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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
    
    
    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()[:]
    
    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)
    
        for bad in [' ', '"', '#', "'", ', ', '.', '[', '\\', ']', '{', '}']:
            newName = newName.replace(bad, "_")
        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,
    
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               use_h3d=False,
    
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        # globals
    
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        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):
    
            #bfile = sys.expandpath( Blender.Get('filepath') ).replace('<', '&lt').replace('>', '&gt')
    
            bfile = repr(os.path.basename(filepath).replace('<', '&lt').replace('>', '&gt'))[1:-1]  # use outfile name
            fw("%s<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n" % ident)
    
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            if use_h3d:
                fw("%s<X3D profile=\"H3DAPI\" version=\"1.4\">\n" % ident)
            else:
                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))
            fw("%s<meta name=\"translator\" content=\"X3D exporter v1.55 (2006/01/17)\" />\n" % ident)
            ident = ident[:-1]
            fw("%s</head>\n" % ident)
            fw("%s<Scene>\n" % ident)
            ident += "\t"
            return ident
    
    
        def writeFooter(ident):
    
            ident = ident[:-1]
            fw("%s</Scene>\n" % ident)
            ident = ident[:-1]
            fw("%s</X3D>" % ident)
            return ident
    
    
        def writeViewpoint(ident, ob, mat, scene):
    
            loc, quat, scale = mat.decompose()
    
            fw("%s<Viewpoint DEF=\"%s\" " % (ident, clean_str(ob.name)))
            fw("description=\"%s\" " % ob.name)
            fw("centerOfRotation=\"0 0 0\" ")
            fw("position=\"%3.2f %3.2f %3.2f\" " % loc[:])
            fw("orientation=\"%3.2f %3.2f %3.2f %3.2f\" " % (quat.axis[:] + (quat.angle, )))
            fw("fieldOfView=\"%.3g\" " % ob.data.angle)
            fw(" />\n")
    
    
        def writeFog(ident, world):
    
            if world:
                mtype = world.mist_settings.falloff
                mparam = world.mist_settings
            else:
                return
    
                fw("%s<Fog fogType=\"%s\" " % (ident, "LINEAR" if (mtype == 'LINEAR') else "EXPONENTIAL"))
    
                fw("color=\"%.3g %.3g %.3g\" " % clamp_color(world.horizon_color))
                fw("visibilityRange=\"%.3g\" />\n" % mparam.depth)
    
        def writeNavigationInfo(ident, scene):
    
            fw('%s<NavigationInfo headlight="false" visibilityLimit="0.0" type=\'"EXAMINE","ANY"\' avatarSize="0.25, 1.75, 0.75" />\n' % ident)
    
        def writeSpotLight(ident, ob, mtx, lamp, world):
    
            if world:
                ambi = world.ambient_color
    
                amb_intensity = ((ambi[0] + ambi[1] + ambi[2]) / 3.0) / 2.5
    
    
            # 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)
    
            location = mtx.to_translation()[:]
    
    
            radius = lamp.distance * math.cos(beamWidth)
            # radius = lamp.dist*math.cos(beamWidth)
    
            fw("%s<SpotLight DEF=\"%s\" " % (ident, safeName))
            fw("radius=\"%.4g\" " % radius)
            fw("ambientIntensity=\"%.4g\" " % amb_intensity)
            fw("intensity=\"%.4g\" " % intensity)
            fw("color=\"%.4g %.4g %.4g\" " % clamp_color(lamp.color))
            fw("beamWidth=\"%.4g\" " % beamWidth)
            fw("cutOffAngle=\"%.4g\" " % cutOffAngle)
    
            fw("direction=\"%.4g %.4g %.4g\" " % orientation)
    
            fw("location=\"%.4g %.4g %.4g\" />\n" % location)
    
    
        def writeDirectionalLight(ident, ob, mtx, lamp, world):
    
            if world:
                ambi = world.ambient_color
                # ambi = world.amb
    
                amb_intensity = ((float(ambi[0] + ambi[1] + ambi[2])) / 3.0) / 2.5
    
    
            intensity = min(lamp.energy / 1.75, 1.0)
    
    
            orientation = matrix_direction_neg_z(mtx)
    
    
            fw("%s<DirectionalLight DEF=\"%s\" " % (ident, safeName))
            fw("ambientIntensity=\"%.4g\" " % amb_intensity)
            fw("color=\"%.4g %.4g %.4g\" " % clamp_color(lamp.color))
            fw("intensity=\"%.4g\" " % intensity)
    
            fw("direction=\"%.4g %.4g %.4g\" />\n" % orientation)
    
        def writePointLight(ident, ob, mtx, lamp, world):
    
            if world:
                ambi = world.ambient_color
                # ambi = world.amb
    
                amb_intensity = ((float(ambi[0] + ambi[1] + ambi[2])) / 3.0) / 2.5
    
                ambi = 0.0
                amb_intensity = 0.0
    
            intensity = min(lamp.energy / 1.75, 1.0)
    
            location = mtx.to_translation()[:]
    
            fw("%s<PointLight DEF=\"%s\" " % (ident, safeName))
            fw("ambientIntensity=\"%.4g\" " % amb_intensity)
            fw("color=\"%.4g %.4g %.4g\" " % clamp_color(lamp.color))
    
            fw("intensity=\"%.4g\" " % intensity)
            fw("radius=\"%.4g\" " % lamp.distance)
            fw("location=\"%.4g %.4g %.4g\" />\n" % location)
    
        def secureName(name):
            name = name + str(secureName.nodeID)
            secureName.nodeID += 1
    
                newname = "_" + str(secureName.nodeID)
    
                return "%s" % (newname)
            else:
                for bad in ('"', '#', "'", ', ', '.', '[', '\\', ']', '{', '}'):
                    name = name.replace(bad, "_")
    
                    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)
    
        secureName.nodeID = 0
    
        def writeIndexedFaceSet(ident, ob, mesh, mtx, world):
    
    
            shape_name_x3d = clean_str(ob.name)
            mesh_name_x3d = clean_str(mesh.name)
    
            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
    
    
            if texface_use_halo:
                fw("%s<Billboard axisOfRotation=\"0 0 0\">\n" % ident)
                use_halonode = True
                ident += "\t"
            elif texface_use_billboard:
                fw("%s<Billboard axisOfRotation=\"0 1 0\">\n" % ident)
                use_billnode = True
                ident += "\t"
            elif texface_use_collision:
                fw("%s<Collision enabled=\"false\">\n" % ident)
                use_collnode = True
                ident += "\t"
    
            del texface_use_halo
            del texface_use_billboard
            del texface_use_collision
            # del texface_use_object_color
    
    
            fw("%s<Transform DEF=\"%s\" " % (ident, shape_name_x3d))
            fw("translation=\"%.6g %.6g %.6g\" " % loc[:])
            fw("scale=\"%.6g %.6g %.6g\" " % sca[:])
            fw("rotation=\"%.6g %.6g %.6g %.6g\" " % (quat.axis[:] + (quat.angle, )))
    
                fw("%s<Group USE=\"G_%s\" />\n" % (ident, mesh_name_x3d))
    
                fw("%s<Group DEF=\"G_%s\">\n" % (ident, mesh_name_x3d))
                ident += "\t"
    
    
                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]
    
    
                mesh_vertices = mesh.vertices[:]
    
                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]
    
                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]
    
    
                        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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                        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
                                
    
    
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                        if image and not use_h3d:
    
                            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
    
    
                                fw("%s<TextureTransform " % ident)
                                # fw("center=\"%.6g %.6g\" " % (0.0, 0.0))
                                fw("translation=\"%.6g %.6g\" " % loc)
                                fw("scale=\"%.6g %.6g\" " % (sca_x, sca_y))
                                fw("rotation=\"%.6g\" " % rot)
    
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                        if use_h3d:
                            mat_tmp = material if material else gpu_shader_dummy_mat
                            writeMaterialH3D(ident, mat_tmp, clean_str(mat_tmp.name, ""), world,
                                             ob, gpu_shader)
                            del mat_tmp
                        else:
    
                            writeMaterial(ident, material, clean_str(material.name, ""), world)
    
                        ident = ident[:-1]
                        fw("%s</Appearance>\n" % ident)
    
                        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
    
                        if use_triangulate:
    
                            ident += "\t"
    
                            # --- Write IndexedTriangleSet Attributes (same as IndexedFaceSet)
                            fw("solid=\"%s\" " % ("true" if mesh.show_double_sided else "false"))
                            if is_smooth:
                                fw("creaseAngle=\"%.4g\" " % mesh.auto_smooth_angle)
    
    
                            if use_normals:
                                # currently not optional, could be made so:
                                fw("normalPerVertex=\"true\" ")
    
    
                            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 (
    
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                                        getattr(mesh_faces_col[fidx], "color%d" % (f_cnr_idx + 1))[:],
    
                                    )
                            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:] = []
    
                            fw("index=\"")
                            for x3d_f in face_tri_list:
                                fw("%i %i %i " % (x3d_f[0][2], x3d_f[1][2], x3d_f[2][2]))
                            fw("\" ")
    
                            # close IndexedTriangleSet
                            fw(">\n")
    
                            fw("%s<Coordinate " % ident)
                            fw("point=\"")
                            for x3d_v in vert_tri_list:
    
                                fw("%.6g %.6g %.6g " % mesh_vertices[x3d_v[1]].co[:])
    
                            if use_normals:
                                fw("%s<Normal " % ident)
                                fw("vector=\"")
                                for x3d_v in vert_tri_list:
                                    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:
                                fw("%s<Color color=\"" % ident)
                                for x3d_v in vert_tri_list:
    
                                    fw("%.3g %.3g %.3g " % x3d_v[0][slot_col])
    
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                            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)
    
    
                            # --- Write IndexedFaceSet Attributes (same as IndexedTriangleSet)
                            fw("solid=\"%s\" " % ("true" if mesh.show_double_sided else "false"))
                            if is_smooth:
                                fw("creaseAngle=\"%.4g\" " % mesh.auto_smooth_angle)
    
                            if use_normals:
                                # currently not optional, could be made so:
                                fw("normalPerVertex=\"true\" ")
    
    
                            # IndexedTriangleSet assumes true
                            if is_col:
                                fw("colorPerVertex=\"false\" ")
    
                            # for IndexedTriangleSet we use a uv per vertex so this isnt needed.
                            if is_uv:
    
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                                fw("texCoordIndex=\"")
    
                                    if len(mesh_faces_vertices[i]) == 4:
    
                                        fw("%d %d %d %d -1 " % (j, j + 1, j + 2, j + 3))
    
                                        fw("%d %d %d -1 " % (j, j + 1, j + 2))
    
                                        fw("%i %i %i -1 " % fv)
    
                                        fw("%i %i %i %i -1 " % fv)
    
                            # --- Write IndexedFaceSet Elements
                            if True:
                                if is_coords_written:
                                    fw("%s<Coordinate USE=\"%s%s\" />\n" % (ident, "coord_", mesh_name_x3d))
    
                                    if use_normals:
                                        fw("%s<Normal USE=\"%s%s\" />\n" % (ident, "normals_", mesh_name_x3d))
    
                                else:
                                    fw("%s<Coordinate DEF=\"%s%s\" " % (ident, "coord_", mesh_name_x3d))
                                    fw("point=\"")
                                    for v in mesh.vertices:
    
                                        fw("%.6g %.6g %.6g " % v.co[:])
    
                                    if use_normals:
                                        fw("%s<Normal DEF=\"%s%s\" " % (ident, "normals_", mesh_name_x3d))
                                        fw("vector=\"")
                                        for v in mesh.vertices:
                                            fw("%.6g %.6g %.6g " % v.normal[:])
                                        fw("\" />\n")
    
    
                            if is_uv:
                                fw("%s<TextureCoordinate point=\"" % ident)
                                for i in face_group:
                                    for uv in mesh_faces_uv[i].uv:
    
                                        fw("%.4g %.4g " % uv[:])
    
                            if is_col:
                                fw("%s<Color color=\"" % ident)
                                # XXX, 1 color per face, only
    
                                    fw("%.3g %.3g %.3g " % mesh_faces_col[i].color1[:])
    
                            #--- output closing braces
                            ident = ident[:-1]
    
                        ident = ident[:-1]
                        fw("%s</Shape>\n" % ident)
    
                ident = ident[:-1]
                fw("%s</Group>\n" % ident)
    
            ident = ident[:-1]
            fw("%s</Transform>\n" % ident)
    
            if use_halonode:
                ident = ident[:-1]
                fw("%s</Billboard>\n" % ident)
            elif use_billnode:
                ident = ident[:-1]
                fw("%s</Billboard>\n" % ident)
            elif use_collnode:
                ident = ident[:-1]
                fw("%s</Collision>\n" % ident)
    
    
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        def writeMaterial(ident, mat, material_id, world):
    
            # look up material name, use it if available
            if mat.tag:
    
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                fw("%s<Material USE=\"MA_%s\" />\n" % (ident, material_id))
    
            else:
                mat.tag = True
    
                emit = mat.emit
                ambient = mat.ambient / 3.0
                diffuseColor = tuple(mat.diffuse_color)
                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
    
    
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                fw("%s<Material DEF=\"MA_%s\" " % (ident, material_id))
    
                fw("diffuseColor=\"%.3g %.3g %.3g\" " % clamp_color(diffuseColor))
                fw("specularColor=\"%.3g %.3g %.3g\" " % clamp_color(specColor))
                fw("emissiveColor=\"%.3g %.3g %.3g\" " % clamp_color(emitColor))
                fw("ambientIntensity=\"%.3g\" " % ambient)
                fw("shininess=\"%.3g\" " % shininess)
    
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                fw("transparency=\"%s\" " % transp)
                fw("/>\n")
    
        def writeMaterialH3D(ident, mat, material_id, world,
                             ob, gpu_shader):
    
            fw("%s<Material />\n" % ident)
            if mat.tag:
                fw("%s<ComposedShader USE=\"MA_%s\" />\n" % (ident, material_id))
            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";
                  case UNKNOWN_X3D_TYPE: 
                  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']])
                        fw("%s</field>\n" % ident)
    
                    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" % (mathutils.Vector(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 * ob.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.
    
                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):
    
                fw("%s<ImageTexture USE=\"%s\" />\n" % (ident, clean_str(name)))
    
                fw("%s<ImageTexture DEF=\"%s\" " % (ident, clean_str(name)))
    
                relpath = os.path.dirname(fw.__self__.name)  # could cache
    
                filepath_full = bpy.path.abspath(filepath)
                # collect image paths, can load multiple
    
                if bpy.path.is_subdir(filepath_full, relpath):
                    images.append(os.path.relpath(filepath_full, relpath))
    
    
                images.append(os.path.basename(filepath_full))
    
                fw("url='%s' />\n" % " ".join(["\"%s\"" % f.replace("\\", "/") for f in images]))
    
    
        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)
            sky_triple = clamp_color(world.zenith_color)
            mix_triple = clamp_color((grd_triple[i] + sky_triple[i]) / 2.0 for i in range(3))
    
            fw("%s<Background DEF=\"%s\" " % (ident, secureName(worldname)))
    
            # No Skytype - just Hor color
            if blending == (False, False, False):
    
                fw("groundColor=\"%.3g %.3g %.3g\" " % grd_triple)
                fw("skyColor=\"%.3g %.3g %.3g\" " % grd_triple)
    
            # Blend Gradient
            elif blending == (True, False, False):
    
                fw("groundColor=\"%.3g %.3g %.3g, " % grd_triple)
                fw("%.3g %.3g %.3g\" groundAngle=\"1.57, 1.57\" " % mix_triple)
                fw("skyColor=\"%.3g %.3g %.3g, " % sky_triple)
                fw("%.3g %.3g %.3g\" skyAngle=\"1.57, 1.57\" " % mix_triple)
    
            # Blend+Real Gradient Inverse
            elif blending == (True, False, True):
    
                fw("groundColor=\"%.3g %.3g %.3g, %.3g %.3g %.3g\" " % (sky_triple + grd_triple))
                fw("groundAngle=\"1.57\" ")
                fw("skyColor=\"%.3g %.3g %.3g, %.3g %.3g %.3g, %.3g %.3g %.3g\" " % (sky_triple + grd_triple + sky_triple))
                fw("skyAngle=\"1.57, 3.14159\" ")
    
            # Paper - just Zen Color
            elif blending == (False, False, True):
    
                fw("groundColor=\"%.3g %.3g %.3g\" " % sky_triple)
                fw("skyColor=\"%.3g %.3g %.3g\" " % sky_triple)
    
            # Blend+Real+Paper - komplex gradient
            elif blending == (True, True, True):
    
                fw("groundColor=\"%.3g %.3g %.3g, " % sky_triple)
                fw("%.3g %.3g %.3g\" groundAngle=\"1.57, 1.57\" " % grd_triple)
                fw("skyColor=\"%.3g %.3g %.3g, " % sky_triple)
                fw("%.3g %.3g %.3g\" skyAngle=\"1.57, 1.57\" " % grd_triple)
    
                fw("groundColor=\"%.3g %.3g %.3g\" " % grd_triple)
                fw("skyColor=\"%.3g %.3g %.3g\" " % sky_triple)
    
            for tex in bpy.data.textures:
    
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                if tex.type == 'IMAGE' and tex.image:
                    namemat = tex.name
                    pic = tex.image
                    basename = os.path.basename(bpy.path.abspath(pic.filepath))
    
                    if namemat == "back":
    
                    elif namemat == "bottom":
    
                    elif namemat == "front":
    
                    elif namemat == "left":