Export ImageTexture node for an image identified in material node tree #39
@ -162,6 +162,28 @@ class X3D_PT_export_include(bpy.types.Panel):
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col.enabled = not blender_version_higher_279
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col.prop(operator, "use_h3d")
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class X3D_PT_export_external_resource(bpy.types.Panel):
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bl_space_type = 'FILE_BROWSER'
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bl_region_type = 'TOOL_PROPS'
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bl_label = "Image Textures"
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bl_parent_id = "FILE_PT_operator"
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@classmethod
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def poll(cls, context):
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sfile = context.space_data
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operator = sfile.active_operator
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return operator.bl_idname == "EXPORT_SCENE_OT_x3d"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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sfile = context.space_data
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operator = sfile.active_operator
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layout.prop(operator, "path_mode")
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class X3D_PT_export_transform(bpy.types.Panel):
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bl_space_type = 'FILE_BROWSER'
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@ -198,6 +220,8 @@ class X3D_PT_export_transform(bpy.types.Panel):
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layout.prop(operator, "axis_up")
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class X3D_PT_export_geometry(bpy.types.Panel):
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bl_space_type = 'FILE_BROWSER'
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bl_region_type = 'TOOL_PROPS'
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@ -419,6 +443,7 @@ classes = (
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X3D_PT_export_include,
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X3D_PT_export_transform,
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X3D_PT_export_geometry,
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X3D_PT_export_external_resource,
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ImportX3D,
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X3D_PT_import_general,
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X3D_PT_import_transform,
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@ -7,14 +7,18 @@
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# - Doesn't handle multiple UV textures on a single mesh (create a mesh for each texture).
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# - Can't get the texture array associated with material * not the UV ones.
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import logging
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logger = logging.getLogger("export_x3d")
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import math
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import os
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import bpy
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import mathutils
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from bpy_extras.io_utils import create_derived_objects
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from .material_node_search import imageTexture_in_material
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# h3d defines
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H3D_TOP_LEVEL = 'TOP_LEVEL_TI'
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@ -185,6 +189,8 @@ def h3d_is_object_view(scene, obj):
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return False
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# -----------------------------------------------------------------------------
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# Functions for writing output file
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# -----------------------------------------------------------------------------
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@ -206,6 +212,7 @@ def export(file,
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name_decorations=True,
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):
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logger.info("export with path_mode: %r" % path_mode)
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# -------------------------------------------------------------------------
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# Global Setup
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# -------------------------------------------------------------------------
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@ -259,6 +266,19 @@ def export(file,
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# store files to copy
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copy_set = set()
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import os, os.path
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if path_mode == 'COPY':
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# create a per-export temporary folder. image data which does not
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# exist on disk yet will be saved here from which it can be copied by
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# the bpy_extras.io_utils.path_reference_copy utility
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blender_tempfolder = bpy.app.tempdir
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import uuid
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temporary_image_directory = os.path.join(blender_tempfolder,uuid.uuid4().hex)
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os.mkdir(temporary_image_directory)
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logger.info("temporary_image_directory: %s" % temporary_image_directory )
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else:
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temporary_image_directory = None
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# store names of newly created meshes, so we dont overlap
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mesh_name_set = set()
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@ -512,27 +532,6 @@ def export(file,
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is_coords_written = False
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mesh_materials = mesh.materials[:]
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if not mesh_materials:
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mesh_materials = [None]
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mesh_material_tex = [None] * len(mesh_materials)
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mesh_material_mtex = [None] * len(mesh_materials)
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mesh_material_images = [None] * len(mesh_materials)
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for i, material in enumerate(mesh_materials):
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if 0 and material:
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for mtex in material.texture_slots:
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if mtex:
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tex = mtex.texture
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if tex and tex.type == 'IMAGE':
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image = tex.image
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if image:
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mesh_material_tex[i] = tex
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mesh_material_mtex[i] = mtex
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mesh_material_images[i] = image
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break
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# fast access!
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mesh_vertices = mesh.vertices[:]
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mesh_loops = mesh.loops[:]
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@ -540,21 +539,14 @@ def export(file,
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mesh_polygons_materials = [p.material_index for p in mesh_polygons]
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mesh_polygons_vertices = [p.vertices[:] for p in mesh_polygons]
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if len(set(mesh_material_images)) > 0: # make sure there is at least one image
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mesh_polygons_image = [mesh_material_images[material_index] for material_index in mesh_polygons_materials]
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else:
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mesh_polygons_image = [None] * len(mesh_polygons)
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mesh_polygons_image_unique = set(mesh_polygons_image)
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# group faces
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polygons_groups = {}
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for material_index in range(len(mesh_materials)):
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for image in mesh_polygons_image_unique:
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polygons_groups[material_index, image] = []
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del mesh_polygons_image_unique
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for material_index in range(len(mesh.materials)):
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polygons_groups[material_index] = []
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for i, (material_index, image) in enumerate(zip(mesh_polygons_materials, mesh_polygons_image)):
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polygons_groups[material_index, image].append(i)
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for i, material_index in enumerate(mesh_polygons_materials):
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polygons_groups[material_index].append(i)
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# Py dict are sorted now, so we can use directly polygons_groups.items()
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# and still get consistent reproducible outputs.
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@ -587,9 +579,9 @@ def export(file,
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for ltri in mesh.loop_triangles:
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polygons_to_loop_triangles_indices[ltri.polygon_index].append(ltri)
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for (material_index, image), polygons_group in polygons_groups.items():
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for material_index, polygons_group in polygons_groups.items():
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if polygons_group:
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material = mesh_materials[material_index]
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material = mesh.materials[material_index]
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fw('%s<Shape>\n' % ident)
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ident += '\t'
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@ -627,33 +619,9 @@ def export(file,
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fw('%s<Appearance>\n' % ident)
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ident += '\t'
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if image and not use_h3d:
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writeImageTexture(ident, image)
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# transform by mtex
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loc = mesh_material_mtex[material_index].offset[:2]
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# mtex_scale * tex_repeat
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sca_x, sca_y = mesh_material_mtex[material_index].scale[:2]
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sca_x *= mesh_material_tex[material_index].repeat_x
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sca_y *= mesh_material_tex[material_index].repeat_y
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# flip x/y is a sampling feature, convert to transform
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if mesh_material_tex[material_index].use_flip_axis:
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rot = math.pi / -2.0
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sca_x, sca_y = sca_y, -sca_x
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else:
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rot = 0.0
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ident_step = ident + (' ' * (-len(ident) +
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fw('%s<TextureTransform ' % ident)))
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fw('\n')
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# fw('center="%.6f %.6f" ' % (0.0, 0.0))
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fw(ident_step + 'translation="%.6f %.6f"\n' % loc)
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fw(ident_step + 'scale="%.6f %.6f"\n' % (sca_x, sca_y))
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fw(ident_step + 'rotation="%.6f"\n' % rot)
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fw(ident_step + '/>\n')
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imageTextureNode = imageTexture_in_material(material)
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if imageTextureNode:
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writeImageTexture(ident, imageTextureNode)
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if use_h3d:
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mat_tmp = material if material else gpu_shader_dummy_mat
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@ -1237,8 +1205,12 @@ def export(file,
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fw('%s</ComposedShader>\n' % ident)
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def writeImageTexture(ident, image):
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def writeImageTexture(ident, imageTextureNode):
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image=imageTextureNode.image
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image_id = quoteattr(unique_name(image, IM_ + image.name, uuid_cache_image, clean_func=clean_def, sep="_"))
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logger.info("write ImageTexture X3D node for %r format %r filepath %r" % (image.name, image.file_format, image.filepath ))
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if image.tag:
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fw('%s<ImageTexture USE=%s />\n' % (ident, image_id))
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@ -1249,24 +1221,75 @@ def export(file,
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fw('%s<ImageTexture ' % ident)))
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fw('DEF=%s\n' % image_id)
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# collect image paths, can load multiple
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# [relative, name-only, absolute]
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if (path_mode != 'COPY') and not image.filepath :
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# this is the case where the path_mode choice is intended to
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# reference an existing image file, but no filepath for that
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# file is specified in the image data structure
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logger.warning("no filepath available for Path Mode %s" % path_mode )
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# setting COPY_SUBDIR to None in calls to
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# bpy_extras.io_utils.path_reference will cause copied images
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# to be placed in same directory as the exported X3D file.
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COPY_SUBDIR=None
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has_packed_file = image.packed_file and image.packed_file.size > 0
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if path_mode == 'COPY' and ( has_packed_file or not image.filepath) :
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# write to temporary folder so that
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# bpy_extras.io_utils.path_reference_copy can
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# copy it final location at end of export
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use_file_format = image.file_format or 'PNG'
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try:
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image_ext = {'JPEG':'.jpg' , 'PNG':'.png'}[use_file_format]
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except KeyError:
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# if image data not in JPEG or PNG it is not supported in
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# X3D standard. If image file_format is "FFMPEG" that is a movie
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# format, and would be referenced in an X3D MovieTexture node
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if use_file_format == "FFMPEG" :
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logger.warning("movie textures not supported for X3D export")
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else:
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logger.warning("image texture file format %r not supported" % use_file_format)
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else:
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image_base = os.path.splitext( os.path.basename(image.name))[0]
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image_filename = image_base + image_ext
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filepath_full = os.path.join(temporary_image_directory, image_filename)
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logger.info("writing image for texture to %s" % filepath_full)
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image.save( filepath = filepath_full )
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filepath_ref = bpy_extras.io_utils.path_reference(
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filepath_full,
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temporary_image_directory,
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base_dst,
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path_mode,
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COPY_SUBDIR,
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copy_set,
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image.library)
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else:
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filepath = image.filepath
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filepath_full = bpy.path.abspath(filepath, library=image.library)
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filepath_ref = bpy_extras.io_utils.path_reference(filepath_full, base_src, base_dst, path_mode, "textures", copy_set, image.library)
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filepath_base = os.path.basename(filepath_full)
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filepath_ref = bpy_extras.io_utils.path_reference(
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filepath_full,
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base_src,
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base_dst,
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path_mode,
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COPY_SUBDIR,
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copy_set,
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image.library)
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images = [
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filepath_ref,
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filepath_base,
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]
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if path_mode != 'RELATIVE':
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images.append(filepath_full)
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image_urls = [ filepath_ref ]
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images = [f.replace('\\', '/') for f in images]
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images = [f for i, f in enumerate(images) if f not in images[:i]]
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logger.info("node urls: %s" % (image_urls,))
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fw(ident_step + "url='%s'\n" % ' '.join(['"%s"' % escape(f) for f in image_urls]))
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fw(ident_step + "url='%s'\n" % ' '.join(['"%s"' % escape(f) for f in images]))
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# default value of repeatS, repeatT fields is true, so only need to
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# specify if extension value is CLIP
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x3d_supported_extension = ["CLIP", "REPEAT"]
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if imageTextureNode.extension not in x3d_supported_extension:
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logger.warning("imageTextureNode.extension value %s unsupported in X3D" % imageTextureNode.extension)
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if imageTextureNode.extension == "CLIP":
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fw(ident_step + "repeatS='false' repeatT='false'")
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fw(ident_step + '/>\n')
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def writeBackground(ident, world):
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@ -1513,9 +1536,12 @@ def export(file,
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if use_h3d:
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bpy.data.materials.remove(gpu_shader_dummy_mat)
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# copy all collected files.
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# print(copy_set)
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if copy_set:
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for c in copy_set:
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logger.info("copy_set item %r" % copy_set)
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bpy_extras.io_utils.path_reference_copy(copy_set)
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else:
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logger.info("no items in copy_set")
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print('Info: finished X3D export to %r' % file.name)
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@ -1559,6 +1585,7 @@ def save(context,
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name_decorations=True
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):
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logger.info("save: context %r to filepath %r" % (context,filepath))
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bpy.path.ensure_ext(filepath, '.x3dz' if use_compress else '.x3d')
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if bpy.ops.object.mode_set.poll():
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81
source/material_node_search.py
Normal file
81
source/material_node_search.py
Normal file
@ -0,0 +1,81 @@
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# SPDX-FileCopyrightText: 2024 Vincent Marchetti
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#
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# SPDX-License-Identifier: GPL-3.0-or-later
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import logging
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_logger = logging.getLogger("export_x3d.material_node_search")
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"""
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functions implementing searching the node tree for Blender materials in search
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of particular nodes enabling export of material properties into other formats
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"""
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# values of bl_idname for shader nodes to be located
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# reference Python API list of subclasses of ShaderNode
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# at https://docs.blender.org/api/current/bpy.types.ShaderNode.html#bpy.types.ShaderNode
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class _ShaderNodeTypes:
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MATERIAL_OUTPUT= "ShaderNodeOutputMaterial"
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BSDF_PRINCIPLED = "ShaderNodeBsdfPrincipled"
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IMAGE_TEXTURE = "ShaderNodeTexImage"
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def _find_node_by_idname(nodes, idname):
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"""
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nodes a sequence of Nodes, idname a string
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Each node assumed to ne an instance of Node(bpy_struct)
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https://docs.blender.org/api/current/bpy.types.Node.html
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The idname is searched for in the Node instance member bl_idname
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https://docs.blender.org/api/current/bpy.types.Node.html#bpy.types.Node.bl_idname
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and is generally some string version of the name of the subclass
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See https://docs.blender.org/api/current/bpy.types.ShaderNode.html for list of
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ShaderNode subclasses
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returns first matching node found,returns None if no matching nodes
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prints warning if multiple matches found
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"""
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_logger.debug("enter _find_node_by_idname search for %s in %r" % (idname, nodes))
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nodelist = [nd for nd in nodes if nd.bl_idname == idname]
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_logger.debug("result _find_node_by_idname found %i" % len(nodelist))
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if len(nodelist) == 0:
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return None
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if len(nodelist) > 1:
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Cedric Steiert
commented
the output as code is not really needed in the docstring, but if you want simplify: Returns None if no targets are found or returns the first found target the output as code is not really needed in the docstring, but if you want simplify: Returns None if no targets are found or returns the first found target
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_logger.warn("_find_node_by_idname : multiple (%i) nodes of type %s found" % (len(nodelist), idname))
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return nodelist[0]
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def imageTexture_in_material(material):
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"""
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Identifies ImageTexture node used as the input to Base Color attribute of BSDF node.
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Does not search for images used as textures inside a NodeGrouo node.
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argument material an instance of Material(ID)
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https://docs.blender.org/api/current/bpy.types.Material.html
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returns instance of ShaderNodeTexImage
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https://docs.blender.org/api/current/bpy.types.ShaderNodeTexImage.html
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"""
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_logger.debug("evaluating image in material %s" % material.name)
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material_output = _find_node_by_idname( material.node_tree.nodes, _ShaderNodeTypes.MATERIAL_OUTPUT)
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if material_output is None:
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_logger.warn("%s not found in material %s" % (_ShaderNodeTypes.MATERIAL_OUTPUT, material.name))
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return None
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SURFACE_ATTRIBUTE= "Surface"
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bsdf_principled = _find_node_by_idname(
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[ndlink.from_node for ndlink in material_output.inputs.get(SURFACE_ATTRIBUTE).links],
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_ShaderNodeTypes.BSDF_PRINCIPLED)
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if bsdf_principled is None :
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return None
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BASE_COLOR_ATTRIBUTE = 'Base Color'
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image_texture = _find_node_by_idname(
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[ndlink.from_node for ndlink in bsdf_principled.inputs.get(BASE_COLOR_ATTRIBUTE).links],
|
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_ShaderNodeTypes.IMAGE_TEXTURE )
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Cedric Steiert
commented
for better readability put the return into it's own line for better readability put the return into it's own line
|
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if image_texture is None:
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return None
|
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_logger.debug("located image texture node %r" % image_texture)
|
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return image_texture
|
||||
|
Loading…
Reference in New Issue
Block a user
a few typos here