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  •                 if material.subsurface_scattering.use:
                        subsurface_scattering = material.subsurface_scattering
    
                        tabWrite("subsurface { translucency <%.3g, %.3g, %.3g> }\n" % (
    
                                 (subsurface_scattering.radius[0]),
                                 (subsurface_scattering.radius[1]),
    
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                                 (subsurface_scattering.radius[2]),
    
                    if material.pov.irid_enable:
                        tabWrite("irid { %.4g thickness %.4g turbulence %.4g }" % \
                                 (material.pov.irid_amount, material.pov.irid_thickness,
                                  material.pov.irid_turbulence))
    
                    tabWrite("diffuse 0.8\n")
                    tabWrite("phong 70.0\n")
    
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                # This is written into the object
                '''
                if material and material.transparency_method=='RAYTRACE':
                    'interior { ior %.3g} ' % material.raytrace_transparency.ior
                '''
    
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                #tabWrite("crand 1.0\n") # Sand granyness
                #tabWrite("metallic %.6f\n" % material.spec)
                #tabWrite("phong %.6f\n" % material.spec)
                #tabWrite("phong_size %.6f\n" % material.spec)
                #tabWrite("brilliance %.6f " % (material.specular_hardness/256.0) # Like hardness
    
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            # Level=2 Means translation of spec and mir levels for when no map influences them
            povHasnoSpecularMaps(Level=2)
    
                special_texture_found = False
                for t in material.texture_slots:
    
                    if t and t.use:
                        if (t.texture.type == 'IMAGE' and t.texture.image) or t.texture.type != 'IMAGE':
                            validPath=True
                    else:
                        validPath=False
                    if(t and t.use and validPath and
    
                       (t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha)):
    
                        special_texture_found = True
    
                        continue  # Some texture found
    
    
                if special_texture_found or colored_specular_found:
    
                    # Level=1 Means No specular nor Mirror reflection
                    povHasnoSpecularMaps(Level=1)
    
                    # Level=3 Means Maximum Spec and Mirror
                    povHasnoSpecularMaps(Level=3)
    
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        def exportCamera():
            camera = scene.camera
    
            # DH disabled for now, this isn't the correct context
    
            active_object = None  # bpy.context.active_object # does not always work  MR
    
            matrix = global_matrix * camera.matrix_world
    
            focal_point = camera.data.dof_distance
    
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            # compute resolution
    
            Qsize = render.resolution_x / render.resolution_y
    
            tabWrite("#declare camLocation  = <%.6f, %.6f, %.6f>;\n" %
                     matrix.translation[:])
            tabWrite("#declare camLookAt = <%.6f, %.6f, %.6f>;\n" %
    
                     tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
    
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            if scene.pov.baking_enable and active_object and active_object.type == 'MESH':
    
                tabWrite("mesh_camera{ 1 3\n")  # distribution 3 is what we want here
                tabWrite("mesh{%s}\n" % active_object.name)
                tabWrite("}\n")
                tabWrite("location <0,0,.01>")
                tabWrite("direction <0,0,-1>")
    
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            # Using standard camera otherwise
            else:
    
                tabWrite("location  <0, 0, 0>\n")
                tabWrite("look_at  <0, 0, -1>\n")
                tabWrite("right <%s, 0, 0>\n" % - Qsize)
                tabWrite("up <0, 1, 0>\n")
                tabWrite("angle  %f\n" % (360.0 * atan(16.0 / camera.data.lens) / pi))
    
    
                tabWrite("rotate  <%.6f, %.6f, %.6f>\n" % \
                         tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
    
                tabWrite("translate <%.6f, %.6f, %.6f>\n" % matrix.translation[:])
    
                if camera.data.pov.dof_enable and focal_point != 0:
                    tabWrite("aperture %.3g\n" % camera.data.pov.dof_aperture)
                    tabWrite("blur_samples %d %d\n" % \
                             (camera.data.pov.dof_samples_min, camera.data.pov.dof_samples_max))
                    tabWrite("variance 1/%d\n" % camera.data.pov.dof_variance)
                    tabWrite("confidence %.3g\n" % camera.data.pov.dof_confidence)
    
                    tabWrite("focal_point <0, 0, %f>\n" % focal_point)
            tabWrite("}\n")
    
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        def exportLamps(lamps):
    
            # Incremented after each lamp export to declare its target
            # currently used for Fresnel diffuse shader as their slope vector:
            global lampCount
            lampCount = 0
    
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            # Get all lamps
            for ob in lamps:
                lamp = ob.data
    
    
                matrix = global_matrix * ob.matrix_world
    
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                # Color is modified by energy #muiltiplie by 2 for a better match --Maurice
    
                color = tuple([c * lamp.energy * 2.0 for c in lamp.color])
    
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                tabWrite("light_source {\n")
                tabWrite("< 0,0,0 >\n")
                tabWrite("color rgb<%.3g, %.3g, %.3g>\n" % color)
    
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                if lamp.type == 'POINT':
    
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                    pass
    
                elif lamp.type == 'SPOT':
    
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                    # Falloff is the main radius from the centre line
    
                    tabWrite("falloff %.2f\n" % (degrees(lamp.spot_size) / 2.0))  # 1 TO 179 FOR BOTH
    
                    tabWrite("radius %.6f\n" % \
                             ((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend)))
    
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                    # Blender does not have a tightness equivilent, 0 is most like blender default.
    
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                elif lamp.type == 'SUN':
    
                    tabWrite("parallel\n")
                    tabWrite("point_at  <0, 0, -1>\n")  # *must* be after 'parallel'
    
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                elif lamp.type == 'AREA':
    
                    tabWrite("area_illumination\n")
                    tabWrite("fade_distance %.6f\n" % (lamp.distance / 2.0))
    
                    # Area lights have no falloff type, so always use blenders lamp quad equivalent
                    # for those?
                    tabWrite("fade_power %d\n" % 2)
    
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                    size_x = lamp.size
                    samples_x = lamp.shadow_ray_samples_x
                    if lamp.shape == 'SQUARE':
                        size_y = size_x
                        samples_y = samples_x
                    else:
                        size_y = lamp.size_y
                        samples_y = lamp.shadow_ray_samples_y
    
    
                    tabWrite("area_light <%.6f,0,0>,<0,%.6f,0> %d, %d\n" % \
    
                             (size_x, size_y, samples_x, samples_y))
    
                    if lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
    
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                    else:
    
                        tabWrite("adaptive 1\n")
                        tabWrite("jitter\n")
    
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                # HEMI never has any shadow_method attribute
                if(not scene.render.use_shadows or lamp.type == 'HEMI' or
                   (lamp.type != 'HEMI' and lamp.shadow_method == 'NOSHADOW')):
    
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                # Sun shouldn't be attenuated. Hemi and area lights have no falloff attribute so they
                # are put to type 2 attenuation a little higher above.
    
                if lamp.type not in {'SUN', 'AREA', 'HEMI'}:
    
                    tabWrite("fade_distance %.6f\n" % (lamp.distance / 2.0))
    
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                    if lamp.falloff_type == 'INVERSE_SQUARE':
    
                        tabWrite("fade_power %d\n" % 2)  # Use blenders lamp quad equivalent
    
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                    elif lamp.falloff_type == 'INVERSE_LINEAR':
    
                        tabWrite("fade_power %d\n" % 1)  # Use blenders lamp linear
    
                    # supposing using no fade power keyword would default to constant, no attenuation.
    
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                        pass
    
                    # Using Custom curve for fade power 3 for now.
                    elif lamp.falloff_type == 'CUSTOM_CURVE':
    
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                writeMatrix(matrix)
    
    
    
                lampCount += 1
    
                # v(A,B) rotates vector A about origin by vector B.
    
                file.write("#declare lampTarget%s= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);\n" % \
                           (lampCount, -(ob.location.x), -(ob.location.y), -(ob.location.z),
                            ob.rotation_euler.x, ob.rotation_euler.y, ob.rotation_euler.z))
    
    ####################################################################################################
    
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        def exportMeta(metas):
    
            # TODO - blenders 'motherball' naming is not supported.
    
            if comments and len(metas) >= 1:
    
                file.write("//--Blob objects--\n\n")
    
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            for ob in metas:
                meta = ob.data
    
    
                # important because no elements will break parsing.
    
                elements = [elem for elem in meta.elements if elem.type in {'BALL', 'ELLIPSOID'}]
    
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                    tabWrite("blob {\n")
                    tabWrite("threshold %.4g\n" % meta.threshold)
    
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                        material = meta.materials[0]  # lame! - blender cant do enything else.
    
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                    for elem in elements:
                        loc = elem.co
    
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                        stiffness = elem.stiffness
                        if elem.use_negative:
                            stiffness = - stiffness
    
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                        if elem.type == 'BALL':
    
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                            tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \
                                     (loc.x, loc.y, loc.z, elem.radius, stiffness))
    
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                            # After this wecould do something simple like...
    
                            # except we'll write the color
    
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                        elif elem.type == 'ELLIPSOID':
                            # location is modified by scale
    
                            tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \
                                     (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z,
                                      elem.radius, stiffness))
                            tabWrite("scale <%.6g, %.6g, %.6g> \n" % \
                                     (elem.size_x, elem.size_y, elem.size_z))
    
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                    if material:
                        diffuse_color = material.diffuse_color
    
                        if material.use_transparency and material.transparency_method == 'RAYTRACE':
    
                            povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
                            trans = (1.0 - material.alpha) - povFilter
    
                            povFilter = 0.0
    
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                        material_finish = materialNames[material.name]
    
                        tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" % \
                                 (diffuse_color[0], diffuse_color[1], diffuse_color[2],
                                  povFilter, trans))
    
                        tabWrite("finish {%s}\n" % safety(material_finish, Level=2))
    
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                        tabWrite("pigment {rgb<1 1 1>} \n")
    
                        # Write the finish last.
                        tabWrite("finish {%s}\n" % (safety(DEF_MAT_NAME, Level=2)))
    
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                    writeObjectMaterial(material, ob)
    
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                    writeMatrix(global_matrix * ob.matrix_world)
    
                    # Importance for radiosity sampling added here
    
                    tabWrite("radiosity { \n")
                    tabWrite("importance %3g \n" % importance)
                    tabWrite("}\n")
    
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                    tabWrite("}\n")  # End of Metaball block
    
                    if comments and len(metas) >= 1:
    
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        def exportMeshes(scene, sel):
    #        obmatslist = []
    #        def hasUniqueMaterial():
    #            # Grab materials attached to object instances ...
    #            if hasattr(ob, 'material_slots'):
    #                for ms in ob.material_slots:
    
    #                    if ms.material is not None and ms.link == 'OBJECT':
    
    #                        if ms.material in obmatslist:
    #                            return False
    #                        else:
    #                            obmatslist.append(ms.material)
    #                            return True
    #        def hasObjectMaterial(ob):
    #            # Grab materials attached to object instances ...
    #            if hasattr(ob, 'material_slots'):
    #                for ms in ob.material_slots:
    
    #                    if ms.material is not None and ms.link == 'OBJECT':
    
    #                        # If there is at least one material slot linked to the object
    
    #                        # and not the data (mesh), always create a new, "private" data instance.
    
    #                        return True
    #            return False
            # For objects using local material(s) only!
    
            # This is a mapping between a tuple (dataname, materialnames, ...), and the POV dataname.
    
            # As only objects using:
            #     * The same data.
            #     * EXACTLY the same materials, in EXACTLY the same sockets.
    
            # ... can share a same instance in POV export.
    
            def checkObjectMaterials(ob, name, dataname):
                if hasattr(ob, 'material_slots'):
                    has_local_mats = False
                    key = [dataname]
                    for ms in ob.material_slots:
    
                        if ms.material is not None:
    
                            key.append(ms.material.name)
                            if ms.link == 'OBJECT' and not has_local_mats:
                                has_local_mats = True
                        else:
    
                            # Even if the slot is empty, it is important to grab it...
    
                            key.append("")
                    if has_local_mats:
                        # If this object uses local material(s), lets find if another object
                        # using the same data and exactly the same list of materials
    
                        # (in the same slots) has already been processed...
    
                        # Note that here also, we use object name as new, unique dataname for Pov.
    
                        key = tuple(key)  # Lists are not hashable...
    
                        if key not in obmats2data:
                            obmats2data[key] = name
                        return obmats2data[key]
                return None
    
            data_ref = {}
    
            def store(scene, ob, name, dataname, matrix):
                # The Object needs to be written at least once but if its data is
                # already in data_ref this has already been done.
    
                # This func returns the "povray" name of the data, or None
    
                # if no writing is needed.
                if ob.is_modified(scene, 'RENDER'):
                    # Data modified.
                    # Create unique entry in data_ref by using object name
                    # (always unique in Blender) as data name.
                    data_ref[name] = [(name, MatrixAsPovString(matrix))]
                    return name
                # Here, we replace dataname by the value returned by checkObjectMaterials, only if
                # it is not evaluated to False (i.e. only if the object uses some local material(s)).
                dataname = checkObjectMaterials(ob, name, dataname) or dataname
                if dataname in data_ref:
                    # Data already known, just add the object instance.
                    data_ref[dataname].append((name, MatrixAsPovString(matrix)))
                    # No need to write data
                    return None
                else:
                    # Data not yet processed, create a new entry in data_ref.
                    data_ref[dataname] = [(name, MatrixAsPovString(matrix))]
                    return dataname
    
               
                 
            def exportSmoke(smoke_obj_name):
                #if LuxManager.CurrentScene.name == 'preview':
                    #return 1, 1, 1, 1.0
                #else:
                flowtype = -1
                smoke_obj = bpy.data.objects[smoke_obj_name]
                domain = None
    
                # Search smoke domain target for smoke modifiers
                for mod in smoke_obj.modifiers:
                    if mod.name == 'Smoke':
                        if mod.smoke_type == 'FLOW':
                            if mod.flow_settings.smoke_flow_type == 'BOTH':
                                flowtype = 2
                            else:
                                if mod.flow_settings.smoke_flow_type == 'SMOKE':
                                    flowtype = 0
                                else:
                                    if mod.flow_settings.smoke_flow_type == 'FIRE':
                                        flowtype = 1
    
                        if mod.smoke_type == 'DOMAIN':
                            domain = smoke_obj
                            smoke_modifier = mod
    
                eps = 0.000001
                if domain is not None:
                    #if bpy.app.version[0] >= 2 and bpy.app.version[1] >= 71:
                    # Blender version 2.71 supports direct access to smoke data structure
                    set = mod.domain_settings
                    channeldata = []
                    for v in set.density_grid:
                        channeldata.append(v.real)
                        print(v.real)
                    ## Usage en voxel texture:
                    # channeldata = []
                    # if channel == 'density':
                        # for v in set.density_grid:
                            # channeldata.append(v.real)
    
                    # if channel == 'fire':
                        # for v in set.flame_grid:
                            # channeldata.append(v.real)
    
                    resolution = set.resolution_max
                    big_res = []
                    big_res.append(set.domain_resolution[0])
                    big_res.append(set.domain_resolution[1])
                    big_res.append(set.domain_resolution[2])
    
                    if set.use_high_resolution:
                        big_res[0] = big_res[0] * (set.amplify + 1)
                        big_res[1] = big_res[1] * (set.amplify + 1)
                        big_res[2] = big_res[2] * (set.amplify + 1)
                    # else:
                        # p = []
                        ##gather smoke domain settings
                        # BBox = domain.bound_box
                        # p.append([BBox[0][0], BBox[0][1], BBox[0][2]])
                        # p.append([BBox[6][0], BBox[6][1], BBox[6][2]])
                        # set = mod.domain_settings
                        # resolution = set.resolution_max
                        # smokecache = set.point_cache
                        # ret = read_cache(smokecache, set.use_high_resolution, set.amplify + 1, flowtype)
                        # res_x = ret[0]
                        # res_y = ret[1]
                        # res_z = ret[2]
                        # density = ret[3]
                        # fire = ret[4]
    
                        # if res_x * res_y * res_z > 0:
                            ##new cache format
                            # big_res = []
                            # big_res.append(res_x)
                            # big_res.append(res_y)
                            # big_res.append(res_z)
                        # else:
                            # max = domain.dimensions[0]
                            # if (max - domain.dimensions[1]) < -eps:
                                # max = domain.dimensions[1]
    
                            # if (max - domain.dimensions[2]) < -eps:
                                # max = domain.dimensions[2]
    
                            # big_res = [int(round(resolution * domain.dimensions[0] / max, 0)),
                                       # int(round(resolution * domain.dimensions[1] / max, 0)),
                                       # int(round(resolution * domain.dimensions[2] / max, 0))]
    
                        # if set.use_high_resolution:
                            # big_res = [big_res[0] * (set.amplify + 1), big_res[1] * (set.amplify + 1),
                                       # big_res[2] * (set.amplify + 1)]
    
                        # if channel == 'density':
                            # channeldata = density
    
                        # if channel == 'fire':
                            # channeldata = fire
    
                            # sc_fr = '%s/%s/%s/%05d' % (efutil.export_path, efutil.scene_filename(), bpy.context.scene.name, bpy.context.scene.frame_current)
                            #		        if not os.path.exists( sc_fr ):
                            #			        os.makedirs(sc_fr)
                            #
                            #       		smoke_filename = '%s.smoke' % bpy.path.clean_name(domain.name)
                            #	        	smoke_path = '/'.join([sc_fr, smoke_filename])
                            #
                            #		        with open(smoke_path, 'wb') as smoke_file:
                            #			        # Binary densitygrid file format
                            #			        #
                            #			        # File header
                            #	        		smoke_file.write(b'SMOKE')        #magic number
                            #		        	smoke_file.write(struct.pack('<I', big_res[0]))
                            #			        smoke_file.write(struct.pack('<I', big_res[1]))
                            #       			smoke_file.write(struct.pack('<I', big_res[2]))
                            # Density data
                            #       			smoke_file.write(struct.pack('<%df'%len(channeldata), *channeldata))
                            #
                            #	        	LuxLog('Binary SMOKE file written: %s' % (smoke_path))
    
            #return big_res[0], big_res[1], big_res[2], channeldata
    
                    mydf3 = df3.df3(big_res[0],big_res[1],big_res[2])
    
                    sim_sizeX, sim_sizeY, sim_sizeZ = mydf3.size()
                    for x in range(sim_sizeX):
                        for y in range(sim_sizeY):
                            for z in range(sim_sizeZ):
                                mydf3.set(x, y, z, channeldata[((z * sim_sizeY + y) * sim_sizeX + x)])
    
    
                    mydf3.exportDF3(smokePath)
                    print('Binary smoke.df3 file written in preview directory')
                    if comments:
                        file.write("\n//--Smoke--\n\n")
    
    
                    # Note: We start with a default unit cube.
                    #       This is mandatory to read correctly df3 data - otherwise we could just directly use bbox
                    #       coordinates from the start, and avoid scale/translate operations at the end...
                    file.write("box{<0,0,0>, <1,1,1>\n")
    
                    file.write("    pigment{ rgbt 1 }\n")
                    file.write("    hollow\n")
                    file.write("    interior{ //---------------------\n")
                    file.write("        media{ method 3\n")
                    file.write("               emission <1,1,1>*1\n")# 0>1 for dark smoke to white vapour
                    file.write("               scattering{ 1, // Type\n")
    
                    file.write("                  <1,1,1>*0.1\n")
    
                    file.write("                } // end scattering\n")
    
                    file.write("                density{density_file df3 \"%s\"\n" % (smokePath))
                    file.write("                        color_map {\n")
                    file.write("                        [0.00 rgb 0]\n")
                    file.write("                        [0.05 rgb 0]\n")
                    file.write("                        [0.20 rgb 0.2]\n")
                    file.write("                        [0.30 rgb 0.6]\n")
                    file.write("                        [0.40 rgb 1]\n")
                    file.write("                        [1.00 rgb 1]\n")
                    file.write("                       } // end color_map\n")
                    file.write("               } // end of density\n")
                    file.write("               samples %i // higher = more precise\n" % resolution)
    
                    file.write("         } // end of media --------------------------\n")
                    file.write("    } // end of interior\n")
    
    
                    # START OF TRANSFORMATIONS
    
                    # Size to consider here are bbox dimensions (i.e. still in object space, *before* applying
                    # loc/rot/scale and other transformations (like parent stuff), aka matrix_world).
                    bbox = smoke_obj.bound_box
                    dim = [abs(bbox[6][0] - bbox[0][0]), abs(bbox[6][1] - bbox[0][1]), abs(bbox[6][2] - bbox[0][2])]
    
                    # We scale our cube to get its final size and shapes but still in *object* space (same as Blender's bbox).
                    file.write("scale<%.6g,%.6g,%.6g>\n" % (dim[0], dim[1], dim[2]))
    
                    # We offset our cube such that (0,0,0) coordinate matches Blender's object center.
                    file.write("translate<%.6g,%.6g,%.6g>\n" % (bbox[0][0], bbox[0][1], bbox[0][2]))
    
                    # We apply object's transformations to get final loc/rot/size in world space!
                    # Note: we could combine the two previous transformations with this matrix directly...
    
                    writeMatrix(global_matrix * smoke_obj.matrix_world)
    
    
                    # END OF TRANSFORMATIONS
    
    
                    file.write("}\n")
    
                    
                    #file.write("	            interpolate 1\n")
                    #file.write("	            frequency 0\n")
                    #file.write("	}\n")
                    #file.write("}\n")                            
                    
    
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            for ob in sel:
                ob_num += 1
    
    
                # XXX I moved all those checks here, as there is no need to compute names
    
                if ob.type in {'LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE', 'LATTICE'}:
    
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                    continue
    
                for mod in ob.modifiers:
                    if mod and hasattr(mod, 'smoke_type'):
    
                        smokeFlag=True
                        if (mod.smoke_type == 'DOMAIN'):
                            exportSmoke(ob.name)
                        break # don't render domain mesh or flow emitter mesh, skip to next object.
                if not smokeFlag:    
                    # Export Hair
                    renderEmitter = True
                    if hasattr(ob, 'particle_systems'):
                        renderEmitter = False
                        for pSys in ob.particle_systems:
                            if pSys.settings.use_render_emitter:
                                renderEmitter = True
                            for mod in [m for m in ob.modifiers if (m is not None) and (m.type == 'PARTICLE_SYSTEM')]:
                                if (pSys.settings.render_type == 'PATH') and mod.show_render and (pSys.name == mod.particle_system.name):
                                    tstart = time.time()
                                    texturedHair=0
                                    if ob.active_material is not None:
                                        pmaterial = ob.material_slots[pSys.settings.material - 1].material
                                        for th in pmaterial.texture_slots:
                                            if th and th.use:
                                                if (th.texture.type == 'IMAGE' and th.texture.image) or th.texture.type != 'IMAGE':
                                                    if th.use_map_color_diffuse:
                                                        texturedHair=1
                                        if pmaterial.strand.use_blender_units:
                                            strandStart = pmaterial.strand.root_size
                                            strandEnd = pmaterial.strand.tip_size
                                            strandShape = pmaterial.strand.shape 
                                        else:  # Blender unit conversion
                                            strandStart = pmaterial.strand.root_size / 200.0
                                            strandEnd = pmaterial.strand.tip_size / 200.0
                                            strandShape = pmaterial.strand.shape
                                    else:
                                        pmaterial = "default"  # No material assigned in blender, use default one
                                        strandStart = 0.01
                                        strandEnd = 0.01
                                        strandShape = 0.0
                                    # Set the number of particles to render count rather than 3d view display    
                                    pSys.set_resolution(scene, ob, 'RENDER')    
                                    steps = pSys.settings.draw_step
                                    steps = 3 ** steps # or (power of 2 rather than 3) + 1 # Formerly : len(particle.hair_keys)
                                    
                                    totalNumberOfHairs = ( len(pSys.particles) + len(pSys.child_particles) )
                                    #hairCounter = 0
                                    file.write('#declare HairArray = array[%i] {\n' % totalNumberOfHairs)
                                    for pindex in range(0, totalNumberOfHairs):
    
                                        #if particle.is_exist and particle.is_visible:
                                            #hairCounter += 1
                                            #controlPointCounter = 0
                                            # Each hair is represented as a separate sphere_sweep in POV-Ray.
    
                                            file.write('sphere_sweep{')
                                            if pSys.settings.use_hair_bspline:
                                                file.write('b_spline ')
                                                file.write('%i,\n' % (steps + 2))  # +2 because the first point needs tripling to be more than a handle in POV
                                            else:
                                                file.write('linear_spline ')
                                                file.write('%i,\n' % (steps))
                                            #changing world coordinates to object local coordinates by multiplying with inverted matrix    
                                            initCo = ob.matrix_world.inverted()*(pSys.co_hair(ob, pindex, 0))
                                            if ob.active_material is not None:
                                                pmaterial = ob.material_slots[pSys.settings.material-1].material
                                                for th in pmaterial.texture_slots:
                                                    if th and th.use and th.use_map_color_diffuse:
                                                        #treat POV textures as bitmaps
                                                        if (th.texture.type == 'IMAGE' and th.texture.image and th.texture_coords == 'UV' and ob.data.uv_textures != None): # or (th.texture.pov.tex_pattern_type != 'emulator' and th.texture_coords == 'UV' and ob.data.uv_textures != None):
                                                            image=th.texture.image
                                                            image_width = image.size[0]
                                                            image_height = image.size[1]
                                                            image_pixels = image.pixels[:]
                                                            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.
    
                                    file.write('}\n')
    
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                                    file.write('\n')
    
                                    
                                    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)
    
                                    
                                    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.
                    try:
                        me = ob.to_mesh(scene, True, 'RENDER')
                    except:
                        # happens when curves cant be made into meshes because of no-data
                        continue
    
                    importance = ob.pov.importance_value
                    me_materials = me.materials
                    me_faces = me.tessfaces[:]
                    
                    if not me or not me_faces:
                        continue
    
        #############################################
                    # 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:&nbsp;if we are here, sel if a non-empty iterable,
                    #     so this condition is always True, IMO -- mont29
                    if sel:
                        name_orig = "OB" + ob.name
                        dataname_orig = "DATA" + ob.data.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")
                        continue
    
                    print("Writing Down First Occurence")
    
                    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]
    
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                    # quads incur an extra face
                    quadCount = sum(1 for f in faces_verts if len(f) == 4)
    
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                    # 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
    
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                    tabStr = tab * tabLevel
                    for v in me.vertices:
                        if linebreaksinlists:
                            file.write(",\n")
                            file.write(tabStr + "<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
    
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                        else:
    
                            file.write(", ")
                            file.write("<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
                        #tabWrite("<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
                    file.write("\n")
                    tabWrite("}\n")
    
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                    # 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]
    
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                    tabWrite("normal_vectors {\n")
                    tabWrite("%d" % len(uniqueNormals))  # vert count
    
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                    idx = 0
    
                    for no, index in uniqueNormals.items():
    
                        if linebreaksinlists:
    
                            file.write(",\n")
    
                            file.write(tabStr + "<%.6f, %.6f, %.6f>" % no)  # vert count
    
                        else:
                            file.write(", ")
    
                            file.write("<%.6f, %.6f, %.6f>" % no)  # vert count
    
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                        index[0] = idx
                        idx += 1
    
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                    # 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):
    
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                            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]
    
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                            else:
    
                                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
    
                                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")