnimJoint',
'HAnimSegment', 'HAnimSite', 'head', 'ImageTexture', 'IMPORT', 'IndexedFaceSet',
'IndexedLineSet', 'IndexedTriangleFanSet', 'IndexedTriangleSet', 'IndexedTriangleStripSet',
'Inline', 'IntegerSequencer', 'IntegerTrigger', 'IS', 'KeySensor', 'LineProperties', 'LineSet',
'LoadSensor', 'LOD', 'Material', 'meta', 'MetadataDouble', 'MetadataFloat', 'MetadataInteger',
'MetadataSet', 'MetadataString', 'MovieTexture', 'MultiTexture', 'MultiTextureCoordinate',
'MultiTextureTransform', 'NavigationInfo', 'Normal', 'NormalInterpolator', 'NurbsCurve',
'NurbsCurve2D', 'NurbsOrientationInterpolator', 'NurbsPatchSurface',
'NurbsPositionInterpolator', 'NurbsSet', 'NurbsSurfaceInterpolator', 'NurbsSweptSurface',
'NurbsSwungSurface', 'NurbsTextureCoordinate', 'NurbsTrimmedSurface', 'OrientationInterpolator',
'PixelTexture', 'PlaneSensor', 'PointLight', 'PointSet', 'Polyline2D', 'Polypoint2D',
'PositionInterpolator', 'PositionInterpolator2D', 'ProtoBody', 'ProtoDeclare', 'ProtoInstance',
'ProtoInterface', 'ProximitySensor', 'ReceiverPdu', 'Rectangle2D', 'ROUTE', 'ScalarInterpolator',
'Scene', 'Script', 'Shape', 'SignalPdu', 'Sound', 'Sphere', 'SphereSensor', 'SpotLight', 'StaticGroup',
'StringSensor', 'Switch', 'Text', 'TextureBackground', 'TextureCoordinate', 'TextureCoordinateGenerator',
'TextureTransform', 'TimeSensor', 'TimeTrigger', 'TouchSensor', 'Transform', 'TransmitterPdu',
'TriangleFanSet', 'TriangleSet', 'TriangleSet2D', 'TriangleStripSet', 'Viewpoint', 'VisibilitySensor',
'WorldInfo', 'X3D', 'XvlShell', 'VertexShader', 'FragmentShader', 'MultiShaderAppearance', 'ShaderAppearance'}
# h3d defines
H3D_TOP_LEVEL = 'TOP_LEVEL_TI'
H3D_VIEW_MATRIX = 'view_matrix'
def clamp_color(col):
return tuple([max(min(c, 1.0), 0.0) for c in col])
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def matrix_direction_neg_z(matrix):
return (matrix.to_3x3() * mathutils.Vector((0.0, 0.0, -1.0))).normalized()[:]
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def prefix_quoted_str(value, prefix):
return value[0] + prefix + value[1:]
def suffix_quoted_str(value, suffix):
return value[:-1] + suffix + value[-1:]
def build_hierarchy(objects):
"""
objects_set = set(objects)
par_lookup = {}
def test_parent(parent):
while (parent is not None) and (parent not in objects_set):
parent = parent.parent
return parent
par_lookup.setdefault(test_parent(obj.parent), []).append((obj, []))
for parent, children in par_lookup.items():
for obj, subchildren in children:
subchildren[:] = par_lookup.get(obj, [])
return par_lookup[None]
# -----------------------------------------------------------------------------
# H3D Functions
# -----------------------------------------------------------------------------
def h3d_shader_glsl_frag_patch(filepath, global_vars):
h3d_file = open(filepath, 'r')
lines = []
for l in h3d_file:
if l.startswith("void main(void)"):
lines.append("\n")
lines.append("// h3d custom vars begin\n")
for v in global_vars:
lines.append("%s\n" % v)
lines.append("// h3d custom vars end\n")
lines.append("\n")
elif l.lstrip().startswith("lamp_visibility_other("):
w = l.split(', ')
w[1] = '(view_matrix * %s_transform * vec4(%s.x, %s.y, %s.z, 1.0)).xyz' % (w[1], w[1], w[1], w[1])
l = ", ".join(w)
h3d_file.close()
h3d_file = open(filepath, 'w')
h3d_file.writelines(lines)
h3d_file.close()
# -----------------------------------------------------------------------------
# Functions for writing output file
# -----------------------------------------------------------------------------
def export(file,
global_matrix,
scene,
use_apply_modifiers=False,
use_selection=True,
use_triangulate=False,
use_normals=False,
use_hierarchy=True,
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# -------------------------------------------------------------------------
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# Global Setup
# -------------------------------------------------------------------------
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from bpy_extras.io_utils import unique_name
from xml.sax.saxutils import quoteattr
uuid_cache_object = {} # object
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uuid_cache_view = {} # object, different namespace
uuid_cache_mesh = {} # mesh
uuid_cache_material = {} # material
uuid_cache_image = {} # image
uuid_cache_world = {} # world
# store files to copy
copy_set = set()
base_src = os.path.dirname(bpy.data.filepath)
base_dst = os.path.dirname(file.name)
filename_strip = os.path.splitext(os.path.basename(file.name))[0]
gpu_shader_cache = {}
if use_h3d:
import gpu
gpu_shader_dummy_mat = bpy.data.materials.new('X3D_DYMMY_MAT')
gpu_shader_cache[None] = gpu.export_shader(scene, gpu_shader_dummy_mat)
h3d_material_route = []
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# -------------------------------------------------------------------------
# File Writing Functions
# -------------------------------------------------------------------------
def writeHeader(ident):
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filepath_quoted = quoteattr(os.path.basename(file.name))
blender_ver_quoted = quoteattr('Blender %s' % bpy.app.version_string)
fw('%s<?xml version="1.0" encoding="UTF-8"?>\n' % ident)
fw('%s<X3D profile="H3DAPI" version="1.4">\n' % ident)
fw('%s<!DOCTYPE X3D PUBLIC "ISO//Web3D//DTD X3D 3.0//EN" "http://www.web3d.org/specifications/x3d-3.0.dtd">\n' % ident)
fw('%s<X3D version="3.0" profile="Immersive" xmlns:xsd="http://www.w3.org/2001/XMLSchema-instance" xsd:noNamespaceSchemaLocation="http://www.web3d.org/specifications/x3d-3.0.xsd">\n' % ident)
ident += '\t'
fw('%s<head>\n' % ident)
ident += '\t'
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fw('%s<meta name="filename" content=%s />\n' % (ident, filepath_quoted))
fw('%s<meta name="generator" content=%s />\n' % (ident, blender_ver_quoted))
# this info was never updated, so blender version should be enough
# fw('%s<meta name="translator" content="X3D exporter v1.55 (2006/01/17)" />\n' % ident)
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ident = ident[:-1]
fw('%s</head>\n' % ident)
fw('%s<Scene>\n' % ident)
ident += '\t'
if use_h3d:
# outputs the view matrix in glModelViewMatrix field
fw('%s<TransformInfo DEF="%s" outputGLMatrices="true" />\n' % (ident, H3D_TOP_LEVEL))
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return ident
def writeFooter(ident):
if use_h3d:
# global
for route in h3d_material_route:
fw('%s%s\n' % (ident, route))
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ident = ident[:-1]
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ident = ident[:-1]
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return ident
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def writeViewpoint(ident, obj, matrix, scene):
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view_id = quoteattr(unique_name(obj, 'CA_' + obj.name, uuid_cache_view))
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loc, quat, scale = matrix.decompose()
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Viewpoint ' % ident)))
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fw('DEF=%s\n' % view_id)
fw(ident_step + 'centerOfRotation="0 0 0"\n')
fw(ident_step + 'position="%3.2f %3.2f %3.2f"\n' % loc[:])
fw(ident_step + 'orientation="%3.2f %3.2f %3.2f %3.2f"\n' % (quat.axis.normalized()[:] + (quat.angle, )))
fw(ident_step + 'fieldOfView="%.3g"\n' % obj.data.angle)
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def writeFog(ident, world):
if world:
mtype = world.mist_settings.falloff
mparam = world.mist_settings
else:
return
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Fog ' % ident)))
fw('fogType="%s"\n' % ('LINEAR' if (mtype == 'LINEAR') else 'EXPONENTIAL'))
fw(ident_step + 'color="%.3g %.3g %.3g"\n' % clamp_color(world.horizon_color))
fw(ident_step + 'visibilityRange="%.3g"\n' % mparam.depth)
fw(ident_step + '/>\n')
else:
return
def writeNavigationInfo(ident, scene):
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<NavigationInfo ' % ident)))
fw('headlight="false"\n')
fw(ident_step + 'visibilityLimit="0.0"\n')
fw(ident_step + 'type=\'"EXAMINE", "ANY"\'\n')
fw(ident_step + 'avatarSize="0.25, 1.75, 0.75"\n')
fw(ident_step + '/>\n')
def writeTransform_begin(ident, matrix, def_id):
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Transform ' % ident)))
if def_id is not None:
fw('DEF=%s\n' % def_id)
else:
fw('\n')
loc, quat, sca = matrix.decompose()
fw(ident_step + 'translation="%.6g %.6g %.6g"\n' % loc[:])
# fw(ident_step + 'center="%.6g %.6g %.6g"\n' % (0, 0, 0))
fw(ident_step + 'scale="%.6g %.6g %.6g"\n' % sca[:])
fw(ident_step + 'rotation="%.6g %.6g %.6g %.6g"\n' % (quat.axis.normalized()[:] + (quat.angle, )))
fw(ident_step + '>\n')
ident += '\t'
return ident
def writeTransform_end(ident):
ident = ident[:-1]
fw('%s</Transform>\n' % ident)
return ident
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def writeSpotLight(ident, obj, matrix, lamp, world):
# note, lamp_id is not re-used
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lamp_id = quoteattr(unique_name(obj, 'LA_' + obj.name, uuid_cache_lamp))
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if world:
ambi = world.ambient_color
amb_intensity = ((ambi[0] + ambi[1] + ambi[2]) / 3.0) / 2.5
del ambi
else:
amb_intensity = 0.0
# compute cutoff and beamwidth
intensity = min(lamp.energy / 1.75, 1.0)
beamWidth = lamp.spot_size * 0.37
# beamWidth=((lamp.spotSize*math.pi)/180.0)*.37
cutOffAngle = beamWidth * 1.3
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orientation = matrix_direction_neg_z(matrix)
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location = matrix.to_translation()[:]
radius = lamp.distance * math.cos(beamWidth)
# radius = lamp.dist*math.cos(beamWidth)
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<SpotLight ' % ident)))
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fw('DEF=%s\n' % lamp_id)
fw(ident_step + 'radius="%.4g"\n' % radius)
fw(ident_step + 'ambientIntensity="%.4g"\n' % amb_intensity)
fw(ident_step + 'intensity="%.4g"\n' % intensity)
fw(ident_step + 'color="%.4g %.4g %.4g"\n' % clamp_color(lamp.color))
fw(ident_step + 'beamWidth="%.4g"\n' % beamWidth)
fw(ident_step + 'cutOffAngle="%.4g"\n' % cutOffAngle)
fw(ident_step + 'direction="%.4g %.4g %.4g"\n' % orientation)
fw(ident_step + 'location="%.4g %.4g %.4g"\n' % location)
fw(ident_step + '/>\n')
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def writeDirectionalLight(ident, obj, matrix, lamp, world):
# note, lamp_id is not re-used
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lamp_id = quoteattr(unique_name(obj, 'LA_' + obj.name, uuid_cache_lamp))
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if world:
ambi = world.ambient_color
# ambi = world.amb
amb_intensity = ((float(ambi[0] + ambi[1] + ambi[2])) / 3.0) / 2.5
else:
ambi = 0
amb_intensity = 0.0
intensity = min(lamp.energy / 1.75, 1.0)
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orientation = matrix_direction_neg_z(matrix)
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<DirectionalLight ' % ident)))
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fw('DEF=%s\n' % lamp_id)
fw(ident_step + 'ambientIntensity="%.4g"\n' % amb_intensity)
fw(ident_step + 'color="%.4g %.4g %.4g"\n' % clamp_color(lamp.color))
fw(ident_step + 'intensity="%.4g"\n' % intensity)
fw(ident_step + 'direction="%.4g %.4g %.4g"\n' % orientation)
fw(ident_step + '/>\n')
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def writePointLight(ident, obj, matrix, lamp, world):
# note, lamp_id is not re-used
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lamp_id = quoteattr(unique_name(obj, 'LA_' + obj.name, uuid_cache_lamp))
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if world:
ambi = world.ambient_color
# ambi = world.amb
amb_intensity = ((float(ambi[0] + ambi[1] + ambi[2])) / 3.0) / 2.5
else:
ambi = 0.0
amb_intensity = 0.0
intensity = min(lamp.energy / 1.75, 1.0)
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location = matrix.to_translation()[:]
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<PointLight ' % ident)))
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fw('DEF=%s\n' % lamp_id)
fw(ident_step + 'ambientIntensity="%.4g"\n' % amb_intensity)
fw(ident_step + 'color="%.4g %.4g %.4g"\n' % clamp_color(lamp.color))
fw(ident_step + 'intensity="%.4g"\n' % intensity)
fw(ident_step + 'radius="%.4g" \n' % lamp.distance)
fw(ident_step + 'location="%.4g %.4g %.4g"\n' % location)
fw(ident_step + '/>\n')
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def writeIndexedFaceSet(ident, obj, mesh, matrix, world):
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obj_id = quoteattr(unique_name(obj, 'OB_' + obj.name, uuid_cache_object))
mesh_id = quoteattr(unique_name(mesh, 'ME_' + mesh.name, uuid_cache_mesh))
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mesh_id_group = prefix_quoted_str(mesh_id, 'group_')
mesh_id_coords = prefix_quoted_str(mesh_id, 'coords_')
mesh_id_normals = prefix_quoted_str(mesh_id, 'normals_')
if not mesh.faces:
return
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texface_use_halo = 0
texface_use_billboard = 0
# texface_use_collision = 0
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use_halonode = False
use_billnode = False
use_collnode = False
if mesh.uv_textures.active: # if mesh.faceUV:
for face in mesh.uv_textures.active.data: # for face in mesh.faces:
texface_use_halo |= face.use_halo
texface_use_billboard |= face.use_billboard
# texface_use_collision |= face.use_collision
# texface_use_object_color |= face.use_object_color
# use modifier instead
texface_use_collision = bool([mod for mod in obj.modifiers
if mod.type == 'COLLISION'
if mod.show_viewport])
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if texface_use_halo:
fw('%s<Billboard axisOfRotation="0 0 0">\n' % ident)
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use_halonode = True
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elif texface_use_billboard:
fw('%s<Billboard axisOfRotation="0 1 0">\n' % ident)
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use_billnode = True
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elif texface_use_collision:
fw('%s<Collision enabled="true">\n' % ident)
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use_collnode = True
del texface_use_halo
del texface_use_billboard
del texface_use_collision
# del texface_use_object_color
ident = writeTransform_begin(ident, matrix, suffix_quoted_str(obj_id, "_TRANSFORM"))
if mesh.tag:
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fw('%s<Group USE=%s />\n' % (ident, mesh_id_group))
else:
mesh.tag = True
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fw('%s<Group DEF=%s>\n' % (ident, mesh_id_group))
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is_uv = bool(mesh.uv_textures.active)
# is_col, defined for each material
is_coords_written = False
mesh_materials = mesh.materials[:]
if not mesh_materials:
mesh_materials = [None]
mesh_material_tex = [None] * len(mesh_materials)
mesh_material_mtex = [None] * len(mesh_materials)
mesh_material_images = [None] * len(mesh_materials)
for i, material in enumerate(mesh_materials):
if material:
for mtex in material.texture_slots:
if mtex:
tex = mtex.texture
if tex and tex.type == 'IMAGE':
image = tex.image
if image:
mesh_material_tex[i] = tex
mesh_material_mtex[i] = mtex
mesh_material_images[i] = image
break
mesh_materials_use_face_texture = [getattr(material, 'use_face_texture', True) for material in mesh_materials]
# fast access!
mesh_faces = mesh.faces[:]
mesh_faces_materials = [f.material_index for f in mesh_faces]
mesh_faces_vertices = [f.vertices[:] for f in mesh_faces]
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if is_uv and True in mesh_materials_use_face_texture:
mesh_faces_image = [(fuv.image if (mesh_materials_use_face_texture[mesh_faces_materials[i]] and fuv.use_image) else mesh_material_images[mesh_faces_materials[i]]) for i, fuv in enumerate(mesh.uv_textures.active.data)]
mesh_faces_image_unique = set(mesh_faces_image)
elif len(set(mesh_material_images) | {None}) > 1: # make sure there is at least one image
mesh_faces_image = [mesh_material_images[material_index] for material_index in mesh_faces_materials]
mesh_faces_image_unique = set(mesh_faces_image)
else:
mesh_faces_image = [None] * len(mesh_faces)
mesh_faces_image_unique = {None}
# group faces
face_groups = {}
for material_index in range(len(mesh_materials)):
for image in mesh_faces_image_unique:
face_groups[material_index, image] = []
del mesh_faces_image_unique
for i, (material_index, image) in enumerate(zip(mesh_faces_materials, mesh_faces_image)):
face_groups[material_index, image].append(i)
# same as face_groups.items() but sorted so we can get predictable output.
face_groups_items = list(face_groups.items())
face_groups_items.sort(key=lambda m: (m[0][0], getattr(m[0][1], 'name', '')))
for (material_index, image), face_group in face_groups_items: # face_groups.items()
if face_group:
material = mesh_materials[material_index]
fw('%s<Shape>\n' % ident)
ident += '\t'
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is_smooth = False
is_col = (mesh.vertex_colors.active and (material is None or material.use_vertex_color_paint))
# kludge but as good as it gets!
for i in face_group:
if mesh_faces[i].use_smooth:
is_smooth = True
break
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# UV's and VCols split verts off which effects smoothing
# force writing normals in this case.
# Also, creaseAngle is not supported for IndexedTriangleSet,
# so write normals when is_smooth (otherwise
# IndexedTriangleSet can have only all smooth/all flat shading).
is_force_normals = use_triangulate and (is_smooth or is_uv or is_col)
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if use_h3d:
gpu_shader = gpu_shader_cache.get(material) # material can be 'None', uses dummy cache
if gpu_shader is None:
gpu_shader = gpu_shader_cache[material] = gpu.export_shader(scene, material)
if 1: # XXX DEBUG
gpu_shader_tmp = gpu.export_shader(scene, material)
import pprint
print('\nWRITING MATERIAL:', material.name)
del gpu_shader_tmp['fragment']
del gpu_shader_tmp['vertex']
pprint.pprint(gpu_shader_tmp, width=120)
#pprint.pprint(val['vertex'])
del gpu_shader_tmp
fw('%s<Appearance>\n' % ident)
ident += '\t'
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writeImageTexture(ident, image)
if mesh_materials_use_face_texture[material_index]:
if image.use_tiles:
fw('%s<TextureTransform scale="%s %s" />\n' % (ident, image.tiles_x, image.tiles_y))
else:
# transform by mtex
loc = mesh_material_mtex[material_index].offset[:2]
# mtex_scale * tex_repeat
sca_x, sca_y = mesh_material_mtex[material_index].scale[:2]
sca_x *= mesh_material_tex[material_index].repeat_x
sca_y *= mesh_material_tex[material_index].repeat_y
# flip x/y is a sampling feature, convert to transform
if mesh_material_tex[material_index].use_flip_axis:
rot = math.pi / -2.0
sca_x, sca_y = sca_y, -sca_x
else:
rot = 0.0
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<TextureTransform ' % ident)))
# fw('center="%.6g %.6g" ' % (0.0, 0.0))
fw(ident_step + 'translation="%.6g %.6g"\n' % loc)
fw(ident_step + 'scale="%.6g %.6g"\n' % (sca_x, sca_y))
fw(ident_step + 'rotation="%.6g"\n' % rot)
fw(ident_step + '/>\n')
if use_h3d:
mat_tmp = material if material else gpu_shader_dummy_mat
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writeMaterialH3D(ident, mat_tmp, world,
if material:
writeMaterial(ident, material, world)
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ident = ident[:-1]
mesh_faces_col = mesh.vertex_colors.active.data if is_col else None
mesh_faces_uv = mesh.uv_textures.active.data if is_uv else None
#-- IndexedFaceSet or IndexedLineSet
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<IndexedTriangleSet ' % ident)))
# --- Write IndexedTriangleSet Attributes (same as IndexedFaceSet)
fw('solid="%s"\n' % ('true' if mesh.show_double_sided else 'false'))
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if use_normals or is_force_normals:
else:
# Tell X3D browser to generate flat (per-face) normals
fw(ident_step + 'normalPerVertex="false"\n')
slot_uv = None
slot_col = None
if is_uv and is_col:
slot_uv = 0
slot_col = 1
def vertex_key(fidx, f_cnr_idx):
return (
mesh_faces_uv[fidx].uv[f_cnr_idx][:],
getattr(mesh_faces_col[fidx], "color%d" % (f_cnr_idx + 1))[:],
)
elif is_uv:
slot_uv = 0
def vertex_key(fidx, f_cnr_idx):
return (
mesh_faces_uv[fidx].uv[f_cnr_idx][:],
)
elif is_col:
slot_col = 0
def vertex_key(fidx, f_cnr_idx):
return (
getattr(mesh_faces_col[fidx], "color%d" % (f_cnr_idx + 1))[:],
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else:
# ack, not especially efficient in this case
def vertex_key(fidx, f_cnr_idx):
return None
# build a mesh mapping dict
vertex_hash = [{} for i in range(len(mesh.vertices))]
# worst case every face is a quad
face_tri_list = [[None, None, None] for i in range(len(mesh.faces) * 2)]
vert_tri_list = []
totvert = 0
totface = 0
temp_face = [None] * 4
for i in face_group:
fv = mesh_faces_vertices[i]
for j, v_idx in enumerate(fv):
key = vertex_key(i, j)
vh = vertex_hash[v_idx]
x3d_v = vh.get(key)
if x3d_v is None:
x3d_v = key, v_idx, totvert
vh[key] = x3d_v
# key / original_vertex / new_vertex
vert_tri_list.append(x3d_v)
totvert += 1
temp_face[j] = x3d_v
if len(fv) == 4:
f_iter = ((0, 1, 2), (0, 2, 3))
else:
f_iter = ((0, 1, 2), )
for f_it in f_iter:
# loop over a quad as 2 tris
f_tri = face_tri_list[totface]
for ji, j in enumerate(f_it):
f_tri[ji] = temp_face[j]
# quads run this twice
totface += 1
# clear unused faces
face_tri_list[totface:] = []
for x3d_f in face_tri_list:
fw('%i %i %i ' % (x3d_f[0][2], x3d_f[1][2], x3d_f[2][2]))
# close IndexedTriangleSet
fw('%s<Coordinate ' % ident)
fw('point="')
for x3d_v in vert_tri_list:
fw('%.6g %.6g %.6g ' % mesh_vertices[x3d_v[1]].co[:])
fw('" />\n')
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if use_normals or is_force_normals:
fw('%s<Normal ' % ident)
fw('vector="')
fw('%.6g %.6g %.6g ' % mesh_vertices[x3d_v[1]].normal[:])
fw('" />\n')
if is_uv:
fw('%s<TextureCoordinate point="' % ident)
for x3d_v in vert_tri_list:
fw('%.4g %.4g ' % x3d_v[0][slot_uv])
fw('" />\n')
if is_col:
for x3d_v in vert_tri_list:
fw('%.3g %.3g %.3g ' % x3d_v[0][slot_col])
fw('" />\n')
if use_h3d:
# write attributes
for gpu_attr in gpu_shader['attributes']:
# UVs
if gpu_attr['type'] == gpu.CD_MTFACE:
if gpu_attr['datatype'] == gpu.GPU_DATA_2F:
fw('%s<FloatVertexAttribute ' % ident)
fw('name="%s" ' % gpu_attr['varname'])
fw('numComponents="2" ')
fw('value="')
for x3d_v in vert_tri_list:
fw('%.4g %.4g ' % x3d_v[0][slot_uv])
fw('" />\n')
else:
assert(0)
elif gpu_attr['type'] == gpu.CD_MCOL:
if gpu_attr['datatype'] == gpu.GPU_DATA_4UB:
pass # XXX, H3D can't do
else:
assert(0)
fw('%s</IndexedTriangleSet>\n' % ident)
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else:
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<IndexedFaceSet ' % ident)))
# --- Write IndexedFaceSet Attributes (same as IndexedTriangleSet)
fw('solid="%s"\n' % ('true' if mesh.show_double_sided else 'false'))
if is_smooth:
fw(ident_step + 'creaseAngle="%.4g"\n' % mesh.auto_smooth_angle)
if use_normals:
# currently not optional, could be made so:
# IndexedTriangleSet assumes true
if is_col:
# for IndexedTriangleSet we use a uv per vertex so this isnt needed.
if is_uv:
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j = 0
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for i in face_group:
if len(mesh_faces_vertices[i]) == 4:
fw('%d %d %d %d -1 ' % (j, j + 1, j + 2, j + 3))
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j += 4
else:
fw('%d %d %d -1 ' % (j, j + 1, j + 2))
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j += 3
# --- end texCoordIndex
if True:
for i in face_group:
fv = mesh_faces_vertices[i]
if len(fv) == 3:
else:
# --- end coordIndex
# close IndexedFaceSet
# --- Write IndexedFaceSet Elements
if True:
if is_coords_written:
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fw('%s<Coordinate USE=%s />\n' % (ident, mesh_id_coords))
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fw('%s<Normal USE=%s />\n' % (ident, mesh_id_normals))
else:
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Coordinate ' % ident)))
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fw('DEF=%s\n' % mesh_id_coords)
for v in mesh.vertices:
is_coords_written = True
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Normal ' % ident)))
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fw('DEF=%s\n' % mesh_id_normals)
fw('%.6g %.6g %.6g ' % v.normal[:])
if is_uv:
fw('%s<TextureCoordinate point="' % ident)
for i in face_group:
for uv in mesh_faces_uv[i].uv:
del mesh_faces_uv
if is_col:
# XXX, 1 color per face, only
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for i in face_group:
fw('%.3g %.3g %.3g ' % mesh_faces_col[i].color1[:])
fw('" />\n')
#--- output vertexColors
#--- output closing braces
ident = ident[:-1]
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fw('%s</IndexedFaceSet>\n' % ident)
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ident = ident[:-1]
#fw('%s<PythonScript DEF="PS" url="object.py" >\n' % ident)
#fw('%s <ShaderProgram USE="MA_Material.005" containerField="references"/>\n' % ident)
#fw('%s</PythonScript>\n' % ident)
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ident = ident[:-1]
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ident = writeTransform_end(ident)
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if use_halonode:
ident = ident[:-1]
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elif use_billnode:
ident = ident[:-1]
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elif use_collnode:
ident = ident[:-1]
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def writeMaterial(ident, material, world):
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material_id = quoteattr(unique_name(material, 'MA_' + material.name, uuid_cache_material))
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# look up material name, use it if available
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if material.tag:
fw('%s<Material USE=%s />\n' % (ident, material_id))
else:
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material.tag = True
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emit = material.emit
ambient = material.ambient / 3.0
diffuseColor = material.diffuse_color[:]
if world:
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ambiColor = ((material.ambient * 2.0) * world.ambient_color)[:]
else:
ambiColor = 0.0, 0.0, 0.0
emitColor = tuple(((c * emit) + ambiColor[i]) / 2.0 for i, c in enumerate(diffuseColor))
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shininess = material.specular_hardness / 512.0
specColor = tuple((c + 0.001) / (1.25 / (material.specular_intensity + 0.001)) for c in material.specular_color)
transp = 1.0 - material.alpha
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if material.use_shadeless:
ambient = 1.0
shininess = 0.0
specColor = emitColor = diffuseColor
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Material ' % ident)))
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fw('DEF=%s\n' % material_id)
fw(ident_step + 'diffuseColor="%.3g %.3g %.3g"\n' % clamp_color(diffuseColor))
fw(ident_step + 'specularColor="%.3g %.3g %.3g"\n' % clamp_color(specColor))
fw(ident_step + 'emissiveColor="%.3g %.3g %.3g"\n' % clamp_color(emitColor))
fw(ident_step + 'ambientIntensity="%.3g"\n' % ambient)
fw(ident_step + 'shininess="%.3g"\n' % shininess)
fw(ident_step + 'transparency="%s"\n' % transp)
fw(ident_step + '/>\n')
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def writeMaterialH3D(ident, material, world,
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material_id = quoteattr(unique_name(material, 'MA_' + material.name, uuid_cache_material))
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if material.tag:
fw('%s<ComposedShader USE=%s />\n' % (ident, material_id))
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material.tag = True
# GPU_material_bind_uniforms
# GPU_begin_object_materials
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#~ CD_MCOL 6
#~ CD_MTFACE 5
#~ CD_ORCO 14
#~ CD_TANGENT 18
#~ GPU_DATA_16F 7
#~ GPU_DATA_1F 2
#~ GPU_DATA_1I 1
#~ GPU_DATA_2F 3
#~ GPU_DATA_3F 4
#~ GPU_DATA_4F 5
#~ GPU_DATA_4UB 8
#~ GPU_DATA_9F 6
#~ GPU_DYNAMIC_LAMP_DYNCO 7
#~ GPU_DYNAMIC_LAMP_DYNCOL 11
#~ GPU_DYNAMIC_LAMP_DYNENERGY 10
#~ GPU_DYNAMIC_LAMP_DYNIMAT 8
#~ GPU_DYNAMIC_LAMP_DYNPERSMAT 9
#~ GPU_DYNAMIC_LAMP_DYNVEC 6
#~ GPU_DYNAMIC_OBJECT_COLOR 5
#~ GPU_DYNAMIC_OBJECT_IMAT 4
#~ GPU_DYNAMIC_OBJECT_MAT 2
#~ GPU_DYNAMIC_OBJECT_VIEWIMAT 3
#~ GPU_DYNAMIC_OBJECT_VIEWMAT 1
#~ GPU_DYNAMIC_SAMPLER_2DBUFFER 12
#~ GPU_DYNAMIC_SAMPLER_2DIMAGE 13
#~ GPU_DYNAMIC_SAMPLER_2DSHADOW 14
'''
inline const char* typeToString( X3DType t ) {
switch( t ) {
case SFFLOAT: return "SFFloat";
case MFFLOAT: return "MFFloat";
case SFDOUBLE: return "SFDouble";
case MFDOUBLE: return "MFDouble";
case SFTIME: return "SFTime";
case MFTIME: return "MFTime";
case SFINT32: return "SFInt32";
case MFINT32: return "MFInt32";
case SFVEC2F: return "SFVec2f";
case MFVEC2F: return "MFVec2f";
case SFVEC2D: return "SFVec2d";
case MFVEC2D: return "MFVec2d";
case SFVEC3F: return "SFVec3f";
case MFVEC3F: return "MFVec3f";
case SFVEC3D: return "SFVec3d";
case MFVEC3D: return "MFVec3d";
case SFVEC4F: return "SFVec4f";
case MFVEC4F: return "MFVec4f";
case SFVEC4D: return "SFVec4d";
case MFVEC4D: return "MFVec4d";
case SFBOOL: return "SFBool";
case MFBOOL: return "MFBool";
case SFSTRING: return "SFString";
case MFSTRING: return "MFString";
case SFNODE: return "SFNode";
case MFNODE: return "MFNode";
case SFCOLOR: return "SFColor";
case MFCOLOR: return "MFColor";
case SFCOLORRGBA: return "SFColorRGBA";
case MFCOLORRGBA: return "MFColorRGBA";
case SFROTATION: return "SFRotation";
case MFROTATION: return "MFRotation";
case SFQUATERNION: return "SFQuaternion";
case MFQUATERNION: return "MFQuaternion";
case SFMATRIX3F: return "SFMatrix3f";
case MFMATRIX3F: return "MFMatrix3f";
case SFMATRIX4F: return "SFMatrix4f";
case MFMATRIX4F: return "MFMatrix4f";
case SFMATRIX3D: return "SFMatrix3d";
case MFMATRIX3D: return "MFMatrix3d";
case SFMATRIX4D: return "SFMatrix4d";
case MFMATRIX4D: return "MFMatrix4d";
default:return "UNKNOWN_X3D_TYPE";
'''
import gpu
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fw('%s<ComposedShader DEF=%s language="GLSL" >\n' % (ident, material_id))
shader_url_frag = 'shaders/%s_%s.frag' % (filename_strip, material_id[1:-1])
shader_url_vert = 'shaders/%s_%s.vert' % (filename_strip, material_id[1:-1])
shader_dir = os.path.join(base_dst, 'shaders')
if not os.path.isdir(shader_dir):
os.mkdir(shader_dir)
# ------------------------------------------------------
# shader-patch
fw('%s<field name="%s" type="SFMatrix4f" accessType="inputOutput" />\n' % (ident, H3D_VIEW_MATRIX))
frag_vars = ["uniform mat4 %s;" % H3D_VIEW_MATRIX]
h3d_material_route.append(
'<ROUTE fromNode="%s" fromField="glModelViewMatrix" toNode=%s toField="%s" />' %
(H3D_TOP_LEVEL, material_id, H3D_VIEW_MATRIX))
# ------------------------------------------------------