Newer
Older
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
# ##### 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
Campbell Barton
committed
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'}
def clamp_color(col):
return tuple([max(min(c, 1.0), 0.0) for c in col])
def matrix_direction_neg_z(mtx):
return (mathutils.Vector((0.0, 0.0, -1.0)) * mtx.to_3x3()).normalized()[:]
Campbell Barton
committed
def clean_str(name, prefix='rsvd_'):
"""cleanStr(name,prefix) - try to create a valid VRML DEF name from object name"""
newName = name
if newName in x3d_names_reserved:
newName = '%s%s' % (prefix, newName)
if newName[0].isdigit():
newName = '%s%s' % ('_', newName)
Campbell Barton
committed
for bad in [' ', '"', '#', "'", ', ', '.', '[', '\\', ']', '{', '}']:
newName = newName.replace(bad, '_')
Campbell Barton
committed
return newName
##########################################################
# Functions for writing output file
##########################################################
def export(file,
global_matrix,
scene,
use_apply_modifiers=False,
use_selection=True,
use_triangulate=False,
use_normals=False,
Campbell Barton
committed
# -------------------------------------------------------------------------
# global setup
# -------------------------------------------------------------------------
dirname = os.path.dirname(file.name)
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)
##########################################################
# Writing nodes routines
##########################################################
def writeHeader(ident):
Campbell Barton
committed
filepath = fw.__self__.name
bfile = repr(os.path.basename(filepath).replace('<', '<').replace('>', '>'))[1:-1] # use outfile name
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'
fw('%s<meta name="filename" content="%s" />\n' % (ident, bfile))
fw('%s<meta name="generator" content="Blender %s" />\n' % (ident, bpy.app.version_string))
# 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)
Campbell Barton
committed
ident = ident[:-1]
fw('%s</head>\n' % ident)
fw('%s<Scene>\n' % ident)
ident += '\t'
Campbell Barton
committed
return ident
def writeFooter(ident):
Campbell Barton
committed
ident = ident[:-1]
Campbell Barton
committed
ident = ident[:-1]
Campbell Barton
committed
return ident
def writeViewpoint(ident, obj, mat, scene):
loc, quat, scale = mat.decompose()
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Viewpoint ' % ident)))
fw('DEF="%s"\n' % clean_str(obj.name))
fw(ident_step + 'description="%s"\n' % obj.name)
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[:] + (quat.angle, )))
fw(ident_step + 'fieldOfView="%.3g"\n' % obj.data.angle)
Campbell Barton
committed
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 writeSpotLight(ident, obj, mtx, lamp, world):
safeName = clean_str(obj.name)
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
orientation = matrix_direction_neg_z(mtx)
radius = lamp.distance * math.cos(beamWidth)
# radius = lamp.dist*math.cos(beamWidth)
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<SpotLight ' % ident)))
fw('DEF="%s"\n' % safeName)
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')
Campbell Barton
committed
def writeDirectionalLight(ident, obj, mtx, lamp, world):
safeName = clean_str(obj.name)
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)
orientation = matrix_direction_neg_z(mtx)
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<DirectionalLight ' % ident)))
fw('DEF="%s"\n' % safeName)
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')
Campbell Barton
committed
def writePointLight(ident, obj, mtx, lamp, world):
Campbell Barton
committed
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)
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<PointLight ' % ident)))
fw('DEF="%s"\n' % safeName)
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')
def secureName(name):
name = name + str(secureName.nodeID)
secureName.nodeID += 1
if len(name) <= 3:
newname = '_' + str(secureName.nodeID)
return "%s" % (newname)
else:
for bad in ('"', '#', "'", ', ', '.', '[', '\\', ']', '{', '}'):
Campbell Barton
committed
if name in x3d_names_reserved:
newname = name[0:3] + '_' + str(secureName.nodeID)
return "%s" % (newname)
elif name[0].isdigit():
newname = '_' + name + str(secureName.nodeID)
return "%s" % (newname)
else:
newname = name
return "%s" % (newname)
def writeIndexedFaceSet(ident, obj, mesh, mtx, world):
Campbell Barton
committed
Campbell Barton
committed
mesh_name_x3d = clean_str(mesh.name)
if not mesh.faces:
return
Campbell Barton
committed
texface_use_halo = 0
texface_use_billboard = 0
texface_use_collision = 0
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
Campbell Barton
committed
if texface_use_halo:
fw('%s<Billboard axisOfRotation="0 0 0">\n' % ident)
Campbell Barton
committed
use_halonode = True
Campbell Barton
committed
elif texface_use_billboard:
fw('%s<Billboard axisOfRotation="0 1 0">\n' % ident)
Campbell Barton
committed
use_billnode = True
Campbell Barton
committed
elif texface_use_collision:
fw('%s<Collision enabled="false">\n' % ident)
Campbell Barton
committed
use_collnode = True
del texface_use_halo
del texface_use_billboard
del texface_use_collision
# del texface_use_object_color
loc, quat, sca = mtx.decompose()
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Transform ' % ident)))
fw('DEF="%s"\n' % shape_name_x3d)
fw(ident_step + 'translation="%.6g %.6g %.6g"\n' % loc[:])
fw(ident_step + 'scale="%.6g %.6g %.6g"\n' % sca[:])
fw(ident_step + 'rotation="%.6g %.6g %.6g %.6g"\n' % (quat.axis[:] + (quat.angle, )))
fw(ident_step + '>\n')
if mesh.tag:
fw('%s<Group USE="G_%s" />\n' % (ident, mesh_name_x3d))
else:
mesh.tag = True
fw('%s<Group DEF="G_%s">\n' % (ident, mesh_name_x3d))
ident += '\t'
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
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]
Campbell Barton
committed
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'
Campbell Barton
committed
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
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'
Campbell Barton
committed
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
writeMaterialH3D(ident, mat_tmp, clean_str(mat_tmp.name, ''), world,
writeMaterial(ident, material, clean_str(material.name, ''), world)
Campbell Barton
committed
Campbell Barton
committed
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'))
if is_smooth:
fw(ident_step + 'creaseAngle="%.4g"\n' % mesh.auto_smooth_angle)
if use_normals:
# currently not optional, could be made so:
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))[:],
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
)
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')
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)
Campbell Barton
committed
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:
Campbell Barton
committed
j = 0
Campbell Barton
committed
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))
Campbell Barton
committed
j += 4
else:
fw('%d %d %d -1 ' % (j, j + 1, j + 2))
Campbell Barton
committed
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:
fw('%s<Coordinate USE="%s%s" />\n' % (ident, 'coord_', mesh_name_x3d))
fw('%s<Normal USE="%s%s" />\n' % (ident, 'normals_', mesh_name_x3d))
else:
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Coordinate ' % ident)))
fw('DEF="%s%s"\n' % ('coord_', mesh_name_x3d))
fw(ident_step + 'point="')
for v in mesh.vertices:
is_coords_written = True
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Normal ' % ident)))
fw('DEF="%s%s"\n' % ('normals_', mesh_name_x3d))
fw(ident_step + 'vector="')
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
Campbell Barton
committed
for i in face_group:
fw('%.3g %.3g %.3g ' % mesh_faces_col[i].color1[:])
fw('" />\n')
#--- output vertexColors
#--- output closing braces
ident = ident[:-1]
Campbell Barton
committed
fw('%s</IndexedFaceSet>\n' % ident)
Campbell Barton
committed
Campbell Barton
committed
ident = ident[:-1]
Campbell Barton
committed
ident = ident[:-1]
Campbell Barton
committed
ident = ident[:-1]
Campbell Barton
committed
if use_halonode:
ident = ident[:-1]
Campbell Barton
committed
elif use_billnode:
ident = ident[:-1]
Campbell Barton
committed
elif use_collnode:
ident = ident[:-1]
Campbell Barton
committed
# look up material name, use it if available
if mat.tag:
fw('%s<Material USE="MA_%s" />\n' % (ident, material_id))
else:
mat.tag = True
emit = mat.emit
ambient = mat.ambient / 3.0
if world:
ambiColor = tuple(((c * mat.ambient) * 2.0) for c in 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))
shininess = mat.specular_hardness / 512.0
specColor = tuple((c + 0.001) / (1.25 / (mat.specular_intensity + 0.001)) for c in mat.specular_color)
transp = 1.0 - mat.alpha
if mat.use_shadeless:
ambient = 1.0
shininess = 0.0
specColor = emitColor = diffuseColor
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Material ' % ident)))
fw('DEF="MA_%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')
def writeMaterialH3D(ident, mat, material_id, world,
fw('%s<ComposedShader USE="MA_%s" />\n' % (ident, material_id))
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
else:
mat.tag = True
#~ 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
fw('%s<ComposedShader DEF="MA_%s" language="GLSL" >\n' % (ident, material_id))
ident += '\t'
shader_url_frag = 'shaders/glsl_%s.frag' % material_id
shader_url_vert = 'shaders/glsl_%s.vert' % material_id
# write files
shader_dir = os.path.join(dirname, 'shaders')
if not os.path.isdir(shader_dir):
os.mkdir(shader_dir)
for uniform in gpu_shader['uniforms']:
if uniform['type'] == gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE:
fw('%s<field name="%s" type="SFNode" accessType="inputOutput">\n' % (ident, uniform['varname']))
writeImageTexture(ident + '\t', bpy.data.images[uniform['image']])
elif uniform['type'] == gpu.GPU_DYNAMIC_LAMP_DYNCO:
if uniform['datatype'] == gpu.GPU_DATA_3F: # should always be true!
value = '%.6g %.6g %.6g' % (global_matrix * bpy.data.objects[uniform['lamp']].matrix_world).to_translation()[:]
fw('%s<field name="%s" type="SFVec3f" accessType="inputOutput" value="%s" />\n' % (ident, uniform['varname'], value))
else:
assert(0)
elif uniform['type'] == gpu.GPU_DYNAMIC_LAMP_DYNCOL:
# odd we have both 3, 4 types.
lamp = bpy.data.objects[uniform['lamp']].data
value = '%.6g %.6g %.6g' % (lamp.color * lamp.energy)[:]
if uniform['datatype'] == gpu.GPU_DATA_3F:
fw('%s<field name="%s" type="SFVec3f" accessType="inputOutput" value="%s" />\n' % (ident, uniform['varname'], value))
elif uniform['datatype'] == gpu.GPU_DATA_4F:
fw('%s<field name="%s" type="SFVec4f" accessType="inputOutput" value="%s 1.0" />\n' % (ident, uniform['varname'], value))
else:
assert(0)
elif uniform['type'] == gpu.GPU_DYNAMIC_LAMP_DYNVEC:
if uniform['datatype'] == gpu.GPU_DATA_3F:
value = '%.6g %.6g %.6g' % (mathutils.Vector((0.0, 0.0, 1.0)) * (global_matrix * bpy.data.objects[uniform['lamp']].matrix_world).to_quaternion()).normalized()[:]
fw('%s<field name="%s" type="SFVec3f" accessType="inputOutput" value="%s" />\n' % (ident, uniform['varname'], value))
else:
assert(0)
elif uniform['type'] == gpu.GPU_DYNAMIC_OBJECT_VIEWIMAT:
if uniform['datatype'] == gpu.GPU_DATA_16F:
# must be updated dynamically
# TODO, write out 'viewpointMatrices.py'
value = ' '.join(['%.6f' % f for v in mathutils.Matrix() for f in v])
fw('%s<field name="%s" type="SFMatrix4f" accessType="inputOutput" value="%s" />\n' % (ident, uniform['varname'], value))
else:
assert(0)
elif uniform['type'] == gpu.GPU_DYNAMIC_OBJECT_IMAT:
if uniform['datatype'] == gpu.GPU_DATA_16F:
value = ' '.join(['%.6f' % f for v in (global_matrix * obj.matrix_world).inverted() for f in v])
fw('%s<field name="%s" type="SFMatrix4f" accessType="inputOutput" value="%s" />\n' % (ident, uniform['varname'], value))
else:
assert(0)
elif uniform['type'] == gpu.GPU_DYNAMIC_SAMPLER_2DSHADOW:
pass # XXX, shadow buffers not supported.
elif uniform['type'] == gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER:
if uniform['datatype'] == gpu.GPU_DATA_1I:
if 1:
value = ' '.join(['%d' % f for f in uniform['texpixels']])
# value = ' '.join(['%.6g' % (f / 256) for f in uniform['texpixels']])
fw('%s<field name="%s" type="SFInt32" accessType="inputOutput" value="%s" />\n' % (ident, uniform['varname'], value))
print("ass", len(uniform['texpixels']))
else:
assert(0)
file_frag = open(os.path.join(dirname, shader_url_frag), 'w')
file_frag.write(gpu_shader['fragment'])
file_frag.close()
file_vert = open(os.path.join(dirname, shader_url_vert), 'w')
file_vert.write(gpu_shader['vertex'])
file_vert.close()
fw('%s<ShaderPart type="FRAGMENT" url="%s" />\n' % (ident, shader_url_frag))
fw('%s<ShaderPart type="VERTEX" url="%s" />\n' % (ident, shader_url_vert))
ident = ident[:-1]
fw('%s</ComposedShader>\n' % ident)
def writeImageTexture(ident, image):
name = image.name
if image.tag:
fw('%s<ImageTexture USE="%s" />\n' % (ident, clean_str(name)))
else:
image.tag = True
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<ImageTexture ' % ident)))
fw('DEF="%s"\n' % clean_str(name))
filepath = image.filepath
filepath_full = bpy.path.abspath(filepath)
# collect image paths, can load multiple
Campbell Barton
committed
# [relative, name-only, absolute]
images = []
if bpy.path.is_subdir(filepath_full, dirname):
images.append(os.path.relpath(filepath_full, dirname))
images.append(os.path.basename(filepath_full))
Campbell Barton
committed
images.append(filepath_full)
fw(ident_step + "url='%s' " % ' '.join(['"%s"' % f.replace('\\', '/') for f in images]))
fw(ident_step + '/>\n')
Campbell Barton
committed
def writeBackground(ident, world):
if world:
worldname = world.name
else:
return
blending = world.use_sky_blend, world.use_sky_paper, world.use_sky_real
grd_triple = clamp_color(world.horizon_color)