# ##### 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, use_h3d=False, ): # ------------------------------------------------------------------------- # global setup # ------------------------------------------------------------------------- fw = file.write 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): filepath = fw.__self__.name #bfile = sys.expandpath( Blender.Get('filepath') ).replace('<', '<').replace('>', '>') bfile = repr(os.path.basename(filepath).replace('<', '<').replace('>', '>'))[1:-1] # use outfile name fw('%s<?xml version="1.0" encoding="UTF-8"?>\n' % ident) 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)) # this info was never updated, so blender version should be enough # fw('%s<meta name="translator" content="X3D exporter v1.55 (2006/01/17)" />\n' % ident) 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() ident_step = ident + (' ' * (-len(ident) + \ fw('%s<Viewpoint ' % ident))) fw('DEF="%s"\n' % clean_str(ob.name)) fw(ident_step + 'description="%s"\n' % ob.name) fw(ident_step + 'centerOfRotation="0 0 0"\n') fw(ident_step + 'position="%3.2f %3.2f %3.2f"\n' % loc[:]) fw(ident_step + 'orientation="%3.2f %3.2f %3.2f %3.2f"\n' % (quat.axis[:] + (quat.angle, ))) fw(ident_step + 'fieldOfView="%.3g"\n' % ob.data.angle) fw(ident_step + '/>\n') def writeFog(ident, world): if world: mtype = world.mist_settings.falloff mparam = world.mist_settings else: return if mparam.use_mist: ident_step = ident + (' ' * (-len(ident) + \ fw('%s<Fog ' % ident))) fw('fogType="%s"\n' % ('LINEAR' if (mtype == 'LINEAR') else 'EXPONENTIAL')) fw(ident_step + 'color="%.3g %.3g %.3g"\n' % clamp_color(world.horizon_color)) fw(ident_step + 'visibilityRange="%.3g"\n' % mparam.depth) fw(ident_step + '/>\n') else: return def writeNavigationInfo(ident, scene): ident_step = ident + (' ' * (-len(ident) + \ fw('%s<NavigationInfo ' % ident))) fw('headlight="false"\n') fw(ident_step + 'visibilityLimit="0.0"\n') fw(ident_step + 'type=\'"EXAMINE", "ANY"\'\n') fw(ident_step + 'avatarSize="0.25, 1.75, 0.75"\n') fw(ident_step + '/>\n') def writeSpotLight(ident, ob, mtx, lamp, world): safeName = clean_str(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 orientation = matrix_direction_neg_z(mtx) location = mtx.to_translation()[:] radius = lamp.distance * math.cos(beamWidth) # radius = lamp.dist*math.cos(beamWidth) ident_step = ident + (' ' * (-len(ident) + \ fw('%s<SpotLight ' % ident))) fw('DEF="%s"\n' % safeName) fw(ident_step + 'radius="%.4g"\n' % radius) fw(ident_step + 'ambientIntensity="%.4g"\n' % amb_intensity) fw(ident_step + 'intensity="%.4g"\n' % intensity) fw(ident_step + 'color="%.4g %.4g %.4g"\n' % clamp_color(lamp.color)) fw(ident_step + 'beamWidth="%.4g"\n' % beamWidth) fw(ident_step + 'cutOffAngle="%.4g"\n' % cutOffAngle) fw(ident_step + 'direction="%.4g %.4g %.4g"\n' % orientation) fw(ident_step + 'location="%.4g %.4g %.4g"\n' % location) fw(ident_step + '/>\n') def writeDirectionalLight(ident, ob, mtx, lamp, world): safeName = clean_str(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) orientation = matrix_direction_neg_z(mtx) ident_step = ident + (' ' * (-len(ident) + \ fw('%s<DirectionalLight ' % ident))) fw('DEF="%s"\n' % safeName) fw(ident_step + 'ambientIntensity="%.4g"\n' % amb_intensity) fw(ident_step + 'color="%.4g %.4g %.4g"\n' % clamp_color(lamp.color)) fw(ident_step + 'intensity="%.4g"\n' % intensity) fw(ident_step + 'direction="%.4g %.4g %.4g"\n' % orientation) fw(ident_step + '/>\n') def writePointLight(ident, ob, mtx, lamp, world): safeName = clean_str(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 = 0.0 amb_intensity = 0.0 intensity = min(lamp.energy / 1.75, 1.0) location = mtx.to_translation()[:] ident_step = ident + (' ' * (-len(ident) + \ fw('%s<PointLight ' % ident))) fw('DEF="%s"\n' % safeName) fw(ident_step + 'ambientIntensity="%.4g"\n' % amb_intensity) fw(ident_step + 'color="%.4g %.4g %.4g"\n' % clamp_color(lamp.color)) fw(ident_step + 'intensity="%.4g"\n' % intensity) fw(ident_step + 'radius="%.4g" \n' % lamp.distance) fw(ident_step + 'location="%.4g %.4g %.4g"\n' % location) fw(ident_step + '/>\n') def secureName(name): name = name + str(secureName.nodeID) secureName.nodeID += 1 if len(name) <= 3: newname = '_' + str(secureName.nodeID) return "%s" % (newname) else: for bad in ('"', '#', "'", ', ', '.', '[', '\\', ']', '{', '}'): name = name.replace(bad, '_') if name in x3d_names_reserved: newname = name[0:3] + '_' + str(secureName.nodeID) return "%s" % (newname) elif name[0].isdigit(): newname = '_' + name + str(secureName.nodeID) return "%s" % (newname) else: newname = name return "%s" % (newname) secureName.nodeID = 0 def writeIndexedFaceSet(ident, ob, mesh, mtx, world): shape_name_x3d = clean_str(ob.name) mesh_name_x3d = clean_str(mesh.name) if not mesh.faces: return 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 loc, quat, sca = mtx.decompose() ident_step = ident + (' ' * (-len(ident) + \ fw('%s<Transform ' % ident))) fw('DEF="%s"\n' % shape_name_x3d) fw(ident_step + 'translation="%.6g %.6g %.6g"\n' % loc[:]) fw(ident_step + 'scale="%.6g %.6g %.6g"\n' % sca[:]) fw(ident_step + 'rotation="%.6g %.6g %.6g %.6g"\n' % (quat.axis[:] + (quat.angle, ))) fw(ident_step + '>\n') ident += '\t' if mesh.tag: fw('%s<Group USE="G_%s" />\n' % (ident, mesh_name_x3d)) else: mesh.tag = True fw('%s<Group DEF="G_%s">\n' % (ident, mesh_name_x3d)) ident += '\t' is_uv = bool(mesh.uv_textures.active) # is_col, defined for each material is_coords_written = False mesh_materials = mesh.materials[:] if not mesh_materials: mesh_materials = [None] mesh_material_tex = [None] * len(mesh_materials) mesh_material_mtex = [None] * len(mesh_materials) mesh_material_images = [None] * len(mesh_materials) for i, material in enumerate(mesh_materials): if material: for mtex in material.texture_slots: if mtex: tex = mtex.texture if tex and tex.type == 'IMAGE': image = tex.image if image: mesh_material_tex[i] = tex mesh_material_mtex[i] = mtex mesh_material_images[i] = image break mesh_materials_use_face_texture = [getattr(material, 'use_face_texture', True) for material in mesh_materials] # fast access! mesh_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] fw('%s<Shape>\n' % ident) ident += '\t' is_smooth = False is_col = (mesh.vertex_colors.active and (material is None or material.use_vertex_color_paint)) # kludge but as good as it gets! for i in face_group: if mesh_faces[i].use_smooth: is_smooth = True break if use_h3d: gpu_shader = gpu_shader_cache.get(material) # material can be 'None', uses dummy cache if gpu_shader is None: gpu_shader = gpu_shader_cache[material] = gpu.export_shader(scene, material) if 1: # XXX DEBUG gpu_shader_tmp = gpu.export_shader(scene, material) import pprint print('\nWRITING MATERIAL:', material.name) del gpu_shader_tmp['fragment'] del gpu_shader_tmp['vertex'] pprint.pprint(gpu_shader_tmp, width=120) #pprint.pprint(val['vertex']) del gpu_shader_tmp fw('%s<Appearance>\n' % ident) ident += '\t' 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 ident_step = ident + (' ' * (-len(ident) + \ fw('%s<TextureTransform ' % ident))) # fw('center="%.6g %.6g" ' % (0.0, 0.0)) fw(ident_step + 'translation="%.6g %.6g"\n' % loc) fw(ident_step + 'scale="%.6g %.6g"\n' % (sca_x, sca_y)) fw(ident_step + 'rotation="%.6g"\n' % rot) fw(ident_step + '/>\n') if use_h3d: mat_tmp = material if material else gpu_shader_dummy_mat writeMaterialH3D(ident, mat_tmp, clean_str(mat_tmp.name, ''), world, 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_step = ident + (' ' * (-len(ident) + \ fw('%s<IndexedTriangleSet ' % ident))) # --- Write IndexedTriangleSet Attributes (same as IndexedFaceSet) fw('solid="%s"\n' % ('true' if mesh.show_double_sided else 'false')) if is_smooth: fw(ident_step + 'creaseAngle="%.4g"\n' % mesh.auto_smooth_angle) if use_normals: # currently not optional, could be made so: fw(ident_step + 'normalPerVertex="true"\n') slot_uv = None slot_col = None if is_uv and is_col: slot_uv = 0 slot_col = 1 def vertex_key(fidx, f_cnr_idx): return ( mesh_faces_uv[fidx].uv[f_cnr_idx][:], getattr(mesh_faces_col[fidx], "color%d" % (f_cnr_idx + 1))[:], ) elif is_uv: slot_uv = 0 def vertex_key(fidx, f_cnr_idx): return ( mesh_faces_uv[fidx].uv[f_cnr_idx][:], ) elif is_col: slot_col = 0 def vertex_key(fidx, f_cnr_idx): return ( getattr(mesh_faces_col[fidx], "color%d" % (f_cnr_idx + 1))[:], ) 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(ident_step + '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('"\n') # close IndexedTriangleSet fw(ident_step + '>\n') ident += '\t' fw('%s<Coordinate ' % ident) fw('point="') for x3d_v in vert_tri_list: fw('%.6g %.6g %.6g ' % mesh_vertices[x3d_v[1]].co[:]) fw('" />\n') 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]) fw('" />\n') if use_h3d: # write attributes for gpu_attr in gpu_shader['attributes']: # UVs if gpu_attr['type'] == gpu.CD_MTFACE: if gpu_attr['datatype'] == gpu.GPU_DATA_2F: fw('%s<FloatVertexAttribute ' % ident) fw('name="%s" ' % gpu_attr['varname']) fw('numComponents="2" ') fw('value="') for x3d_v in vert_tri_list: fw('%.4g %.4g ' % x3d_v[0][slot_uv]) fw('" />\n') else: assert(0) elif gpu_attr['type'] == gpu.CD_MCOL: if gpu_attr['datatype'] == gpu.GPU_DATA_4UB: pass # XXX, H3D can't do else: assert(0) ident = ident[:-1] fw('%s</IndexedTriangleSet>\n' % ident) else: ident_step = ident + (' ' * (-len(ident) + \ fw('%s<IndexedFaceSet ' % ident))) # --- Write IndexedFaceSet Attributes (same as IndexedTriangleSet) fw('solid="%s"\n' % ('true' if mesh.show_double_sided else 'false')) if is_smooth: fw(ident_step + 'creaseAngle="%.4g"\n' % mesh.auto_smooth_angle) if use_normals: # currently not optional, could be made so: fw(ident_step + 'normalPerVertex="true"\n') # IndexedTriangleSet assumes true if is_col: fw(ident_step + 'colorPerVertex="false"\n') # for IndexedTriangleSet we use a uv per vertex so this isnt needed. if is_uv: fw(ident_step + 'texCoordIndex="') j = 0 for i in face_group: if len(mesh_faces_vertices[i]) == 4: fw('%d %d %d %d -1 ' % (j, j + 1, j + 2, j + 3)) j += 4 else: fw('%d %d %d -1 ' % (j, j + 1, j + 2)) j += 3 fw('"\n') # --- end texCoordIndex if True: fw(ident_step + 'coordIndex="') for i in face_group: fv = mesh_faces_vertices[i] if len(fv) == 3: fw('%i %i %i -1 ' % fv) else: fw('%i %i %i %i -1 ' % fv) fw('"\n') # --- end coordIndex # close IndexedFaceSet fw(ident_step + '>\n') ident += '\t' # --- 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: ident_step = ident + (' ' * (-len(ident) + \ fw('%s<Coordinate ' % ident))) fw('DEF="%s%s"\n' % ('coord_', mesh_name_x3d)) fw(ident_step + 'point="') for v in mesh.vertices: fw('%.6g %.6g %.6g ' % v.co[:]) fw('"\n') fw(ident_step + '/>\n') is_coords_written = True if use_normals: ident_step = ident + (' ' * (-len(ident) + \ fw('%s<Normal ' % ident))) fw('DEF="%s%s"\n' % ('normals_', mesh_name_x3d)) fw(ident_step + 'vector="') for v in mesh.vertices: fw('%.6g %.6g %.6g ' % v.normal[:]) fw('"\n') fw(ident_step + '/>\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[:]) del mesh_faces_uv fw('" />\n') 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[:]) fw('" />\n') #--- output vertexColors #--- output closing braces ident = ident[:-1] fw('%s</IndexedFaceSet>\n' % ident) 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) def writeMaterial(ident, mat, material_id, world): # look up material name, use it if available if mat.tag: fw('%s<Material USE="MA_%s" />\n' % (ident, material_id)) else: mat.tag = True emit = mat.emit ambient = mat.ambient / 3.0 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 ident_step = ident + (' ' * (-len(ident) + \ fw('%s<Material ' % ident))) fw('DEF="MA_%s"\n' % material_id) fw(ident_step + 'diffuseColor="%.3g %.3g %.3g"\n' % clamp_color(diffuseColor)) fw(ident_step + 'specularColor="%.3g %.3g %.3g"\n' % clamp_color(specColor)) fw(ident_step + 'emissiveColor="%.3g %.3g %.3g"\n' % clamp_color(emitColor)) fw(ident_step + 'ambientIntensity="%.3g"\n' % ambient) fw(ident_step + 'shininess="%.3g"\n' % shininess) fw(ident_step + 'transparency="%s"\n' % transp) fw(ident_step + '/>\n') def writeMaterialH3D(ident, mat, material_id, world, 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. elif uniform['type'] == gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER: if uniform['datatype'] == gpu.GPU_DATA_1I: if 1: value = ' '.join(['%d' % f for f in uniform['texpixels']]) # value = ' '.join(['%.6g' % (f / 256) for f in uniform['texpixels']]) fw('%s<field name="%s" type="SFInt32" accessType="inputOutput" value="%s" />\n' % (ident, uniform['varname'], value)) print("ass", len(uniform['texpixels'])) else: assert(0) file_frag = open(os.path.join(dirname, shader_url_frag), 'w') file_frag.write(gpu_shader['fragment']) file_frag.close() file_vert = open(os.path.join(dirname, shader_url_vert), 'w') file_vert.write(gpu_shader['vertex']) file_vert.close() fw('%s<ShaderPart type="FRAGMENT" url="%s" />\n' % (ident, shader_url_frag)) fw('%s<ShaderPart type="VERTEX" url="%s" />\n' % (ident, shader_url_vert)) ident = ident[:-1] fw('%s</ComposedShader>\n' % ident) def writeImageTexture(ident, image): name = image.name if image.tag: fw('%s<ImageTexture USE="%s" />\n' % (ident, clean_str(name))) else: image.tag = True ident_step = ident + (' ' * (-len(ident) + \ fw('%s<ImageTexture ' % ident))) fw('DEF="%s"\n' % clean_str(name)) filepath = image.filepath filepath_full = bpy.path.abspath(filepath) # collect image paths, can load multiple # [relative, name-only, absolute] images = [] if bpy.path.is_subdir(filepath_full, dirname): images.append(os.path.relpath(filepath_full, dirname)) images.append(os.path.basename(filepath_full)) images.append(filepath_full) fw(ident_step + "url='%s' " % ' '.join(['"%s"' % f.replace('\\', '/') for f in images])) fw(ident_step + '/>\n') 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)) ident_step = ident + (' ' * (-len(ident) + \ fw('%s<Background ' % ident))) fw('DEF="%s"\n' % secureName(worldname)) # No Skytype - just Hor color if blending == (False, False, False): fw(ident_step + 'groundColor="%.3g %.3g %.3g"\n' % grd_triple) fw(ident_step + 'skyColor="%.3g %.3g %.3g"\n' % grd_triple) # Blend Gradient elif blending == (True, False, False): fw(ident_step + 'groundColor="%.3g %.3g %.3g, %.3g %.3g %.3g"\n' % (grd_triple + mix_triple)) fw(ident_step + 'groundAngle="1.57, 1.57"\n') fw(ident_step + 'skyColor="%.3g %.3g %.3g, %.3g %.3g %.3g"\n' % (sky_triple + mix_triple)) fw(ident_step + 'skyAngle="1.57, 1.57"\n') # Blend+Real Gradient Inverse elif blending == (True, False, True): fw(ident_step + 'groundColor="%.3g %.3g %.3g, %.3g %.3g %.3g"\n' % (sky_triple + grd_triple)) fw(ident_step + 'groundAngle="1.57"\n') fw(ident_step + 'skyColor="%.3g %.3g %.3g, %.3g %.3g %.3g, %.3g %.3g %.3g"\n' % (sky_triple + grd_triple + sky_triple)) fw(ident_step + 'skyAngle="1.57, 3.14159"\n') # Paper - just Zen Color elif blending == (False, False, True): fw(ident_step + 'groundColor="%.3g %.3g %.3g"\n' % sky_triple) fw(ident_step + 'skyColor="%.3g %.3g %.3g"\n' % sky_triple) # Blend+Real+Paper - komplex gradient elif blending == (True, True, True): fw(ident_step + 'groundColor="%.3g %.3g %.3g, %.3g %.3g %.3g"\n' % (sky_triple + grd_triple)) fw(ident_step + 'groundAngle="1.57, 1.57"\n') fw(ident_step + 'skyColor="%.3g %.3g %.3g, %.3g %.3g %.3g"\n' % (sky_triple + grd_triple)) fw(ident_step + 'skyAngle="1.57, 1.57"\n') # Any Other two colors else: fw(ident_step + 'groundColor="%.3g %.3g %.3g"\n' % grd_triple) fw(ident_step + 'skyColor="%.3g %.3g %.3g"\n' % sky_triple) for tex in bpy.data.textures: 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': fw(ident_step + 'backUrl="%s"\n' % basename) elif namemat == 'bottom': fw(ident_step + 'bottomUrl="%s"\n' % basename) elif namemat == 'front': fw(ident_step + 'frontUrl="%s"\n' % basename) elif namemat == 'left': fw(ident_step + 'leftUrl="%s"\n' % basename) elif namemat == 'right': fw(ident_step + 'rightUrl="%s"\n' % basename) elif namemat == 'top': fw(ident_step + 'topUrl="%s"\n' % basename) fw(ident_step + '/>\n') ########################################################## # export routine ########################################################## def export_main(): world = scene.world # 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...' % file.name) ident = '' ident = writeHeader(ident) writeNavigationInfo(ident, scene) writeBackground(ident, world) writeFog(ident, world) ident = '\t\t' 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 = global_matrix * ob_mat if objType == 'CAMERA': writeViewpoint(ident, ob, ob_mat, scene) elif objType in ('MESH', 'CURVE', 'SURF', 'FONT'): if (objType != 'MESH') or (use_apply_modifiers and ob.is_modified(scene, 'PREVIEW')): try: me = ob.to_mesh(scene, use_apply_modifiers, 'PREVIEW') except: me = None else: me = ob.data if me is not None: writeIndexedFaceSet(ident, ob, me, ob_mat, world) # 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': writePointLight(ident, ob, ob_mat, data, world) elif datatype == 'SPOT': writeSpotLight(ident, ob, ob_mat, data, world) elif datatype == 'SUN': writeDirectionalLight(ident, ob, ob_mat, data, world) else: writeDirectionalLight(ident, 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) ident = writeFooter(ident) export_main() file.close() # ------------------------------------------------------------------------- # global cleanup # ------------------------------------------------------------------------- if use_h3d: bpy.data.materials.remove(gpu_shader_dummy_mat) print('Info: finished X3D export to %r' % file.name) ########################################################## # Callbacks, needed before Main ########################################################## def save(operator, context, filepath="", use_selection=True, use_apply_modifiers=False, use_triangulate=False, use_normals=False, use_compress=False, use_h3d=False, global_matrix=None, ): 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' if bpy.ops.object.mode_set.poll(): bpy.ops.object.mode_set(mode='OBJECT') file = None if filepath.lower().endswith('.x3dz'): try: import gzip file = gzip.open(filepath, 'w') except: print('failed to import compression modules, exporting uncompressed') filepath = filepath[:-1] # remove trailing z if file is None: file = open(filepath, 'w') if global_matrix is None: global_matrix = mathutils.Matrix() export(file, global_matrix, context.scene, use_apply_modifiers=use_apply_modifiers, use_selection=use_selection, use_triangulate=use_triangulate, use_normals=use_normals, use_h3d=use_h3d, ) return {'FINISHED'}