# ##### 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
__author__ = ("Bart", "Campbell Barton")
__email__ = ["Bart, bart:neeneenee*de"]
__url__ = ["Author's (Bart) homepage, http://www.neeneenee.de/vrml"]
__version__ = "2006/01/17"
__bpydoc__ = """\
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);
	Doesn't handle multiple UV textures on a single mesh (create a mesh for each texture);
	Can't get the texture array associated with material * not the UV ones;
"""
# $Id$
#
#------------------------------------------------------------------------
# X3D exporter for blender 2.36 or above
#
# ***** 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
#
####################################
# Library dependancies
####################################
import math
import os
import bpy
import Mathutils
from export_3ds import create_derived_objects, free_derived_objects
# import Blender
# from Blender import Object, Lamp, Draw, Image, Text, sys, Mesh
# from Blender.Scene import Render
# import BPyObject
# import BPyMesh
# 
DEG2RAD=0.017453292519943295
MATWORLD= Mathutils.RotationMatrix(-90, 4, 'x')
####################################
# Global Variables
####################################
filename = ""
# filename = Blender.Get('filename')
_safeOverwrite = True
extension = ''
##########################################################
# Functions for writing output file
##########################################################
class x3d_class:
	def __init__(self, filename):
		#--- public you can change these ---
		self.writingcolor = 0
		self.writingtexture = 0
		self.writingcoords = 0
		self.proto = 1
		self.matonly = 0
		self.share = 0
		self.billnode = 0
		self.halonode = 0
		self.collnode = 0
		self.tilenode = 0
		self.verbose=2	 # level of verbosity in console 0-none, 1-some, 2-most
		self.cp=3		  # decimals for material color values	 0.000 - 1.000
		self.vp=3		  # decimals for vertex coordinate values  0.000 - n.000
		self.tp=3		  # decimals for texture coordinate values 0.000 - 1.000
		self.it=3
		
		#--- class private don't touch ---
		self.texNames={}   # dictionary of textureNames
		self.matNames={}   # dictionary of materiaNames
		self.meshNames={}   # dictionary of meshNames
		self.indentLevel=0 # keeps track of current indenting
		self.filename=filename
		self.file = None
		if filename.lower().endswith('.x3dz'):
			try:
				import gzip
				self.file = gzip.open(filename, "w")				
			except:
				print("failed to import compression modules, exporting uncompressed")
				self.filename = filename[:-1] # remove trailing z
		
		if self.file == None:
			self.file = open(self.filename, "w")
		self.bNav=0
		self.nodeID=0
		self.namesReserved=[ "Anchor","Appearance","Arc2D","ArcClose2D","AudioClip","Background","Billboard",
							 "BooleanFilter","BooleanSequencer","BooleanToggle","BooleanTrigger","Box","Circle2D",
							 "Collision","Color","ColorInterpolator","ColorRGBA","component","Cone","connect",
							 "Contour2D","ContourPolyline2D","Coordinate","CoordinateDouble","CoordinateInterpolator",
							 "CoordinateInterpolator2D","Cylinder","CylinderSensor","DirectionalLight","Disk2D",
							 "ElevationGrid","EspduTransform","EXPORT","ExternProtoDeclare","Extrusion","field",
							 "fieldValue","FillProperties","Fog","FontStyle","GeoCoordinate","GeoElevationGrid",
							 "GeoLocationLocation","GeoLOD","GeoMetadata","GeoOrigin","GeoPositionInterpolator",
							 "GeoTouchSensor","GeoViewpoint","Group","HAnimDisplacer","HAnimHumanoid","HAnimJoint",
							 "HAnimSegment","HAnimSite","head","ImageTexture","IMPORT","IndexedFaceSet",
							 "IndexedLineSet","IndexedTriangleFanSet","IndexedTriangleSet","IndexedTriangleStripSet",
							 "Inline","IntegerSequencer","IntegerTrigger","IS","KeySensor","LineProperties","LineSet",
							 "LoadSensor","LOD","Material","meta","MetadataDouble","MetadataFloat","MetadataInteger",
							 "MetadataSet","MetadataString","MovieTexture","MultiTexture","MultiTextureCoordinate",
							 "MultiTextureTransform","NavigationInfo","Normal","NormalInterpolator","NurbsCurve",
							 "NurbsCurve2D","NurbsOrientationInterpolator","NurbsPatchSurface",
							 "NurbsPositionInterpolator","NurbsSet","NurbsSurfaceInterpolator","NurbsSweptSurface",
							 "NurbsSwungSurface","NurbsTextureCoordinate","NurbsTrimmedSurface","OrientationInterpolator",
							 "PixelTexture","PlaneSensor","PointLight","PointSet","Polyline2D","Polypoint2D",
							 "PositionInterpolator","PositionInterpolator2D","ProtoBody","ProtoDeclare","ProtoInstance",
							 "ProtoInterface","ProximitySensor","ReceiverPdu","Rectangle2D","ROUTE","ScalarInterpolator",
							 "Scene","Script","Shape","SignalPdu","Sound","Sphere","SphereSensor","SpotLight","StaticGroup",
							 "StringSensor","Switch","Text","TextureBackground","TextureCoordinate","TextureCoordinateGenerator",
							 "TextureTransform","TimeSensor","TimeTrigger","TouchSensor","Transform","TransmitterPdu",
							 "TriangleFanSet","TriangleSet","TriangleSet2D","TriangleStripSet","Viewpoint","VisibilitySensor",
							 "WorldInfo","X3D","XvlShell","VertexShader","FragmentShader","MultiShaderAppearance","ShaderAppearance" ]
		self.namesStandard=[ "Empty","Empty.000","Empty.001","Empty.002","Empty.003","Empty.004","Empty.005",
							 "Empty.006","Empty.007","Empty.008","Empty.009","Empty.010","Empty.011","Empty.012",
							 "Scene.001","Scene.002","Scene.003","Scene.004","Scene.005","Scene.06","Scene.013",
							 "Scene.006","Scene.007","Scene.008","Scene.009","Scene.010","Scene.011","Scene.012",
							 "World","World.000","World.001","World.002","World.003","World.004","World.005" ]
		self.namesFog=[ "","LINEAR","EXPONENTIAL","" ]
##########################################################
# Writing nodes routines
##########################################################
	def writeHeader(self):
		#bfile = sys.expandpath( Blender.Get('filename') ).replace('<', '<').replace('>', '>')
		bfile = self.filename.replace('<', '<').replace('>', '>') # use outfile name
		self.file.write("\n")
		self.file.write("\n")
		self.file.write("\n")
		self.file.write("\n")
		self.file.write("\t\n" % os.path.basename(bfile))
		# self.file.write("\t\n" % sys.basename(bfile))
		self.file.write("\t\n" % '2.5')
		# self.file.write("\t\n" % Blender.Get('version'))
		self.file.write("\t\n")
		self.file.write("\n")
		self.file.write("\n")
	
	# This functionality is poorly defined, disabling for now - campbell
	'''
	def writeInline(self):
		inlines = Blender.Scene.Get()
		allinlines = len(inlines)
		if scene != inlines[0]:
			return
		else:
			for i in xrange(allinlines):
				nameinline=inlines[i].name
				if (nameinline not in self.namesStandard) and (i > 0):
					self.file.write("" % nameinline)
					self.file.write("\n\n")
	
	def writeScript(self):
		textEditor = Blender.Text.Get() 
		alltext = len(textEditor)
		for i in xrange(alltext):
			nametext = textEditor[i].name
			nlines = textEditor[i].getNLines()
			if (self.proto == 1):
				if (nametext == "proto" or nametext == "proto.js" or nametext == "proto.txt") and (nlines != None):
					nalllines = len(textEditor[i].asLines())
					alllines = textEditor[i].asLines()
					for j in xrange(nalllines):
						self.writeIndented(alllines[j] + "\n")
			elif (self.proto == 0):
				if (nametext == "route" or nametext == "route.js" or nametext == "route.txt") and (nlines != None):
					nalllines = len(textEditor[i].asLines())
					alllines = textEditor[i].asLines()
					for j in xrange(nalllines):
						self.writeIndented(alllines[j] + "\n")
		self.writeIndented("\n")
	'''
	
	def writeViewpoint(self, ob, mat, scene):
		context = scene.render_data
		# context = scene.render
		ratio = float(context.resolution_x)/float(context.resolution_y)
		# ratio = float(context.imageSizeY())/float(context.imageSizeX())
		lens = (360* (math.atan(ratio *16 / ob.data.lens) / math.pi))*(math.pi/180)
		# lens = (360* (math.atan(ratio *16 / ob.data.getLens()) / math.pi))*(math.pi/180)
		lens = min(lens, math.pi) 
		
		# get the camera location, subtract 90 degress from X to orient like X3D does
		# mat = ob.matrixWorld - mat is now passed!
		
		loc = self.rotatePointForVRML(mat.translationPart())
		rot = mat.toEuler()
		rot = (((rot[0]-90)), rot[1], rot[2])
		# rot = (((rot[0]-90)*DEG2RAD), rot[1]*DEG2RAD, rot[2]*DEG2RAD)
		nRot = self.rotatePointForVRML( rot )
		# convert to Quaternion and to Angle Axis
		Q  = self.eulerToQuaternions(nRot[0], nRot[1], nRot[2])
		Q1 = self.multiplyQuaternions(Q[0], Q[1])
		Qf = self.multiplyQuaternions(Q1, Q[2])
		angleAxis = self.quaternionToAngleAxis(Qf)
		self.file.write("\n\n" % (lens))
	def writeFog(self, world):
		if world:
			mtype = world.mist.falloff
			# mtype = world.getMistype()
			mparam = world.mist
			# mparam = world.getMist()
			grd = world.horizon_color
			# grd = world.getHor()
			grd0, grd1, grd2 = grd[0], grd[1], grd[2]
		else:
			return
		if (mtype == 'LINEAR' or mtype == 'INVERSE_QUADRATIC'):
			mtype = 1 if mtype == 'LINEAR' else 2
		# if (mtype == 1 or mtype == 2):
			self.file.write("\n\n" % round(mparam[2],self.cp))
		else:
			return
	
	def writeNavigationInfo(self, scene):
		self.file.write('\n')
	
	def writeSpotLight(self, ob, mtx, lamp, world):
		safeName = self.cleanStr(ob.name)
		if world:
			ambi = world.ambient_color
			# ambi = world.amb
			ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
		else:
			ambi = 0
			ambientIntensity = 0
		# compute cutoff and beamwidth
		intensity=min(lamp.energy/1.75,1.0)
		beamWidth=((lamp.spot_size*math.pi)/180.0)*.37;
		# beamWidth=((lamp.spotSize*math.pi)/180.0)*.37;
		cutOffAngle=beamWidth*1.3
		dx,dy,dz=self.computeDirection(mtx)
		# note -dx seems to equal om[3][0]
		# note -dz seems to equal om[3][1]
		# note  dy seems to equal om[3][2]
		#location=(ob.matrixWorld*MATWORLD).translationPart() # now passed
		location=(mtx*MATWORLD).translationPart()
		
		radius = lamp.distance*math.cos(beamWidth)
		# radius = lamp.dist*math.cos(beamWidth)
		self.file.write("\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
		
		
	def writeDirectionalLight(self, ob, mtx, lamp, world):
		safeName = self.cleanStr(ob.name)
		if world:
			ambi = world.ambient_color
			# ambi = world.amb
			ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
		else:
			ambi = 0
			ambientIntensity = 0
		intensity=min(lamp.energy/1.75,1.0) 
		(dx,dy,dz)=self.computeDirection(mtx)
		self.file.write("\n\n" % (round(dx,4),round(dy,4),round(dz,4)))
	def writePointLight(self, ob, mtx, lamp, world):
		safeName = self.cleanStr(ob.name)
		if world:
			ambi = world.ambient_color
			# ambi = world.amb
			ambientIntensity = ((float(ambi[0] + ambi[1] + ambi[2]))/3)/2.5
		else:
			ambi = 0
			ambientIntensity = 0
		
		# location=(ob.matrixWorld*MATWORLD).translationPart() # now passed
		location= (mtx*MATWORLD).translationPart()
		
		self.file.write("\n\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
	'''
	def writeNode(self, ob, mtx):
		obname=str(ob.name)
		if obname in self.namesStandard:
			return
		else:
			dx,dy,dz = self.computeDirection(mtx)
			# location=(ob.matrixWorld*MATWORLD).translationPart()
			location=(mtx*MATWORLD).translationPart()
			self.writeIndented("<%s\n" % obname,1)
			self.writeIndented("direction=\"%s %s %s\"\n" % (round(dx,3),round(dy,3),round(dz,3)))
			self.writeIndented("location=\"%s %s %s\"\n" % (round(location[0],3), round(location[1],3), round(location[2],3)))
			self.writeIndented("/>\n",-1)
			self.writeIndented("\n")
	'''
	def secureName(self, name):
		name = name + str(self.nodeID)
		self.nodeID=self.nodeID+1
		if len(name) <= 3:
			newname = "_" + str(self.nodeID)
			return "%s" % (newname)
		else:
			for bad in ['"','#',"'",',','.','[','\\',']','{','}']:
				name=name.replace(bad,'_')
			if name in self.namesReserved:
				newname = name[0:3] + "_" + str(self.nodeID)
				return "%s" % (newname)
			elif name[0].isdigit():
				newname = "_" + name + str(self.nodeID)
				return "%s" % (newname)
			else:
				newname = name
				return "%s" % (newname)
	def writeIndexedFaceSet(self, ob, mesh, mtx, world, EXPORT_TRI = False):
		imageMap={}   # set of used images
		sided={}	  # 'one':cnt , 'two':cnt
		vColors={}	# 'multi':1
		meshName = self.cleanStr(ob.name)
		
		meshME = self.cleanStr(ob.data.name) # We dont care if its the mesh name or not
		# meshME = self.cleanStr(ob.getData(mesh=1).name) # We dont care if its the mesh name or not
		if len(mesh.faces) == 0: return
		mode = []
		# mode = 0
		if mesh.active_uv_texture:
		# if mesh.faceUV:
			for face in mesh.active_uv_texture.data:
			# for face in mesh.faces:
				if face.halo and 'HALO' not in mode:
					mode += ['HALO']
				if face.billboard and 'BILLBOARD' not in mode:
					mode += ['BILLBOARD']
				if face.object_color and 'OBJECT_COLOR' not in mode:
					mode += ['OBJECT_COLOR']
				if face.collision and 'COLLISION' not in mode:
					mode += ['COLLISION']
				# mode |= face.mode 
		
		if 'HALO' in mode and self.halonode == 0:
		# if mode & Mesh.FaceModes.HALO and self.halonode == 0:
			self.writeIndented("\n",1)
			self.halonode = 1
		elif 'BILLBOARD' in mode and self.billnode == 0:
		# elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0:
			self.writeIndented("\n",1)
			self.billnode = 1
		elif 'OBJECT_COLOR' in mode and self.matonly == 0:
		# elif mode & Mesh.FaceModes.OBCOL and self.matonly == 0:
			self.matonly = 1
		# TF_TILES is marked as deprecated in DNA_meshdata_types.h
		# elif mode & Mesh.FaceModes.TILES and self.tilenode == 0:
		# 	self.tilenode = 1
		elif 'COLLISION' not in mode and self.collnode == 0:
		# elif not mode & Mesh.FaceModes.DYNAMIC and self.collnode == 0:
			self.writeIndented("\n",1)
			self.collnode = 1
		
		nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
		
		if nIFSCnt > 1:
			self.writeIndented("\n" % ("G_", meshName),1)
		
		if 'two' in sided and sided['two'] > 0:
			bTwoSided=1
		else:
			bTwoSided=0
		# mtx = ob.matrixWorld * MATWORLD # mtx is now passed
		mtx = mtx * MATWORLD
		
		loc= mtx.translationPart()
		sca= mtx.scalePart()
		quat = mtx.toQuat()
		rot= quat.axis
		self.writeIndented('\n' % \
						   (meshName, loc[0], loc[1], loc[2], sca[0], sca[1], sca[2], rot[0], rot[1], rot[2], quat.angle) )
		# self.writeIndented('\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("\n",1)
		maters=mesh.materials
		hasImageTexture=0
		issmooth=0
		if len(maters) > 0 or mesh.active_uv_texture:
		# if len(maters) > 0 or mesh.faceUV:
			self.writeIndented("\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 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")
			
				#-- textures
				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
							break
				if self.tilenode == 1 and face and face.image:
				# if self.tilenode == 1:
					self.writeIndented("\n" % (face.image.xrep, face.image.yrep))
					self.tilenode = 0
				self.writeIndented("\n", -1)
		#-- IndexedFaceSet or IndexedLineSet
		# user selected BOUNDS=1, SOLID=3, SHARED=4, or TEXTURE=5
		ifStyle="IndexedFaceSet"
		# look up mesh name, use it if available
		if meshME in self.meshNames:
			self.writeIndented("<%s USE=\"ME_%s\">" % (ifStyle, meshME), 1)
			self.meshNames[meshME]+=1
		else:
			if int(mesh.users) > 1:
				self.writeIndented("<%s DEF=\"ME_%s\" " % (ifStyle, meshME), 1)
				self.meshNames[meshME]=1
			else:
				self.writeIndented("<%s " % ifStyle, 1)
			
			if bTwoSided == 1:
				self.file.write("solid=\"false\" ")
			else:
				self.file.write("solid=\"true\" ")
			for face in mesh.faces:
				if face.smooth:
					 issmooth=1
					 break
			if issmooth==1:
				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.active_uv_texture:
			# if mesh.faceUV:
				if self.matonly == 1 and self.share == 1:
					self.writeFaceColors(mesh)
				elif hasImageTexture == 1:
					self.writeTextureCoordinates(mesh)
			#--- output coordinates
			self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI)
			self.writingcoords = 1
			self.writingtexture = 1
			self.writingcolor = 1
			self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI)
			
			#--- output textureCoordinates if UV texture used
			if mesh.active_uv_texture:
			# if mesh.faceUV:
				if hasImageTexture == 1:
					self.writeTextureCoordinates(mesh)
				elif self.matonly == 1 and self.share == 1:
					self.writeFaceColors(mesh)
			#--- output vertexColors
		self.matonly = 0
		self.share = 0
		
		self.writingcoords = 0
		self.writingtexture = 0
		self.writingcolor = 0
		#--- output closing braces
		self.writeIndented("%s>\n" % ifStyle, -1)
		self.writeIndented("\n", -1)
		self.writeIndented("\n", -1)
		if self.halonode == 1:
			self.writeIndented("\n", -1)
			self.halonode = 0
		if self.billnode == 1:
			self.writeIndented("\n", -1)
			self.billnode = 0
		if self.collnode == 1:
			self.writeIndented("\n", -1)
			self.collnode = 0
		if nIFSCnt > 1:
			self.writeIndented("\n", -1)
		self.file.write("\n")
	def writeCoordinates(self, ob, mesh, meshName, EXPORT_TRI = False):
		# create vertex list and pre rotate -90 degrees X for VRML
		
		if self.writingcoords == 0:
			self.file.write('coordIndex="')
			for face in mesh.faces:
				fv = face.verts
				# fv = face.v
				
				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], 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], 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:
			#-- vertices
			# mesh.transform(ob.matrixWorld)
			self.writeIndented("")
			self.writeIndented("\n", -1)
	def writeTextureCoordinates(self, mesh):
		texCoordList=[] 
		texIndexList=[]
		j=0
		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
			texIndexList.append(-1)
		if self.writingtexture == 0:
			self.file.write("\n\t\t\ttexCoordIndex=\"")
			texIndxStr=""
			for i in range(len(texIndexList)):
				texIndxStr = texIndxStr + "%d, " % texIndexList[i]
				if texIndexList[i]==-1:
					self.file.write(texIndxStr)
					texIndxStr=""
			self.file.write("\"\n\t\t\t")
		else:
			self.writeIndented("")
			self.writeIndented("\n", -1)
	def writeFaceColors(self, mesh):
		if self.writingcolor == 0:
			self.file.write("colorPerVertex=\"false\" ")
		elif mesh.active_vertex_color:
		# else:
			self.writeIndented(" 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 matName in self.matNames:
			self.writeIndented("\n" % matName)
			self.matNames[matName]+=1
			return;
		self.matNames[matName]=1
		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.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.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 mat.shadeless:
		# if matFlags & Blender.Material.Modes['SHADELESS']:
		  ambient = 1
		  shine = 1
		  specR = emitR = diffuseR
		  specG = emitG = diffuseG
		  specB = emitB = diffuseB
		self.writeIndented("" % (round(transp,self.cp)))
		self.writeIndented("\n",-1)
	def writeImageTexture(self, image):
		name = image.name
		filename = image.filename.split('/')[-1].split('\\')[-1]
		if name in self.texNames:
			self.writeIndented("\n" % self.cleanStr(name))
			self.texNames[name] += 1
			return
		else:
			self.writeIndented("" % name)
			self.writeIndented("\n",-1)
			self.texNames[name] = 1
	def writeBackground(self, world, alltextures):
		if world:	worldname = world.name
		else:		return
		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.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
		self.file.write("\n\n")
##########################################################
# export routine
##########################################################
	def export(self, scene, world, alltextures,\
			EXPORT_APPLY_MODIFIERS = False,\
			EXPORT_TRI=				False,\
		):
		
		print("Info: starting X3D export to " + self.filename + "...")
		self.writeHeader()
		# self.writeScript()
		self.writeNavigationInfo(scene)
		self.writeBackground(world, alltextures)
		self.writeFog(world)
		self.proto = 0
		
		
		# # 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)
		# -------------------------- 
		
		
		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":
					self.writeViewpoint(ob, ob_mat, 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.data
						# me = ob.getData(mesh=1)
					
					self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI = EXPORT_TRI)
					# 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 == 'POINT':
					# if datatype == Lamp.Types.Lamp:
						self.writePointLight(ob, ob_mat, data, world)
					elif datatype == 'SPOT':
					# elif datatype == Lamp.Types.Spot:
						self.writeSpotLight(ob, ob_mat, data, world)
					elif datatype == 'SUN':
					# elif datatype == Lamp.Types.Sun:
						self.writeDirectionalLight(ob, ob_mat, data, world)
					else:
						self.writeDirectionalLight(ob, ob_mat, data, world)
				# do you think x3d could document what to do with dummy objects?
				#elif objType == "Empty" and objName != "Empty":
				#	self.writeNode(ob, ob_mat)
				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\n")
		
		# if EXPORT_APPLY_MODIFIERS:
		# 	if containerMesh:
		# 		containerMesh.verts = None
		
		self.cleanup()
		
##########################################################
# Utility methods
##########################################################
	def cleanup(self):
		self.file.close()
		self.texNames={}
		self.matNames={}
		self.indentLevel=0
		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"""
		newName=name[:]
		if len(newName) == 0:
			self.nNodeID+=1
			return "%s%d" % (prefix, self.nNodeID)
		
		if newName in self.namesReserved:
			newName='%s%s' % (prefix,newName)
		
		if newName[0].isdigit():
			newName='%s%s' % ('_',newName)
		for bad in [' ','"','#',"'",',','.','[','\\',']','{','}']:
			newName=newName.replace(bad,'_')
		return newName
	def countIFSSetsNeeded(self, mesh, imageMap, sided, vColors):
		"""
		countIFFSetsNeeded() - should look at a blender mesh to determine
		how many VRML IndexFaceSets or IndexLineSets are needed.  A
		new mesh created under the following conditions:
		
		 o - split by UV Textures / one per mesh
		 o - split by face, one sided and two sided
		 o - split by smooth and flat faces
		 o - split when faces only have 2 vertices * needs to be an IndexLineSet
		"""
		
		imageNameMap={}
		faceMap={}
		nFaceIndx=0
		
		if mesh.active_uv_texture:
		# if mesh.faceUV:
			for face in mesh.active_uv_texture.data:
			# for face in mesh.faces:
				sidename='';
				if face.twoside:
				# if  face.mode & Mesh.FaceModes.TWOSIDE:
					sidename='two'
				else:
					sidename='one'
				
				if sidename in sided:
					sided[sidename]+=1
				else:
					sided[sidename]=1
				
				image = face.image
				if image:
					faceName="%s_%s" % (face.image.name, sidename);
					try:
						imageMap[faceName].append(face)
					except:
						imageMap[faceName]=[face.image.name,sidename,face]
			if self.verbose > 2:
				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))
		return len(imageMap)
	
	def faceToString(self,face):
		print("Debug: face.flag=0x%x (bitflags)" % face.flag)
		if face.sel:
			print("Debug: face.sel=true")
		print("Debug: face.mode=0x%x (bitflags)" % face.mode)
		if face.mode & Mesh.FaceModes.TWOSIDE:
			print("Debug: face.mode twosided")
		print("Debug: face.transp=0x%x (enum)" % face.transp)
		if face.transp == Mesh.FaceTranspModes.SOLID:
			print("Debug: face.transp.SOLID")
		if face.image:
			print("Debug: face.image=%s" % face.image.name)
		print("Debug: face.materialIndex=%d" % face.materialIndex) 
	# 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" % (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[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):
		x,y,z=(0,-1.0,0) # point down
		
		ax,ay,az = (mtx*MATWORLD).toEuler()
		
		# ax *= DEG2RAD
		# ay *= DEG2RAD
		# az *= DEG2RAD
		# rot X
		x1=x
		y1=y*math.cos(ax)-z*math.sin(ax)
		z1=y*math.sin(ax)+z*math.cos(ax)
		# rot Y
		x2=x1*math.cos(ay)+z1*math.sin(ay)
		y2=y1
		z2=z1*math.cos(ay)-x1*math.sin(ay)
		# rot Z
		x3=x2*math.cos(az)-y2*math.sin(az)
		y3=x2*math.sin(az)+y2*math.cos(az)
		z3=z2
		return [x3,y3,z3]
		
	# swap Y and Z to handle axis difference between Blender and VRML
	#------------------------------------------------------------------------
	def rotatePointForVRML(self, v):
		x = v[0]
		y = v[2]
		z = -v[1]
		
		vrmlPoint=[x, y, z]
		return vrmlPoint
	# For writing well formed VRML code
	#------------------------------------------------------------------------
	def writeIndented(self, s, inc=0):
		if inc < 1:
			self.indentLevel = self.indentLevel + inc
		spaces=""
		for x in range(self.indentLevel):
			spaces = spaces + "\t"
		self.file.write(spaces + s)
		if inc > 0:
			self.indentLevel = self.indentLevel + inc
	# Converts a Euler to three new Quaternions
	# Angles of Euler are passed in as radians
	#------------------------------------------------------------------------
	def eulerToQuaternions(self, x, y, z):
		Qx = [math.cos(x/2), math.sin(x/2), 0, 0]
		Qy = [math.cos(y/2), 0, math.sin(y/2), 0]
		Qz = [math.cos(z/2), 0, 0, math.sin(z/2)]
		
		quaternionVec=[Qx,Qy,Qz]
		return quaternionVec
	
	# Multiply two Quaternions together to get a new Quaternion
	#------------------------------------------------------------------------
	def multiplyQuaternions(self, Q1, Q2):
		result = [((Q1[0] * Q2[0]) - (Q1[1] * Q2[1]) - (Q1[2] * Q2[2]) - (Q1[3] * Q2[3])),
				  ((Q1[0] * Q2[1]) + (Q1[1] * Q2[0]) + (Q1[2] * Q2[3]) - (Q1[3] * Q2[2])),
				  ((Q1[0] * Q2[2]) + (Q1[2] * Q2[0]) + (Q1[3] * Q2[1]) - (Q1[1] * Q2[3])),
				  ((Q1[0] * Q2[3]) + (Q1[3] * Q2[0]) + (Q1[1] * Q2[2]) - (Q1[2] * Q2[1]))]
		
		return result
	
	# Convert a Quaternion to an Angle Axis (ax, ay, az, angle)
	# angle is in radians
	#------------------------------------------------------------------------
	def quaternionToAngleAxis(self, Qf):
		scale = math.pow(Qf[1],2) + math.pow(Qf[2],2) + math.pow(Qf[3],2)
		ax = Qf[1]
		ay = Qf[2]
		az = Qf[3]
		if scale > .0001:
			ax/=scale
			ay/=scale
			az/=scale
		
		angle = 2 * math.acos(Qf[0])
		
		result = [ax, ay, az, angle]
		return result
##########################################################
# Callbacks, needed before Main
##########################################################
def x3d_export(filename,
			   context,
			   EXPORT_APPLY_MODIFIERS=False,
			   EXPORT_TRI=False,
			   EXPORT_GZIP=False):
	
	if EXPORT_GZIP:
		if not filename.lower().endswith('.x3dz'):
			filename = '.'.join(filename.split('.')[:-1]) + '.x3dz'
	else:
		if not filename.lower().endswith('.x3d'):
			filename = '.'.join(filename.split('.')[:-1]) + '.x3d'
	
	
	scene = context.scene
	# scene = Blender.Scene.GetCurrent()
	world = scene.world
	# 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(\
		scene,\
		world,\
		alltextures,\
		\
		EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS,\
		EXPORT_TRI = EXPORT_TRI,\
		)
def x3d_export_ui(filename):
	if not filename.endswith(extension):
		filename += extension
	#if _safeOverwrite and sys.exists(filename):
	#	result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0")
	#if(result != 1):
	#	return
	
	# Get user options
	EXPORT_APPLY_MODIFIERS = Draw.Create(1)
	EXPORT_TRI = Draw.Create(0)
	EXPORT_GZIP = Draw.Create( filename.lower().endswith('.x3dz') )
	
	# Get USER Options
	pup_block = [\
	('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object.'),\
	('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\
	('Compress', EXPORT_GZIP, 'GZip the resulting file, requires a full python install'),\
	]
	if not Draw.PupBlock('Export...', pup_block):
		return
	Blender.Window.EditMode(0)
	Blender.Window.WaitCursor(1)
	
	x3d_export(filename,\
		EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val,\
		EXPORT_TRI = EXPORT_TRI.val,\
		EXPORT_GZIP = EXPORT_GZIP.val\
	)
	
	Blender.Window.WaitCursor(0)
#########################################################
# main routine
#########################################################
# if __name__ == '__main__':
# 	Blender.Window.FileSelector(x3d_export_ui,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d'))
from bpy.props import *
class ExportX3D(bpy.types.Operator):
	'''Export selection to Extensible 3D file (.x3d)'''
	bl_idname = "export.x3d"
	bl_label = 'Export X3D'
	
	# List of operator properties, the attributes will be assigned
	# to the class instance from the operator settings before calling.
	path = StringProperty(name="File Path", description="File path used for exporting the X3D file", maxlen= 1024, default= "")
	
	apply_modifiers = BoolProperty(name="Apply Modifiers", description="Use transformed mesh data from each object.", default=True)
	triangulate = BoolProperty(name="Triangulate", description="Triangulate quads.", default=False)
	compress = BoolProperty(name="Compress", description="GZip the resulting file, requires a full python install.", default=False)
	
	
	def execute(self, context):
		x3d_export(self.properties.path, context, self.properties.apply_modifiers, self.properties.triangulate, self.properties.compress)
		return ('FINISHED',)
	
	def invoke(self, context, event):
		wm = context.manager
		wm.add_fileselect(self)
		return ('RUNNING_MODAL',)
bpy.ops.add(ExportX3D)
import dynamic_menu
def menu_func(self, context):
    default_path = bpy.data.filename.replace(".blend", ".x3d")
    self.layout.operator(ExportX3D.bl_idname, text="X3D Extensible 3D (.x3d)...").path = default_path
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)
# NOTES
# - blender version is hardcoded