forked from bartvdbraak/blender
318e9aa5d1
this could be supported again easily however it leads typo's & api changes not showing any errors. This broke povray export. Solution for now is to allow setting private properties starting with '_' eg, ob = bpy.context.object ob._foo = [1,2,3] # this is a python list, it will stay only as long as this PyObject is active ob.foo = 1 # raises an error!, only for rna properties ob["foo"] = 1 # converts to an ID property and is saved using the underscore like this should really be used for classes internally. - povray failed on armatures - menu key wasn't using WM_keymap_add_menu
931 lines
29 KiB
Python
931 lines
29 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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import bpy
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from math import atan, pi, degrees
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import subprocess
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import os
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import sys
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import time
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import platform as pltfrm
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if pltfrm.architecture()[0] == '64bit':
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bitness = 64
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else:
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bitness = 32
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def write_pov(filename, scene=None, info_callback = None):
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file = open(filename, 'w')
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# Only for testing
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if not scene:
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scene = bpy.data.scenes[0]
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render = scene.render_data
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world = scene.world
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# --- taken from fbx exporter
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## This was used to make V, but faster not to do all that
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##valid = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_,.()[]{}'
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##v = range(255)
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##for c in valid: v.remove(ord(c))
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v = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,42,43,46,47,58,59,60,61,62,63,64,92,94,96,124,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254]
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invalid = ''.join([chr(i) for i in v])
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def cleanName(name):
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for ch in invalid: name = name.replace(ch, '_')
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return name
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del v
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# --- done with clean name.
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def uniqueName(name, nameSeq):
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if name not in nameSeq:
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return name
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name_orig = name
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i = 1
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while name in nameSeq:
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name = '%s_%.3d' % (name_orig, i)
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i+=1
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return name
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def writeMatrix(matrix):
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file.write('\tmatrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n' %\
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(matrix[0][0], matrix[0][1], matrix[0][2], matrix[1][0], matrix[1][1], matrix[1][2], matrix[2][0], matrix[2][1], matrix[2][2], matrix[3][0], matrix[3][1], matrix[3][2]) )
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def writeObjectMaterial(material):
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if material and material.transparency_method=='RAYTRACE':
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file.write('\tinterior { ior %.6f }\n' % material.raytrace_transparency.ior)
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# Other interior args
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# fade_distance 2
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# fade_power [Value]
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# fade_color
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# dispersion
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# dispersion_samples
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materialNames = {}
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DEF_MAT_NAME = 'Default'
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def writeMaterial(material):
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# Assumes only called once on each material
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if material:
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name_orig = material.name
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else:
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name_orig = DEF_MAT_NAME
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name = materialNames[name_orig] = uniqueName(cleanName(name_orig), materialNames)
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file.write('#declare %s = finish {\n' % name)
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if material:
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file.write('\tdiffuse %.3g\n' % material.diffuse_intensity)
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file.write('\tspecular %.3g\n' % material.specular_intensity)
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file.write('\tambient %.3g\n' % material.ambient)
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#file.write('\tambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # povray blends the global value
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# map hardness between 0.0 and 1.0
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roughness = ((1.0 - ((material.specular_hardness-1.0)/510.0)))
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# scale from 0.0 to 0.1
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roughness *= 0.1
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# add a small value because 0.0 is invalid
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roughness += (1/511.0)
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file.write('\troughness %.3g\n' % roughness)
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# 'phong 70.0 '
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if material.raytrace_mirror.enabled:
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raytrace_mirror= material.raytrace_mirror
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if raytrace_mirror.reflect_factor:
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file.write('\treflection {\n')
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file.write('\t\trgb <%.3g, %.3g, %.3g>' % tuple(material.mirror_color))
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file.write('\t\tfresnel 1 falloff %.3g exponent %.3g metallic %.3g} ' % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor, raytrace_mirror.reflect_factor))
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else:
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file.write('\tdiffuse 0.8\n')
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file.write('\tspecular 0.2\n')
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# This is written into the object
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'''
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if material and material.transparency_method=='RAYTRACE':
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'interior { ior %.3g} ' % material.raytrace_transparency.ior
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'''
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#file.write('\t\t\tcrand 1.0\n') # Sand granyness
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#file.write('\t\t\tmetallic %.6f\n' % material.spec)
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#file.write('\t\t\tphong %.6f\n' % material.spec)
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#file.write('\t\t\tphong_size %.6f\n' % material.spec)
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#file.write('\t\t\tbrilliance %.6f ' % (material.specular_hardness/256.0) # Like hardness
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file.write('}\n')
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def exportCamera():
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camera = scene.camera
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matrix = camera.matrix
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# compute resolution
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Qsize=float(render.resolution_x)/float(render.resolution_y)
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file.write('camera {\n')
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file.write('\tlocation <0, 0, 0>\n')
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file.write('\tlook_at <0, 0, -1>\n')
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file.write('\tright <%s, 0, 0>\n' % -Qsize)
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file.write('\tup <0, 1, 0>\n')
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file.write('\tangle %f \n' % (360.0*atan(16.0/camera.data.lens)/pi))
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file.write('\trotate <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) for e in matrix.rotationPart().toEuler()]))
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file.write('\ttranslate <%.6f, %.6f, %.6f>\n' % (matrix[3][0], matrix[3][1], matrix[3][2]))
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file.write('}\n')
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def exportLamps(lamps):
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# Get all lamps
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for ob in lamps:
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lamp = ob.data
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matrix = ob.matrix
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color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy
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file.write('light_source {\n')
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file.write('\t< 0,0,0 >\n')
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file.write('\tcolor rgb<%.3g, %.3g, %.3g>\n' % color)
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if lamp.type == 'POINT': # Point Lamp
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pass
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elif lamp.type == 'SPOT': # Spot
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file.write('\tspotlight\n')
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# Falloff is the main radius from the centre line
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file.write('\tfalloff %.2f\n' % (lamp.spot_size/2.0) ) # 1 TO 179 FOR BOTH
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file.write('\tradius %.6f\n' % ((lamp.spot_size/2.0) * (1-lamp.spot_blend)) )
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# Blender does not have a tightness equivilent, 0 is most like blender default.
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file.write('\ttightness 0\n') # 0:10f
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file.write('\tpoint_at <0, 0, -1>\n')
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elif lamp.type == 'SUN':
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file.write('\tparallel\n')
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file.write('\tpoint_at <0, 0, -1>\n') # *must* be after 'parallel'
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elif lamp.type == 'AREA':
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size_x = lamp.size
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samples_x = lamp.shadow_ray_samples_x
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if lamp.shape == 'SQUARE':
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size_y = size_x
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samples_y = samples_x
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else:
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size_y = lamp.size_y
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samples_y = lamp.shadow_ray_samples_y
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file.write('\tarea_light <%d,0,0>,<0,0,%d> %d, %d\n' % (size_x, size_y, samples_x, samples_y))
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if lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED':
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if lamp.jitter:
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file.write('\tjitter\n')
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else:
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file.write('\tadaptive 1\n')
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file.write('\tjitter\n')
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if lamp.shadow_method == 'NOSHADOW':
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file.write('\tshadowless\n')
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file.write('\tfade_distance %.6f\n' % lamp.distance)
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file.write('\tfade_power %d\n' % 1) # Could use blenders lamp quad?
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writeMatrix(matrix)
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file.write('}\n')
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def exportMeta(metas):
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# TODO - blenders 'motherball' naming is not supported.
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for ob in metas:
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meta = ob.data
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file.write('blob {\n')
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file.write('\t\tthreshold %.4g\n' % meta.threshold)
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try:
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material= meta.materials[0] # lame! - blender cant do enything else.
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except:
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material= None
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for elem in meta.elements:
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if elem.type not in ('BALL', 'ELLIPSOID'):
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continue # Not supported
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loc = elem.location
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stiffness= elem.stiffness
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if elem.negative:
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stiffness = -stiffness
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if elem.type == 'BALL':
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file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x, loc.y, loc.z, elem.radius, stiffness))
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# After this wecould do something simple like...
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# "pigment {Blue} }"
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# except we'll write the color
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elif elem.type == 'ELLIPSOID':
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# location is modified by scale
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file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x/elem.size_x, loc.y/elem.size_y, loc.z/elem.size_z, elem.radius, stiffness))
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file.write( 'scale <%.6g, %.6g, %.6g> ' % (elem.size_x, elem.size_y, elem.size_z))
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if material:
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diffuse_color = material.diffuse_color
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if material.transparency and material.transparency_method=='RAYTRACE': trans = 1-material.raytrace_transparency.filter
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else: trans = 0.0
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file.write(
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'pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s} }\n' % \
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(diffuse_color[0], diffuse_color[1], diffuse_color[2], 1-material.alpha, trans, materialNames[material.name])
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)
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else:
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file.write('pigment {rgb<1 1 1>} finish {%s} }\n' % DEF_MAT_NAME) # Write the finish last.
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writeObjectMaterial(material)
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writeMatrix(ob.matrix)
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file.write('}\n')
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def exportMeshs(sel):
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ob_num = 0
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for ob in sel:
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ob_num+= 1
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if ob.type in ('LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE'):
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continue
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me = ob.data
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me_materials= me.materials
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me = ob.create_mesh(True, 'RENDER')
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if not me:
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continue
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if info_callback:
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info_callback('Object %2.d of %2.d (%s)' % (ob_num, len(sel), ob.name))
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#if ob.type!='MESH':
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# continue
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# me = ob.data
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matrix = ob.matrix
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try: uv_layer = me.active_uv_texture.data
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except:uv_layer = None
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try: vcol_layer = me.active_vertex_color.data
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except:vcol_layer = None
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faces_verts = [f.verts for f in me.faces]
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faces_normals = [tuple(f.normal) for f in me.faces]
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verts_normals = [tuple(v.normal) for v in me.verts]
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# quads incur an extra face
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quadCount = len([f for f in faces_verts if len(f)==4])
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file.write('mesh2 {\n')
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file.write('\tvertex_vectors {\n')
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file.write('\t\t%s' % (len(me.verts))) # vert count
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for v in me.verts:
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file.write(',\n\t\t<%.6f, %.6f, %.6f>' % tuple(v.co)) # vert count
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file.write('\n }\n')
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# Build unique Normal list
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uniqueNormals = {}
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for fi, f in enumerate(me.faces):
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fv = faces_verts[fi]
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# [-1] is a dummy index, use a list so we can modify in place
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if f.smooth: # Use vertex normals
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for v in fv:
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key = verts_normals[v]
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uniqueNormals[key] = [-1]
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else: # Use face normal
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key = faces_normals[fi]
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uniqueNormals[key] = [-1]
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file.write('\tnormal_vectors {\n')
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file.write('\t\t%d' % len(uniqueNormals)) # vert count
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idx = 0
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for no, index in uniqueNormals.items():
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file.write(',\n\t\t<%.6f, %.6f, %.6f>' % no) # vert count
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index[0] = idx
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idx +=1
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file.write('\n }\n')
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# Vertex colours
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vertCols = {} # Use for material colours also.
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if uv_layer:
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# Generate unique UV's
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uniqueUVs = {}
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for fi, uv in enumerate(uv_layer):
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if len(faces_verts[fi])==4:
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uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4
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else:
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uvs = uv.uv1, uv.uv2, uv.uv3
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for uv in uvs:
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uniqueUVs[tuple(uv)] = [-1]
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file.write('\tuv_vectors {\n')
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#print unique_uvs
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file.write('\t\t%s' % (len(uniqueUVs))) # vert count
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idx = 0
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for uv, index in uniqueUVs.items():
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file.write(',\n\t\t<%.6f, %.6f>' % uv)
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index[0] = idx
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idx +=1
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'''
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else:
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# Just add 1 dummy vector, no real UV's
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file.write('\t\t1') # vert count
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file.write(',\n\t\t<0.0, 0.0>')
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'''
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file.write('\n }\n')
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if me.vertex_colors:
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for fi, f in enumerate(me.faces):
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material_index = f.material_index
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material = me_materials[material_index]
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if material and material.vertex_color_paint:
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col = vcol_layer[fi]
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if len(faces_verts[fi])==4:
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cols = col.color1, col.color2, col.color3, col.color4
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else:
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cols = col.color1, col.color2, col.color3
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for col in cols:
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key = col[0], col[1], col[2], material_index # Material index!
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vertCols[key] = [-1]
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else:
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if material:
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diffuse_color = tuple(material.diffuse_color)
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key = diffuse_color[0], diffuse_color[1], diffuse_color[2], material_index
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vertCols[key] = [-1]
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else:
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# No vertex colours, so write material colours as vertex colours
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for i, material in enumerate(me_materials):
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if material:
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diffuse_color = tuple(material.diffuse_color)
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key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
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vertCols[key] = [-1]
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# Vert Colours
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file.write('\ttexture_list {\n')
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file.write('\t\t%s' % (len(vertCols))) # vert count
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idx=0
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for col, index in vertCols.items():
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if me_materials:
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material = me_materials[col[3]]
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material_finish = materialNames[material.name]
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if material.transparency and material.transparency_method=='RAYTRACE': trans = 1-material.raytrace_transparency.filter
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else: trans = 0.0
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else:
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material_finish = DEF_MAT_NAME # not working properly,
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trans = 0.0
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#print material.apl
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file.write( ',\n\t\ttexture { pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s}}' %
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(col[0], col[1], col[2], 1-material.alpha, trans, material_finish) )
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index[0] = idx
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idx+=1
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file.write( '\n }\n' )
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# Face indicies
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file.write('\tface_indices {\n')
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file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
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for fi, f in enumerate(me.faces):
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fv = faces_verts[fi]
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material_index= f.material_index
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if len(fv) == 4: indicies = (0,1,2), (0,2,3)
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else: indicies = ((0,1,2),)
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if vcol_layer:
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col = vcol_layer[fi]
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if len(fv) == 4:
|
|
cols = col.color1, col.color2, col.color3, col.color4
|
|
else:
|
|
cols = col.color1, col.color2, col.color3
|
|
|
|
|
|
if not me_materials or me_materials[material_index] == None: # No materials
|
|
for i1, i2, i3 in indicies:
|
|
file.write(',\n\t\t<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3])) # vert count
|
|
else:
|
|
material = me_materials[material_index]
|
|
for i1, i2, i3 in indicies:
|
|
if me.vertex_colors and material.vertex_color_paint:
|
|
# Colour per vertex - vertex colour
|
|
|
|
col1 = cols[i1]
|
|
col2 = cols[i2]
|
|
col3 = cols[i3]
|
|
|
|
ci1 = vertCols[col1[0], col1[1], col1[2], material_index][0]
|
|
ci2 = vertCols[col2[0], col2[1], col2[2], material_index][0]
|
|
ci3 = vertCols[col3[0], col3[1], col3[2], material_index][0]
|
|
else:
|
|
# Colour per material - flat material colour
|
|
diffuse_color= material.diffuse_color
|
|
ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], diffuse_color[2], f.material_index][0]
|
|
|
|
file.write(',\n\t\t<%d,%d,%d>, %d,%d,%d' % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
|
|
|
|
|
|
file.write('\n }\n')
|
|
|
|
# normal_indices indicies
|
|
file.write('\tnormal_indices {\n')
|
|
file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
|
|
for fi, fv in enumerate(faces_verts):
|
|
|
|
if len(fv) == 4: indicies = (0,1,2), (0,2,3)
|
|
else: indicies = ((0,1,2),)
|
|
|
|
for i1, i2, i3 in indicies:
|
|
if f.smooth:
|
|
file.write(',\n\t\t<%d,%d,%d>' %\
|
|
(uniqueNormals[verts_normals[fv[i1]]][0],\
|
|
uniqueNormals[verts_normals[fv[i2]]][0],\
|
|
uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
|
|
else:
|
|
idx = uniqueNormals[faces_normals[fi]][0]
|
|
file.write(',\n\t\t<%d,%d,%d>' % (idx, idx, idx)) # vert count
|
|
|
|
file.write('\n }\n')
|
|
|
|
if uv_layer:
|
|
file.write('\tuv_indices {\n')
|
|
file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
|
|
for fi, fv in enumerate(faces_verts):
|
|
|
|
if len(fv) == 4: indicies = (0,1,2), (0,2,3)
|
|
else: indicies = ((0,1,2),)
|
|
|
|
uv = uv_layer[fi]
|
|
if len(faces_verts[fi])==4:
|
|
uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3), tuple(uv.uv4)
|
|
else:
|
|
uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3)
|
|
|
|
for i1, i2, i3 in indicies:
|
|
file.write(',\n\t\t<%d,%d,%d>' %\
|
|
(uniqueUVs[uvs[i1]][0],\
|
|
uniqueUVs[uvs[i2]][0],\
|
|
uniqueUVs[uvs[i2]][0])) # vert count
|
|
file.write('\n }\n')
|
|
|
|
if me.materials:
|
|
material = me.materials[0] # dodgy
|
|
writeObjectMaterial(material)
|
|
|
|
writeMatrix(matrix)
|
|
file.write('}\n')
|
|
|
|
bpy.data.remove_mesh(me)
|
|
|
|
def exportWorld(world):
|
|
if not world:
|
|
return
|
|
|
|
mist = world.mist
|
|
|
|
if mist.enabled:
|
|
file.write('fog {\n')
|
|
file.write('\tdistance %.6f\n' % mist.depth)
|
|
file.write('\tcolor rgbt<%.3g, %.3g, %.3g, %.3g>\n' % (tuple(world.horizon_color) + (1-mist.intensity,)))
|
|
#file.write('\tfog_offset %.6f\n' % mist.start)
|
|
#file.write('\tfog_alt 5\n')
|
|
#file.write('\tturbulence 0.2\n')
|
|
#file.write('\tturb_depth 0.3\n')
|
|
file.write('\tfog_type 1\n')
|
|
file.write('}\n')
|
|
|
|
def exportGlobalSettings(scene):
|
|
|
|
file.write('global_settings {\n')
|
|
|
|
if scene.pov_radio_enable:
|
|
file.write('\tradiosity {\n')
|
|
file.write("\t\tadc_bailout %.4g\n" % scene.pov_radio_adc_bailout)
|
|
file.write("\t\talways_sample %d\n" % scene.pov_radio_always_sample)
|
|
file.write("\t\tbrightness %.4g\n" % scene.pov_radio_brightness)
|
|
file.write("\t\tcount %d\n" % scene.pov_radio_count)
|
|
file.write("\t\terror_bound %.4g\n" % scene.pov_radio_error_bound)
|
|
file.write("\t\tgray_threshold %.4g\n" % scene.pov_radio_gray_threshold)
|
|
file.write("\t\tlow_error_factor %.4g\n" % scene.pov_radio_low_error_factor)
|
|
file.write("\t\tmedia %d\n" % scene.pov_radio_media)
|
|
file.write("\t\tminimum_reuse %.4g\n" % scene.pov_radio_minimum_reuse)
|
|
file.write("\t\tnearest_count %d\n" % scene.pov_radio_nearest_count)
|
|
file.write("\t\tnormal %d\n" % scene.pov_radio_normal)
|
|
file.write("\t\trecursion_limit %d\n" % scene.pov_radio_recursion_limit)
|
|
file.write('\t}\n')
|
|
|
|
if world:
|
|
file.write("\tambient_light rgb<%.3g, %.3g, %.3g>\n" % tuple(world.ambient_color))
|
|
|
|
file.write('}\n')
|
|
|
|
|
|
# Convert all materials to strings we can access directly per vertex.
|
|
writeMaterial(None) # default material
|
|
|
|
for material in bpy.data.materials:
|
|
writeMaterial(material)
|
|
|
|
exportCamera()
|
|
#exportMaterials()
|
|
sel = scene.objects
|
|
exportLamps([l for l in sel if l.type == 'LAMP'])
|
|
exportMeta([l for l in sel if l.type == 'META'])
|
|
exportMeshs(sel)
|
|
exportWorld(scene.world)
|
|
exportGlobalSettings(scene)
|
|
|
|
file.close()
|
|
|
|
def write_pov_ini(filename_ini, filename_pov, filename_image):
|
|
scene = bpy.data.scenes[0]
|
|
render = scene.render_data
|
|
|
|
x= int(render.resolution_x*render.resolution_percentage*0.01)
|
|
y= int(render.resolution_y*render.resolution_percentage*0.01)
|
|
|
|
file = open(filename_ini, 'w')
|
|
|
|
file.write('Input_File_Name="%s"\n' % filename_pov)
|
|
file.write('Output_File_Name="%s"\n' % filename_image)
|
|
|
|
file.write('Width=%d\n' % x)
|
|
file.write('Height=%d\n' % y)
|
|
|
|
# Needed for border render.
|
|
'''
|
|
file.write('Start_Column=%d\n' % part.x)
|
|
file.write('End_Column=%d\n' % (part.x+part.w))
|
|
|
|
file.write('Start_Row=%d\n' % (part.y))
|
|
file.write('End_Row=%d\n' % (part.y+part.h))
|
|
'''
|
|
|
|
file.write('Display=0\n')
|
|
file.write('Pause_When_Done=0\n')
|
|
file.write('Output_File_Type=T\n') # TGA, best progressive loading
|
|
file.write('Output_Alpha=1\n')
|
|
|
|
if render.antialiasing:
|
|
aa_mapping = {'OVERSAMPLE_5':2, 'OVERSAMPLE_8':3, 'OVERSAMPLE_11':4, 'OVERSAMPLE_16':5} # method 1 assumed
|
|
file.write('Antialias=1\n')
|
|
file.write('Antialias_Depth=%d\n' % aa_mapping[render.antialiasing_samples])
|
|
else:
|
|
file.write('Antialias=0\n')
|
|
|
|
file.close()
|
|
|
|
# Radiosity panel, use in the scene for now.
|
|
FloatProperty= bpy.types.Scene.FloatProperty
|
|
IntProperty= bpy.types.Scene.IntProperty
|
|
BoolProperty= bpy.types.Scene.BoolProperty
|
|
|
|
# Not a real pov option, just to know if we should write
|
|
BoolProperty( attr="pov_radio_enable",
|
|
name="Enable Radiosity",
|
|
description="Enable povrays radiosity calculation.",
|
|
default= False)
|
|
BoolProperty( attr="pov_radio_display_advanced",
|
|
name="Advanced Options",
|
|
description="Show advanced options.",
|
|
default= False)
|
|
|
|
# Real pov options
|
|
FloatProperty( attr="pov_radio_adc_bailout",
|
|
name="ADC Bailout",
|
|
description="The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results.",
|
|
min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default= 0.01)
|
|
|
|
BoolProperty( attr="pov_radio_always_sample",
|
|
name="Always Sample",
|
|
description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass..",
|
|
default= True)
|
|
|
|
FloatProperty( attr="pov_radio_brightness",
|
|
name="Brightness",
|
|
description="Ammount objects are brightened before being returned upwards to the rest of the system.",
|
|
min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default= 1.0)
|
|
|
|
IntProperty( attr="pov_radio_count",
|
|
name="Ray Count",
|
|
description="number of rays that are sent out whenever a new radiosity value has to be calculated.",
|
|
min=1, max=1600, default= 35)
|
|
|
|
FloatProperty( attr="pov_radio_error_bound",
|
|
name="Error Bound",
|
|
description="one of the two main speed/quality tuning values, lower values are more accurate.",
|
|
min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default= 1.8)
|
|
|
|
FloatProperty( attr="pov_radio_gray_threshold",
|
|
name="Gray Threshold",
|
|
description="one of the two main speed/quality tuning values, lower values are more accurate.",
|
|
min=0.0, max=1.0, soft_min=0, soft_max=1, default= 0.0)
|
|
|
|
FloatProperty( attr="pov_radio_low_error_factor",
|
|
name="Low Error Factor",
|
|
description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting.",
|
|
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default= 0.5)
|
|
|
|
# max_sample - not available yet
|
|
BoolProperty( attr="pov_radio_media",
|
|
name="Media",
|
|
description="Radiosity estimation can be affected by media.",
|
|
default= False)
|
|
|
|
FloatProperty( attr="pov_radio_minimum_reuse",
|
|
name="Minimum Reuse",
|
|
description="Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors).",
|
|
min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default= 0.015)
|
|
|
|
IntProperty( attr="pov_radio_nearest_count",
|
|
name="Nearest Count",
|
|
description="Number of old ambient values blended together to create a new interpolated value.",
|
|
min=1, max=20, default= 5)
|
|
|
|
BoolProperty( attr="pov_radio_normal",
|
|
name="Normals",
|
|
description="Radiosity estimation can be affected by normals.",
|
|
default= False)
|
|
|
|
IntProperty( attr="pov_radio_recursion_limit",
|
|
name="Recursion Limit",
|
|
description="how many recursion levels are used to calculate the diffuse inter-reflection.",
|
|
min=1, max=20, default= 3)
|
|
|
|
|
|
class PovrayRender(bpy.types.RenderEngine):
|
|
bl_idname = 'POVRAY_RENDER'
|
|
bl_label = "Povray"
|
|
DELAY = 0.02
|
|
|
|
def _export(self, scene):
|
|
import tempfile
|
|
|
|
self._temp_file_in = tempfile.mktemp(suffix='.pov')
|
|
self._temp_file_out = tempfile.mktemp(suffix='.tga')
|
|
self._temp_file_ini = tempfile.mktemp(suffix='.ini')
|
|
'''
|
|
self._temp_file_in = '/test.pov'
|
|
self._temp_file_out = '/test.tga'
|
|
self._temp_file_ini = '/test.ini'
|
|
'''
|
|
|
|
def info_callback(txt):
|
|
self.update_stats("", "POVRAY: " + txt)
|
|
|
|
write_pov(self._temp_file_in, scene, info_callback)
|
|
|
|
def _render(self):
|
|
|
|
try: os.remove(self._temp_file_out) # so as not to load the old file
|
|
except: pass
|
|
|
|
write_pov_ini(self._temp_file_ini, self._temp_file_in, self._temp_file_out)
|
|
|
|
print ("***-STARTING-***")
|
|
|
|
pov_binary = "povray"
|
|
|
|
if sys.platform=='win32':
|
|
import winreg
|
|
regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, 'Software\\POV-Ray\\v3.6\\Windows')
|
|
|
|
if bitness == 64:
|
|
pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine64'
|
|
else:
|
|
pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine'
|
|
|
|
if 1:
|
|
self._process = subprocess.Popen([pov_binary, self._temp_file_ini]) # stdout=subprocess.PIPE, stderr=subprocess.PIPE
|
|
else:
|
|
# This works too but means we have to wait until its done
|
|
os.system('%s %s' % (pov_binary, self._temp_file_ini))
|
|
|
|
print ("***-DONE-***")
|
|
|
|
def _cleanup(self):
|
|
for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
|
|
try: os.remove(f)
|
|
except: pass
|
|
|
|
self.update_stats("", "")
|
|
|
|
def render(self, scene):
|
|
|
|
self.update_stats("", "POVRAY: Exporting data from Blender")
|
|
self._export(scene)
|
|
self.update_stats("", "POVRAY: Parsing File")
|
|
self._render()
|
|
|
|
r = scene.render_data
|
|
|
|
# compute resolution
|
|
x= int(r.resolution_x*r.resolution_percentage*0.01)
|
|
y= int(r.resolution_y*r.resolution_percentage*0.01)
|
|
|
|
# Wait for the file to be created
|
|
while not os.path.exists(self._temp_file_out):
|
|
if self.test_break():
|
|
try: self._process.terminate()
|
|
except: pass
|
|
break
|
|
|
|
if self._process.poll() != None:
|
|
self.update_stats("", "POVRAY: Failed")
|
|
break
|
|
|
|
time.sleep(self.DELAY)
|
|
|
|
if os.path.exists(self._temp_file_out):
|
|
|
|
self.update_stats("", "POVRAY: Rendering")
|
|
|
|
prev_size = -1
|
|
|
|
def update_image():
|
|
result = self.begin_result(0, 0, x, y)
|
|
lay = result.layers[0]
|
|
# possible the image wont load early on.
|
|
try: lay.load_from_file(self._temp_file_out)
|
|
except: pass
|
|
self.end_result(result)
|
|
|
|
# Update while povray renders
|
|
while True:
|
|
|
|
# test if povray exists
|
|
if self._process.poll() != None:
|
|
update_image();
|
|
break
|
|
|
|
# user exit
|
|
if self.test_break():
|
|
try: self._process.terminate()
|
|
except: pass
|
|
|
|
break
|
|
|
|
# Would be nice to redirect the output
|
|
# stdout_value, stderr_value = self._process.communicate() # locks
|
|
|
|
|
|
# check if the file updated
|
|
new_size = os.path.getsize(self._temp_file_out)
|
|
|
|
if new_size != prev_size:
|
|
update_image()
|
|
prev_size = new_size
|
|
|
|
time.sleep(self.DELAY)
|
|
|
|
self._cleanup()
|
|
|
|
bpy.types.register(PovrayRender)
|
|
|
|
# Use some of the existing buttons.
|
|
import properties_render
|
|
properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
|
|
properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
|
|
properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
|
|
properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
|
|
del properties_render
|
|
|
|
# Use only a subset of the world panels
|
|
import properties_world
|
|
properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
|
|
properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
|
|
properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
|
|
properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
|
|
del properties_world
|
|
|
|
# Example of wrapping every class 'as is'
|
|
import properties_material
|
|
for member in dir(properties_material):
|
|
subclass = getattr(properties_material, member)
|
|
try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
|
|
except: pass
|
|
del properties_material
|
|
|
|
class RenderButtonsPanel(bpy.types.Panel):
|
|
bl_space_type = 'PROPERTIES'
|
|
bl_region_type = 'WINDOW'
|
|
bl_context = "render"
|
|
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
|
|
|
|
def poll(self, context):
|
|
rd = context.scene.render_data
|
|
return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
|
|
|
|
class RENDER_PT_povray_radiosity(RenderButtonsPanel):
|
|
bl_label = "Radiosity"
|
|
COMPAT_ENGINES = set(['POVRAY_RENDER'])
|
|
|
|
def draw_header(self, context):
|
|
scene = context.scene
|
|
|
|
self.layout.itemR(scene, "pov_radio_enable", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
scene = context.scene
|
|
rd = scene.render_data
|
|
|
|
layout.active = scene.pov_radio_enable
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemR(scene, "pov_radio_count", text="Rays")
|
|
col.itemR(scene, "pov_radio_recursion_limit", text="Recursions")
|
|
col = split.column()
|
|
col.itemR(scene, "pov_radio_error_bound", text="Error")
|
|
|
|
layout.itemR(scene, "pov_radio_display_advanced")
|
|
|
|
if scene.pov_radio_display_advanced:
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemR(scene, "pov_radio_adc_bailout", slider=True)
|
|
col.itemR(scene, "pov_radio_gray_threshold", slider=True)
|
|
col.itemR(scene, "pov_radio_low_error_factor", slider=True)
|
|
|
|
col = split.column()
|
|
col.itemR(scene, "pov_radio_brightness")
|
|
col.itemR(scene, "pov_radio_minimum_reuse", text="Min Reuse")
|
|
col.itemR(scene, "pov_radio_nearest_count")
|
|
|
|
split = layout.split()
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col = split.column()
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col.itemL(text="Estimation Influence:")
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col.itemR(scene, "pov_radio_media")
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col.itemR(scene, "pov_radio_normal")
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col = split.column()
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col.itemR(scene, "pov_radio_always_sample")
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bpy.types.register(RENDER_PT_povray_radiosity)
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