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export_x3d.py
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export_x3d.py
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# SPDX-License-Identifier: GPL-2.0-or-later
# Contributors: bart:neeneenee*de, http://www.neeneenee.de/vrml, Campbell Barton
"""
This script exports to X3D format.
Usage:
Run this script from "File->Export" menu. A pop-up will ask whether you
want to export only selected or all relevant objects.
Known issues:
Doesn't handle multiple materials (don't use material indices);<br>
Doesn't handle multiple UV textures on a single mesh (create a mesh for each texture);<br>
Can't get the texture array associated with material * not the UV ones;
"""
import math
import os
import bpy
import mathutils
from bpy_extras.io_utils import create_derived_objects
# h3d defines
H3D_TOP_LEVEL = 'TOP_LEVEL_TI'
H3D_CAMERA_FOLLOW = 'CAMERA_FOLLOW_TRANSFORM'
H3D_VIEW_MATRIX = 'view_matrix'
def clamp_color(col):
return tuple([max(min(c, 1.0), 0.0) for c in col])
def matrix_direction_neg_z(matrix):
return (matrix.to_3x3() @ mathutils.Vector((0.0, 0.0, -1.0))).normalized()[:]
def prefix_quoted_str(value, prefix):
return value[0] + prefix + value[1:]
def suffix_quoted_str(value, suffix):
return value[:-1] + suffix + value[-1:]
def bool_as_str(value):
return ('false', 'true')[bool(value)]
def clean_def(txt):
# see report [#28256]
if not txt:
txt = "None"
# no digit start
if txt[0] in "1234567890+-":
txt = "_" + txt
return txt.translate({
# control characters 0x0-0x1f
# 0x00: "_",
0x01: "_",
0x02: "_",
0x03: "_",
0x04: "_",
0x05: "_",
0x06: "_",
0x07: "_",
0x08: "_",
0x09: "_",
0x0a: "_",
0x0b: "_",
0x0c: "_",
0x0d: "_",
0x0e: "_",
0x0f: "_",
0x10: "_",
0x11: "_",
0x12: "_",
0x13: "_",
0x14: "_",
0x15: "_",
0x16: "_",
0x17: "_",
0x18: "_",
0x19: "_",
0x1a: "_",
0x1b: "_",
0x1c: "_",
0x1d: "_",
0x1e: "_",
0x1f: "_",
0x7f: "_", # 127
0x20: "_", # space
0x22: "_", # "
0x27: "_", # '
0x23: "_", # #
0x2c: "_", # ,
0x2e: "_", # .
0x5b: "_", # [
0x5d: "_", # ]
0x5c: "_", # \
0x7b: "_", # {
0x7d: "_", # }
})
def build_hierarchy(objects):
""" returns parent child relationships, skipping
"""
objects_set = set(objects)
par_lookup = {}
def test_parent(parent):
while (parent is not None) and (parent not in objects_set):
parent = parent.parent
return parent
for obj in objects:
par_lookup.setdefault(test_parent(obj.parent), []).append((obj, []))
for parent, children in par_lookup.items():
for obj, subchildren in children:
subchildren[:] = par_lookup.get(obj, [])
return par_lookup.get(None, [])
# -----------------------------------------------------------------------------
# H3D Functions
# -----------------------------------------------------------------------------
def h3d_shader_glsl_frag_patch(filepath, scene, global_vars, frag_uniform_var_map):
h3d_file = open(filepath, 'r', encoding='utf-8')
lines = []
last_transform = None
for l in h3d_file:
if l.startswith("void main(void)"):
lines.append("\n")
lines.append("// h3d custom vars begin\n")
for v in global_vars:
lines.append("%s\n" % v)
lines.append("// h3d custom vars end\n")
lines.append("\n")
elif l.lstrip().startswith("light_visibility_other("):
w = l.split(', ')
last_transform = w[1] + "_transform" # XXX - HACK!!!
w[1] = '(view_matrix * %s_transform * vec4(%s.x, %s.y, %s.z, 1.0)).xyz' % (w[1], w[1], w[1], w[1])
l = ", ".join(w)
elif l.lstrip().startswith("light_visibility_sun_hemi("):
w = l.split(', ')
w[0] = w[0][len("light_visibility_sun_hemi(") + 1:]
if not h3d_is_object_view(scene, frag_uniform_var_map[w[0]]):
w[0] = '(mat3(normalize(view_matrix[0].xyz), normalize(view_matrix[1].xyz), normalize(view_matrix[2].xyz)) * -%s)' % w[0]
else:
w[0] = ('(mat3(normalize((view_matrix*%s)[0].xyz), normalize((view_matrix*%s)[1].xyz), normalize((view_matrix*%s)[2].xyz)) * -%s)' %
(last_transform, last_transform, last_transform, w[0]))
l = "\tlight_visibility_sun_hemi(" + ", ".join(w)
elif l.lstrip().startswith("light_visibility_spot_circle("):
w = l.split(', ')
w[0] = w[0][len("light_visibility_spot_circle(") + 1:]
if not h3d_is_object_view(scene, frag_uniform_var_map[w[0]]):
w[0] = '(mat3(normalize(view_matrix[0].xyz), normalize(view_matrix[1].xyz), normalize(view_matrix[2].xyz)) * -%s)' % w[0]
else:
w[0] = ('(mat3(normalize((view_matrix*%s)[0].xyz), normalize((view_matrix*%s)[1].xyz), normalize((view_matrix*%s)[2].xyz)) * %s)' %
(last_transform, last_transform, last_transform, w[0]))
l = "\tlight_visibility_spot_circle(" + ", ".join(w)
lines.append(l)
h3d_file.close()
h3d_file = open(filepath, 'w', encoding='utf-8')
h3d_file.writelines(lines)
h3d_file.close()
def h3d_is_object_view(scene, obj):
camera = scene.camera
parent = obj.parent
while parent:
if parent == camera:
return True
parent = parent.parent
return False
# -----------------------------------------------------------------------------
# Functions for writing output file
# -----------------------------------------------------------------------------
def export(file,
global_matrix,
depsgraph,
scene,
view_layer,
use_mesh_modifiers=False,
use_selection=True,
use_triangulate=False,
use_normals=False,
use_hierarchy=True,
use_h3d=False,
path_mode='AUTO',
name_decorations=True,
):
# -------------------------------------------------------------------------
# Global Setup
# -------------------------------------------------------------------------
import bpy_extras
from bpy_extras.io_utils import unique_name
from xml.sax.saxutils import quoteattr, escape
if name_decorations:
# If names are decorated, the uuid map can be split up
# by type for efficiency of collision testing
# since objects of different types will always have
# different decorated names.
uuid_cache_object = {} # object
uuid_cache_light = {} # 'LA_' + object.name
uuid_cache_view = {} # object, different namespace
uuid_cache_mesh = {} # mesh
uuid_cache_material = {} # material
uuid_cache_image = {} # image
uuid_cache_world = {} # world
CA_ = 'CA_'
OB_ = 'OB_'
ME_ = 'ME_'
IM_ = 'IM_'
WO_ = 'WO_'
MA_ = 'MA_'
LA_ = 'LA_'
group_ = 'group_'
else:
# If names are not decorated, it may be possible for two objects to
# have the same name, so there has to be a unified dictionary to
# prevent uuid collisions.
uuid_cache = {}
uuid_cache_object = uuid_cache # object
uuid_cache_light = uuid_cache # 'LA_' + object.name
uuid_cache_view = uuid_cache # object, different namespace
uuid_cache_mesh = uuid_cache # mesh
uuid_cache_material = uuid_cache # material
uuid_cache_image = uuid_cache # image
uuid_cache_world = uuid_cache # world
del uuid_cache
CA_ = ''
OB_ = ''
ME_ = ''
IM_ = ''
WO_ = ''
MA_ = ''
LA_ = ''
group_ = ''
_TRANSFORM = '_TRANSFORM'
# store files to copy
copy_set = set()
# store names of newly created meshes, so we dont overlap
mesh_name_set = set()
fw = file.write
base_src = os.path.dirname(bpy.data.filepath)
base_dst = os.path.dirname(file.name)
filename_strip = os.path.splitext(os.path.basename(file.name))[0]
gpu_shader_cache = {}
if use_h3d:
import gpu
gpu_shader_dummy_mat = bpy.data.materials.new('X3D_DYMMY_MAT')
gpu_shader_cache[None] = gpu.export_shader(scene, gpu_shader_dummy_mat)
h3d_material_route = []
# -------------------------------------------------------------------------
# File Writing Functions
# -------------------------------------------------------------------------
def writeHeader(ident):
filepath_quoted = quoteattr(os.path.basename(file.name))
blender_ver_quoted = quoteattr('Blender %s' % bpy.app.version_string)
fw('%s<?xml version="1.0" encoding="UTF-8"?>\n' % ident)
if use_h3d:
fw('%s<X3D profile="H3DAPI" version="1.4">\n' % ident)
else:
fw('%s<!DOCTYPE X3D PUBLIC "ISO//Web3D//DTD X3D 3.0//EN" "http://www.web3d.org/specifications/x3d-3.0.dtd">\n' % ident)
fw('%s<X3D version="3.0" profile="Immersive" xmlns:xsd="http://www.w3.org/2001/XMLSchema-instance" xsd:noNamespaceSchemaLocation="http://www.web3d.org/specifications/x3d-3.0.xsd">\n' % ident)
ident += '\t'
fw('%s<head>\n' % ident)
ident += '\t'
fw('%s<meta name="filename" content=%s />\n' % (ident, filepath_quoted))
fw('%s<meta name="generator" content=%s />\n' % (ident, blender_ver_quoted))
# this info was never updated, so blender version should be enough
# fw('%s<meta name="translator" content="X3D exporter v1.55 (2006/01/17)" />\n' % ident)
ident = ident[:-1]
fw('%s</head>\n' % ident)
fw('%s<Scene>\n' % ident)
ident += '\t'
if use_h3d:
# outputs the view matrix in glModelViewMatrix field
fw('%s<TransformInfo DEF="%s" outputGLMatrices="true" />\n' % (ident, H3D_TOP_LEVEL))
return ident
def writeFooter(ident):
if use_h3d:
# global
for route in h3d_material_route:
fw('%s%s\n' % (ident, route))
ident = ident[:-1]
fw('%s</Scene>\n' % ident)
ident = ident[:-1]
fw('%s</X3D>' % ident)
return ident
def writeViewpoint(ident, obj, matrix, scene):
view_id = quoteattr(unique_name(obj, CA_ + obj.name, uuid_cache_view, clean_func=clean_def, sep="_"))
loc, rot, scale = matrix.decompose()
rot = rot.to_axis_angle()
rot = (*rot[0].normalized(), rot[1])
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Viewpoint ' % ident)))
fw('DEF=%s\n' % view_id)
fw(ident_step + 'centerOfRotation="0 0 0"\n')
fw(ident_step + 'position="%3.2f %3.2f %3.2f"\n' % loc[:])
fw(ident_step + 'orientation="%3.2f %3.2f %3.2f %3.2f"\n' % rot)
fw(ident_step + 'fieldOfView="%.3f"\n' % obj.data.angle)
fw(ident_step + '/>\n')
def writeFog(ident, world):
if world:
mtype = world.mist_settings.falloff
mparam = world.mist_settings
else:
return
if mparam.use_mist:
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Fog ' % ident)))
fw('fogType="%s"\n' % ('LINEAR' if (mtype == 'LINEAR') else 'EXPONENTIAL'))
fw(ident_step + 'color="%.3f %.3f %.3f"\n' % clamp_color(world.horizon_color))
fw(ident_step + 'visibilityRange="%.3f"\n' % mparam.depth)
fw(ident_step + '/>\n')
else:
return
def writeNavigationInfo(ident, scene, has_light):
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<NavigationInfo ' % ident)))
fw('headlight="%s"\n' % bool_as_str(not has_light))
fw(ident_step + 'visibilityLimit="0.0"\n')
fw(ident_step + 'type=\'"EXAMINE", "ANY"\'\n')
fw(ident_step + 'avatarSize="0.25, 1.75, 0.75"\n')
fw(ident_step + '/>\n')
def writeTransform_begin(ident, matrix, def_id):
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Transform ' % ident)))
if def_id is not None:
fw('DEF=%s\n' % def_id)
else:
fw('\n')
loc, rot, sca = matrix.decompose()
rot = rot.to_axis_angle()
rot = (*rot[0], rot[1])
fw(ident_step + 'translation="%.6f %.6f %.6f"\n' % loc[:])
# fw(ident_step + 'center="%.6f %.6f %.6f"\n' % (0, 0, 0))
fw(ident_step + 'scale="%.6f %.6f %.6f"\n' % sca[:])
fw(ident_step + 'rotation="%.6f %.6f %.6f %.6f"\n' % rot)
fw(ident_step + '>\n')
ident += '\t'
return ident
def writeTransform_end(ident):
ident = ident[:-1]
fw('%s</Transform>\n' % ident)
return ident
def writeSpotLight(ident, obj, matrix, light, world):
# note, light_id is not re-used
light_id = quoteattr(unique_name(obj, LA_ + obj.name, uuid_cache_light, clean_func=clean_def, sep="_"))
if world and 0:
ambi = world.ambient_color
amb_intensity = ((ambi[0] + ambi[1] + ambi[2]) / 3.0) / 2.5
del ambi
else:
amb_intensity = 0.0
# compute cutoff and beamwidth
intensity = min(lamp.energy / 1.75, 1.0)
beamWidth = lamp.spot_size * 0.37
# beamWidth=((lamp.spotSize*math.pi)/180.0)*.37
cutOffAngle = beamWidth * 1.3
orientation = matrix_direction_neg_z(matrix)
location = matrix.to_translation()[:]
radius = lamp.distance * math.cos(beamWidth)
# radius = lamp.dist*math.cos(beamWidth)
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<SpotLight ' % ident)))
fw('DEF=%s\n' % light_id)
fw(ident_step + 'radius="%.4f"\n' % radius)
fw(ident_step + 'ambientIntensity="%.4f"\n' % amb_intensity)
fw(ident_step + 'intensity="%.4f"\n' % intensity)
fw(ident_step + 'color="%.4f %.4f %.4f"\n' % clamp_color(light.color))
fw(ident_step + 'beamWidth="%.4f"\n' % beamWidth)
fw(ident_step + 'cutOffAngle="%.4f"\n' % cutOffAngle)
fw(ident_step + 'direction="%.4f %.4f %.4f"\n' % orientation)
fw(ident_step + 'location="%.4f %.4f %.4f"\n' % location)
fw(ident_step + '/>\n')
def writeDirectionalLight(ident, obj, matrix, light, world):
# note, light_id is not re-used
light_id = quoteattr(unique_name(obj, LA_ + obj.name, uuid_cache_light, clean_func=clean_def, sep="_"))
if world and 0:
ambi = world.ambient_color
# ambi = world.amb
amb_intensity = ((float(ambi[0] + ambi[1] + ambi[2])) / 3.0) / 2.5
else:
ambi = 0
amb_intensity = 0.0
intensity = min(light.energy / 1.75, 1.0)
orientation = matrix_direction_neg_z(matrix)
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<DirectionalLight ' % ident)))
fw('DEF=%s\n' % light_id)
fw(ident_step + 'ambientIntensity="%.4f"\n' % amb_intensity)
fw(ident_step + 'color="%.4f %.4f %.4f"\n' % clamp_color(light.color))
fw(ident_step + 'intensity="%.4f"\n' % intensity)
fw(ident_step + 'direction="%.4f %.4f %.4f"\n' % orientation)
fw(ident_step + '/>\n')
def writePointLight(ident, obj, matrix, light, world):
# note, light_id is not re-used
light_id = quoteattr(unique_name(obj, LA_ + obj.name, uuid_cache_light, clean_func=clean_def, sep="_"))
if world and 0:
ambi = world.ambient_color
# ambi = world.amb
amb_intensity = ((float(ambi[0] + ambi[1] + ambi[2])) / 3.0) / 2.5
else:
ambi = 0.0
amb_intensity = 0.0
intensity = min(light.energy / 1.75, 1.0)
location = matrix.to_translation()[:]
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<PointLight ' % ident)))
fw('DEF=%s\n' % light_id)
fw(ident_step + 'ambientIntensity="%.4f"\n' % amb_intensity)
fw(ident_step + 'color="%.4f %.4f %.4f"\n' % clamp_color(light.color))
fw(ident_step + 'intensity="%.4f"\n' % intensity)
fw(ident_step + 'radius="%.4f" \n' % light.distance)
fw(ident_step + 'location="%.4f %.4f %.4f"\n' % location)
fw(ident_step + '/>\n')
def writeIndexedFaceSet(ident, obj, mesh, mesh_name, matrix, world):
obj_id = quoteattr(unique_name(obj, OB_ + obj.name, uuid_cache_object, clean_func=clean_def, sep="_"))
mesh_id = quoteattr(unique_name(mesh, ME_ + mesh_name, uuid_cache_mesh, clean_func=clean_def, sep="_"))
mesh_id_group = prefix_quoted_str(mesh_id, group_)
mesh_id_coords = prefix_quoted_str(mesh_id, 'coords_')
mesh_id_normals = prefix_quoted_str(mesh_id, 'normals_')
# Be sure tessellated loop triangles are available!
if use_triangulate:
if not mesh.loop_triangles and mesh.polygons:
mesh.calc_loop_triangles()
use_collnode = bool([mod for mod in obj.modifiers
if mod.type == 'COLLISION'
if mod.show_viewport])
if use_collnode:
fw('%s<Collision enabled="true">\n' % ident)
ident += '\t'
# use _ifs_TRANSFORM suffix so we dont collide with transform node when
# hierarchys are used.
ident = writeTransform_begin(ident, matrix, suffix_quoted_str(obj_id, "_ifs" + _TRANSFORM))
if mesh.tag:
fw('%s<Group USE=%s />\n' % (ident, mesh_id_group))
else:
mesh.tag = True
fw('%s<Group DEF=%s>\n' % (ident, mesh_id_group))
ident += '\t'
is_uv = bool(mesh.uv_layers.active)
# is_col, defined for each material
is_coords_written = False
mesh_materials = mesh.materials[:]
if not mesh_materials:
mesh_materials = [None]
mesh_material_tex = [None] * len(mesh_materials)
mesh_material_mtex = [None] * len(mesh_materials)
mesh_material_images = [None] * len(mesh_materials)
for i, material in enumerate(mesh_materials):
if 0 and material:
for mtex in material.texture_slots:
if mtex:
tex = mtex.texture
if tex and tex.type == 'IMAGE':
image = tex.image
if image:
mesh_material_tex[i] = tex
mesh_material_mtex[i] = mtex
mesh_material_images[i] = image
break
# fast access!
mesh_vertices = mesh.vertices[:]
mesh_loops = mesh.loops[:]
mesh_polygons = mesh.polygons[:]
mesh_polygons_materials = [p.material_index for p in mesh_polygons]
mesh_polygons_vertices = [p.vertices[:] for p in mesh_polygons]
if len(set(mesh_material_images)) > 0: # make sure there is at least one image
mesh_polygons_image = [mesh_material_images[material_index] for material_index in mesh_polygons_materials]
else:
mesh_polygons_image = [None] * len(mesh_polygons)
mesh_polygons_image_unique = set(mesh_polygons_image)
# group faces
polygons_groups = {}
for material_index in range(len(mesh_materials)):
for image in mesh_polygons_image_unique:
polygons_groups[material_index, image] = []
del mesh_polygons_image_unique
for i, (material_index, image) in enumerate(zip(mesh_polygons_materials, mesh_polygons_image)):
polygons_groups[material_index, image].append(i)
# Py dict are sorted now, so we can use directly polygons_groups.items()
# and still get consistent reproducible outputs.
is_col = mesh.vertex_colors.active
mesh_loops_col = mesh.vertex_colors.active.data if is_col else None
# Check if vertex colors can be exported in per-vertex mode.
# Do we have just one color per vertex in every face that uses the vertex?
if is_col:
def calc_vertex_color():
vert_color = [None] * len(mesh.vertices)
for i, p in enumerate(mesh_polygons):
for lidx in p.loop_indices:
l = mesh_loops[lidx]
if vert_color[l.vertex_index] is None:
vert_color[l.vertex_index] = mesh_loops_col[lidx].color[:]
elif vert_color[l.vertex_index] != mesh_loops_col[lidx].color[:]:
return False, ()
return True, vert_color
is_col_per_vertex, vert_color = calc_vertex_color()
del calc_vertex_color
# If using looptris, we need a mapping poly_index -> loop_tris_indices...
if use_triangulate:
polygons_to_loop_triangles_indices = [[] for i in range(len(mesh_polygons))]
for ltri in mesh.loop_triangles:
polygons_to_loop_triangles_indices[ltri.polygon_index].append(ltri)
for (material_index, image), polygons_group in polygons_groups.items():
if polygons_group:
material = mesh_materials[material_index]
fw('%s<Shape>\n' % ident)
ident += '\t'
is_smooth = False
# kludge but as good as it gets!
for i in polygons_group:
if mesh_polygons[i].use_smooth:
is_smooth = True
break
# UV's and VCols split verts off which effects smoothing
# force writing normals in this case.
# Also, creaseAngle is not supported for IndexedTriangleSet,
# so write normals when is_smooth (otherwise
# IndexedTriangleSet can have only all smooth/all flat shading).
is_force_normals = use_triangulate and (is_smooth or is_uv or is_col)
if use_h3d:
gpu_shader = gpu_shader_cache.get(material) # material can be 'None', uses dummy cache
if gpu_shader is None:
gpu_shader = gpu_shader_cache[material] = gpu.export_shader(scene, material)
if 1: # XXX DEBUG
gpu_shader_tmp = gpu.export_shader(scene, material)
import pprint
print('\nWRITING MATERIAL:', material.name)
del gpu_shader_tmp['fragment']
del gpu_shader_tmp['vertex']
pprint.pprint(gpu_shader_tmp, width=120)
#pprint.pprint(val['vertex'])
del gpu_shader_tmp
fw('%s<Appearance>\n' % ident)
ident += '\t'
if image and not use_h3d:
writeImageTexture(ident, image)
# transform by mtex
loc = mesh_material_mtex[material_index].offset[:2]
# mtex_scale * tex_repeat
sca_x, sca_y = mesh_material_mtex[material_index].scale[:2]
sca_x *= mesh_material_tex[material_index].repeat_x
sca_y *= mesh_material_tex[material_index].repeat_y
# flip x/y is a sampling feature, convert to transform
if mesh_material_tex[material_index].use_flip_axis:
rot = math.pi / -2.0
sca_x, sca_y = sca_y, -sca_x
else:
rot = 0.0
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<TextureTransform ' % ident)))
fw('\n')
# fw('center="%.6f %.6f" ' % (0.0, 0.0))
fw(ident_step + 'translation="%.6f %.6f"\n' % loc)
fw(ident_step + 'scale="%.6f %.6f"\n' % (sca_x, sca_y))
fw(ident_step + 'rotation="%.6f"\n' % rot)
fw(ident_step + '/>\n')
if use_h3d:
mat_tmp = material if material else gpu_shader_dummy_mat
writeMaterialH3D(ident, mat_tmp, world,
obj, gpu_shader)
del mat_tmp
else:
if material:
writeMaterial(ident, material, world)
ident = ident[:-1]
fw('%s</Appearance>\n' % ident)
mesh_loops_uv = mesh.uv_layers.active.data if is_uv else None
#-- IndexedFaceSet or IndexedLineSet
if use_triangulate:
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<IndexedTriangleSet ' % ident)))
# --- Write IndexedTriangleSet Attributes (same as IndexedFaceSet)
fw('solid="%s"\n' % bool_as_str(material and material.use_backface_culling))
if use_normals or is_force_normals:
fw(ident_step + 'normalPerVertex="true"\n')
else:
# Tell X3D browser to generate flat (per-face) normals
fw(ident_step + 'normalPerVertex="false"\n')
slot_uv = None
slot_col = None
def _tuple_from_rounded_iter(it):
return tuple(round(v, 5) for v in it)
if is_uv and is_col:
slot_uv = 0
slot_col = 1
def vertex_key(lidx):
return (
_tuple_from_rounded_iter(mesh_loops_uv[lidx].uv),
_tuple_from_rounded_iter(mesh_loops_col[lidx].color),
)
elif is_uv:
slot_uv = 0
def vertex_key(lidx):
return (
_tuple_from_rounded_iter(mesh_loops_uv[lidx].uv),
)
elif is_col:
slot_col = 0
def vertex_key(lidx):
return (
_tuple_from_rounded_iter(mesh_loops_col[lidx].color),
)
else:
# ack, not especially efficient in this case
def vertex_key(lidx):
return None
# build a mesh mapping dict
vertex_hash = [{} for i in range(len(mesh.vertices))]
face_tri_list = [[None, None, None] for i in range(len(mesh.loop_triangles))]
vert_tri_list = []
totvert = 0
totface = 0
temp_tri = [None] * 3
for pidx in polygons_group:
for ltri in polygons_to_loop_triangles_indices[pidx]:
for tri_vidx, (lidx, vidx) in enumerate(zip(ltri.loops, ltri.vertices)):
key = vertex_key(lidx)
vh = vertex_hash[vidx]
x3d_v = vh.get(key)
if x3d_v is None:
x3d_v = key, vidx, totvert
vh[key] = x3d_v
# key / original_vertex / new_vertex
vert_tri_list.append(x3d_v)
totvert += 1
temp_tri[tri_vidx] = x3d_v
face_tri_list[totface][:] = temp_tri[:]
totface += 1
del vertex_key
del _tuple_from_rounded_iter
assert(len(face_tri_list) == len(mesh.loop_triangles))
fw(ident_step + 'index="')
for x3d_f in face_tri_list:
fw('%i %i %i ' % (x3d_f[0][2], x3d_f[1][2], x3d_f[2][2]))
fw('"\n')
# close IndexedTriangleSet
fw(ident_step + '>\n')
ident += '\t'
fw('%s<Coordinate ' % ident)
fw('point="')
for x3d_v in vert_tri_list:
fw('%.6f %.6f %.6f ' % mesh_vertices[x3d_v[1]].co[:])
fw('" />\n')
if use_normals or is_force_normals:
fw('%s<Normal ' % ident)
fw('vector="')
for x3d_v in vert_tri_list:
fw('%.6f %.6f %.6f ' % mesh_vertices[x3d_v[1]].normal[:])
fw('" />\n')
if is_uv:
fw('%s<TextureCoordinate point="' % ident)
for x3d_v in vert_tri_list:
fw('%.4f %.4f ' % x3d_v[0][slot_uv])
fw('" />\n')
if is_col:
fw('%s<ColorRGBA color="' % ident)
for x3d_v in vert_tri_list:
fw('%.3f %.3f %.3f %.3f ' % x3d_v[0][slot_col])
fw('" />\n')
if use_h3d:
# write attributes
for gpu_attr in gpu_shader['attributes']:
# UVs
if gpu_attr['type'] == gpu.CD_MTFACE:
if gpu_attr['datatype'] == gpu.GPU_DATA_2F:
fw('%s<FloatVertexAttribute ' % ident)
fw('name="%s" ' % gpu_attr['varname'])
fw('numComponents="2" ')
fw('value="')
for x3d_v in vert_tri_list:
fw('%.4f %.4f ' % x3d_v[0][slot_uv])
fw('" />\n')
else:
assert(0)
elif gpu_attr['type'] == gpu.CD_MCOL:
if gpu_attr['datatype'] == gpu.GPU_DATA_4UB:
pass # XXX, H3D can't do
else:
assert(0)
ident = ident[:-1]
fw('%s</IndexedTriangleSet>\n' % ident)
else:
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<IndexedFaceSet ' % ident)))
# --- Write IndexedFaceSet Attributes (same as IndexedTriangleSet)
fw('solid="%s"\n' % bool_as_str(material and material.use_backface_culling))
if is_smooth:
# use Auto-Smooth angle, if enabled. Otherwise make
# the mesh perfectly smooth by creaseAngle > pi.
fw(ident_step + 'creaseAngle="%.4f"\n' % (mesh.auto_smooth_angle if mesh.use_auto_smooth else 4.0))
if use_normals:
# currently not optional, could be made so:
fw(ident_step + 'normalPerVertex="true"\n')
# IndexedTriangleSet assumes true
if is_col and not is_col_per_vertex:
fw(ident_step + 'colorPerVertex="false"\n')
# for IndexedTriangleSet we use a uv per vertex so this isn't needed.
if is_uv:
fw(ident_step + 'texCoordIndex="')
j = 0
for i in polygons_group:
num_poly_verts = len(mesh_polygons_vertices[i])
fw('%s -1 ' % ' '.join((str(i) for i in range(j, j + num_poly_verts))))
j += num_poly_verts
fw('"\n')
# --- end texCoordIndex
if True:
fw(ident_step + 'coordIndex="')
for i in polygons_group:
poly_verts = mesh_polygons_vertices[i]
fw('%s -1 ' % ' '.join((str(i) for i in poly_verts)))
fw('"\n')
# --- end coordIndex
# close IndexedFaceSet
fw(ident_step + '>\n')
ident += '\t'
# --- Write IndexedFaceSet Elements
if True:
if is_coords_written:
fw('%s<Coordinate USE=%s />\n' % (ident, mesh_id_coords))
if use_normals:
fw('%s<Normal USE=%s />\n' % (ident, mesh_id_normals))
else:
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Coordinate ' % ident)))
fw('DEF=%s\n' % mesh_id_coords)
fw(ident_step + 'point="')
for v in mesh.vertices:
fw('%.6f %.6f %.6f ' % v.co[:])
fw('"\n')
fw(ident_step + '/>\n')
is_coords_written = True
if use_normals:
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Normal ' % ident)))
fw('DEF=%s\n' % mesh_id_normals)
fw(ident_step + 'vector="')
for v in mesh.vertices:
fw('%.6f %.6f %.6f ' % v.normal[:])
fw('"\n')
fw(ident_step + '/>\n')
if is_uv:
fw('%s<TextureCoordinate point="' % ident)
for i in polygons_group:
for lidx in mesh_polygons[i].loop_indices:
fw('%.4f %.4f ' % mesh_loops_uv[lidx].uv[:])
fw('" />\n')
if is_col:
# Need better logic here, dynamic determination
# which of the X3D coloring models fits better this mesh - per face
# or per vertex. Probably with an explicit fallback mode parameter.
fw('%s<ColorRGBA color="' % ident)
if is_col_per_vertex:
for i in range(len(mesh.vertices)):
# may be None,
fw('%.3f %.3f %.3f %.3f ' % (vert_color[i] or (0.0, 0.0, 0.0, 0.0)))
else: # Export as colors per face.
# TODO: average them rather than using the first one!
for i in polygons_group:
fw('%.3f %.3f %.3f %.3f ' % mesh_loops_col[mesh_polygons[i].loop_start].color[:])
fw('" />\n')
#--- output vertexColors
#--- output closing braces
ident = ident[:-1]
fw('%s</IndexedFaceSet>\n' % ident)
ident = ident[:-1]
fw('%s</Shape>\n' % ident)
# XXX
#fw('%s<PythonScript DEF="PS" url="object.py" >\n' % ident)
#fw('%s <ShaderProgram USE="MA_Material.005" containerField="references"/>\n' % ident)
#fw('%s</PythonScript>\n' % ident)
ident = ident[:-1]
fw('%s</Group>\n' % ident)
ident = writeTransform_end(ident)
if use_collnode:
ident = ident[:-1]
fw('%s</Collision>\n' % ident)
def writeMaterial(ident, material, world):
material_id = quoteattr(unique_name(material, MA_ + material.name, uuid_cache_material, clean_func=clean_def, sep="_"))
# look up material name, use it if available
if material.tag:
fw('%s<Material USE=%s />\n' % (ident, material_id))
else:
material.tag = True
emit = 0.0 #material.emit
ambient = 0.0 #material.ambient / 3.0
diffuseColor = material.diffuse_color[:3]
if world and 0:
ambiColor = ((material.ambient * 2.0) * world.ambient_color)[:]
else:
ambiColor = 0.0, 0.0, 0.0
emitColor = tuple(((c * emit) + ambiColor[i]) / 2.0 for i, c in enumerate(diffuseColor))
shininess = material.specular_intensity
specColor = tuple((c + 0.001) / (1.25 / (material.specular_intensity + 0.001)) for c in material.specular_color)
transp = 1.0 - material.diffuse_color[3]
# ~ if material.use_shadeless:
# ~ ambient = 1.0
# ~ shininess = 0.0
# ~ specColor = emitColor = diffuseColor
ident_step = ident + (' ' * (-len(ident) + \
fw('%s<Material ' % ident)))
fw('DEF=%s\n' % material_id)
fw(ident_step + 'diffuseColor="%.3f %.3f %.3f"\n' % clamp_color(diffuseColor))
fw(ident_step + 'specularColor="%.3f %.3f %.3f"\n' % clamp_color(specColor))
fw(ident_step + 'emissiveColor="%.3f %.3f %.3f"\n' % clamp_color(emitColor))
fw(ident_step + 'ambientIntensity="%.3f"\n' % ambient)
fw(ident_step + 'shininess="%.3f"\n' % shininess)
fw(ident_step + 'transparency="%s"\n' % transp)
fw(ident_step + '/>\n')
def writeMaterialH3D(ident, material, world,
obj, gpu_shader):
material_id = quoteattr(unique_name(material, 'MA_' + material.name, uuid_cache_material, clean_func=clean_def, sep="_"))
fw('%s<Material />\n' % ident)
if material.tag:
fw('%s<ComposedShader USE=%s />\n' % (ident, material_id))
else:
material.tag = True
# GPU_material_bind_uniforms
# GPU_begin_object_materials
#~ CD_MCOL 6
#~ CD_MTFACE 5
#~ CD_ORCO 14
#~ CD_TANGENT 18
#~ GPU_DATA_16F 7
#~ GPU_DATA_1F 2
#~ GPU_DATA_1I 1
#~ GPU_DATA_2F 3
#~ GPU_DATA_3F 4
#~ GPU_DATA_4F 5
#~ GPU_DATA_4UB 8
#~ GPU_DATA_9F 6
#~ GPU_DYNAMIC_LIGHT_DYNCO 7
#~ GPU_DYNAMIC_LIGHT_DYNCOL 11
#~ GPU_DYNAMIC_LIGHT_DYNENERGY 10
#~ GPU_DYNAMIC_LIGHT_DYNIMAT 8
#~ GPU_DYNAMIC_LIGHT_DYNPERSMAT 9