-
Campbell Barton authored
use settings as suggested by John Coady (jdc)
Campbell Barton authoreduse settings as suggested by John Coady (jdc)
export_x3d.py 37.90 KiB
# ##### 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 io_utils import create_derived_objects, free_derived_objects
def round_color(col, cp):
return tuple([round(max(min(c, 1.0), 0.0), cp) for c in col])
def matrix_direction(mtx):
return (mathutils.Vector((0.0, 0.0, -1.0)) * mtx.to_3x3()).normalize()[:]
##########################################################
# Functions for writing output file
##########################################################
class x3d_class:
def __init__(self, filepath):
#--- public you can change these ---
self.proto = 1
self.billnode = 0
self.halonode = 0
self.collnode = 0
self.verbose = 2 # level of verbosity in console 0-none, 1-some, 2-most
self.cp = 3 # decimals for material color values 0.000 - 1.000
self.vp = 3 # decimals for vertex coordinate values 0.000 - n.000
self.tp = 3 # decimals for texture coordinate values 0.000 - 1.000
self.it = 3
self.global_matrix = mathutils.Matrix.Rotation(-(math.pi / 2.0), 4, 'X')
#--- class private don't touch ---
self.indentLevel = 0 # keeps track of current indenting
self.filepath = filepath
self.file = None
if filepath.lower().endswith('.x3dz'):
try:
import gzip
self.file = gzip.open(filepath, "w")
except:
print("failed to import compression modules, exporting uncompressed")
self.filepath = filepath[:-1] # remove trailing z
if self.file is None:
self.file = open(self.filepath, "w", encoding="utf8", newline="\n")
self.bNav = 0
self.nodeID = 0
self.namesReserved = ("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")
self.namesFog = ("", "LINEAR", "EXPONENTIAL", "")
##########################################################
# Writing nodes routines
##########################################################
def writeHeader(self):
#bfile = sys.expandpath( Blender.Get('filepath') ).replace('<', '<').replace('>', '>')
bfile = repr(os.path.basename(self.filepath).replace('<', '<').replace('>', '>'))[1:-1] # use outfile name
self.file.write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n")
self.file.write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.0//EN\" \"http://www.web3d.org/specifications/x3d-3.0.dtd\">\n")
self.file.write("<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")
self.file.write("<head>\n")
self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % bfile)
# self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile))
self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % bpy.app.version_string)
# self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version'))
self.file.write("\t<meta name=\"translator\" content=\"X3D exporter v1.55 (2006/01/17)\" />\n")
self.file.write("</head>\n")
self.file.write("<Scene>\n")
# This functionality is poorly defined, disabling for now - campbell
'''
def writeScript(self):
textEditor = Blender.Text.Get()
alltext = len(textEditor)
for i in xrange(alltext):
nametext = textEditor[i].name
nlines = textEditor[i].getNLines()
if (self.proto == 1):
if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines()
for j in xrange(nalllines):
self.write_indented(alllines[j] + "\n")
elif (self.proto == 0):
if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None):
nalllines = len(textEditor[i].asLines())
alllines = textEditor[i].asLines()
for j in xrange(nalllines):
self.write_indented(alllines[j] + "\n")
self.write_indented("\n")
'''
def writeViewpoint(self, ob, mat, scene):
loc, quat, scale = mat.decompose()
self.file.write("<Viewpoint DEF=\"%s\" " % (self.cleanStr(ob.name)))
self.file.write("description=\"%s\" " % (ob.name))
self.file.write("centerOfRotation=\"0 0 0\" ")
self.file.write("position=\"%3.2f %3.2f %3.2f\" " % loc[:])
self.file.write("orientation=\"%3.2f %3.2f %3.2f %3.2f\" " % (quat.axis[:] + (quat.angle, )))
self.file.write("fieldOfView=\"%.3f\" " % ob.data.angle)
self.file.write(" />\n\n")
def writeFog(self, world):
if world:
mtype = world.mist_settings.falloff
mparam = world.mist_settings
else:
return
if (mtype == 'LINEAR' or mtype == 'INVERSE_QUADRATIC'):
mtype = 1 if mtype == 'LINEAR' else 2
# if (mtype == 1 or mtype == 2):
self.file.write("<Fog fogType=\"%s\" " % self.namesFog[mtype])
self.file.write("color=\"%s %s %s\" " % round_color(world.horizon_color, self.cp))
self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam[2], self.cp))
else:
return
def writeNavigationInfo(self, scene):
self.file.write('<NavigationInfo headlight="false" visibilityLimit="0.0" type=\'"EXAMINE","ANY"\' avatarSize="0.25, 1.75, 0.75" />\n')
def writeSpotLight(self, ob, mtx, lamp, world):
safeName = self.cleanStr(ob.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
dx, dy, dz = matrix_direction(mtx)
location = mtx.to_translation()[:]
radius = lamp.distance * math.cos(beamWidth)
# radius = lamp.dist*math.cos(beamWidth)
self.file.write("<SpotLight DEF=\"%s\" " % safeName)
self.file.write("radius=\"%.4f\" " % radius)
self.file.write("ambientIntensity=\"%.4f\" " % amb_intensity)
self.file.write("intensity=\"%.4f\" " % intensity)
self.file.write("color=\"%.4f %.4f %.4f\" " % round_color(lamp.color, 4))
self.file.write("beamWidth=\"%.4f\" " % beamWidth)
self.file.write("cutOffAngle=\"%.4f\" " % cutOffAngle)
self.file.write("direction=\"%.4f %.4f %.4f\" " % (dx, dy, dz))
self.file.write("location=\"%.4f %.4f %.4f\" />\n\n" % location)
def writeDirectionalLight(self, ob, mtx, lamp, world):
safeName = self.cleanStr(ob.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)
dx, dy, dz = matrix_direction(mtx)
self.file.write("<DirectionalLight DEF=\"%s\" " % safeName)
self.file.write("ambientIntensity=\"%.4f\" " % amb_intensity)
self.file.write("color=\"%.4f %.4f %.4f\" " % round_color(lamp.color, 4))
self.file.write("intensity=\"%.4f\" " % intensity)
self.file.write("direction=\"%.4f %.4f %.4f\" />\n\n" % (dx, dy, dz))
def writePointLight(self, ob, mtx, lamp, world):
safeName = self.cleanStr(ob.name)
if world:
ambi = world.ambient_color
# ambi = world.amb
amb_intensity = ((float(ambi[0] + ambi[1] + ambi[2])) / 3) / 2.5
else:
ambi = 0.0
amb_intensity = 0.0
intensity = min(lamp.energy / 1.75, 1.0)
location = mtx.to_translation()[:]
self.file.write("<PointLight DEF=\"%s\" " % safeName)
self.file.write("ambientIntensity=\"%.4f\" " % amb_intensity)
self.file.write("color=\"%.4f %.4f %.4f\" " % round_color(lamp.color, 4))
self.file.write("intensity=\"%.4f\" " % intensity)
self.file.write("radius=\"%.4f\" " % lamp.distance)
self.file.write("location=\"%.4f %.4f %.4f\" />\n\n" % location)
def secureName(self, name):
name = name + str(self.nodeID)
self.nodeID = self.nodeID + 1
if len(name) <= 3:
newname = "_" + str(self.nodeID)
return "%s" % (newname)
else:
for bad in ('"', '#', "'", ', ', '.', '[', '\\', ']', '{', '}'):
name = name.replace(bad, "_")
if name in self.namesReserved:
newname = name[0:3] + "_" + str(self.nodeID)
return "%s" % (newname)
elif name[0].isdigit():
newname = "_" + name + str(self.nodeID)
return "%s" % (newname)
else:
newname = name
return "%s" % (newname)
def writeIndexedFaceSet(self, ob, mesh, mtx, world, EXPORT_TRI=False):
fw = self.file.write
mesh_name_x3d = self.cleanStr(ob.name)
if not mesh.faces:
return
mode = []
# mode = 0
if mesh.uv_textures.active:
# if mesh.faceUV:
for face in mesh.uv_textures.active.data:
# for face in mesh.faces:
if face.use_halo and 'HALO' not in mode:
mode += ['HALO']
if face.use_billboard and 'BILLBOARD' not in mode:
mode += ['BILLBOARD']
if face.use_object_color and 'OBJECT_COLOR' not in mode:
mode += ['OBJECT_COLOR']
if face.use_collision and 'COLLISION' not in mode:
mode += ['COLLISION']
# mode |= face.mode
if 'HALO' in mode and self.halonode == 0:
# if mode & Mesh.FaceModes.HALO and self.halonode == 0:
self.write_indented("<Billboard axisOfRotation=\"0 0 0\">\n", 1)
self.halonode = 1
elif 'BILLBOARD' in mode and self.billnode == 0:
# elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0:
self.write_indented("<Billboard axisOfRotation=\"0 1 0\">\n", 1)
self.billnode = 1
elif 'COLLISION' not in mode and self.collnode == 0:
# elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0:
self.write_indented("<Collision enabled=\"false\">\n", 1)
self.collnode = 1
loc, quat, sca = mtx.decompose()
self.write_indented("<Transform DEF=\"%s\" " % mesh_name_x3d, 1)
fw("translation=\"%.6f %.6f %.6f\" " % loc[:])
fw("scale=\"%.6f %.6f %.6f\" " % sca[:])
fw("rotation=\"%.6f %.6f %.6f %.6f\" " % (quat.axis[:] + (quat.angle, )))
fw(">\n")
if mesh.tag:
self.write_indented("<Group USE=\"G_%s\" />\n" % mesh_name_x3d, 1)
else:
mesh.tag = True
self.write_indented("<Group DEF=\"G_%s\">\n" % mesh_name_x3d, 1)
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_faces = mesh.faces[:]
mesh_faces_materials = [f.material_index 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]
self.write_indented("<Shape>\n", 1)
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 image:
self.write_indented("<Appearance>\n", 1)
self.writeImageTexture(image)
if mesh_materials_use_face_texture[material_index]:
if image.use_tiles:
self.write_indented("<TextureTransform scale=\"%s %s\" />\n" % (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
self.write_indented("<TextureTransform ", 1)
# fw("center=\"%.6f %.6f\" " % (0.0, 0.0))
fw("translation=\"%.6f %.6f\" " % loc)
fw("scale=\"%.6f %.6f\" " % (sca_x, sca_y))
fw("rotation=\"%.6f\" " % rot)
fw("/>\n")
self.write_indented("</Appearance>\n", -1)
elif material:
self.write_indented("<Appearance>\n", 1)
self.writeMaterial(material, self.cleanStr(material.name, ""), world)
self.write_indented("</Appearance>\n", -1)
#-- IndexedFaceSet or IndexedLineSet
self.write_indented("<IndexedFaceSet ", 1)
# --- Write IndexedFaceSet Attributes
if mesh.show_double_sided:
fw("solid=\"true\" ")
else:
fw("solid=\"false\" ")
if is_smooth:
fw("creaseAngle=\"%.4f\" " % mesh.auto_smooth_angle)
if is_uv:
# "texCoordIndex"
fw("\n\t\t\ttexCoordIndex=\"")
j = 0
for i in face_group:
if len(mesh_faces[i].vertices) == 4:
fw("%d %d %d %d -1, " % (j, j + 1, j + 2, j + 3))
j += 4
else:
fw("%d %d %d -1, " % (j, j + 1, j + 2))
j += 3
fw("\" ")
# --- end texCoordIndex
if is_col:
fw("colorPerVertex=\"false\" ")
if True:
# "coordIndex"
fw('coordIndex="')
if EXPORT_TRI:
for i in face_group:
fv = mesh_faces[i].vertices[:]
if len(fv) == 3:
fw("%i %i %i -1, " % fv)
else:
fw("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
fw("%i %i %i -1, " % (fv[0], fv[2], fv[3]))
else:
for i in face_group:
fv = mesh_faces[i].vertices[:]
if len(fv) == 3:
fw("%i %i %i -1, " % fv)
else:
fw("%i %i %i %i -1, " % fv)
fw("\" ")
# --- end coordIndex
# close IndexedFaceSet
fw(">\n")
# --- Write IndexedFaceSet Elements
if True:
if is_coords_written:
self.write_indented("<Coordinate USE=\"%s%s\" />\n" % ("coord_", mesh_name_x3d))
else:
self.write_indented("<Coordinate DEF=\"%s%s\" \n" % ("coord_", mesh_name_x3d), 1)
fw("\t\t\t\tpoint=\"")
for v in mesh.vertices:
fw("%.6f %.6f %.6f, " % v.co[:])
fw("\" />")
self.write_indented("\n", -1)
is_coords_written = True
if is_uv:
self.write_indented("<TextureCoordinate point=\"", 1)
fw = fw
mesh_faces_uv = mesh.uv_textures.active.data
for i in face_group:
for uv in mesh_faces_uv[i].uv:
fw("%.4f %.4f, " % uv[:])
del mesh_faces_uv
fw("\" />")
self.write_indented("\n", -1)
if is_col:
self.write_indented("<Color color=\"", 1)
# XXX, 1 color per face, only
mesh_faces_col = mesh.vertex_colors.active.data
for i in face_group:
fw("%.3f %.3f %.3f, " % mesh_faces_col[i].color1[:])
del mesh_faces_col
fw("\" />")
self.write_indented("\n", -1)
#--- output vertexColors
#--- output closing braces
self.write_indented("</IndexedFaceSet>\n", -1)
self.write_indented("</Shape>\n", -1)
self.write_indented("</Group>\n", -1)
self.write_indented("</Transform>\n", -1)
if self.halonode == 1:
self.write_indented("</Billboard>\n", -1)
self.halonode = 0
if self.billnode == 1:
self.write_indented("</Billboard>\n", -1)
self.billnode = 0
if self.collnode == 1:
self.write_indented("</Collision>\n", -1)
self.collnode = 0
fw("\n")
def writeMaterial(self, mat, matName, world):
# look up material name, use it if available
if mat.tag:
self.write_indented("<Material USE=\"MA_%s\" />\n" % matName)
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
self.write_indented("<Material DEF=\"MA_%s\" " % matName, 1)
self.file.write("diffuseColor=\"%s %s %s\" " % round_color(diffuseColor, self.cp))
self.file.write("specularColor=\"%s %s %s\" " % round_color(specColor, self.cp))
self.file.write("emissiveColor=\"%s %s %s\" \n" % round_color(emitColor, self.cp))
self.write_indented("ambientIntensity=\"%s\" " % (round(ambient, self.cp)))
self.file.write("shininess=\"%s\" " % (round(shininess, self.cp)))
self.file.write("transparency=\"%s\" />" % (round(transp, self.cp)))
self.write_indented("\n", -1)
def writeImageTexture(self, image):
name = image.name
if image.tag:
self.write_indented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
else:
image.tag = True
self.write_indented("<ImageTexture DEF=\"%s\" " % self.cleanStr(name), 1)
filepath = image.filepath
relpath = os.path.dirname(self.filepath) # could cache
filepath_full = bpy.path.abspath(filepath)
# collect image paths, can load multiple
# [relative, name-only, absolute]
images = []
if bpy.path.is_subdir(filepath_full, relpath):
images.append(os.path.relpath(filepath_full, relpath))
images.append(os.path.basename(filepath_full))
images.append(filepath_full)
self.file.write("url='%s' />" % " ".join(["\"%s\"" % f.replace("\\", "/") for f in images]))
self.write_indented("\n", -1)
def writeBackground(self, world, alltextures):
if world:
worldname = world.name
else:
return
blending = world.use_sky_blend, world.use_sky_paper, world.use_sky_real
grd_triple = round_color(world.horizon_color, self.cp)
sky_triple = round_color(world.zenith_color, self.cp)
mix_triple = round_color(((grd_triple[i] + sky_triple[i]) / 2.0 for i in range(3)), self.cp)
self.file.write("<Background DEF=\"%s\" " % self.secureName(worldname))
# No Skytype - just Hor color
if blending == (False, False, False):
self.file.write("groundColor=\"%s %s %s\" " % grd_triple)
self.file.write("skyColor=\"%s %s %s\" " % grd_triple)
# Blend Gradient
elif blending == (True, False, False):
self.file.write("groundColor=\"%s %s %s, " % grd_triple)
self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " % mix_triple)
self.file.write("skyColor=\"%s %s %s, " % sky_triple)
self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " % mix_triple)
# Blend+Real Gradient Inverse
elif blending == (True, False, True):
self.file.write("groundColor=\"%s %s %s, %s %s %s\" " % (sky_triple + grd_triple))
self.file.write("groundAngle=\"1.57\" ")
self.file.write("skyColor=\"%s %s %s, %s %s %s, %s %s %s\" " % (sky_triple + grd_triple + sky_triple))
self.file.write("skyAngle=\"1.57, 3.14159\" ")
# Paper - just Zen Color
elif blending == (False, False, True):
self.file.write("groundColor=\"%s %s %s\" " % sky_triple)
self.file.write("skyColor=\"%s %s %s\" " % sky_triple)
# Blend+Real+Paper - komplex gradient
elif blending == (True, True, True):
self.write_indented("groundColor=\"%s %s %s, " % sky_triple)
self.write_indented("%s %s %s\" groundAngle=\"1.57, 1.57\" " % grd_triple)
self.write_indented("skyColor=\"%s %s %s, " % sky_triple)
self.write_indented("%s %s %s\" skyAngle=\"1.57, 1.57\" " % grd_triple)
# Any Other two colors
else:
self.file.write("groundColor=\"%s %s %s\" " % grd_triple)
self.file.write("skyColor=\"%s %s %s\" " % sky_triple)
alltexture = len(alltextures)
for i in range(alltexture):
tex = alltextures[i]
if tex.type != 'IMAGE' or tex.image is None:
continue
namemat = tex.name
# namemat = alltextures[i].name
pic = tex.image
# using .expandpath just in case, os.path may not expect //
basename = os.path.basename(bpy.path.abspath(pic.filepath))
pic = alltextures[i].image
if (namemat == "back") and (pic != None):
self.file.write("\n\tbackUrl=\"%s\" " % basename)
elif (namemat == "bottom") and (pic != None):
self.write_indented("bottomUrl=\"%s\" " % basename)
elif (namemat == "front") and (pic != None):
self.write_indented("frontUrl=\"%s\" " % basename)
elif (namemat == "left") and (pic != None):
self.write_indented("leftUrl=\"%s\" " % basename)
elif (namemat == "right") and (pic != None):
self.write_indented("rightUrl=\"%s\" " % basename)
elif (namemat == "top") and (pic != None):
self.write_indented("topUrl=\"%s\" " % basename)
self.write_indented("/>\n\n")
##########################################################
# export routine
##########################################################
def export(self, scene, world, alltextures,
use_apply_modifiers=False,
use_selection=True,
EXPORT_TRI=False,
):
# tag un-exported IDs
bpy.data.meshes.tag(False)
bpy.data.materials.tag(False)
bpy.data.images.tag(False)
print("Info: starting X3D export to %r..." % self.filepath)
self.writeHeader()
# self.writeScript()
self.writeNavigationInfo(scene)
self.writeBackground(world, alltextures)
self.writeFog(world)
self.proto = 0
if use_selection:
objects = (o for o in scene.objects if o.is_visible(scene) and o.select)
else:
objects = (o for o in scene.objects if o.is_visible(scene))
for ob_main in objects:
free, derived = create_derived_objects(scene, ob_main)
if derived is None:
continue
for ob, ob_mat in derived:
objType = ob.type
objName = ob.name
ob_mat = self.global_matrix * ob_mat
if objType == 'CAMERA':
self.writeViewpoint(ob, ob_mat, scene)
elif objType in ('MESH', 'CURVE', 'SURF', 'FONT'):
if use_apply_modifiers or objType != 'MESH':
try:
me = ob.create_mesh(scene, use_apply_modifiers, 'PREVIEW')
except:
me = None
else:
me = ob.data
if me is not None:
self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI=EXPORT_TRI)
# free mesh created with create_mesh()
if me != ob.data:
bpy.data.meshes.remove(me)
elif objType == 'LAMP':
data = ob.data
datatype = data.type
if datatype == 'POINT':
self.writePointLight(ob, ob_mat, data, world)
elif datatype == 'SPOT':
self.writeSpotLight(ob, ob_mat, data, world)
elif datatype == 'SUN':
self.writeDirectionalLight(ob, ob_mat, data, world)
else:
self.writeDirectionalLight(ob, ob_mat, data, world)
else:
#print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType)
pass
if free:
free_derived_objects(ob_main)
self.file.write("\n</Scene>\n</X3D>")
# if use_apply_modifiers:
# if containerMesh:
# containerMesh.vertices = None
self.cleanup()
##########################################################
# Utility methods
##########################################################
def cleanup(self):
self.file.close()
self.indentLevel = 0
print("Info: finished X3D export to %r" % self.filepath)
def cleanStr(self, name, prefix='rsvd_'):
"""cleanStr(name,prefix) - try to create a valid VRML DEF name from object name"""
newName = name
if len(newName) == 0:
self.nNodeID += 1
return "%s%d" % (prefix, self.nNodeID)
if newName in self.namesReserved:
newName = '%s%s' % (prefix, newName)
if newName[0].isdigit():
newName = "%s%s" % ('_', newName)
for bad in [' ', '"', '#', "'", ', ', '.', '[', '\\', ']', '{', '}']:
newName = newName.replace(bad, '_')
return newName
def faceToString(self, face):
print("Debug: face.flag=0x%x (bitflags)" % face.flag)
if face.sel:
print("Debug: face.sel=true")
print("Debug: face.mode=0x%x (bitflags)" % face.mode)
if face.mode & Mesh.FaceModes.TWOSIDE:
print("Debug: face.mode twosided")
print("Debug: face.transp=0x%x (enum)" % face.blend_type)
if face.blend_type == Mesh.FaceTranspModes.SOLID:
print("Debug: face.transp.SOLID")
if face.image:
print("Debug: face.image=%s" % face.image.name)
print("Debug: face.materialIndex=%d" % face.materialIndex)
def meshToString(self, mesh):
# print("Debug: mesh.hasVertexUV=%d" % mesh.vertexColors)
print("Debug: mesh.faceUV=%d" % (len(mesh.uv_textures) > 0))
# print("Debug: mesh.faceUV=%d" % mesh.faceUV)
print("Debug: mesh.hasVertexColours=%d" % (len(mesh.vertex_colors) > 0))
# print("Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours())
print("Debug: mesh.vertices=%d" % len(mesh.vertices))
print("Debug: mesh.faces=%d" % len(mesh.faces))
print("Debug: mesh.materials=%d" % len(mesh.materials))
# s="%s %s %s" % (
# round(c.r/255.0,self.cp),
# round(c.g/255.0,self.cp),
# round(c.b/255.0,self.cp))
return s
# For writing well formed VRML code
#------------------------------------------------------------------------
def write_indented(self, s, inc=0):
if inc < 1:
self.indentLevel = self.indentLevel + inc
self.file.write((self.indentLevel * "\t") + s)
if inc > 0:
self.indentLevel = self.indentLevel + inc
##########################################################
# Callbacks, needed before Main
##########################################################
def save(operator, context, filepath="",
use_selection=True,
use_apply_modifiers=False,
use_triangulate=False,
use_compress=False):
if use_compress:
if not filepath.lower().endswith('.x3dz'):
filepath = '.'.join(filepath.split('.')[:-1]) + '.x3dz'
else:
if not filepath.lower().endswith('.x3d'):
filepath = '.'.join(filepath.split('.')[:-1]) + '.x3d'
scene = context.scene
world = scene.world
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
# XXX these are global textures while .Get() returned only scene's?
alltextures = bpy.data.textures
# alltextures = Blender.Texture.Get()
wrlexport = x3d_class(filepath)
wrlexport.export(scene,
world,
alltextures,
use_apply_modifiers=use_apply_modifiers,
use_selection=use_selection,
EXPORT_TRI=use_triangulate,
)
return {'FINISHED'}