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blender
blender-addons
Commits
4e0ccae7
Commit
4e0ccae7
authored
13 years ago
by
Campbell Barton
Browse files
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Patches
Plain Diff
correct support for IndexedTriangleSet with vertex colors and UV's.
parent
960c46db
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2 changed files
io_scene_x3d/__init__.py
+1
-1
1 addition, 1 deletion
io_scene_x3d/__init__.py
io_scene_x3d/export_x3d.py
+155
-86
155 additions, 86 deletions
io_scene_x3d/export_x3d.py
with
156 additions
and
87 deletions
io_scene_x3d/__init__.py
+
1
−
1
View file @
4e0ccae7
...
...
@@ -96,7 +96,7 @@ class ExportX3D(bpy.types.Operator, ExportHelper):
use_selection
=
BoolProperty
(
name
=
"
Selection Only
"
,
description
=
"
Export selected objects only
"
,
default
=
False
)
use_apply_modifiers
=
BoolProperty
(
name
=
"
Apply Modifiers
"
,
description
=
"
Use transformed mesh data from each object
"
,
default
=
True
)
use_triangulate
=
BoolProperty
(
name
=
"
Triangulate
"
,
description
=
"
Write quads into
'
IndexedTriangleSet
'"
,
default
=
Fals
e
)
use_triangulate
=
BoolProperty
(
name
=
"
Triangulate
"
,
description
=
"
Write quads into
'
IndexedTriangleSet
'"
,
default
=
Tru
e
)
use_compress
=
BoolProperty
(
name
=
"
Compress
"
,
description
=
"
GZip the resulting file, requires a full python install
"
,
default
=
False
)
axis_forward
=
EnumProperty
(
...
...
This diff is collapsed.
Click to expand it.
io_scene_x3d/export_x3d.py
+
155
−
86
View file @
4e0ccae7
...
...
@@ -341,8 +341,10 @@ def export(file,
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
]
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
)]
...
...
@@ -423,125 +425,192 @@ def export(file,
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
EXPORT_TRI
:
fw
(
"
%s<IndexedTriangleSet
"
%
ident
)
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
)
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
].
to_tuple
(
4
),
)
elif
is_col
:
slot_col
=
0
def
vertex_key
(
fidx
,
f_cnr_idx
):
return
(
getattr
(
mesh_faces_col
[
fidx
],
"
color%d
"
%
(
f_cnr_idx
))[:],
)
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=
\"
"
)
mesh_vertices
=
mesh
.
vertices
for
x3d_v
in
vert_tri_list
:
fw
(
"
%.6g %.6g %.6g,
"
%
mesh_vertices
[
x3d_v
[
1
]].
co
[:])
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
])
fw
(
"
\"
/>
\n
"
)
fw
(
"
%s</IndexedTriangleSet>
\n
"
%
ident
)
else
:
fw
(
"
%s<IndexedFaceSet
"
%
ident
)
ident
+=
"
\t
"
ident
+=
"
\t
"
# --- Write IndexedFaceSet Attributes
if
mesh
.
show_double_sided
:
fw
(
"
solid=
\"
true
\"
"
)
else
:
fw
(
"
solid=
\"
false
\"
"
)
# --- 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
is_smooth
:
fw
(
"
creaseAngle=
\"
%.4g
\"
"
%
mesh
.
auto_smooth_angle
)
# IndexedTriangleSet assumes true
if
is_col
:
fw
(
"
colorPerVertex=
\"
false
\"
"
)
if
is_uv
:
if
EXPORT_TRI
:
fw
(
"
texIndex=
\"
"
)
else
:
# for IndexedTriangleSet we use a uv per vertex so this isnt needed.
if
is_uv
:
fw
(
"
texCoordIndex=
\"
"
)
j
=
0
if
EXPORT_TRI
:
j
=
0
for
i
in
face_group
:
if
len
(
mesh_faces
[
i
].
vertices
)
==
4
:
fw
(
"
%d %d %d
"
%
(
j
,
j
+
1
,
j
+
2
))
fw
(
"
%d %d %d
"
%
(
j
,
j
+
2
,
j
+
3
))
j
+=
4
else
:
fw
(
"
%d %d %d
"
%
(
j
,
j
+
1
,
j
+
2
))
j
+=
3
else
:
for
i
in
face_group
:
if
len
(
mesh_faces
[
i
].
vertices
)
==
4
:
if
len
(
mesh_faces_vertices
[
i
])
==
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
fw
(
"
\"
"
)
# --- end texCoordIndex
if
is_col
:
fw
(
"
colorPerVertex=
\"
false
\"
"
)
if
True
:
# "coordIndex"
if
EXPORT_TRI
:
fw
(
"
index=
\"
"
)
else
:
if
True
:
fw
(
"
coordIndex=
\"
"
)
if
EXPORT_TRI
:
for
i
in
face_group
:
fv
=
mesh_faces
[
i
].
vertices
[:]
if
len
(
fv
)
==
3
:
fw
(
"
%i %i %i
"
%
fv
)
else
:
fw
(
"
%i %i %i
"
%
(
fv
[
0
],
fv
[
1
],
fv
[
2
]))
fw
(
"
%i %i %i
"
%
(
fv
[
0
],
fv
[
2
],
fv
[
3
]))
else
:
for
i
in
face_group
:
fv
=
mesh_faces
[
i
].
vertices
[
:
]
fv
=
mesh_faces
_
vertices
[
i
]
if
len
(
fv
)
==
3
:
fw
(
"
%i %i %i -1,
"
%
fv
)
else
:
fw
(
"
%i %i %i %i -1,
"
%
fv
)
fw
(
"
\"
"
)
# --- end coordIndex
fw
(
"
\"
"
)
# --- end coordIndex
# close IndexedFaceSet
fw
(
"
>
\n
"
)
# close IndexedFaceSet
fw
(
"
>
\n
"
)
# --- Write IndexedFaceSet Elements
if
True
:
if
is_coords_written
:
fw
(
"
%s<Coordinate USE=
\"
%s%s
\"
/>
\n
"
%
(
ident
,
"
coord_
"
,
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
[:])
# --- Write IndexedFaceSet Elements
if
True
:
if
is_coords_written
:
fw
(
"
%s<Coordinate USE=
\"
%s%s
\"
/>
\n
"
%
(
ident
,
"
coord_
"
,
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
[:])
fw
(
"
\"
/>
\n
"
)
is_coords_written
=
True
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
[:])
del
mesh_faces_uv
fw
(
"
\"
/>
\n
"
)
is_coords_written
=
True
if
is_uv
:
fw
(
"
%s<TextureCoordinate point=
\"
"
%
ident
)
mesh_faces_uv
=
mesh
.
uv_textures
.
active
.
data
for
i
in
face_group
:
for
uv
in
mesh_faces_uv
[
i
].
uv
:
fw
(
"
%.4g %.4g,
"
%
uv
[:])
del
mesh_faces_uv
fw
(
"
\"
/>
\n
"
)
if
is_col
:
fw
(
"
%s<Color color=
\"
"
%
ident
)
# XXX, 1 color per face, only
mesh_faces_col
=
mesh
.
vertex_colors
.
active
.
data
if
EXPORT_TRI
:
for
i
in
face_group
:
fw
(
"
%.3g %.3g %.3g,
"
%
mesh_faces_col
[
i
].
color1
[:])
if
len
(
mesh_faces
[
i
].
vertices
)
==
4
:
fw
(
"
%.3g %.3g %.3g,
"
%
mesh_faces_col
[
i
].
color1
[:])
else
:
if
is_col
:
fw
(
"
%s<Color color=
\"
"
%
ident
)
# XXX, 1 color per face, only
for
i
in
face_group
:
fw
(
"
%.3g %.3g %.3g,
"
%
mesh_faces_col
[
i
].
color1
[:])
del
mesh_faces_col
fw
(
"
\"
/>
\n
"
)
fw
(
"
\"
/>
\n
"
)
#--- output vertexColors
#--- output vertexColors
#--- output closing braces
ident
=
ident
[:
-
1
]
#--- output closing braces
ident
=
ident
[:
-
1
]
if
EXPORT_TRI
:
fw
(
"
%s</IndexedTriangleSet>
\n
"
%
ident
)
else
:
fw
(
"
%s</IndexedFaceSet>
\n
"
%
ident
)
ident
=
ident
[:
-
1
]
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