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uv_co = pSys.uv_on_emitter(mod, pSys.particles[pindex], pindex, 0)
x_co = round(uv_co[0] * (image_width - 1))
y_co = round(uv_co[1] * (image_height - 1))
pixelnumber = (image_width * y_co) + x_co
r = image_pixels[pixelnumber*4]
g = image_pixels[pixelnumber*4+1]
b = image_pixels[pixelnumber*4+2]
a = image_pixels[pixelnumber*4+3]
initColor=(r,g,b,a)
else:
#only overwrite variable for each competing texture for now
initColor=th.texture.evaluate((initCo[0],initCo[1],initCo[2]))
for step in range(0, steps):
co = pSys.co_hair(ob, pindex, step)
#for controlPoint in particle.hair_keys:
if pSys.settings.clump_factor != 0:
hDiameter = pSys.settings.clump_factor / 200.0 * random.uniform(0.5, 1)
elif step == 0:
hDiameter = strandStart
else:
hDiameter += (strandEnd-strandStart)/(pSys.settings.draw_step+1) #XXX +1 or not?
if step == 0 and pSys.settings.use_hair_bspline:
# Write three times the first point to compensate pov Bezier handling
file.write('<%.6g,%.6g,%.6g>,%.7g,\n' % (co[0], co[1], co[2], abs(hDiameter)))
file.write('<%.6g,%.6g,%.6g>,%.7g,\n' % (co[0], co[1], co[2], abs(hDiameter)))
#file.write('<%.6g,%.6g,%.6g>,%.7g' % (particle.location[0], particle.location[1], particle.location[2], abs(hDiameter))) # Useless because particle location is the tip, not the root.
#file.write(',\n')
#controlPointCounter += 1
#totalNumberOfHairs += len(pSys.particles)# len(particle.hair_keys)
# Each control point is written out, along with the radius of the
# hair at that point.
file.write('<%.6g,%.6g,%.6g>,%.7g' % (co[0], co[1], co[2], abs(hDiameter)))
# All coordinates except the last need a following comma.
if step != steps - 1:
file.write(',\n')
else:
if texturedHair:
# Write pigment and alpha (between Pov and Blender alpha 0 and 1 are reversed)
file.write('\npigment{ color rgbf < %.3g, %.3g, %.3g, %.3g> }\n' %(initColor[0], initColor[1], initColor[2], 1.0-initColor[3]))
# End the sphere_sweep declaration for this hair
file.write('}\n')
# All but the final sphere_sweep (each array element) needs a terminating comma.
if pindex != totalNumberOfHairs:
file.write(',\n')
else:
file.write('\n')
# End the array declaration.
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if not texturedHair:
# Pick up the hair material diffuse color and create a default POV-Ray hair texture.
file.write('#ifndef (HairTexture)\n')
file.write(' #declare HairTexture = texture {\n')
file.write(' pigment {rgbt <%s,%s,%s,%s>}\n' % (pmaterial.diffuse_color[0], pmaterial.diffuse_color[1], pmaterial.diffuse_color[2], (pmaterial.strand.width_fade + 0.05)))
file.write(' }\n')
file.write('#end\n')
file.write('\n')
# Dynamically create a union of the hairstrands (or a subset of them).
# By default use every hairstrand, commented line is for hand tweaking test renders.
file.write('//Increasing HairStep divides the amount of hair for test renders.\n')
file.write('#ifndef(HairStep) #declare HairStep = 1; #end\n')
file.write('union{\n')
file.write(' #local I = 0;\n')
file.write(' #while (I < %i)\n' % totalNumberOfHairs)
file.write(' object {HairArray[I]')
if not texturedHair:
file.write(' texture{HairTexture}\n')
else:
file.write('\n')
# Translucency of the hair:
file.write(' hollow\n')
file.write(' double_illuminate\n')
file.write(' interior {\n')
file.write(' ior 1.45\n')
file.write(' media {\n')
file.write(' scattering { 1, 10*<0.73, 0.35, 0.15> /*extinction 0*/ }\n')
file.write(' absorption 10/<0.83, 0.75, 0.15>\n')
file.write(' samples 1\n')
file.write(' method 2\n')
file.write(' density {\n')
file.write(' color_map {\n')
file.write(' [0.0 rgb <0.83, 0.45, 0.35>]\n')
file.write(' [0.5 rgb <0.8, 0.8, 0.4>]\n')
file.write(' [1.0 rgb <1,1,1>]\n')
file.write(' }\n')
file.write(' }\n')
file.write(' }\n')
file.write(' }\n')
file.write(' }\n')
file.write(' #local I = I + HairStep;\n')
file.write(' #end\n')
writeMatrix(global_matrix * ob.matrix_world)
Bastien Montagne
committed
file.write('}')
print('Totals hairstrands written: %i' % totalNumberOfHairs)
print('Number of tufts (particle systems)', len(ob.particle_systems))
# Set back the displayed number of particles to preview count
pSys.set_resolution(scene, ob, 'PREVIEW')
if renderEmitter == False:
continue #don't render mesh, skip to next object.
#############################################
# Generating a name for object just like materials to be able to use it
# (baking for now or anything else).
# XXX I don't understand that if we are here, sel if a non-empty iterable,
# so this condition is always True, IMO -- mont29
Maurice Raybaud
committed
if ob.data:
name_orig = "OB" + ob.name
dataname_orig = "DATA" + ob.data.name
Maurice Raybaud
committed
elif ob.is_duplicator:
if ob.dupli_type == 'GROUP':
name_orig = "OB" + ob.name
dataname_orig = "DATA" + ob.dupli_group.name
else:
#hoping only dupligroups have several source datablocks
ob.dupli_list_create(scene)
for eachduplicate in ob.dupli_list:
dataname_orig = "DATA" + eachduplicate.object.name
ob.dupli_list_clear()
elif ob.type == 'EMPTY':
name_orig = "OB" + ob.name
dataname_orig = "DATA" + ob.name
name_orig = DEF_OBJ_NAME
dataname_orig = DEF_OBJ_NAME
name = string_strip_hyphen(bpy.path.clean_name(name_orig))
dataname = string_strip_hyphen(bpy.path.clean_name(dataname_orig))
## for slot in ob.material_slots:
## if slot.material is not None and slot.link == 'OBJECT':
## obmaterial = slot.material
#############################################
if info_callback:
info_callback("Object %2.d of %2.d (%s)" % (ob_num, len(sel), ob.name))
#if ob.type != 'MESH':
# continue
# me = ob.data
matrix = global_matrix * ob.matrix_world
povdataname = store(scene, ob, name, dataname, matrix)
if povdataname is None:
print("This is an instance of " + name)
print("Writing Down First Occurence of " + name)
############################################Povray Primitives
# special exportCurves() function takes care of writing
# lathe, sphere_sweep, birail, and loft except with modifiers
# converted to mesh
if not ob.is_modified(scene, 'RENDER'):
if ob.type == 'CURVE' and (ob.pov.curveshape in
{'lathe', 'sphere_sweep', 'loft'}):
continue #Don't render proxy mesh, skip to next object
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if ob.pov.object_as == 'ISOSURFACE':
tabWrite("#declare %s = isosurface{ \n"% povdataname)
tabWrite("function{ \n")
textName = ob.pov.iso_function_text
if textName:
node_tree = bpy.context.scene.node_tree
for node in node_tree.nodes:
if node.bl_idname == "IsoPropsNode" and node.label == ob.name:
for inp in node.inputs:
if inp:
tabWrite("#declare %s = %.6g;\n"%(inp.name,inp.default_value))
text = bpy.data.texts[textName]
for line in text.lines:
split = line.body.split()
if split[0] != "#declare":
tabWrite("%s\n"%line.body)
else:
tabWrite("abs(x) - 2 + y")
tabWrite("}\n")
tabWrite("threshold %.6g\n"%ob.pov.threshold)
tabWrite("max_gradient %.6g\n"%ob.pov.max_gradient)
tabWrite("accuracy %.6g\n"%ob.pov.accuracy)
tabWrite("contained_by { ")
if ob.pov.contained_by == "sphere":
tabWrite("sphere {0,%.6g}}\n"%ob.pov.container_scale)
else:
tabWrite("box {-%.6g,%.6g}}\n"%(ob.pov.container_scale,ob.pov.container_scale))
if ob.pov.all_intersections:
tabWrite("all_intersections\n")
else:
if ob.pov.max_trace > 1:
tabWrite("max_trace %.6g\n"%ob.pov.max_trace)
povMatName = "Default_texture"
if ob.active_material:
#povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
try:
material = ob.active_material
writeObjectMaterial(material, ob)
except IndexError:
print(me)
#tabWrite("texture {%s}\n"%povMatName)
tabWrite("scale %.6g\n"%(1/ob.pov.container_scale))
tabWrite("}\n")
continue #Don't render proxy mesh, skip to next object
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if ob.pov.object_as == 'SUPERELLIPSOID':
tabWrite("#declare %s = superellipsoid{ <%.4f,%.4f>\n"%(povdataname,ob.pov.se_n2,ob.pov.se_n1))
povMatName = "Default_texture"
if ob.active_material:
#povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
try:
material = ob.active_material
writeObjectMaterial(material, ob)
except IndexError:
print(me)
#tabWrite("texture {%s}\n"%povMatName)
write_object_modifiers(scene,ob,file)
tabWrite("}\n")
continue #Don't render proxy mesh, skip to next object
if ob.pov.object_as == 'SUPERTORUS':
rMajor = ob.pov.st_major_radius
rMinor = ob.pov.st_minor_radius
ring = ob.pov.st_ring
cross = ob.pov.st_cross
accuracy=ob.pov.st_accuracy
gradient=ob.pov.st_max_gradient
############Inline Supertorus macro
file.write("#macro Supertorus(RMj, RMn, MajorControl, MinorControl, Accuracy, MaxGradient)\n")
file.write(" #local CP = 2/MinorControl;\n")
file.write(" #local RP = 2/MajorControl;\n")
file.write(" isosurface {\n")
file.write(" function { pow( pow(abs(pow(pow(abs(x),RP) + pow(abs(z),RP), 1/RP) - RMj),CP) + pow(abs(y),CP) ,1/CP) - RMn }\n")
file.write(" threshold 0\n")
file.write(" contained_by {box {<-RMj-RMn,-RMn,-RMj-RMn>, < RMj+RMn, RMn, RMj+RMn>}}\n")
file.write(" #if(MaxGradient >= 1)\n")
file.write(" max_gradient MaxGradient\n")
file.write(" #else\n")
file.write(" evaluate 1, 10, 0.1\n")
file.write(" #end\n")
file.write(" accuracy Accuracy\n")
file.write(" }\n")
file.write("#end\n")
############
tabWrite("#declare %s = object{ Supertorus( %.4g,%.4g,%.4g,%.4g,%.4g,%.4g)\n"%(povdataname,rMajor,rMinor,ring,cross,accuracy,gradient))
povMatName = "Default_texture"
if ob.active_material:
#povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
try:
material = ob.active_material
writeObjectMaterial(material, ob)
except IndexError:
print(me)
#tabWrite("texture {%s}\n"%povMatName)
write_object_modifiers(scene,ob,file)
tabWrite("rotate x*90\n")
tabWrite("}\n")
continue #Don't render proxy mesh, skip to next object
if ob.pov.object_as == 'PLANE':
tabWrite("#declare %s = plane{ <0,0,1>,1\n"%povdataname)
povMatName = "Default_texture"
if ob.active_material:
#povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
try:
material = ob.active_material
writeObjectMaterial(material, ob)
except IndexError:
print(me)
#tabWrite("texture {%s}\n"%povMatName)
write_object_modifiers(scene,ob,file)
#tabWrite("rotate x*90\n")
tabWrite("}\n")
continue #Don't render proxy mesh, skip to next object
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if ob.pov.object_as == 'BOX':
tabWrite("#declare %s = box { -1,1\n"%povdataname)
povMatName = "Default_texture"
if ob.active_material:
#povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
try:
material = ob.active_material
writeObjectMaterial(material, ob)
except IndexError:
print(me)
#tabWrite("texture {%s}\n"%povMatName)
write_object_modifiers(scene,ob,file)
#tabWrite("rotate x*90\n")
tabWrite("}\n")
continue #Don't render proxy mesh, skip to next object
if ob.pov.object_as == 'CONE':
br = ob.pov.cone_base_radius
cr = ob.pov.cone_cap_radius
bz = ob.pov.cone_base_z
cz = ob.pov.cone_cap_z
tabWrite("#declare %s = cone { <0,0,%.4f>,%.4f,<0,0,%.4f>,%.4f\n"%(povdataname,bz,br,cz,cr))
povMatName = "Default_texture"
if ob.active_material:
#povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
try:
material = ob.active_material
writeObjectMaterial(material, ob)
except IndexError:
print(me)
#tabWrite("texture {%s}\n"%povMatName)
write_object_modifiers(scene,ob,file)
#tabWrite("rotate x*90\n")
tabWrite("}\n")
continue #Don't render proxy mesh, skip to next object
if ob.pov.object_as == 'CYLINDER':
Maurice Raybaud
committed
r = ob.pov.cylinder_radius
x2 = ob.pov.cylinder_location_cap[0]
y2 = ob.pov.cylinder_location_cap[1]
z2 = ob.pov.cylinder_location_cap[2]
tabWrite("#declare %s = cylinder { <0,0,0>,<%6f,%6f,%6f>,%6f\n"%(
povdataname,
x2,
y2,
z2,
r))
povMatName = "Default_texture"
if ob.active_material:
#povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
try:
material = ob.active_material
writeObjectMaterial(material, ob)
except IndexError:
print(me)
#tabWrite("texture {%s}\n"%povMatName)
Maurice Raybaud
committed
#cylinders written at origin, translated below
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write_object_modifiers(scene,ob,file)
#tabWrite("rotate x*90\n")
tabWrite("}\n")
continue #Don't render proxy mesh, skip to next object
if ob.pov.object_as == 'HEIGHT_FIELD':
data = ""
filename = ob.pov.hf_filename
data += '"%s"'%filename
gamma = ' gamma %.4f'%ob.pov.hf_gamma
data += gamma
if ob.pov.hf_premultiplied:
data += ' premultiplied on'
if ob.pov.hf_smooth:
data += ' smooth'
if ob.pov.hf_water > 0:
data += ' water_level %.4f'%ob.pov.hf_water
#hierarchy = ob.pov.hf_hierarchy
tabWrite('#declare %s = height_field { %s\n'%(povdataname,data))
povMatName = "Default_texture"
if ob.active_material:
#povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
try:
material = ob.active_material
writeObjectMaterial(material, ob)
except IndexError:
print(me)
#tabWrite("texture {%s}\n"%povMatName)
write_object_modifiers(scene,ob,file)
tabWrite("rotate x*90\n")
tabWrite("translate <-0.5,0.5,0>\n")
tabWrite("scale <0,-1,0>\n")
tabWrite("}\n")
continue #Don't render proxy mesh, skip to next object
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if ob.pov.object_as == 'SPHERE':
tabWrite("#declare %s = sphere { 0,%6f\n"%(povdataname,ob.pov.sphere_radius))
povMatName = "Default_texture"
if ob.active_material:
#povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
try:
material = ob.active_material
writeObjectMaterial(material, ob)
except IndexError:
print(me)
#tabWrite("texture {%s}\n"%povMatName)
write_object_modifiers(scene,ob,file)
#tabWrite("rotate x*90\n")
tabWrite("}\n")
continue #Don't render proxy mesh, skip to next object
if ob.pov.object_as == 'TORUS':
tabWrite("#declare %s = torus { %.4f,%.4f\n"%(povdataname,ob.pov.torus_major_radius,ob.pov.torus_minor_radius))
povMatName = "Default_texture"
if ob.active_material:
#povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
try:
material = ob.active_material
writeObjectMaterial(material, ob)
except IndexError:
print(me)
#tabWrite("texture {%s}\n"%povMatName)
write_object_modifiers(scene,ob,file)
tabWrite("rotate x*90\n")
tabWrite("}\n")
continue #Don't render proxy mesh, skip to next object
if ob.pov.object_as == 'PARAMETRIC':
tabWrite("#declare %s = parametric {\n"%povdataname)
tabWrite("function { %s }\n"%ob.pov.x_eq)
tabWrite("function { %s }\n"%ob.pov.y_eq)
tabWrite("function { %s }\n"%ob.pov.z_eq)
tabWrite("<%.4f,%.4f>, <%.4f,%.4f>\n"%(ob.pov.u_min,ob.pov.v_min,ob.pov.u_max,ob.pov.v_max))
if ob.pov.contained_by == "sphere":
tabWrite("contained_by { sphere{0, 2} }\n")
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tabWrite("contained_by { box{-2, 2} }\n")
tabWrite("max_gradient %.6f\n"%ob.pov.max_gradient)
tabWrite("accuracy %.6f\n"%ob.pov.accuracy)
tabWrite("precompute 10 x,y,z\n")
tabWrite("}\n")
continue #Don't render proxy mesh, skip to next object
if ob.pov.object_as == 'POLYCIRCLE':
#TODO write below macro Once:
#if write_polytocircle_macro_once == 0:
file.write("/****************************\n")
file.write("This macro was written by 'And'.\n")
file.write("Link:(http://news.povray.org/povray.binaries.scene-files/)\n")
file.write("****************************/\n")
file.write("//from math.inc:\n")
file.write("#macro VPerp_Adjust(V, Axis)\n")
file.write(" vnormalize(vcross(vcross(Axis, V), Axis))\n")
file.write("#end\n")
file.write("//Then for the actual macro\n")
file.write("#macro Shape_Slice_Plane_2P_1V(point1, point2, clip_direct)\n")
file.write("#local p1 = point1 + <0,0,0>;\n")
file.write("#local p2 = point2 + <0,0,0>;\n")
file.write("#local clip_v = vnormalize(clip_direct + <0,0,0>);\n")
file.write("#local direct_v1 = vnormalize(p2 - p1);\n")
file.write("#if(vdot(direct_v1, clip_v) = 1)\n")
file.write(' #error "Shape_Slice_Plane_2P_1V error: Can\'t decide plane"\n')
file.write("#end\n\n")
file.write("#local norm = -vnormalize(clip_v - direct_v1*vdot(direct_v1,clip_v));\n")
file.write("#local d = vdot(norm, p1);\n")
file.write("plane{\n")
file.write("norm, d\n")
file.write("}\n")
file.write("#end\n\n")
file.write("//polygon to circle\n")
file.write("#macro Shape_Polygon_To_Circle_Blending(_polygon_n, _side_face, _polygon_circumscribed_radius, _circle_radius, _height)\n")
file.write("#local n = int(_polygon_n);\n")
file.write("#if(n < 3)\n")
file.write(" #error ""\n")
file.write("#end\n\n")
file.write("#local front_v = VPerp_Adjust(_side_face, z);\n")
file.write("#if(vdot(front_v, x) >= 0)\n")
file.write(" #local face_ang = acos(vdot(-y, front_v));\n")
file.write("#else\n")
file.write(" #local face_ang = -acos(vdot(-y, front_v));\n")
file.write("#end\n")
file.write("#local polyg_ext_ang = 2*pi/n;\n")
file.write("#local polyg_outer_r = _polygon_circumscribed_radius;\n")
file.write("#local polyg_inner_r = polyg_outer_r*cos(polyg_ext_ang/2);\n")
file.write("#local cycle_r = _circle_radius;\n")
file.write("#local h = _height;\n")
file.write("#if(polyg_outer_r < 0 | cycle_r < 0 | h <= 0)\n")
file.write(' #error "error: each side length must be positive"\n')
file.write("#end\n\n")
file.write("#local multi = 1000;\n")
file.write("#local poly_obj =\n")
file.write("polynomial{\n")
file.write("4,\n")
file.write("xyz(0,2,2): multi*1,\n")
file.write("xyz(2,0,1): multi*2*h,\n")
file.write("xyz(1,0,2): multi*2*(polyg_inner_r-cycle_r),\n")
file.write("xyz(2,0,0): multi*(-h*h),\n")
file.write("xyz(0,0,2): multi*(-pow(cycle_r - polyg_inner_r, 2)),\n")
file.write("xyz(1,0,1): multi*2*h*(-2*polyg_inner_r + cycle_r),\n")
file.write("xyz(1,0,0): multi*2*h*h*polyg_inner_r,\n")
file.write("xyz(0,0,1): multi*2*h*polyg_inner_r*(polyg_inner_r - cycle_r),\n")
file.write("xyz(0,0,0): multi*(-pow(polyg_inner_r*h, 2))\n")
file.write("sturm\n")
file.write("}\n\n")
file.write("#local mockup1 =\n")
file.write("difference{\n")
file.write(" cylinder{\n")
file.write(" <0,0,0.0>,<0,0,h>, max(polyg_outer_r, cycle_r)\n")
file.write(" }\n\n")
file.write(" #for(i, 0, n-1)\n")
file.write(" object{\n")
file.write(" poly_obj\n")
file.write(" inverse\n")
file.write(" rotate <0, 0, -90 + degrees(polyg_ext_ang*i)>\n")
file.write(" }\n")
file.write(" object{\n")
file.write(" Shape_Slice_Plane_2P_1V(<polyg_inner_r,0,0>,<cycle_r,0,h>,x)\n")
file.write(" rotate <0, 0, -90 + degrees(polyg_ext_ang*i)>\n")
file.write(" }\n")
file.write(" #end\n")
file.write("}\n\n")
file.write("object{\n")
file.write("mockup1\n")
file.write("rotate <0, 0, degrees(face_ang)>\n")
file.write("}\n")
file.write("#end\n")
#Use the macro
ngon = ob.pov.polytocircle_ngon
ngonR = ob.pov.polytocircle_ngonR
circleR = ob.pov.polytocircle_circleR
tabWrite("#declare %s = object { Shape_Polygon_To_Circle_Blending(%s, z, %.4f, %.4f, 2) rotate x*180 translate z*1\n"%(povdataname,ngon,ngonR,circleR))
tabWrite("}\n")
continue #Don't render proxy mesh, skip to next object
############################################else try to export mesh
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elif ob.is_duplicator == False: #except duplis which should be instances groups for now but all duplis later
if ob.type == 'EMPTY':
tabWrite("\n//dummy sphere to represent Empty location\n")
tabWrite("#declare %s =sphere {<0, 0, 0>,0 pigment{rgbt 1} no_image no_reflection no_radiosity photons{pass_through collect off} hollow}\n" % povdataname)
try:
me = ob.to_mesh(scene, True, 'RENDER')
#XXX Here? identify the specific exception for mesh object with no data
#XXX So that we can write something for the dataname !
# also happens when curves cant be made into meshes because of no-data
continue
importance = ob.pov.importance_value
if me:
me_materials = me.materials
me_faces = me.tessfaces[:]
if len(me_faces)==0:
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tabWrite("\n//dummy sphere to represent empty mesh location\n")
tabWrite("#declare %s =sphere {<0, 0, 0>,0 pigment{rgbt 1} no_image no_reflection no_radiosity photons{pass_through collect off} hollow}\n" % povdataname)
if not me or not me_faces:
continue
uv_textures = me.tessface_uv_textures
if len(uv_textures) > 0:
if me.uv_textures.active and uv_textures.active.data:
uv_layer = uv_textures.active.data
uv_layer = None
try:
#vcol_layer = me.vertex_colors.active.data
vcol_layer = me.tessface_vertex_colors.active.data
except AttributeError:
vcol_layer = None
faces_verts = [f.vertices[:] for f in me_faces]
faces_normals = [f.normal[:] for f in me_faces]
verts_normals = [v.normal[:] for v in me.vertices]
# quads incur an extra face
quadCount = sum(1 for f in faces_verts if len(f) == 4)
# Use named declaration to allow reference e.g. for baking. MR
file.write("\n")
tabWrite("#declare %s =\n" % povdataname)
tabWrite("mesh2 {\n")
tabWrite("vertex_vectors {\n")
tabWrite("%d" % len(me.vertices)) # vert count
tabStr = tab * tabLevel
for v in me.vertices:
if linebreaksinlists:
file.write(",\n")
file.write(tabStr + "<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
file.write(", ")
file.write("<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
#tabWrite("<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
file.write("\n")
tabWrite("}\n")
# Build unique Normal list
uniqueNormals = {}
for fi, f in enumerate(me_faces):
fv = faces_verts[fi]
# [-1] is a dummy index, use a list so we can modify in place
if f.use_smooth: # Use vertex normals
for v in fv:
key = verts_normals[v]
uniqueNormals[key] = [-1]
else: # Use face normal
key = faces_normals[fi]
uniqueNormals[key] = [-1]
tabWrite("normal_vectors {\n")
tabWrite("%d" % len(uniqueNormals)) # vert count
idx = 0
tabStr = tab * tabLevel
for no, index in uniqueNormals.items():
if linebreaksinlists:
file.write(",\n")
file.write(tabStr + "<%.6f, %.6f, %.6f>" % no) # vert count
file.write("<%.6f, %.6f, %.6f>" % no) # vert count
index[0] = idx
idx += 1
file.write("\n")
tabWrite("}\n")
# Vertex colors
vertCols = {} # Use for material colors also.
if uv_layer:
# Generate unique UV's
uniqueUVs = {}
#n = 0
for fi, uv in enumerate(uv_layer):
if len(faces_verts[fi]) == 4:
uvs = uv_layer[fi].uv[0], uv_layer[fi].uv[1], uv_layer[fi].uv[2], uv_layer[fi].uv[3]
uvs = uv_layer[fi].uv[0], uv_layer[fi].uv[1], uv_layer[fi].uv[2]
for uv in uvs:
uniqueUVs[uv[:]] = [-1]
tabWrite("uv_vectors {\n")
#print unique_uvs
tabWrite("%d" % len(uniqueUVs)) # vert count
idx = 0
tabStr = tab * tabLevel
for uv, index in uniqueUVs.items():
if linebreaksinlists:
file.write(",\n")
file.write(tabStr + "<%.6f, %.6f>" % uv)
file.write(", ")
file.write("<%.6f, %.6f>" % uv)
index[0] = idx
idx += 1
'''
# Just add 1 dummy vector, no real UV's
tabWrite('1') # vert count
file.write(',\n\t\t<0.0, 0.0>')
'''
file.write("\n")
tabWrite("}\n")
if me.vertex_colors:
#Write down vertex colors as a texture for each vertex
tabWrite("texture_list {\n")
tabWrite("%d\n" % (((len(me_faces)-quadCount) * 3 )+ quadCount * 4)) # works only with tris and quad mesh for now
VcolIdx=0
if comments:
file.write("\n //Vertex colors: one simple pigment texture per vertex\n")
for fi, f in enumerate(me_faces):
# annoying, index may be invalid
material_index = f.material_index
try:
material = me_materials[material_index]
except:
material = None
if material: #and material.use_vertex_color_paint: #Always use vertex color when there is some for now
col = vcol_layer[fi]
if len(faces_verts[fi]) == 4:
cols = col.color1, col.color2, col.color3, col.color4
cols = col.color1, col.color2, col.color3
for col in cols:
key = col[0], col[1], col[2], material_index # Material index!
VcolIdx+=1
vertCols[key] = [VcolIdx]
if linebreaksinlists:
tabWrite("texture {pigment{ color rgb <%6f,%6f,%6f> }}\n" % (col[0], col[1], col[2]))
else:
tabWrite("texture {pigment{ color rgb <%6f,%6f,%6f> }}" % (col[0], col[1], col[2]))
tabStr = tab * tabLevel
else:
if material:
# Multiply diffuse with SSS Color
if material.subsurface_scattering.use:
diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \
material_index
vertCols[key] = [-1]
else:
diffuse_color = material.diffuse_color[:]
key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \
material_index
vertCols[key] = [-1]
tabWrite("\n}\n")
# Face indices
tabWrite("\nface_indices {\n")
tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
tabStr = tab * tabLevel
for fi, f in enumerate(me_faces):
fv = faces_verts[fi]
material_index = f.material_index
if len(fv) == 4:
indices = (0, 1, 2), (0, 2, 3)
else:
indices = ((0, 1, 2),)
if vcol_layer:
col = vcol_layer[fi]
if len(fv) == 4:
cols = col.color1, col.color2, col.color3, col.color4
cols = col.color1, col.color2, col.color3
if not me_materials or me_materials[material_index] is None: # No materials
for i1, i2, i3 in indices:
if linebreaksinlists:
file.write(",\n")
# vert count
file.write(tabStr + "<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3]))
else:
file.write(", ")
file.write("<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3])) # vert count
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material = me_materials[material_index]
for i1, i2, i3 in indices:
if me.vertex_colors: #and material.use_vertex_color_paint:
# Color per vertex - vertex color
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:
# Color per material - flat material color
if material.subsurface_scattering.use:
diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
else:
diffuse_color = material.diffuse_color[:]
ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], \
diffuse_color[2], f.material_index][0]
# ci are zero based index so we'll subtract 1 from them
if linebreaksinlists:
file.write(",\n")
file.write(tabStr + "<%d,%d,%d>, %d,%d,%d" % \
(fv[i1], fv[i2], fv[i3], ci1-1, ci2-1, ci3-1)) # vert count
else:
file.write(", ")
file.write("<%d,%d,%d>, %d,%d,%d" % \
(fv[i1], fv[i2], fv[i3], ci1-1, ci2-1, ci3-1)) # vert count
file.write("\n")
tabWrite("}\n")
# normal_indices indices
tabWrite("normal_indices {\n")
tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
tabStr = tab * tabLevel
for fi, fv in enumerate(faces_verts):
if len(fv) == 4:
indices = (0, 1, 2), (0, 2, 3)
else:
indices = ((0, 1, 2),)
if me_faces[fi].use_smooth:
if linebreaksinlists:
file.write(",\n")
file.write(tabStr + "<%d,%d,%d>" %\
(uniqueNormals[verts_normals[fv[i1]]][0],\
uniqueNormals[verts_normals[fv[i2]]][0],\
uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
else:
file.write(", ")
file.write("<%d,%d,%d>" %\
(uniqueNormals[verts_normals[fv[i1]]][0],\
uniqueNormals[verts_normals[fv[i2]]][0],\
uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
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else:
idx = uniqueNormals[faces_normals[fi]][0]
if linebreaksinlists:
file.write(",\n")
file.write(tabStr + "<%d,%d,%d>" % (idx, idx, idx)) # vert count
else:
file.write(", ")
file.write("<%d,%d,%d>" % (idx, idx, idx)) # vert count
file.write("\n")
tabWrite("}\n")
if uv_layer:
tabWrite("uv_indices {\n")
tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
tabStr = tab * tabLevel
for fi, fv in enumerate(faces_verts):
if len(fv) == 4:
indices = (0, 1, 2), (0, 2, 3)
else:
indices = ((0, 1, 2),)
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uv = uv_layer[fi]
if len(faces_verts[fi]) == 4:
uvs = uv.uv[0][:], uv.uv[1][:], uv.uv[2][:], uv.uv[3][:]
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else:
uvs = uv.uv[0][:], uv.uv[1][:], uv.uv[2][:]
for i1, i2, i3 in indices:
if linebreaksinlists:
file.write(",\n")
file.write(tabStr + "<%d,%d,%d>" % (
uniqueUVs[uvs[i1]][0],\
uniqueUVs[uvs[i2]][0],\
uniqueUVs[uvs[i3]][0]))
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file.write(", ")
file.write("<%d,%d,%d>" % (
uniqueUVs[uvs[i1]][0],\
uniqueUVs[uvs[i2]][0],\
uniqueUVs[uvs[i3]][0]))
file.write("\n")
tabWrite("}\n")
if me.materials:
try:
material = me.materials[0] # dodgy
writeObjectMaterial(material, ob)
except IndexError:
print(me)
#Importance for radiosity sampling added here:
tabWrite("radiosity { \n")
tabWrite("importance %3g \n" % importance)
tabWrite("}\n")
tabWrite("}\n") # End of mesh block
else:
facesMaterials = [] # WARNING!!!!!!!!!!!!!!!!!!!!!!
if me_materials:
for f in me_faces:
if f.material_index not in facesMaterials:
facesMaterials.append(f.material_index)
# No vertex colors, so write material colors as vertex colors
for i, material in enumerate(me_materials):
if material and material.pov.material_use_nodes == False: # WARNING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
# Multiply diffuse with SSS Color
if material.subsurface_scattering.use:
diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
vertCols[key] = [-1]
else:
diffuse_color = material.diffuse_color[:]
key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
vertCols[key] = [-1]
idx = 0
LocalMaterialNames = []
for col, index in vertCols.items():
#if me_materials:
mater = me_materials[col[3]]
if me_materials is None: #XXX working?
material_finish = DEF_MAT_NAME # not working properly,
trans = 0.0
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shading.writeTextureInfluence(mater, materialNames,
LocalMaterialNames,
path_image, lampCount,
imageFormat, imgMap,
imgMapTransforms,
tabWrite, comments,
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safety, col, os, preview_dir, unpacked_images)
###################################################################
index[0] = idx
# Vert Colors
tabWrite("texture_list {\n")
# In case there's is no material slot, give at least one texture
#(an empty one so it uses pov default)
if len(vertCols)==0:
file.write(tabStr + "1")
file.write(tabStr + "%s" % (len(vertCols))) # vert count
# below "material" alias, added check ob.active_material
# to avoid variable referenced before assignment error
try:
material = ob.active_material
except IndexError:
#when no material slot exists,
material=None
# WARNING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
if material and ob.active_material is not None and material.pov.material_use_nodes == False:
if material.pov.replacement_text != "":
file.write("\n")
file.write(" texture{%s}\n" % material.pov.replacement_text)
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else:
# Loop through declared materials list
for cMN in LocalMaterialNames:
if material != "Default":
file.write("\n texture{MAT_%s}\n" % cMN)
#use string_strip_hyphen(materialNames[material]))
#or Something like that to clean up the above?
elif material and material.pov.material_use_nodes:
for index in facesMaterials:
faceMaterial = string_strip_hyphen(bpy.path.clean_name(me_materials[index].name))
file.write("\n texture{%s}\n" % faceMaterial)
# END!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
file.write(" texture{}\n")
tabWrite("}\n")
# Face indices
tabWrite("face_indices {\n")
tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
tabStr = tab * tabLevel
for fi, f in enumerate(me_faces):
fv = faces_verts[fi]
material_index = f.material_index
indices = (0, 1, 2), (0, 2, 3)
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else:
indices = ((0, 1, 2),)
if vcol_layer:
col = vcol_layer[fi]
if len(fv) == 4:
cols = col.color1, col.color2, col.color3, col.color4
cols = col.color1, col.color2, col.color3
if not me_materials or me_materials[material_index] is None: # No materials
for i1, i2, i3 in indices:
if linebreaksinlists:
file.write(",\n")
# vert count
file.write(tabStr + "<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3]))
file.write(", ")
file.write("<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3])) # vert count
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else:
material = me_materials[material_index]
for i1, i2, i3 in indices:
ci1 = ci2 = ci3 = f.material_index
if me.vertex_colors: #and material.use_vertex_color_paint:
# Color per vertex - vertex color
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]
elif material.pov.material_use_nodes:
ci1 = ci2 = ci3 = 0
else:
# Color per material - flat material color
if material.subsurface_scattering.use:
diffuse_color = [i * j for i, j in
zip(material.subsurface_scattering.color[:],
material.diffuse_color[:])]
else:
diffuse_color = material.diffuse_color[:]
ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], \
diffuse_color[2], f.material_index][0]