adding back changes from soc-2009-kaz branch.
This commit is contained in:
		@@ -53,22 +53,30 @@ Known issues:<br>
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# Library dependancies
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####################################
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import Blender
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from Blender import Object, Lamp, Draw, Image, Text, sys, Mesh
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from Blender.Scene import Render
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import math
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import BPyObject
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import BPyMesh
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import os
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import bpy
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import Mathutils
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from export_3ds import create_derived_objects, free_derived_objects
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# import Blender
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# from Blender import Object, Lamp, Draw, Image, Text, sys, Mesh
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# from Blender.Scene import Render
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# import BPyObject
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# import BPyMesh
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# 
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DEG2RAD=0.017453292519943295
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MATWORLD= Blender.Mathutils.RotationMatrix(-90, 4, 'x')
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MATWORLD= Mathutils.RotationMatrix(-90, 4, 'x')
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####################################
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# Global Variables
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####################################
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filename = Blender.Get('filename')
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filename = ""
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# filename = Blender.Get('filename')
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_safeOverwrite = True
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extension = ''
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@@ -109,7 +117,7 @@ class x3d_class:
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				import gzip
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				self.file = gzip.open(filename, "w")				
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			except:
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				print "failed to import compression modules, exporting uncompressed"
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				print("failed to import compression modules, exporting uncompressed")
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				self.filename = filename[:-1] # remove trailing z
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		if self.file == None:
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@@ -161,8 +169,10 @@ class x3d_class:
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		self.file.write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.0//EN\" \"http://www.web3d.org/specifications/x3d-3.0.dtd\">\n")
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		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")
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		self.file.write("<head>\n")
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		self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile))
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		self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version'))
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		self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % os.path.basename(bfile))
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		# self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile))
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		self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % '2.5')
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		# self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version'))
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		self.file.write("\t<meta name=\"translator\" content=\"X3D exporter v1.55 (2006/01/17)\" />\n")
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		self.file.write("</head>\n")
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		self.file.write("<Scene>\n")
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@@ -206,9 +216,12 @@ class x3d_class:
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	'''
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	def writeViewpoint(self, ob, mat, scene):
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		context = scene.render
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		ratio = float(context.imageSizeY())/float(context.imageSizeX())
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		lens = (360* (math.atan(ratio *16 / ob.data.getLens()) / math.pi))*(math.pi/180)
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		context = scene.render_data
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		# context = scene.render
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		ratio = float(context.resolution_x)/float(context.resolution_y)
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		# ratio = float(context.imageSizeY())/float(context.imageSizeX())
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		lens = (360* (math.atan(ratio *16 / ob.data.lens) / math.pi))*(math.pi/180)
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		# lens = (360* (math.atan(ratio *16 / ob.data.getLens()) / math.pi))*(math.pi/180)
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		lens = min(lens, math.pi) 
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		# get the camera location, subtract 90 degress from X to orient like X3D does
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@@ -216,7 +229,8 @@ class x3d_class:
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		loc = self.rotatePointForVRML(mat.translationPart())
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		rot = mat.toEuler()
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		rot = (((rot[0]-90)*DEG2RAD), rot[1]*DEG2RAD, rot[2]*DEG2RAD)
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		rot = (((rot[0]-90)), rot[1], rot[2])
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		# rot = (((rot[0]-90)*DEG2RAD), rot[1]*DEG2RAD, rot[2]*DEG2RAD)
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		nRot = self.rotatePointForVRML( rot )
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		# convert to Quaternion and to Angle Axis
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		Q  = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
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@@ -232,13 +246,18 @@ class x3d_class:
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	def writeFog(self, world):
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		if world:
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			mtype = world.getMistype()
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			mparam = world.getMist()
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			grd = world.getHor()
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			mtype = world.mist.falloff
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			# mtype = world.getMistype()
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			mparam = world.mist
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			# mparam = world.getMist()
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			grd = world.horizon_color
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			# grd = world.getHor()
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			grd0, grd1, grd2 = grd[0], grd[1], grd[2]
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		else:
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			return
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		if (mtype == 1 or mtype == 2):
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		if (mtype == 'LINEAR' or mtype == 'INVERSE_QUADRATIC'):
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			mtype = 1 if mtype == 'LINEAR' else 2
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		# if (mtype == 1 or mtype == 2):
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			self.file.write("<Fog fogType=\"%s\" " % self.namesFog[mtype])						
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			self.file.write("color=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
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			self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam[2],self.cp))
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@@ -251,7 +270,8 @@ class x3d_class:
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	def writeSpotLight(self, ob, mtx, lamp, world):
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		safeName = self.cleanStr(ob.name)
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		if world:
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			ambi = world.amb
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			ambi = world.ambient_color
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			# ambi = world.amb
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			ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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		else:
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			ambi = 0
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@@ -259,7 +279,8 @@ class x3d_class:
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		# compute cutoff and beamwidth
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		intensity=min(lamp.energy/1.75,1.0)
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		beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
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		beamWidth=((lamp.spot_size*math.pi)/180.0)*.37;
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		# beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
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		cutOffAngle=beamWidth*1.3
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		dx,dy,dz=self.computeDirection(mtx)
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@@ -270,12 +291,14 @@ class x3d_class:
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		#location=(ob.matrixWorld*MATWORLD).translationPart() # now passed
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		location=(mtx*MATWORLD).translationPart()
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		radius = lamp.dist*math.cos(beamWidth)
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		radius = lamp.distance*math.cos(beamWidth)
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		# radius = lamp.dist*math.cos(beamWidth)
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		self.file.write("<SpotLight DEF=\"%s\" " % safeName)
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		self.file.write("radius=\"%s\" " % (round(radius,self.cp)))
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		self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
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		self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
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		self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
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		self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp)))
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		# self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
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		self.file.write("beamWidth=\"%s\" " % (round(beamWidth,self.cp)))
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		self.file.write("cutOffAngle=\"%s\" " % (round(cutOffAngle,self.cp)))
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		self.file.write("direction=\"%s %s %s\" " % (round(dx,3),round(dy,3),round(dz,3)))
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@@ -285,7 +308,8 @@ class x3d_class:
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	def writeDirectionalLight(self, ob, mtx, lamp, world):
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		safeName = self.cleanStr(ob.name)
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		if world:
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			ambi = world.amb
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			ambi = world.ambient_color
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			# ambi = world.amb
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			ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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		else:
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			ambi = 0
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@@ -295,14 +319,16 @@ class x3d_class:
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		(dx,dy,dz)=self.computeDirection(mtx)
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		self.file.write("<DirectionalLight DEF=\"%s\" " % safeName)
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		self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
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		self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
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		self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp)))
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		# self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
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		self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
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		self.file.write("direction=\"%s %s %s\" />\n\n" % (round(dx,4),round(dy,4),round(dz,4)))
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	def writePointLight(self, ob, mtx, lamp, world):
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		safeName = self.cleanStr(ob.name)
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		if world:
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			ambi = world.amb
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			ambi = world.ambient_color
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			# ambi = world.amb
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			ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
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		else:
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			ambi = 0
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@@ -313,9 +339,11 @@ class x3d_class:
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		self.file.write("<PointLight DEF=\"%s\" " % safeName)
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		self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
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		self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
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		self.file.write("color=\"%s %s %s\" " % (round(lamp.color[0],self.cp), round(lamp.color[1],self.cp), round(lamp.color[2],self.cp)))
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		# self.file.write("color=\"%s %s %s\" " % (round(lamp.col[0],self.cp), round(lamp.col[1],self.cp), round(lamp.col[2],self.cp)))
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		self.file.write("intensity=\"%s\" " % (round( min(lamp.energy/1.75,1.0) ,self.cp)))
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		self.file.write("radius=\"%s\" " % lamp.dist )
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		self.file.write("radius=\"%s\" " % lamp.distance )
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		# self.file.write("radius=\"%s\" " % lamp.dist )
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		self.file.write("location=\"%s %s %s\" />\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
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	'''
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	def writeNode(self, ob, mtx):
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@@ -357,24 +385,41 @@ class x3d_class:
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		vColors={}	# 'multi':1
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		meshName = self.cleanStr(ob.name)
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		meshME = self.cleanStr(ob.getData(mesh=1).name) # We dont care if its the mesh name or not
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		meshME = self.cleanStr(ob.data.name) # We dont care if its the mesh name or not
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		# meshME = self.cleanStr(ob.getData(mesh=1).name) # We dont care if its the mesh name or not
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		if len(mesh.faces) == 0: return
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		mode = 0
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		if mesh.faceUV:
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			for face in mesh.faces:
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				mode |= face.mode 
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		mode = []
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		# mode = 0
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		if mesh.active_uv_texture:
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		# if mesh.faceUV:
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			for face in mesh.active_uv_texture.data:
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			# for face in mesh.faces:
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				if face.halo and 'HALO' not in mode:
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					mode += ['HALO']
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				if face.billboard and 'BILLBOARD' not in mode:
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					mode += ['BILLBOARD']
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				if face.object_color and 'OBJECT_COLOR' not in mode:
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					mode += ['OBJECT_COLOR']
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				if face.collision and 'COLLISION' not in mode:
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					mode += ['COLLISION']
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				# mode |= face.mode 
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		if mode & Mesh.FaceModes.HALO and self.halonode == 0:
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		if 'HALO' in mode and self.halonode == 0:
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		# if mode & Mesh.FaceModes.HALO and self.halonode == 0:
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			self.writeIndented("<Billboard axisOfRotation=\"0 0 0\">\n",1)
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			self.halonode = 1
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		elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0:
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		elif 'BILLBOARD' in mode and self.billnode == 0:
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		||||
		# elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0:
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			self.writeIndented("<Billboard axisOfRotation=\"0 1 0\">\n",1)
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			self.billnode = 1
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		elif mode & Mesh.FaceModes.OBCOL and self.matonly == 0:
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		||||
		elif 'OBJECT_COLOR' in mode and self.matonly == 0:
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		||||
		# elif mode & Mesh.FaceModes.OBCOL and self.matonly == 0:
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		||||
			self.matonly = 1
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		||||
		elif mode & Mesh.FaceModes.TILES and self.tilenode == 0:
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		||||
			self.tilenode = 1
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		||||
		elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0:
 | 
			
		||||
		# TF_TILES is marked as deprecated in DNA_meshdata_types.h
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		||||
		# elif mode & Mesh.FaceModes.TILES and self.tilenode == 0:
 | 
			
		||||
		# 	self.tilenode = 1
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		||||
		elif 'COLLISION' not in mode and self.collnode == 0:
 | 
			
		||||
		# elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0:
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		||||
			self.writeIndented("<Collision enabled=\"false\">\n",1)
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		||||
			self.collnode = 1
 | 
			
		||||
		
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@@ -383,7 +428,7 @@ class x3d_class:
 | 
			
		||||
		if nIFSCnt > 1:
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		||||
			self.writeIndented("<Group DEF=\"%s%s\">\n" % ("G_", meshName),1)
 | 
			
		||||
		
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		||||
		if sided.has_key('two') and sided['two'] > 0:
 | 
			
		||||
		if 'two' in sided and sided['two'] > 0:
 | 
			
		||||
			bTwoSided=1
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		||||
		else:
 | 
			
		||||
			bTwoSided=0
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		||||
@@ -396,34 +441,44 @@ class x3d_class:
 | 
			
		||||
		quat = mtx.toQuat()
 | 
			
		||||
		rot= quat.axis
 | 
			
		||||
 | 
			
		||||
		# self.writeIndented('<Transform rotation="%.6f %.6f %.6f %.6f">\n' % (rot[0], rot[1], rot[2], rot[3]))
 | 
			
		||||
		self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\n' % \
 | 
			
		||||
		  (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle*DEG2RAD) )
 | 
			
		||||
						   (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle) )
 | 
			
		||||
		# self.writeIndented('<Transform DEF="%s" translation="%.6f %.6f %.6f" scale="%.6f %.6f %.6f" rotation="%.6f %.6f %.6f %.6f">\n' % \
 | 
			
		||||
		#   (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle*DEG2RAD) )
 | 
			
		||||
 | 
			
		||||
		self.writeIndented("<Shape>\n",1)
 | 
			
		||||
		maters=mesh.materials
 | 
			
		||||
		hasImageTexture=0
 | 
			
		||||
		issmooth=0
 | 
			
		||||
 | 
			
		||||
		if len(maters) > 0 or mesh.faceUV:
 | 
			
		||||
		if len(maters) > 0 or mesh.active_uv_texture:
 | 
			
		||||
		# if len(maters) > 0 or mesh.faceUV:
 | 
			
		||||
			self.writeIndented("<Appearance>\n", 1)
 | 
			
		||||
			# right now this script can only handle a single material per mesh.
 | 
			
		||||
			if len(maters) >= 1:
 | 
			
		||||
				mat=maters[0]
 | 
			
		||||
				matFlags = mat.getMode()
 | 
			
		||||
				if not matFlags & Blender.Material.Modes['TEXFACE']:
 | 
			
		||||
					self.writeMaterial(mat, self.cleanStr(maters[0].name,''), world)
 | 
			
		||||
				# matFlags = mat.getMode()
 | 
			
		||||
				if not mat.face_texture:
 | 
			
		||||
				# if not matFlags & Blender.Material.Modes['TEXFACE']:
 | 
			
		||||
					self.writeMaterial(mat, self.cleanStr(mat.name,''), world)
 | 
			
		||||
					# self.writeMaterial(mat, self.cleanStr(maters[0].name,''), world)
 | 
			
		||||
					if len(maters) > 1:
 | 
			
		||||
						print "Warning: mesh named %s has multiple materials" % meshName
 | 
			
		||||
						print "Warning: only one material per object handled"
 | 
			
		||||
						print("Warning: mesh named %s has multiple materials" % meshName)
 | 
			
		||||
						print("Warning: only one material per object handled")
 | 
			
		||||
			
 | 
			
		||||
				#-- textures
 | 
			
		||||
				if mesh.faceUV:
 | 
			
		||||
					for face in mesh.faces:
 | 
			
		||||
						if (hasImageTexture == 0) and (face.image):
 | 
			
		||||
				face = None
 | 
			
		||||
				if mesh.active_uv_texture:
 | 
			
		||||
				# if mesh.faceUV:
 | 
			
		||||
					for face in mesh.active_uv_texture.data:
 | 
			
		||||
					# for face in mesh.faces:
 | 
			
		||||
						if face.image:
 | 
			
		||||
						# if (hasImageTexture == 0) and (face.image):
 | 
			
		||||
							self.writeImageTexture(face.image)
 | 
			
		||||
							hasImageTexture=1  # keep track of face texture
 | 
			
		||||
				if self.tilenode == 1:
 | 
			
		||||
							# hasImageTexture=1  # keep track of face texture
 | 
			
		||||
							break
 | 
			
		||||
				if self.tilenode == 1 and face and face.image:
 | 
			
		||||
				# if self.tilenode == 1:
 | 
			
		||||
					self.writeIndented("<TextureTransform	scale=\"%s %s\" />\n" % (face.image.xrep, face.image.yrep))
 | 
			
		||||
					self.tilenode = 0
 | 
			
		||||
				self.writeIndented("</Appearance>\n", -1)
 | 
			
		||||
@@ -433,7 +488,7 @@ class x3d_class:
 | 
			
		||||
		# user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5
 | 
			
		||||
		ifStyle="IndexedFaceSet"
 | 
			
		||||
		# look up mesh name, use it if available
 | 
			
		||||
		if self.meshNames.has_key(meshME):
 | 
			
		||||
		if meshME in self.meshNames:
 | 
			
		||||
			self.writeIndented("<%s USE=\"ME_%s\">" % (ifStyle, meshME), 1)
 | 
			
		||||
			self.meshNames[meshME]+=1
 | 
			
		||||
		else:
 | 
			
		||||
@@ -453,11 +508,13 @@ class x3d_class:
 | 
			
		||||
					 issmooth=1
 | 
			
		||||
					 break
 | 
			
		||||
			if issmooth==1:
 | 
			
		||||
				creaseAngle=(mesh.degr)*(math.pi/180.0)
 | 
			
		||||
				creaseAngle=(mesh.autosmooth_angle)*(math.pi/180.0)
 | 
			
		||||
				# creaseAngle=(mesh.degr)*(math.pi/180.0)
 | 
			
		||||
				self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp)))
 | 
			
		||||
 | 
			
		||||
			#--- output textureCoordinates if UV texture used
 | 
			
		||||
			if mesh.faceUV:
 | 
			
		||||
			if mesh.active_uv_texture:
 | 
			
		||||
			# if mesh.faceUV:
 | 
			
		||||
				if self.matonly == 1 and self.share == 1:
 | 
			
		||||
					self.writeFaceColors(mesh)
 | 
			
		||||
				elif hasImageTexture == 1:
 | 
			
		||||
@@ -471,7 +528,8 @@ class x3d_class:
 | 
			
		||||
			self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI)
 | 
			
		||||
			
 | 
			
		||||
			#--- output textureCoordinates if UV texture used
 | 
			
		||||
			if mesh.faceUV:
 | 
			
		||||
			if mesh.active_uv_texture:
 | 
			
		||||
			# if mesh.faceUV:
 | 
			
		||||
				if hasImageTexture == 1:
 | 
			
		||||
					self.writeTextureCoordinates(mesh)
 | 
			
		||||
				elif self.matonly == 1 and self.share == 1:
 | 
			
		||||
@@ -511,16 +569,22 @@ class x3d_class:
 | 
			
		||||
		if self.writingcoords == 0:
 | 
			
		||||
			self.file.write('coordIndex="')
 | 
			
		||||
			for face in mesh.faces:
 | 
			
		||||
				fv = face.v
 | 
			
		||||
				fv = face.verts
 | 
			
		||||
				# fv = face.v
 | 
			
		||||
				
 | 
			
		||||
				if len(face)==3:
 | 
			
		||||
						self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
 | 
			
		||||
				if len(fv)==3:
 | 
			
		||||
				# if len(face)==3:
 | 
			
		||||
					self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
 | 
			
		||||
					# self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
 | 
			
		||||
				else:
 | 
			
		||||
					if EXPORT_TRI:
 | 
			
		||||
						self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
 | 
			
		||||
						self.file.write("%i %i %i -1, " % (fv[0].index, fv[2].index, fv[3].index))
 | 
			
		||||
						self.file.write("%i %i %i -1, " % (fv[0], fv[1], fv[2]))
 | 
			
		||||
						# self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
 | 
			
		||||
						self.file.write("%i %i %i -1, " % (fv[0], fv[2], fv[3]))
 | 
			
		||||
						# self.file.write("%i %i %i -1, " % (fv[0].index, fv[2].index, fv[3].index))
 | 
			
		||||
					else:
 | 
			
		||||
						self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index))
 | 
			
		||||
						self.file.write("%i %i %i %i -1, " % (fv[0], fv[1], fv[2], fv[3]))
 | 
			
		||||
						# self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index))
 | 
			
		||||
			
 | 
			
		||||
			self.file.write("\">\n")
 | 
			
		||||
		else:
 | 
			
		||||
@@ -538,8 +602,13 @@ class x3d_class:
 | 
			
		||||
		texIndexList=[]
 | 
			
		||||
		j=0
 | 
			
		||||
 | 
			
		||||
		for face in mesh.faces:
 | 
			
		||||
			for uv in face.uv:
 | 
			
		||||
		for face in mesh.active_uv_texture.data:
 | 
			
		||||
		# for face in mesh.faces:
 | 
			
		||||
			uvs = face.uv
 | 
			
		||||
			# uvs = [face.uv1, face.uv2, face.uv3, face.uv4] if face.verts[3] else [face.uv1, face.uv2, face.uv3]
 | 
			
		||||
 | 
			
		||||
			for uv in uvs:
 | 
			
		||||
			# for uv in face.uv:
 | 
			
		||||
				texIndexList.append(j)
 | 
			
		||||
				texCoordList.append(uv)
 | 
			
		||||
				j=j+1
 | 
			
		||||
@@ -547,7 +616,7 @@ class x3d_class:
 | 
			
		||||
		if self.writingtexture == 0:
 | 
			
		||||
			self.file.write("\n\t\t\ttexCoordIndex=\"")
 | 
			
		||||
			texIndxStr=""
 | 
			
		||||
			for i in xrange(len(texIndexList)):
 | 
			
		||||
			for i in range(len(texIndexList)):
 | 
			
		||||
				texIndxStr = texIndxStr + "%d, " % texIndexList[i]
 | 
			
		||||
				if texIndexList[i]==-1:
 | 
			
		||||
					self.file.write(texIndxStr)
 | 
			
		||||
@@ -555,7 +624,7 @@ class x3d_class:
 | 
			
		||||
			self.file.write("\"\n\t\t\t")
 | 
			
		||||
		else:
 | 
			
		||||
			self.writeIndented("<TextureCoordinate point=\"", 1)
 | 
			
		||||
			for i in xrange(len(texCoordList)):
 | 
			
		||||
			for i in range(len(texCoordList)):
 | 
			
		||||
				self.file.write("%s %s, " % (round(texCoordList[i][0],self.tp), round(texCoordList[i][1],self.tp)))
 | 
			
		||||
			self.file.write("\" />")
 | 
			
		||||
			self.writeIndented("\n", -1)
 | 
			
		||||
@@ -563,43 +632,61 @@ class x3d_class:
 | 
			
		||||
	def writeFaceColors(self, mesh):
 | 
			
		||||
		if self.writingcolor == 0:
 | 
			
		||||
			self.file.write("colorPerVertex=\"false\" ")
 | 
			
		||||
		else:
 | 
			
		||||
		elif mesh.active_vertex_color:
 | 
			
		||||
		# else:
 | 
			
		||||
			self.writeIndented("<Color color=\"", 1)
 | 
			
		||||
			for face in mesh.faces:
 | 
			
		||||
				if face.col:
 | 
			
		||||
					c=face.col[0]
 | 
			
		||||
					if self.verbose > 2:
 | 
			
		||||
						print "Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b)
 | 
			
		||||
					aColor = self.rgbToFS(c)
 | 
			
		||||
					self.file.write("%s, " % aColor)
 | 
			
		||||
			for face in mesh.active_vertex_color.data:
 | 
			
		||||
				c = face.color1
 | 
			
		||||
				if self.verbose > 2:
 | 
			
		||||
					print("Debug: face.col r=%d g=%d b=%d" % (c[0], c[1], c[2]))
 | 
			
		||||
					# print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b))
 | 
			
		||||
				aColor = self.rgbToFS(c)
 | 
			
		||||
				self.file.write("%s, " % aColor)
 | 
			
		||||
 | 
			
		||||
			# for face in mesh.faces:
 | 
			
		||||
			# 	if face.col:
 | 
			
		||||
			# 		c=face.col[0]
 | 
			
		||||
			# 		if self.verbose > 2:
 | 
			
		||||
			# 			print("Debug: face.col r=%d g=%d b=%d" % (c.r, c.g, c.b))
 | 
			
		||||
			# 		aColor = self.rgbToFS(c)
 | 
			
		||||
			# 		self.file.write("%s, " % aColor)
 | 
			
		||||
			self.file.write("\" />")
 | 
			
		||||
			self.writeIndented("\n",-1)
 | 
			
		||||
	
 | 
			
		||||
	def writeMaterial(self, mat, matName, world):
 | 
			
		||||
		# look up material name, use it if available
 | 
			
		||||
		if self.matNames.has_key(matName):
 | 
			
		||||
		if matName in self.matNames:
 | 
			
		||||
			self.writeIndented("<Material USE=\"MA_%s\" />\n" % matName)
 | 
			
		||||
			self.matNames[matName]+=1
 | 
			
		||||
			return;
 | 
			
		||||
 | 
			
		||||
		self.matNames[matName]=1
 | 
			
		||||
 | 
			
		||||
		ambient = mat.amb/3
 | 
			
		||||
		diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
 | 
			
		||||
		ambient = mat.ambient/3
 | 
			
		||||
		# ambient = mat.amb/3
 | 
			
		||||
		diffuseR, diffuseG, diffuseB = tuple(mat.diffuse_color)
 | 
			
		||||
		# diffuseR, diffuseG, diffuseB = mat.rgbCol[0], mat.rgbCol[1],mat.rgbCol[2]
 | 
			
		||||
		if world:
 | 
			
		||||
			ambi = world.getAmb()
 | 
			
		||||
			ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
 | 
			
		||||
			ambi = world.ambient_color
 | 
			
		||||
			# ambi = world.getAmb()
 | 
			
		||||
			ambi0, ambi1, ambi2 = (ambi[0]*mat.ambient)*2, (ambi[1]*mat.ambient)*2, (ambi[2]*mat.ambient)*2
 | 
			
		||||
			# ambi0, ambi1, ambi2 = (ambi[0]*mat.amb)*2, (ambi[1]*mat.amb)*2, (ambi[2]*mat.amb)*2
 | 
			
		||||
		else:
 | 
			
		||||
			ambi0, ambi1, ambi2 = 0, 0, 0
 | 
			
		||||
		emisR, emisG, emisB = (diffuseR*mat.emit+ambi0)/2, (diffuseG*mat.emit+ambi1)/2, (diffuseB*mat.emit+ambi2)/2
 | 
			
		||||
 | 
			
		||||
		shininess = mat.hard/512.0
 | 
			
		||||
		specR = (mat.specCol[0]+0.001)/(1.25/(mat.spec+0.001))
 | 
			
		||||
		specG = (mat.specCol[1]+0.001)/(1.25/(mat.spec+0.001))
 | 
			
		||||
		specB = (mat.specCol[2]+0.001)/(1.25/(mat.spec+0.001))
 | 
			
		||||
		shininess = mat.specular_hardness/512.0
 | 
			
		||||
		# shininess = mat.hard/512.0
 | 
			
		||||
		specR = (mat.specular_color[0]+0.001)/(1.25/(mat.specular_intensity+0.001))
 | 
			
		||||
		# specR = (mat.specCol[0]+0.001)/(1.25/(mat.spec+0.001))
 | 
			
		||||
		specG = (mat.specular_color[1]+0.001)/(1.25/(mat.specular_intensity+0.001))
 | 
			
		||||
		# specG = (mat.specCol[1]+0.001)/(1.25/(mat.spec+0.001))
 | 
			
		||||
		specB = (mat.specular_color[2]+0.001)/(1.25/(mat.specular_intensity+0.001))
 | 
			
		||||
		# specB = (mat.specCol[2]+0.001)/(1.25/(mat.spec+0.001))
 | 
			
		||||
		transp = 1-mat.alpha
 | 
			
		||||
		matFlags = mat.getMode()
 | 
			
		||||
		if matFlags & Blender.Material.Modes['SHADELESS']:
 | 
			
		||||
		# matFlags = mat.getMode()
 | 
			
		||||
		if mat.shadeless:
 | 
			
		||||
		# if matFlags & Blender.Material.Modes['SHADELESS']:
 | 
			
		||||
		  ambient = 1
 | 
			
		||||
		  shine = 1
 | 
			
		||||
		  specR = emitR = diffuseR
 | 
			
		||||
@@ -617,7 +704,7 @@ class x3d_class:
 | 
			
		||||
	def writeImageTexture(self, image):
 | 
			
		||||
		name = image.name
 | 
			
		||||
		filename = image.filename.split('/')[-1].split('\\')[-1]
 | 
			
		||||
		if self.texNames.has_key(name):
 | 
			
		||||
		if name in self.texNames:
 | 
			
		||||
			self.writeIndented("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
 | 
			
		||||
			self.texNames[name] += 1
 | 
			
		||||
			return
 | 
			
		||||
@@ -630,10 +717,13 @@ class x3d_class:
 | 
			
		||||
	def writeBackground(self, world, alltextures):
 | 
			
		||||
		if world:	worldname = world.name
 | 
			
		||||
		else:		return
 | 
			
		||||
		blending = world.getSkytype()	
 | 
			
		||||
		grd = world.getHor()
 | 
			
		||||
		blending = (world.blend_sky, world.paper_sky, world.real_sky)
 | 
			
		||||
		# blending = world.getSkytype()	
 | 
			
		||||
		grd = world.horizon_color
 | 
			
		||||
		# grd = world.getHor()
 | 
			
		||||
		grd0, grd1, grd2 = grd[0], grd[1], grd[2]
 | 
			
		||||
		sky = world.getZen()
 | 
			
		||||
		sky = world.zenith_color
 | 
			
		||||
		# sky = world.getZen()
 | 
			
		||||
		sky0, sky1, sky2 = sky[0], sky[1], sky[2]
 | 
			
		||||
		mix0, mix1, mix2 = grd[0]+sky[0], grd[1]+sky[1], grd[2]+sky[2]
 | 
			
		||||
		mix0, mix1, mix2 = mix0/2, mix1/2, mix2/2
 | 
			
		||||
@@ -641,27 +731,32 @@ class x3d_class:
 | 
			
		||||
		if worldname not in self.namesStandard:
 | 
			
		||||
			self.file.write("DEF=\"%s\" " % self.secureName(worldname))
 | 
			
		||||
		# No Skytype - just Hor color
 | 
			
		||||
		if blending == 0:
 | 
			
		||||
		if blending == (0, 0, 0):
 | 
			
		||||
		# if blending == 0:
 | 
			
		||||
			self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
 | 
			
		||||
			self.file.write("skyColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
 | 
			
		||||
		# Blend Gradient
 | 
			
		||||
		elif blending == 1:
 | 
			
		||||
		elif blending == (1, 0, 0):
 | 
			
		||||
		# elif blending == 1:
 | 
			
		||||
			self.file.write("groundColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
 | 
			
		||||
			self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
 | 
			
		||||
			self.file.write("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
 | 
			
		||||
			self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
 | 
			
		||||
		# Blend+Real Gradient Inverse
 | 
			
		||||
		elif blending == 3:
 | 
			
		||||
		elif blending == (1, 0, 1):
 | 
			
		||||
		# elif blending == 3:
 | 
			
		||||
			self.file.write("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
 | 
			
		||||
			self.file.write("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
 | 
			
		||||
			self.file.write("skyColor=\"%s %s %s, " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
 | 
			
		||||
			self.file.write("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(mix0,self.cp), round(mix1,self.cp), round(mix2,self.cp)))
 | 
			
		||||
		# Paper - just Zen Color
 | 
			
		||||
		elif blending == 4:
 | 
			
		||||
		elif blending == (0, 0, 1):
 | 
			
		||||
		# elif blending == 4:
 | 
			
		||||
			self.file.write("groundColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
 | 
			
		||||
			self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
 | 
			
		||||
		# Blend+Real+Paper - komplex gradient
 | 
			
		||||
		elif blending == 7:
 | 
			
		||||
		elif blending == (1, 1, 1):
 | 
			
		||||
		# elif blending == 7:
 | 
			
		||||
			self.writeIndented("groundColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
 | 
			
		||||
			self.writeIndented("%s %s %s\" groundAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
 | 
			
		||||
			self.writeIndented("skyColor=\"%s %s %s, " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
 | 
			
		||||
@@ -670,22 +765,43 @@ class x3d_class:
 | 
			
		||||
		else:
 | 
			
		||||
			self.file.write("groundColor=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
 | 
			
		||||
			self.file.write("skyColor=\"%s %s %s\" " % (round(sky0,self.cp), round(sky1,self.cp), round(sky2,self.cp)))
 | 
			
		||||
 | 
			
		||||
		alltexture = len(alltextures)
 | 
			
		||||
		for i in xrange(alltexture):
 | 
			
		||||
			namemat = alltextures[i].name
 | 
			
		||||
			pic = alltextures[i].getImage()
 | 
			
		||||
 | 
			
		||||
		for i in range(alltexture):
 | 
			
		||||
			tex = alltextures[i]
 | 
			
		||||
 | 
			
		||||
			if tex.type != 'IMAGE' or tex.image == 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(pic.get_abs_filename())
 | 
			
		||||
 | 
			
		||||
			pic = alltextures[i].image
 | 
			
		||||
			# pic = alltextures[i].getImage()
 | 
			
		||||
			if (namemat == "back") and (pic != None):
 | 
			
		||||
				self.file.write("\n\tbackUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
			
		||||
				self.file.write("\n\tbackUrl=\"%s\" " % basename)
 | 
			
		||||
				# self.file.write("\n\tbackUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
			
		||||
			elif (namemat == "bottom") and (pic != None):
 | 
			
		||||
				self.writeIndented("bottomUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
			
		||||
				self.writeIndented("bottomUrl=\"%s\" " % basename)
 | 
			
		||||
				# self.writeIndented("bottomUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
			
		||||
			elif (namemat == "front") and (pic != None):
 | 
			
		||||
				self.writeIndented("frontUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
			
		||||
				self.writeIndented("frontUrl=\"%s\" " % basename)
 | 
			
		||||
				# self.writeIndented("frontUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
			
		||||
			elif (namemat == "left") and (pic != None):
 | 
			
		||||
				self.writeIndented("leftUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
			
		||||
				self.writeIndented("leftUrl=\"%s\" " % basename)
 | 
			
		||||
				# self.writeIndented("leftUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
			
		||||
			elif (namemat == "right") and (pic != None):
 | 
			
		||||
				self.writeIndented("rightUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
			
		||||
				self.writeIndented("rightUrl=\"%s\" " % basename)
 | 
			
		||||
				# self.writeIndented("rightUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
			
		||||
			elif (namemat == "top") and (pic != None):
 | 
			
		||||
				self.writeIndented("topUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
			
		||||
				self.writeIndented("topUrl=\"%s\" " % basename)
 | 
			
		||||
				# self.writeIndented("topUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
			
		||||
		self.writeIndented("/>\n\n")
 | 
			
		||||
 | 
			
		||||
##########################################################
 | 
			
		||||
@@ -697,7 +813,7 @@ class x3d_class:
 | 
			
		||||
			EXPORT_TRI=				False,\
 | 
			
		||||
		):
 | 
			
		||||
		
 | 
			
		||||
		print "Info: starting X3D export to " + self.filename + "..."
 | 
			
		||||
		print("Info: starting X3D export to " + self.filename + "...")
 | 
			
		||||
		self.writeHeader()
 | 
			
		||||
		# self.writeScript()
 | 
			
		||||
		self.writeNavigationInfo(scene)
 | 
			
		||||
@@ -706,44 +822,65 @@ class x3d_class:
 | 
			
		||||
		self.proto = 0
 | 
			
		||||
		
 | 
			
		||||
		
 | 
			
		||||
		# COPIED FROM OBJ EXPORTER
 | 
			
		||||
		if EXPORT_APPLY_MODIFIERS:
 | 
			
		||||
			temp_mesh_name = '~tmp-mesh'
 | 
			
		||||
		# # COPIED FROM OBJ EXPORTER
 | 
			
		||||
		# if EXPORT_APPLY_MODIFIERS:
 | 
			
		||||
		# 	temp_mesh_name = '~tmp-mesh'
 | 
			
		||||
		
 | 
			
		||||
			# Get the container mesh. - used for applying modifiers and non mesh objects.
 | 
			
		||||
			containerMesh = meshName = tempMesh = None
 | 
			
		||||
			for meshName in Blender.NMesh.GetNames():
 | 
			
		||||
				if meshName.startswith(temp_mesh_name):
 | 
			
		||||
					tempMesh = Mesh.Get(meshName)
 | 
			
		||||
					if not tempMesh.users:
 | 
			
		||||
						containerMesh = tempMesh
 | 
			
		||||
			if not containerMesh:
 | 
			
		||||
				containerMesh = Mesh.New(temp_mesh_name)
 | 
			
		||||
		# 	# Get the container mesh. - used for applying modifiers and non mesh objects.
 | 
			
		||||
		# 	containerMesh = meshName = tempMesh = None
 | 
			
		||||
		# 	for meshName in Blender.NMesh.GetNames():
 | 
			
		||||
		# 		if meshName.startswith(temp_mesh_name):
 | 
			
		||||
		# 			tempMesh = Mesh.Get(meshName)
 | 
			
		||||
		# 			if not tempMesh.users:
 | 
			
		||||
		# 				containerMesh = tempMesh
 | 
			
		||||
		# 	if not containerMesh:
 | 
			
		||||
		# 		containerMesh = Mesh.New(temp_mesh_name)
 | 
			
		||||
		# -------------------------- 
 | 
			
		||||
		
 | 
			
		||||
		
 | 
			
		||||
		for ob_main in scene.objects.context:
 | 
			
		||||
			for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
 | 
			
		||||
		for ob_main in [o for o in scene.objects if o.is_visible()]:
 | 
			
		||||
		# for ob_main in scene.objects.context:
 | 
			
		||||
 | 
			
		||||
			free, derived = create_derived_objects(ob_main)
 | 
			
		||||
 | 
			
		||||
			if derived == None: continue
 | 
			
		||||
 | 
			
		||||
			for ob, ob_mat in derived:
 | 
			
		||||
			# for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
 | 
			
		||||
				objType=ob.type
 | 
			
		||||
				objName=ob.name
 | 
			
		||||
				self.matonly = 0
 | 
			
		||||
				if objType == "Camera":
 | 
			
		||||
				if objType == "CAMERA":
 | 
			
		||||
				# if objType == "Camera":
 | 
			
		||||
					self.writeViewpoint(ob, ob_mat, scene)
 | 
			
		||||
				elif objType in ("Mesh", "Curve", "Surf", "Text") :
 | 
			
		||||
					if  EXPORT_APPLY_MODIFIERS or objType != 'Mesh':
 | 
			
		||||
						me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scene)
 | 
			
		||||
				elif objType in ("MESH", "CURVE", "SURF", "TEXT") :
 | 
			
		||||
				# elif objType in ("Mesh", "Curve", "Surf", "Text") :				
 | 
			
		||||
					if EXPORT_APPLY_MODIFIERS or objType != 'MESH':
 | 
			
		||||
					# if  EXPORT_APPLY_MODIFIERS or objType != 'Mesh':
 | 
			
		||||
						me = ob.create_mesh(EXPORT_APPLY_MODIFIERS, 'PREVIEW')
 | 
			
		||||
						# me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scene)
 | 
			
		||||
					else:
 | 
			
		||||
						me = ob.getData(mesh=1)
 | 
			
		||||
						me = ob.data
 | 
			
		||||
						# me = ob.getData(mesh=1)
 | 
			
		||||
					
 | 
			
		||||
					self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI = EXPORT_TRI)
 | 
			
		||||
				elif objType == "Lamp":
 | 
			
		||||
 | 
			
		||||
					# free mesh created with create_mesh()
 | 
			
		||||
					if me != ob.data:
 | 
			
		||||
						bpy.data.remove_mesh(me)
 | 
			
		||||
 | 
			
		||||
				elif objType == "LAMP":
 | 
			
		||||
				# elif objType == "Lamp":
 | 
			
		||||
					data= ob.data
 | 
			
		||||
					datatype=data.type
 | 
			
		||||
					if datatype == Lamp.Types.Lamp:
 | 
			
		||||
					if datatype == 'POINT':
 | 
			
		||||
					# if datatype == Lamp.Types.Lamp:
 | 
			
		||||
						self.writePointLight(ob, ob_mat, data, world)
 | 
			
		||||
					elif datatype == Lamp.Types.Spot:
 | 
			
		||||
					elif datatype == 'SPOT':
 | 
			
		||||
					# elif datatype == Lamp.Types.Spot:
 | 
			
		||||
						self.writeSpotLight(ob, ob_mat, data, world)
 | 
			
		||||
					elif datatype == Lamp.Types.Sun:
 | 
			
		||||
					elif datatype == 'SUN':
 | 
			
		||||
					# elif datatype == Lamp.Types.Sun:
 | 
			
		||||
						self.writeDirectionalLight(ob, ob_mat, data, world)
 | 
			
		||||
					else:
 | 
			
		||||
						self.writeDirectionalLight(ob, ob_mat, data, world)
 | 
			
		||||
@@ -753,12 +890,15 @@ class x3d_class:
 | 
			
		||||
				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 EXPORT_APPLY_MODIFIERS:
 | 
			
		||||
			if containerMesh:
 | 
			
		||||
				containerMesh.verts = None
 | 
			
		||||
		# if EXPORT_APPLY_MODIFIERS:
 | 
			
		||||
		# 	if containerMesh:
 | 
			
		||||
		# 		containerMesh.verts = None
 | 
			
		||||
		
 | 
			
		||||
		self.cleanup()
 | 
			
		||||
		
 | 
			
		||||
@@ -771,7 +911,7 @@ class x3d_class:
 | 
			
		||||
		self.texNames={}
 | 
			
		||||
		self.matNames={}
 | 
			
		||||
		self.indentLevel=0
 | 
			
		||||
		print "Info: finished X3D export to %s\n" % self.filename
 | 
			
		||||
		print("Info: finished X3D export to %s\n" % self.filename)
 | 
			
		||||
 | 
			
		||||
	def cleanStr(self, name, prefix='rsvd_'):
 | 
			
		||||
		"""cleanStr(name,prefix) - try to create a valid VRML DEF name from object name"""
 | 
			
		||||
@@ -807,15 +947,18 @@ class x3d_class:
 | 
			
		||||
		faceMap={}
 | 
			
		||||
		nFaceIndx=0
 | 
			
		||||
		
 | 
			
		||||
		if mesh.faceUV:
 | 
			
		||||
			for face in mesh.faces:
 | 
			
		||||
		if mesh.active_uv_texture:
 | 
			
		||||
		# if mesh.faceUV:
 | 
			
		||||
			for face in mesh.active_uv_texture.data:
 | 
			
		||||
			# for face in mesh.faces:
 | 
			
		||||
				sidename='';
 | 
			
		||||
				if  face.mode & Mesh.FaceModes.TWOSIDE:
 | 
			
		||||
				if face.twoside:
 | 
			
		||||
				# if  face.mode & Mesh.FaceModes.TWOSIDE:
 | 
			
		||||
					sidename='two'
 | 
			
		||||
				else:
 | 
			
		||||
					sidename='one'
 | 
			
		||||
				
 | 
			
		||||
				if sided.has_key(sidename):
 | 
			
		||||
				if sidename in sided:
 | 
			
		||||
					sided[sidename]+=1
 | 
			
		||||
				else:
 | 
			
		||||
					sided[sidename]=1
 | 
			
		||||
@@ -829,56 +972,63 @@ class x3d_class:
 | 
			
		||||
						imageMap[faceName]=[face.image.name,sidename,face]
 | 
			
		||||
 | 
			
		||||
			if self.verbose > 2:
 | 
			
		||||
				for faceName in imageMap.iterkeys():
 | 
			
		||||
				for faceName in imageMap.keys():
 | 
			
		||||
					ifs=imageMap[faceName]
 | 
			
		||||
					print "Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
 | 
			
		||||
						  (faceName, ifs[0], ifs[1], len(ifs)-2)
 | 
			
		||||
					print("Debug: faceName=%s image=%s, solid=%s facecnt=%d" % \
 | 
			
		||||
						  (faceName, ifs[0], ifs[1], len(ifs)-2))
 | 
			
		||||
 | 
			
		||||
		return len(imageMap)
 | 
			
		||||
	
 | 
			
		||||
	def faceToString(self,face):
 | 
			
		||||
 | 
			
		||||
		print "Debug: face.flag=0x%x (bitflags)" % face.flag
 | 
			
		||||
		print("Debug: face.flag=0x%x (bitflags)" % face.flag)
 | 
			
		||||
		if face.sel:
 | 
			
		||||
			print "Debug: face.sel=true"
 | 
			
		||||
			print("Debug: face.sel=true")
 | 
			
		||||
 | 
			
		||||
		print "Debug: face.mode=0x%x (bitflags)" % face.mode
 | 
			
		||||
		print("Debug: face.mode=0x%x (bitflags)" % face.mode)
 | 
			
		||||
		if face.mode & Mesh.FaceModes.TWOSIDE:
 | 
			
		||||
			print "Debug: face.mode twosided"
 | 
			
		||||
			print("Debug: face.mode twosided")
 | 
			
		||||
 | 
			
		||||
		print "Debug: face.transp=0x%x (enum)" % face.transp
 | 
			
		||||
		print("Debug: face.transp=0x%x (enum)" % face.transp)
 | 
			
		||||
		if face.transp == Mesh.FaceTranspModes.SOLID:
 | 
			
		||||
			print "Debug: face.transp.SOLID"
 | 
			
		||||
			print("Debug: face.transp.SOLID")
 | 
			
		||||
 | 
			
		||||
		if face.image:
 | 
			
		||||
			print "Debug: face.image=%s" % face.image.name
 | 
			
		||||
		print "Debug: face.materialIndex=%d" % face.materialIndex 
 | 
			
		||||
			print("Debug: face.image=%s" % face.image.name)
 | 
			
		||||
		print("Debug: face.materialIndex=%d" % face.materialIndex) 
 | 
			
		||||
 | 
			
		||||
	def getVertexColorByIndx(self, mesh, indx):
 | 
			
		||||
		c = None
 | 
			
		||||
		for face in mesh.faces:
 | 
			
		||||
			j=0
 | 
			
		||||
			for vertex in face.v:
 | 
			
		||||
				if vertex.index == indx:
 | 
			
		||||
					c=face.col[j]
 | 
			
		||||
					break
 | 
			
		||||
				j=j+1
 | 
			
		||||
			if c: break
 | 
			
		||||
		return c
 | 
			
		||||
	# XXX not used
 | 
			
		||||
	# def getVertexColorByIndx(self, mesh, indx):
 | 
			
		||||
	# 	c = None
 | 
			
		||||
	# 	for face in mesh.faces:
 | 
			
		||||
	# 		j=0
 | 
			
		||||
	# 		for vertex in face.v:
 | 
			
		||||
	# 			if vertex.index == indx:
 | 
			
		||||
	# 				c=face.col[j]
 | 
			
		||||
	# 				break
 | 
			
		||||
	# 			j=j+1
 | 
			
		||||
	# 		if c: break
 | 
			
		||||
	# 	return c
 | 
			
		||||
 | 
			
		||||
	def meshToString(self,mesh):
 | 
			
		||||
		print "Debug: mesh.hasVertexUV=%d" % mesh.vertexColors
 | 
			
		||||
		print "Debug: mesh.faceUV=%d" % mesh.faceUV
 | 
			
		||||
		print "Debug: mesh.hasVertexColours=%d" % mesh.hasVertexColours()
 | 
			
		||||
		print "Debug: mesh.verts=%d" % len(mesh.verts)
 | 
			
		||||
		print "Debug: mesh.faces=%d" % len(mesh.faces)
 | 
			
		||||
		print "Debug: mesh.materials=%d" % len(mesh.materials)
 | 
			
		||||
		# 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.verts=%d" % len(mesh.verts))
 | 
			
		||||
		print("Debug: mesh.faces=%d" % len(mesh.faces))
 | 
			
		||||
		print("Debug: mesh.materials=%d" % len(mesh.materials))
 | 
			
		||||
 | 
			
		||||
	def rgbToFS(self, c):
 | 
			
		||||
		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))
 | 
			
		||||
		s="%s %s %s" % (round(c[0]/255.0,self.cp),
 | 
			
		||||
						round(c[1]/255.0,self.cp),
 | 
			
		||||
						round(c[2]/255.0,self.cp))
 | 
			
		||||
 | 
			
		||||
		# 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
 | 
			
		||||
 | 
			
		||||
	def computeDirection(self, mtx):
 | 
			
		||||
@@ -886,9 +1036,10 @@ class x3d_class:
 | 
			
		||||
		
 | 
			
		||||
		ax,ay,az = (mtx*MATWORLD).toEuler()
 | 
			
		||||
		
 | 
			
		||||
		ax *= DEG2RAD
 | 
			
		||||
		ay *= DEG2RAD
 | 
			
		||||
		az *= DEG2RAD
 | 
			
		||||
		# ax *= DEG2RAD
 | 
			
		||||
		# ay *= DEG2RAD
 | 
			
		||||
		# az *= DEG2RAD
 | 
			
		||||
 | 
			
		||||
		# rot X
 | 
			
		||||
		x1=x
 | 
			
		||||
		y1=y*math.cos(ax)-z*math.sin(ax)
 | 
			
		||||
@@ -924,7 +1075,7 @@ class x3d_class:
 | 
			
		||||
			self.indentLevel = self.indentLevel + inc
 | 
			
		||||
 | 
			
		||||
		spaces=""
 | 
			
		||||
		for x in xrange(self.indentLevel):
 | 
			
		||||
		for x in range(self.indentLevel):
 | 
			
		||||
			spaces = spaces + "\t"
 | 
			
		||||
		self.file.write(spaces + s)
 | 
			
		||||
 | 
			
		||||
@@ -975,11 +1126,11 @@ class x3d_class:
 | 
			
		||||
# Callbacks, needed before Main
 | 
			
		||||
##########################################################
 | 
			
		||||
 | 
			
		||||
def x3d_export(filename, \
 | 
			
		||||
		EXPORT_APPLY_MODIFIERS=	False,\
 | 
			
		||||
		EXPORT_TRI=				False,\
 | 
			
		||||
		EXPORT_GZIP=			False,\
 | 
			
		||||
	):
 | 
			
		||||
def x3d_export(filename,
 | 
			
		||||
			   context,
 | 
			
		||||
			   EXPORT_APPLY_MODIFIERS=False,
 | 
			
		||||
			   EXPORT_TRI=False,
 | 
			
		||||
			   EXPORT_GZIP=False):
 | 
			
		||||
	
 | 
			
		||||
	if EXPORT_GZIP:
 | 
			
		||||
		if not filename.lower().endswith('.x3dz'):
 | 
			
		||||
@@ -989,9 +1140,13 @@ def x3d_export(filename, \
 | 
			
		||||
			filename = '.'.join(filename.split('.')[:-1]) + '.x3d'
 | 
			
		||||
	
 | 
			
		||||
	
 | 
			
		||||
	scene = Blender.Scene.GetCurrent()
 | 
			
		||||
	scene = context.scene
 | 
			
		||||
	# scene = Blender.Scene.GetCurrent()
 | 
			
		||||
	world = scene.world
 | 
			
		||||
	alltextures = Blender.Texture.Get()
 | 
			
		||||
 | 
			
		||||
	# XXX these are global textures while .Get() returned only scene's?
 | 
			
		||||
	alltextures = bpy.data.textures
 | 
			
		||||
	# alltextures = Blender.Texture.Get()
 | 
			
		||||
 | 
			
		||||
	wrlexport=x3d_class(filename)
 | 
			
		||||
	wrlexport.export(\
 | 
			
		||||
@@ -1045,7 +1200,41 @@ def x3d_export_ui(filename):
 | 
			
		||||
#########################################################
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
if __name__ == '__main__':
 | 
			
		||||
	Blender.Window.FileSelector(x3d_export_ui,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d'))
 | 
			
		||||
# if __name__ == '__main__':
 | 
			
		||||
# 	Blender.Window.FileSelector(x3d_export_ui,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d'))
 | 
			
		||||
 | 
			
		||||
class EXPORT_OT_x3d(bpy.types.Operator):
 | 
			
		||||
	'''
 | 
			
		||||
	X3D Exporter
 | 
			
		||||
	'''
 | 
			
		||||
	__idname__ = "export.x3d"
 | 
			
		||||
	__label__ = 'Export X3D'
 | 
			
		||||
	
 | 
			
		||||
	# List of operator properties, the attributes will be assigned
 | 
			
		||||
	# to the class instance from the operator settings before calling.
 | 
			
		||||
 | 
			
		||||
	__props__ = [
 | 
			
		||||
		bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the X3D file", maxlen= 1024, default= ""),
 | 
			
		||||
 | 
			
		||||
		bpy.props.BoolProperty(attr="apply_modifiers", name="Apply Modifiers", description="Use transformed mesh data from each object.", default=True),
 | 
			
		||||
		bpy.props.BoolProperty(attr="triangulate", name="Triangulate", description="Triangulate quads.", default=False),
 | 
			
		||||
		bpy.props.BoolProperty(attr="compress", name="Compress", description="GZip the resulting file, requires a full python install.", default=False),
 | 
			
		||||
	]
 | 
			
		||||
	
 | 
			
		||||
	def execute(self, context):
 | 
			
		||||
		x3d_export(self.path, context, self.apply_modifiers, self.triangulate, self.compress)
 | 
			
		||||
		return ('FINISHED',)
 | 
			
		||||
	
 | 
			
		||||
	def invoke(self, context, event):
 | 
			
		||||
		wm = context.manager
 | 
			
		||||
		wm.add_fileselect(self.__operator__)
 | 
			
		||||
		return ('RUNNING_MODAL',)
 | 
			
		||||
	
 | 
			
		||||
	def poll(self, context): # Poll isnt working yet
 | 
			
		||||
		print("Poll")
 | 
			
		||||
		return context.active_object != None
 | 
			
		||||
 | 
			
		||||
bpy.ops.add(EXPORT_OT_x3d)
 | 
			
		||||
 | 
			
		||||
# NOTES
 | 
			
		||||
# - blender version is hardcoded 
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user