Skip to content
Snippets Groups Projects
Commit 25a6ba31 authored by Campbell Barton's avatar Campbell Barton
Browse files

add simple VRML2 exporter, this is mainly intended for use with 3D printers -...

add simple VRML2 exporter, this is mainly intended for use with 3D printers - single mesh export only.
currently supports triangles, material/vertex colors.
parent e6e581a9
Branches
Tags
No related merge requests found
# ##### 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 #####
# <pep8-80 compliant>
bl_info = {
"name": "VRML2 (Virtual Reality Modeling Language)",
"author": "Campbell Barton",
"blender": (2, 66, 0),
"location": "File > Export",
"description": "Exports the active mesh object to VRML2, supporting vertex and material colors",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Import-Export/VRML2",
"tracker_url": "",
"support": 'OFFICIAL',
"category": "Import-Export"}
if "bpy" in locals():
import imp
if "export_vrml2" in locals():
imp.reload(export_vrml2)
import os
import bpy
from bpy.props import CollectionProperty, StringProperty, BoolProperty, EnumProperty
from bpy_extras.io_utils import ExportHelper, path_reference_mode
class ExportVRML(bpy.types.Operator, ExportHelper):
"""Export a single object as a VRML2, """ \
"""colors and texture coordinates"""
bl_idname = "export_mesh.vrml2"
bl_label = "Export VRML2"
filename_ext = ".wrl"
filter_glob = StringProperty(default="*.wrl", options={'HIDDEN'})
use_mesh_modifiers = BoolProperty(
name="Apply Modifiers",
description="Apply Modifiers to the exported mesh",
default=True,
)
use_color = BoolProperty(
name="Vertex Colors",
description="Export the active vertex color layer",
default=True,
)
color_type = EnumProperty(
name='Color',
items=(
('MATERIAL', "Material Color", ""),
('VERTEX', "Vertex Color", "")),
default='MATERIAL',
)
use_uv = BoolProperty(
name="Texture/UVs",
description="Export the active texture and UV coords",
default=True,
)
path_mode = path_reference_mode
@classmethod
def poll(cls, context):
obj = context.active_object
return (obj is not None) and obj.type == 'MESH'
def execute(self, context):
filepath = self.filepath
filepath = bpy.path.ensure_ext(filepath, self.filename_ext)
from . import export_vrml2
keywords = self.as_keywords(ignore=("check_existing", "filter_glob"))
return export_vrml2.save(self, context, **keywords)
def draw(self, context):
layout = self.layout
row = layout.row()
row.prop(self, "use_mesh_modifiers")
row = layout.row()
row.prop(self, "use_uv")
row.prop(self, "use_color")
row = layout.row()
row.active = self.use_color
row.prop(self, "color_type")
row = layout.row()
row.prop(self, "path_mode")
def menu_func_export(self, context):
self.layout.operator(ExportVRML.bl_idname, text="VRML2 (.wrl)")
def register():
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_file_export.append(menu_func_export)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_export.remove(menu_func_export)
if __name__ == "__main__":
register()
# ##### 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 #####
# <pep8-80 compliant>
import bpy
import bpy_extras
import bmesh
import os
def save_bmesh(fw, bm,
use_color, color_type, material_colors,
use_uv, uv_image,
path_mode, copy_set):
base_src = os.path.dirname(bpy.data.filepath)
base_dst = os.path.dirname(fw.__self__.name)
fw('Shape {\n')
fw('\tappearance Appearance {\n')
if use_uv:
fw('\t\ttexture ImageTexture {\n')
filepath = uv_image.filepath
filepath_full = bpy.path.abspath(filepath, library=uv_image.library)
filepath_ref = bpy_extras.io_utils.path_reference(filepath_full, base_src, base_dst, path_mode, "textures", copy_set, uv_image.library)
filepath_base = os.path.basename(filepath_full)
images = [
filepath_ref,
filepath_base,
filepath_full,
]
fw('\t\t\turl [ %s ]\n' % " ".join(['"%s"' % f for f in images]) )
del images
del filepath_ref, filepath_base, filepath_full, filepath
fw('\t\t}\n') # end 'ImageTexture'
else:
fw('\t\tmaterial Material {\n')
fw('\t\t}\n') # end 'Material'
fw('\t}\n') # end 'Appearance'
fw('\tgeometry IndexedFaceSet {\n')
fw('\t\tcoord Coordinate {\n')
fw('\t\t\tpoint [ ')
v = None
for v in bm.verts:
fw("%.6f %.6f %.6f " % v.co[:])
del v
fw(']\n') # end 'point[]'
fw('\t\t}\n') # end 'Coordinate'
if use_color:
if color_type == 'MATERIAL':
fw('\t\tcolorPerVertex FALSE\n')
fw('\t\tcolor Color {\n')
fw('\t\t\tcolor [ ')
c = None
for c in material_colors:
fw(c)
del c
fw(']\n') # end 'color[]'
fw('\t\t}\n') # end 'Color'
elif color_type == 'VERTEX':
fw('\t\tcolorPerVertex TRUE\n')
fw('\t\tcolor Color {\n')
fw('\t\t\tcolor [ ')
v = None
c_none = "0.00 0.00 0.00 "
color_layer = bm.loops.layers.color.active
assert(color_layer is not None)
for v in bm.verts:
# weak, use first loops color
try:
l = v.link_loops[0]
except:
l = None
fw(c_none if l is None else ("%.2f %.2f %.2f " % l[color_layer][:]))
del v
fw(']\n') # end 'color[]'
fw('\t\t}\n') # end 'Color'
# ---
if color_type == 'MATERIAL':
fw('\t\tcolorIndex [ ')
i = None
for f in bm.faces:
i = f.material_index
if i >= len(material_colors):
i = 0
fw("%d " % i)
del i
fw(']\n') # end 'colorIndex[]'
elif color_type == 'VERTEX':
pass
if use_uv:
fw('\t\ttexCoord TextureCoordinate {\n')
fw('\t\t\tpoint [ ')
v = None
uv_layer = bm.loops.layers.uv.active
assert(uv_layer is not None)
for f in bm.faces:
for l in f.loops:
fw("%.4f %.4f " % l[uv_layer].uv[:])
del f
fw(']\n') # end 'point[]'
fw('\t\t}\n') # end 'TextureCoordinate'
# ---
fw('\t\ttexCoordIndex [ ')
i = None
for i in range(0, len(bm.faces) * 3, 3):
fw("%d %d %d -1 " % (i, i + 1, i + 2))
del i
fw(']\n') # end 'coordIndex[]'
fw('\t\tcoordIndex [ ')
f = fv = None
for f in bm.faces:
fv = f.verts[:]
fw("%d %d %d -1 " % (fv[0].index, fv[1].index, fv[2].index))
del f, fv
fw(']\n') # end 'coordIndex[]'
fw('\t}\n') # end 'IndexedFaceSet'
fw('}\n') # end 'Shape'
def detect_default_image(obj, bm):
tex_layer = bm.faces.layers.tex.active
if tex_layer is not None:
for f in bm.faces:
image = f[tex_layer].image
if image is not None:
return image
for m in obj.data.materials:
if m is not None:
# backwards so topmost are highest priority
for mtex in reversed(m.texture_slots):
if mtex and mtex.use_map_color_diffuse:
texture = mtex.texture
if texture and texture.type == 'IMAGE':
image = texture.image
if image is not None:
return image
return None
def save_object(fw, scene, obj,
use_mesh_modifiers,
use_color, color_type,
use_uv,
path_mode, copy_set):
assert(obj.type == 'MESH')
if use_mesh_modifiers:
is_editmode = (obj.mode == 'EDIT')
if is_editmode:
bpy.ops.object.editmode_toggle()
me = obj.to_mesh(scene, True, 'PREVIEW', calc_tessface=False)
bm = bmesh.new()
bm.from_mesh(me)
if is_editmode:
bpy.ops.object.editmode_toggle()
else:
me = obj.data
if obj.mode == 'EDIT':
bm_orig = bmesh.from_edit_mesh(me)
bm = bm_orig.copy()
else:
bm = bmesh.new()
bm.from_mesh(me)
bm.transform(obj.matrix_world)
bmesh.ops.triangulate(bm, faces=bm.faces, use_beauty=True)
# default empty
material_colors = []
uv_image = None
if use_color:
if color_type == 'VERTEX':
if bm.loops.layers.color.active is None:
use_color = False
elif color_type == 'MATERIAL':
if not me.materials:
use_color = False
else:
material_colors = [
"%.2f %.2f %.2f " % (m.diffuse_color[:] if m else (1.0, 1.0, 1.0))
for m in me.materials]
else:
assert(0)
if use_uv:
if bm.loops.layers.uv.active is None:
use_uv = False
uv_image = detect_default_image(obj, bm)
if uv_image is None:
use_uv = False
save_bmesh(fw, bm,
use_color, color_type, material_colors,
use_uv, uv_image,
path_mode, copy_set)
bm.free()
def save(operator,
context,
filepath="",
use_mesh_modifiers=True,
use_color=True,
color_type='MATERIAL',
use_uv=True,
path_mode='AUTO'):
# store files to copy
copy_set = set()
file = open(filepath, 'w', encoding='utf-8')
fw = file.write
fw('#VRML V2.0 utf8\n')
fw('#modeled using blender3d http://blender.org\n')
save_object(fw, context.scene, context.object,
use_mesh_modifiers,
use_color, color_type,
use_uv,
path_mode, copy_set)
file.close()
# copy all collected files.
bpy_extras.io_utils.path_reference_copy(copy_set)
return {'FINISHED'}
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Please to comment