bpy.ops.mesh.primitive_torus_add(major_radius=1, minor_radius=0.25, major_segments=48, minor_segments=16) - experemental dynamic menus, used for INFO_MT_file, INFO_MT_file_import, INFO_MT_file_export and INFO_MT_mesh_add. these can have items added from python. eg. - removed OBJECT_OT_mesh_add, use the python add menu instead. - made mesh primitive ops - MESH_OT_primitive_plane_add, ...cube_add, etc. work in object mode. - RNA scene.active_object wrapped - bugfix [#19466] 2.5: Tweak menu only available for mesh objects added within Edit Mode ED_object_exit_editmode was always doing an undo push, made this optional using the existing flag - EM_DO_UNDO, called everywhere except when adding primitives.
		
			
				
	
	
		
			1232 lines
		
	
	
		
			45 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			1232 lines
		
	
	
		
			45 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
 | 
						|
__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:<br>
 | 
						|
	Doesn't handle multiple materials (don't use material indices);<br>
 | 
						|
	Doesn't handle multiple UV textures on a single mesh (create a mesh for each texture);<br>
 | 
						|
	Can't get the texture array associated with material * not the UV ones;
 | 
						|
"""
 | 
						|
 | 
						|
 | 
						|
# $Id$
 | 
						|
#
 | 
						|
#------------------------------------------------------------------------
 | 
						|
# 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("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n")
 | 
						|
		self.file.write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.0//EN\" \"http://www.web3d.org/specifications/x3d-3.0.dtd\">\n")
 | 
						|
		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")
 | 
						|
		self.file.write("<head>\n")
 | 
						|
		self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % os.path.basename(bfile))
 | 
						|
		# self.file.write("\t<meta name=\"filename\" content=\"%s\" />\n" % sys.basename(bfile))
 | 
						|
		self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % '2.5')
 | 
						|
		# self.file.write("\t<meta name=\"generator\" content=\"Blender %s\" />\n" % Blender.Get('version'))
 | 
						|
		self.file.write("\t<meta name=\"translator\" content=\"X3D exporter v1.55 (2006/01/17)\" />\n")
 | 
						|
		self.file.write("</head>\n")
 | 
						|
		self.file.write("<Scene>\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("<Inline DEF=\"%s\" " % (self.cleanStr(nameinline)))
 | 
						|
					nameinline = nameinline+".x3d"
 | 
						|
					self.file.write("url=\"%s\" />" % 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("<Viewpoint DEF=\"%s\" " % (self.cleanStr(ob.name)))
 | 
						|
		self.file.write("description=\"%s\" " % (ob.name))
 | 
						|
		self.file.write("centerOfRotation=\"0 0 0\" ")
 | 
						|
		self.file.write("position=\"%3.2f %3.2f %3.2f\" " % (loc[0], loc[1], loc[2]))
 | 
						|
		self.file.write("orientation=\"%3.2f %3.2f %3.2f %3.2f\" " % (angleAxis[0], angleAxis[1], -angleAxis[2], angleAxis[3]))
 | 
						|
		self.file.write("fieldOfView=\"%.3f\" />\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("<Fog fogType=\"%s\" " % self.namesFog[mtype])						
 | 
						|
			self.file.write("color=\"%s %s %s\" " % (round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
 | 
						|
			self.file.write("visibilityRange=\"%s\" />\n\n" % round(mparam[2],self.cp))
 | 
						|
		else:
 | 
						|
			return
 | 
						|
	
 | 
						|
	def writeNavigationInfo(self, scene):
 | 
						|
		self.file.write('<NavigationInfo headlight="FALSE" visibilityLimit="0.0" type=\'"EXAMINE","ANY"\' avatarSize="0.25, 1.75, 0.75" />\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("<SpotLight DEF=\"%s\" " % safeName)
 | 
						|
		self.file.write("radius=\"%s\" " % (round(radius,self.cp)))
 | 
						|
		self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
 | 
						|
		self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
 | 
						|
		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)))
 | 
						|
		# 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)))
 | 
						|
		self.file.write("beamWidth=\"%s\" " % (round(beamWidth,self.cp)))
 | 
						|
		self.file.write("cutOffAngle=\"%s\" " % (round(cutOffAngle,self.cp)))
 | 
						|
		self.file.write("direction=\"%s %s %s\" " % (round(dx,3),round(dy,3),round(dz,3)))
 | 
						|
		self.file.write("location=\"%s %s %s\" />\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("<DirectionalLight DEF=\"%s\" " % safeName)
 | 
						|
		self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
 | 
						|
		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)))
 | 
						|
		# 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)))
 | 
						|
		self.file.write("intensity=\"%s\" " % (round(intensity,self.cp)))
 | 
						|
		self.file.write("direction=\"%s %s %s\" />\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("<PointLight DEF=\"%s\" " % safeName)
 | 
						|
		self.file.write("ambientIntensity=\"%s\" " % (round(ambientIntensity,self.cp)))
 | 
						|
		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)))
 | 
						|
		# 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)))
 | 
						|
		self.file.write("intensity=\"%s\" " % (round( min(lamp.energy/1.75,1.0) ,self.cp)))
 | 
						|
		self.file.write("radius=\"%s\" " % lamp.distance )
 | 
						|
		# self.file.write("radius=\"%s\" " % lamp.dist )
 | 
						|
		self.file.write("location=\"%s %s %s\" />\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("<Billboard axisOfRotation=\"0 0 0\">\n",1)
 | 
						|
			self.halonode = 1
 | 
						|
		elif 'BILLBOARD' in mode and self.billnode == 0:
 | 
						|
		# elif mode & Mesh.FaceModes.BILLBOARD and self.billnode == 0:
 | 
						|
			self.writeIndented("<Billboard axisOfRotation=\"0 1 0\">\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("<Collision enabled=\"false\">\n",1)
 | 
						|
			self.collnode = 1
 | 
						|
		
 | 
						|
		nIFSCnt=self.countIFSSetsNeeded(mesh, imageMap, sided, vColors)
 | 
						|
		
 | 
						|
		if nIFSCnt > 1:
 | 
						|
			self.writeIndented("<Group DEF=\"%s%s\">\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('<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) )
 | 
						|
		# 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.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 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("<TextureTransform	scale=\"%s %s\" />\n" % (face.image.xrep, face.image.yrep))
 | 
						|
					self.tilenode = 0
 | 
						|
				self.writeIndented("</Appearance>\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("</Shape>\n", -1)
 | 
						|
		self.writeIndented("</Transform>\n", -1)
 | 
						|
 | 
						|
		if self.halonode == 1:
 | 
						|
			self.writeIndented("</Billboard>\n", -1)
 | 
						|
			self.halonode = 0
 | 
						|
 | 
						|
		if self.billnode == 1:
 | 
						|
			self.writeIndented("</Billboard>\n", -1)
 | 
						|
			self.billnode = 0
 | 
						|
 | 
						|
		if self.collnode == 1:
 | 
						|
			self.writeIndented("</Collision>\n", -1)
 | 
						|
			self.collnode = 0
 | 
						|
 | 
						|
		if nIFSCnt > 1:
 | 
						|
			self.writeIndented("</Group>\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("<Coordinate DEF=\"%s%s\" \n" % ("coord_",meshName), 1)
 | 
						|
			self.file.write("\t\t\t\tpoint=\"")
 | 
						|
			for v in mesh.verts:
 | 
						|
				self.file.write("%.6f %.6f %.6f, " % tuple(v.co))
 | 
						|
			self.file.write("\" />")
 | 
						|
			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("<TextureCoordinate point=\"", 1)
 | 
						|
			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)
 | 
						|
 | 
						|
	def writeFaceColors(self, mesh):
 | 
						|
		if self.writingcolor == 0:
 | 
						|
			self.file.write("colorPerVertex=\"false\" ")
 | 
						|
		elif mesh.active_vertex_color:
 | 
						|
		# else:
 | 
						|
			self.writeIndented("<Color color=\"", 1)
 | 
						|
			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 matName in self.matNames:
 | 
						|
			self.writeIndented("<Material USE=\"MA_%s\" />\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("<Material DEF=\"MA_%s\" " % matName, 1)
 | 
						|
		self.file.write("diffuseColor=\"%s %s %s\" " % (round(diffuseR,self.cp), round(diffuseG,self.cp), round(diffuseB,self.cp)))
 | 
						|
		self.file.write("specularColor=\"%s %s %s\" " % (round(specR,self.cp), round(specG,self.cp), round(specB,self.cp)))
 | 
						|
		self.file.write("emissiveColor=\"%s %s %s\" \n" % (round(emisR,self.cp), round(emisG,self.cp), round(emisB,self.cp)))
 | 
						|
		self.writeIndented("ambientIntensity=\"%s\" " % (round(ambient,self.cp)))
 | 
						|
		self.file.write("shininess=\"%s\" " % (round(shininess,self.cp)))
 | 
						|
		self.file.write("transparency=\"%s\" />" % (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("<ImageTexture USE=\"%s\" />\n" % self.cleanStr(name))
 | 
						|
			self.texNames[name] += 1
 | 
						|
			return
 | 
						|
		else:
 | 
						|
			self.writeIndented("<ImageTexture DEF=\"%s\" " % self.cleanStr(name), 1)
 | 
						|
			self.file.write("url=\"%s\" />" % 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("<Background ")
 | 
						|
		if worldname not in self.namesStandard:
 | 
						|
			self.file.write("DEF=\"%s\" " % self.secureName(worldname))
 | 
						|
		# No Skytype - just Hor color
 | 
						|
		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, 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 == (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 == (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 == (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)))
 | 
						|
			self.writeIndented("%s %s %s\" skyAngle=\"1.57, 1.57\" " %(round(grd0,self.cp), round(grd1,self.cp), round(grd2,self.cp)))
 | 
						|
		# Any Other two colors
 | 
						|
		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 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\" " % basename)
 | 
						|
				# self.file.write("\n\tbackUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
						|
			elif (namemat == "bottom") and (pic != None):
 | 
						|
				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\" " % basename)
 | 
						|
				# self.writeIndented("frontUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
						|
			elif (namemat == "left") and (pic != None):
 | 
						|
				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\" " % basename)
 | 
						|
				# self.writeIndented("rightUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
						|
			elif (namemat == "top") and (pic != None):
 | 
						|
				self.writeIndented("topUrl=\"%s\" " % basename)
 | 
						|
				# self.writeIndented("topUrl=\"%s\" " % pic.filename.split('/')[-1].split('\\')[-1])
 | 
						|
		self.writeIndented("/>\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</Scene>\n</X3D>")
 | 
						|
		
 | 
						|
		# 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'))
 | 
						|
 | 
						|
class EXPORT_OT_x3d(bpy.types.Operator):
 | 
						|
	'''Export selection to Extensible 3D file (.x3d)'''
 | 
						|
	__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',)
 | 
						|
 | 
						|
bpy.ops.add(EXPORT_OT_x3d)
 | 
						|
 | 
						|
import dynamic_menu
 | 
						|
menu_func = lambda self, context: self.layout.itemO("export.x3d", text="X3D Extensible 3D (.x3d)...")
 | 
						|
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)
 | 
						|
 | 
						|
# NOTES
 | 
						|
# - blender version is hardcoded 
 |