Reverting vrml97_export.py to it's state at revision 14751 because:
authorChris Want <cwant@ualberta.ca>
Sat, 10 May 2008 14:05:35 +0000 (14:05 +0000)
committerChris Want <cwant@ualberta.ca>
Sat, 10 May 2008 14:05:35 +0000 (14:05 +0000)
1) Bug #6692 is actually a feature request. While I do think that
Michalis' patch is a worthy change, we don't have time to test
this at this stage in the release cycle (and svn is supposedly
closed to new features anyways). I'm sorry Michalis, this will
have to wait until after release.

2) I have looked at bug #8814 a while ago, but I have not yet found
a good solution (and perhaps the solution is to *not* export faces
without materials assigned). I don't have time to assess whether
revision 14774 presents a worthwhile change or not, and I have no
time to test before release. Also I don't like that the 'fix' for
#8814 is mixed with a fix for a previous faulty commit.

3) Again, another commit to a script I maintain without consulting
me first. Not cool!

Chris

release/scripts/vrml97_export.py

index ec4b938f3899df70c19bc85b0937d2f917e740ca..eb3be80c99c55182590a59a661f75468f0e38036 100644 (file)
@@ -3,6 +3,9 @@
 Name: 'VRML97 (.wrl)...'
 Blender: 241
 Group: 'Export'
+Submenu: 'All Objects...' all
+Submenu: 'All Objects compressed...' comp
+Submenu: 'Selected Objects...' selected
 Tooltip: 'Export to VRML97 file (.wrl)'
 """
 
@@ -52,7 +55,7 @@ want to export only selected or all relevant objects.
 
 import Blender
 from Blender import Object, Mesh, Lamp, Draw, BGL, \
-        Image, Text, sys, Mathutils, Registry
+        Image, Text, sys, Mathutils
 from Blender.Scene import Render
 
 import math
@@ -67,9 +70,8 @@ worldmat = Blender.Texture.Get()
 filename = Blender.Get('filename')
 _safeOverwrite = True
 extension = ''
+ARG=''
 
-# Matrices below are used only when export_rotate_z_to_y.val:
-#
 # Blender is Z up, VRML is Y up, both are right hand coordinate
 # systems, so to go from Blender coords to VRML coords we rotate
 # by 90 degrees around the X axis. In matrix notation, we have a
@@ -206,7 +208,7 @@ class VRML2Export:
                if scene != inlines[0]:
                        return
                else:
-                       for i in xrange(allinlines):
+                       for i in range(allinlines):
                                nameinline=inlines[i].getName()
                                if (nameinline not in self.namesStandard) and (i > 0):
                                        self.writeIndented("DEF %s Inline {\n" % \
@@ -219,7 +221,7 @@ class VRML2Export:
        def writeScript(self):
                textEditor = Blender.Text.Get() 
                alltext = len(textEditor)
-               for i in xrange(alltext):
+               for i in range(alltext):
                        nametext = textEditor[i].getName()
                        nlines = textEditor[i].getNLines()
                        if (self.proto == 1):
@@ -227,14 +229,14 @@ class VRML2Export:
                                        nametext == "proto.txt") and (nlines != None):
                                        nalllines = len(textEditor[i].asLines())
                                        alllines = textEditor[i].asLines()
-                                       for j in xrange(nalllines):
+                                       for j in range(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):
+                                       for j in range(nalllines):
                                                self.writeIndented(alllines[j] + "\n")
                self.writeIndented("\n")
 
@@ -449,9 +451,8 @@ class VRML2Export:
                # (as a non-face property) and if first material has
                # vcol paint set, we export the vertex colors
                if (me.vertexColors):
-                       materials = [m for m in me.materials if m]
-                       if len(materials) > 0:
-                               mat = materials[0]
+                       if len(me.materials) > 0:
+                               mat = me.materials[0]
                                if mat:
                                        if (mat.mode & Blender.Material.Modes['VCOL_PAINT']):
                                                self.vcolors = 1
@@ -555,7 +556,7 @@ class VRML2Export:
                issmooth = 0
 
                maters = me.materials
-               nummats = len([m for m in maters if m])
+               nummats = self.getNumMaterials(me)
 
                # Vertex and Face colors trump materials and image textures
                if (self.facecolors or self.vcolors):
@@ -568,18 +569,18 @@ class VRML2Export:
                                self.writeShape(ob, me, -1, None)
                # Do meshes with materials, possible with image textures
                elif nummats > 0:
-                       for matnum in xrange(len(maters)):
-                               images = []
-                               if me.faceUV:
-                                       images = self.getImages(me, matnum)
-                                       if len(images) > 0:
-                                               for image in images:
-                                                       self.writeShape(ob, me, matnum, image)
+                       for matnum in range(len(maters)):
+                               if maters[matnum]:
+                                       images = []
+                                       if me.faceUV:
+                                               images = self.getImages(me, matnum)
+                                               if len(images) > 0:
+                                                       for image in images:
+                                                               self.writeShape(ob, me, matnum, image)
+                                               else:
+                                                       self.writeShape(ob, me, matnum, None)
                                        else:
                                                self.writeShape(ob, me, matnum, None)
-                               else:
-                                       self.writeShape(ob, me, matnum, None)
-                               
                else:
                        if me.faceUV:
                                images = self.getImages(me, -1)
@@ -597,29 +598,25 @@ class VRML2Export:
 
        def getImages(self, me, matnum):
                imageNames = {}
-               images = {} # make a dict to avoid dealing with images too often.
-               if matnum == -1:                
-                       for face in me.faces:
-                               img = face.image
-                               if img:
-                                       images[img] = img # key is a dummy
-               else:
-                       for face in me.faces:
-                               if face.mat == matnum:
-                                       img = face.image
-                                       if img:
-                                               images[img] = img # key is a dummy
-               
-               images = images.values()
-               
-               for image in images:
-                       imName = self.cleanStr(image.name)
-                       if not imageNames.has_key(imName):
-                               images.append(image)
-                               imageNames[imName]=1
-               
+               images = []
+               for face in me.faces:
+                       if (matnum == -1) or (face.mat == matnum):
+                               if (face.image):
+                                       imName = self.cleanStr(face.image.name)
+                                       if not imageNames.has_key(imName):
+                                               images.append(face.image)
+                                               imageNames[imName]=1
                return images
 
+       def getNumMaterials(self, me):
+               # Oh silly Blender, why do you sometimes have 'None' as
+               # a member of the me.materials array?
+               num = 0
+               for mat in me.materials:
+                       if mat:
+                               num = num + 1
+               return num
+
        def writeCoordinates(self, me, meshName):
                coordName = "coord_%s" % (meshName)
                # look up coord name, use it if available
@@ -636,10 +633,12 @@ class VRML2Export:
                meshVertexList = me.verts
 
                for vertex in meshVertexList:
-                       vrmlvert = vertex.co
-                       if export_rotate_z_to_y.val:
-                               vrmlvert = M_blen2vrml * vrmlvert
-                       self.writeUnindented("%s %s %s\n " % (vrmlvert[0], vrmlvert[1], vrmlvert[2]))
+                       blenvert = Mathutils.Vector(vertex.co)
+                       vrmlvert = M_blen2vrml * blenvert
+                       self.writeUnindented("%s %s %s\n " % \
+                                                                (vrmlvert[0], \
+                                                                 vrmlvert[1], \
+                                                                 vrmlvert[2]))
                self.writeIndented("]\n", -1)
                self.writeIndented("}\n", -1)
                self.writeIndented("\n")
@@ -654,11 +653,10 @@ class VRML2Export:
                self.writeIndented("appearance Appearance {\n", 1)
                if (matnum != -1):
                        mater = me.materials[matnum]
-                       if mater:
-                               self.writeMaterial(mater, self.cleanStr(mater.name,''))
-                               if (mater.mode & Blender.Material.Modes['TEXFACE']):
-                                       if image != None:
-                                               self.writeImageTexture(image.name, image.filename)
+                       self.writeMaterial(mater, self.cleanStr(mater.name,''))
+                       if (mater.mode & Blender.Material.Modes['TEXFACE']):
+                               if image != None:
+                                       self.writeImageTexture(image.name, image.filename)
                else:
                        if image != None:
                                self.writeImageTexture(image.name, image.filename)
@@ -704,17 +702,11 @@ class VRML2Export:
                for face in me.faces:
                        if (matnum == -1) or (face.mat == matnum):
                                if (image == None) or (face.image == image):
-                                       fv = face.v
-                               
-                                       if len(face)==3:
-                                                       self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
-                                       else:
-                                               #if EXPORT_TRI:
-                                               #       self.file.write("%i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index))
-                                               #       self.file.write("%i %i %i -1, " % (fv[0].index, fv[2].index, fv[3].index))
-                                               #else:
-                                               self.file.write("%i %i %i %i -1, " % (fv[0].index, fv[1].index, fv[2].index, fv[3].index))
-               
+                                       cordStr=""
+                                       for v in face.verts:
+                                               indx=v.index
+                                               cordStr = cordStr + "%s " % indx
+                                       self.writeUnindented(cordStr + "-1, \n")
                self.writeIndented("]\n", -1)
 
        def writeTextureCoordinates(self, me, meshName, matnum, image):
@@ -730,7 +722,7 @@ class VRML2Export:
                        indexStr = ""
                        if (matnum == -1) or (face.mat == matnum):
                                if (face.image == image):
-                                       for i in xrange(len(face.verts)):
+                                       for i in range(len(face.verts)):
                                                uv = face.uv[i]
                                                indexStr += "%s " % (j)
                                                coordStr += "%s %s, " % \
@@ -1024,10 +1016,7 @@ class VRML2Export:
                        return
 
                ob_matrix = Mathutils.Matrix(ob.getMatrix('worldspace'))
-               if export_rotate_z_to_y.val:
-                       matrix = M_blen2vrml * ob_matrix * M_vrml2blen
-               else:
-                       matrix = ob_matrix
+               matrix = M_blen2vrml * ob_matrix * M_vrml2blen
                e      = matrix.rotationPart().toEuler()
 
                v = matrix.translationPart()
@@ -1100,7 +1089,7 @@ class VRML2Export:
                self.writeFog()
                self.proto = 0
                allObj = []
-               if export_selection_only.val:
+               if ARG == 'selected':
                        allObj = list(scene.objects.context)
                else:
                        allObj = list(scene.objects)
@@ -1109,7 +1098,7 @@ class VRML2Export:
                for thisObj in allObj:
                        self.writeObject(thisObj)
 
-               if not export_selection_only.val:
+               if ARG != 'selected':
                        self.writeScript()
                self.cleanup()
 
@@ -1224,58 +1213,26 @@ def select_file(filename):
        wrlexport=VRML2Export(filename)
        wrlexport.export(scene, world, worldmat)
 
-#########################################################
-# UI and Registry utilities
-#########################################################
-
-export_selection_only = Draw.Create(0)
-export_rotate_z_to_y = Draw.Create(1)
-export_compressed = Draw.Create(0)
-
-def save_to_registry():
-       d = {}
-       d['selection_only'] = export_selection_only.val
-       d['rotate_z_to_y'] = export_rotate_z_to_y.val
-       d['compressed'] = export_compressed.val
-       Registry.SetKey('vrml97_export', d, True)
-
-def load_from_registry():
-       d = Registry.GetKey('vrml97_export', True)
-       if d:
-               try:
-                       export_selection_only.val = d['selection_only']
-                       export_rotate_z_to_y.val = d['rotate_z_to_y']
-                       export_compressed.val = d['compressed']
-               except: save_to_registry() # If data is not valid, rewrite it.
-
-def show_popup():
-       pup_block = [
-               ('Selection Only', export_selection_only, 'Only export objects in visible selection. Else export whole scene.'),
-               ('Rotate +Z to +Y', export_rotate_z_to_y, 'Rotate such that +Z axis (Blender up) becomes +Y (VRML up).'),
-               ('Compress', export_compressed, 'Generate a .wrz file (normal VRML compressed by gzip).')
-               ]
-       return Draw.PupBlock('Export VRML 97...', pup_block) 
 
 #########################################################
 # main routine
 #########################################################
 
-load_from_registry()
-
-# Note that show_popup must be done before Blender.Window.FileSelector,
-# because export_compressed affects the suggested extension of resulting
-# file.
-
-if show_popup():
-       save_to_registry()
-       if export_compressed.val:
-               try:
-                       extension=".wrz"
-                       from gzip import *
-               except:
-                       print "could not import gzip, file will be exported uncompressed"
-                       pass
+try:
+       ARG = __script__['arg'] # user selected argument
+except:
+       print "older version"
+
+if Blender.Get('version') < 235:
+       print "Warning: VRML97 export failed, wrong blender version!"
+       print " You aren't running blender version 2.35 or greater"
+       print " download a newer version from http://blender3d.org/"
+else:
+       if ARG == 'comp':
+               extension=".wrz"
+               from gzip import *
        else:
                extension=".wrl"
        Blender.Window.FileSelector(select_file, "Export VRML97", \
                                                                sys.makename(ext=extension))
+