blender/release/scripts/vertexpaint_selfshadow_ao.py
Campbell Barton 612f3b3266 Removed use of CrossVecs, DotVecs, CrossQuats and DotQuats
for all scripts except import_dxf and colladaImEx/translator.py
2009-05-22 03:45:46 +00:00

190 lines
5.3 KiB
Python

#!BPY
"""
Name: 'Self Shadow VCols (AO)...'
Blender: 245
Group: 'VertexPaint'
Tooltip: 'Generate Fake Ambient Occlusion with vertex colors.'
"""
__author__ = "Campbell Barton aka ideasman42"
__url__ = ["www.blender.org", "blenderartists.org", "www.python.org"]
__version__ = "0.1"
__bpydoc__ = """\
Self Shadow
This usript uses the angles between faces to shade the mesh,
and optionaly blur the shading to remove artifacts from spesific edges.
"""
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Campbell J Barton
#
# 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 *****
# --------------------------------------------------------------------------
from Blender import Scene, Draw, sys, Window, Mathutils, Mesh
import bpy
import BPyMesh
def vertexFakeAO(me, PREF_BLUR_ITERATIONS, PREF_BLUR_RADIUS, PREF_MIN_EDLEN, PREF_CLAMP_CONCAVE, PREF_CLAMP_CONVEX, PREF_SHADOW_ONLY, PREF_SEL_ONLY):
Window.WaitCursor(1)
Ang= Mathutils.AngleBetweenVecs
BPyMesh.meshCalcNormals(me)
vert_tone= [0.0] * len(me.verts)
vert_tone_count= [0] * len(me.verts)
min_tone=0
max_tone=0
for i, f in enumerate(me.faces):
fc= f.cent
fno = f.no
for v in f.v:
vno=v.no # get a scaled down normal.
dot= vno.dot(v.co) - vno.dot(fc)
vert_tone_count[v.index]+=1
try:
a= Ang(vno, fno)
except:
continue
# Convex
if dot>0:
a= min(PREF_CLAMP_CONVEX, a)
if not PREF_SHADOW_ONLY:
vert_tone[v.index] += a
else:
a= min(PREF_CLAMP_CONCAVE, a)
vert_tone[v.index] -= a
# average vert_tone_list into vert_tonef
for i, tones in enumerate(vert_tone):
if vert_tone_count[i]:
vert_tone[i] = vert_tone[i] / vert_tone_count[i]
# BLUR TONE
edge_lengths= [ ed.length for ed in me.edges]
for i in xrange(PREF_BLUR_ITERATIONS):
orig_vert_tone= list(vert_tone)
for ii, ed in enumerate(me.edges):
i1= ed.v1.index
i2= ed.v2.index
l= edge_lengths[ii]
f=1.0
if l > PREF_MIN_EDLEN and l < PREF_BLUR_RADIUS:
f= l/PREF_BLUR_RADIUS
len_vert_tone_list_i1 = vert_tone_count[i1]
len_vert_tone_list_i2 = vert_tone_count[i2]
if not len_vert_tone_list_i1: len_vert_tone_list_i1=1
if not len_vert_tone_list_i2: len_vert_tone_list_i2=1
val1= (orig_vert_tone[i2]/len_vert_tone_list_i1)/ f
val2= (orig_vert_tone[i1]/len_vert_tone_list_i2)/ f
vert_tone[i1]+= val1
vert_tone[i2]+= val2
min_tone= min(vert_tone)
max_tone= max(vert_tone)
#print min_tone, max_tone
tone_range= max_tone-min_tone
if max_tone==min_tone:
return
for f in me.faces:
if not PREF_SEL_ONLY or f.sel:
f_col= f.col
for i, v in enumerate(f):
col= f_col[i]
tone= vert_tone[v.index]
tone= (tone-min_tone)/tone_range
col.r= int(tone*col.r)
col.g= int(tone*col.g)
col.b= int(tone*col.b)
Window.WaitCursor(0)
def main():
sce= bpy.data.scenes.active
ob= sce.objects.active
if not ob or ob.type != 'Mesh':
Draw.PupMenu('Error, no active mesh object, aborting.')
return
me= ob.getData(mesh=1)
PREF_BLUR_ITERATIONS= Draw.Create(1)
PREF_BLUR_RADIUS= Draw.Create(0.05)
PREF_MIN_EDLEN= Draw.Create(0.01)
PREF_CLAMP_CONCAVE= Draw.Create(90)
PREF_CLAMP_CONVEX= Draw.Create(20)
PREF_SHADOW_ONLY= Draw.Create(0)
PREF_SEL_ONLY= Draw.Create(0)
pup_block= [\
'Post AO Blur',\
(' Iterations:', PREF_BLUR_ITERATIONS, 0, 40, 'Number times to blur the colors. (higher blurs more)'),\
(' Blur Radius:', PREF_BLUR_RADIUS, 0.01, 40.0, 'How much distance effects blur transfur (higher blurs more).'),\
(' Min EdgeLen:', PREF_MIN_EDLEN, 0.00001, 1.0, 'Minimim edge length to blur (very low values can cause errors).'),\
'Angle Clipping',\
(' Highlight Angle:', PREF_CLAMP_CONVEX, 0, 180, 'Less then 180 limits the angle used in the tonal range.'),\
(' Shadow Angle:', PREF_CLAMP_CONCAVE, 0, 180, 'Less then 180 limits the angle used in the tonal range.'),\
('Shadow Only', PREF_SHADOW_ONLY, 'Dont calculate highlights for convex areas.'),\
('Sel Faces Only', PREF_SEL_ONLY, 'Only apply to UV/Face selected faces (mix vpain/uvface select).'),\
]
if not Draw.PupBlock('SelfShadow...', pup_block):
return
PREF_BLUR_ITERATIONS= PREF_BLUR_ITERATIONS.val
PREF_BLUR_RADIUS= PREF_BLUR_RADIUS.val
PREF_MIN_EDLEN= PREF_MIN_EDLEN.val
PREF_CLAMP_CONCAVE= PREF_CLAMP_CONCAVE.val
PREF_CLAMP_CONVEX= PREF_CLAMP_CONVEX.val
PREF_SHADOW_ONLY= PREF_SHADOW_ONLY.val
PREF_SEL_ONLY= PREF_SEL_ONLY.val
if not me.vertexColors:
me.vertexColors= 1
t= sys.time()
vertexFakeAO(me, PREF_BLUR_ITERATIONS, PREF_BLUR_RADIUS, PREF_MIN_EDLEN, PREF_CLAMP_CONCAVE, PREF_CLAMP_CONVEX, PREF_SHADOW_ONLY, PREF_SEL_ONLY)
if ob.modifiers:
me.update()
print 'done in %.6f' % (sys.time()-t)
if __name__=='__main__':
main()