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    # ***** BEGIN GPL LICENSE BLOCK *****
    #
    # This program is free software; you can redistribute it and/or
    # modify it under the terms of the GNU General Public License
    # as published by the Free Software Foundation; either version 2
    # of the License, or (at your option) any later version.
    #
    # This program is distributed in the hope that it will be useful,
    # but WITHOUT ANY WARRANTY; without even the implied warranty of
    # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    # GNU General Public License for more details.
    #
    # You should have received a copy of the GNU General Public License
    # along with this program; if not, write to the Free Software Foundation,
    # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # #**** END GPL LICENSE BLOCK #****
    
    # <pep8 compliant>
    
    """Translate to POV the control point compounded geometries like polygon
    
    meshes or curve based shapes."""
    
    ####################
    ## Faster mesh export
    import numpy as np
    
    ####################
    import random  # used for hair
    import bpy
    from . import texturing  # for how textures influence shaders
    from .scenography import export_smoke
    
    
    def matrix_as_pov_string(matrix):
        """Translate some tranform matrix from Blender UI
        to POV syntax and return that string """
        matrix_string = (
            "matrix <%.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f>\n"
            % (
                matrix[0][0],
                matrix[1][0],
                matrix[2][0],
                matrix[0][1],
                matrix[1][1],
                matrix[2][1],
                matrix[0][2],
                matrix[1][2],
                matrix[2][2],
                matrix[0][3],
                matrix[1][3],
                matrix[2][3],
            )
        )
        return matrix_string
    
    
    #    objectNames = {}
    DEF_OBJ_NAME = "Default"
    
    
    def export_meshes(
        preview_dir,
        file,
        scene,
        sel,
        csg,
        string_strip_hyphen,
        safety,
        write_object_modifiers,
        material_names_dictionary,
        write_object_material,
        exported_lights_count,
        unpacked_images,
        image_format,
        img_map,
        img_map_transforms,
        path_image,
        smoke_path,
        global_matrix,
        write_matrix,
        using_uberpov,
        comments,
        linebreaksinlists,
        tab,
        tab_level,
        tab_write,
        info_callback,
    ):
        """write all meshes as POV mesh2{} syntax to exported file """
        # some numpy functions to speed up mesh export NOT IN USE YET
    
        # TODO: also write a numpy function to read matrices at object level?
        # feed below with mesh object.data, but only after doing data.calc_loop_triangles()
        def read_verts_co(self, mesh):
            #'float64' would be a slower 64-bit floating-point number numpy datatype
            # using 'float32' vert coordinates for now until any issue is reported
            mverts_co = np.zeros((len(mesh.vertices) * 3), dtype=np.float32)
            mesh.vertices.foreach_get("co", mverts_co)
            return np.reshape(mverts_co, (len(mesh.vertices), 3))
    
        def read_verts_idx(self, mesh):
            mverts_idx = np.zeros((len(mesh.vertices)), dtype=np.int64)
            mesh.vertices.foreach_get("index", mverts_idx)
            return np.reshape(mverts_idx, (len(mesh.vertices), 1))
    
        def read_verts_norms(self, mesh):
            #'float64' would be a slower 64-bit floating-point number numpy datatype
            # using less accurate 'float16' normals for now until any issue is reported
            mverts_no = np.zeros((len(mesh.vertices) * 3), dtype=np.float16)
            mesh.vertices.foreach_get("normal", mverts_no)
            return np.reshape(mverts_no, (len(mesh.vertices), 3))
    
        def read_faces_idx(self, mesh):
            mfaces_idx = np.zeros((len(mesh.loop_triangles)), dtype=np.int64)
            mesh.loop_triangles.foreach_get("index", mfaces_idx)
            return np.reshape(mfaces_idx, (len(mesh.loop_triangles), 1))
    
        def read_faces_verts_indices(self, mesh):
            mfaces_verts_idx = np.zeros((len(mesh.loop_triangles) * 3), dtype=np.int64)
            mesh.loop_triangles.foreach_get("vertices", mfaces_verts_idx)
            return np.reshape(mfaces_verts_idx, (len(mesh.loop_triangles), 3))
    
        # Why is below different from vertex indices?
        def read_faces_verts_loops(self, mesh):
            mfaces_verts_loops = np.zeros((len(mesh.loop_triangles) * 3), dtype=np.int64)
            mesh.loop_triangles.foreach_get("loops", mfaces_verts_loops)
            return np.reshape(mfaces_verts_loops, (len(mesh.loop_triangles), 3))
    
        def read_faces_norms(self, mesh):
            #'float64' would be a slower 64-bit floating-point number numpy datatype
            # using less accurate 'float16' normals for now until any issue is reported
            mfaces_no = np.zeros((len(mesh.loop_triangles) * 3), dtype=np.float16)
            mesh.loop_triangles.foreach_get("normal", mfaces_no)
            return np.reshape(mfaces_no, (len(mesh.loop_triangles), 3))
    
        def read_faces_smooth(self, mesh):
            mfaces_smth = np.zeros((len(mesh.loop_triangles) * 1), dtype=np.bool)
            mesh.loop_triangles.foreach_get("use_smooth", mfaces_smth)
            return np.reshape(mfaces_smth, (len(mesh.loop_triangles), 1))
    
        def read_faces_material_indices(self, mesh):
            mfaces_mats_idx = np.zeros((len(mesh.loop_triangles)), dtype=np.int16)
            mesh.loop_triangles.foreach_get("material_index", mfaces_mats_idx)
            return np.reshape(mfaces_mats_idx, (len(mesh.loop_triangles), 1))
    
        #        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, material_names_dictionary, ...), 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.
        obmats2data = {}
    
        def check_object_materials(ob, name, dataname):
            """Compare other objects exported material slots to avoid rewriting duplicates"""
            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, matrix_as_pov_string(matrix))]
                return name
            # Here, we replace dataname by the value returned by check_object_materials, only if
            # it is not evaluated to False (i.e. only if the object uses some local material(s)).
            dataname = check_object_materials(ob, name, dataname) or dataname
            if dataname in data_ref:
                # Data already known, just add the object instance.
                data_ref[dataname].append((name, matrix_as_pov_string(matrix)))
                # No need to write data
                return None
            # Else (no return yet): Data not yet processed, create a new entry in data_ref.
            data_ref[dataname] = [(name, matrix_as_pov_string(matrix))]
            return dataname
    
        # XXX TODO : Too many nested blocks in this object loop, split hair (+particles?) to their function in own file,
        ob_num = 0
        for ob in sel:
            # Using depsgraph
            depsgraph = bpy.context.evaluated_depsgraph_get()
            ob = bpy.data.objects[ob.name].evaluated_get(depsgraph)
    
            # subtract original from the count of their instances as were not counted before 2.8
            if not (ob.is_instancer and ob.original != ob):
                ob_num += 1
    
                # XXX I moved all those checks here, as there is no need to compute names
                #     for object we won't export here!
                if ob.type in {
                    'LIGHT',
                    'CAMERA',  #'EMPTY', #empties can bear dupligroups
                    'META',
                    'ARMATURE',
                    'LATTICE',
                }:
                    continue
                fluid_flag = False
                for mod in ob.modifiers:
                    if mod and hasattr(mod, 'fluid_type'):
                        fluid_flag = True
                        if mod.fluid_type == 'DOMAIN':
                            if mod.domain_settings.domain_type == 'GAS':
                                export_smoke(
                                    file, ob.name, smoke_path, comments, global_matrix, write_matrix
                                )
                            break  # don't render domain mesh, skip to next object.
                        if mod.fluid_type == 'FLOW':  # The domain contains all the smoke. so that's it.
                            if mod.flow_settings.flow_type == 'SMOKE':  # Check how liquids behave
                                break  # don't render smoke flow emitter mesh either, skip to next object.
                if not fluid_flag:
                    # Export Hair
                    # importing here rather than at the top recommended for addons startup footprint
                    from .object_particles import export_hair
    
                    render_emitter = True
                    if hasattr(ob, 'particle_systems'):
                        render_emitter = False
                        if ob.show_instancer_for_render:
                            render_emitter = True
                        for p_sys in ob.particle_systems:
                            for mod in [
                                m
                                for m in ob.modifiers
                                if (m is not None) and (m.type == 'PARTICLE_SYSTEM')
                            ]:
                                if (
                                    (p_sys.settings.render_type == 'PATH')
                                    and mod.show_render
                                    and (p_sys.name == mod.particle_system.name)
                                ):
                                    export_hair(file, ob, p_sys, global_matrix, write_matrix)
                                    if not render_emitter:
                                        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
                    if ob.data:
                        name_orig = "OB" + ob.name
                        dataname_orig = "DATA" + ob.data.name
                    elif ob.is_instancer:
                        if ob.instance_type == 'COLLECTION':
                            name_orig = "OB" + ob.name
                            dataname_orig = "DATA" + ob.instance_collection.name
                        else:
                            # hoping only dupligroups have several source datablocks
                            # ob_dupli_list_create(scene) #deprecated in 2.8
                            depsgraph = bpy.context.evaluated_depsgraph_get()
                            for eachduplicate in depsgraph.object_instances:
                                # Real dupli instance filtered because
                                # original included in list since 2.8
                                if eachduplicate.is_instance:
                                    dataname_orig = "DATA" + eachduplicate.object.name
                            # ob.dupli_list_clear() #just don't store any reference to instance since 2.8
                    elif ob.type == 'EMPTY':
                        name_orig = "OB" + ob.name
                        dataname_orig = "DATA" + ob.name
                    else:
                        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)
                        continue
    
                    print("Writing Down First Occurrence of " + name)
    
                    ############################################Povray Primitives
                    # special export_curves() 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
    
                    if ob.pov.object_as == 'ISOSURFACE':
                        tab_write("#declare %s = isosurface{ \n" % povdataname)
                        tab_write("function{ \n")
                        text_name = ob.pov.iso_function_text
                        if text_name:
                            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:
                                            tab_write(
                                                "#declare %s = %.6g;\n" % (inp.name, inp.default_value)
                                            )
    
                            text = bpy.data.texts[text_name]
                            for line in text.lines:
                                split = line.body.split()
                                if split[0] != "#declare":
                                    tab_write("%s\n" % line.body)
                        else:
                            tab_write("abs(x) - 2 + y")
                        tab_write("}\n")
                        tab_write("threshold %.6g\n" % ob.pov.threshold)
                        tab_write("max_gradient %.6g\n" % ob.pov.max_gradient)
                        tab_write("accuracy  %.6g\n" % ob.pov.accuracy)
                        tab_write("contained_by { ")
                        if ob.pov.contained_by == "sphere":
                            tab_write("sphere {0,%.6g}}\n" % ob.pov.container_scale)
                        else:
                            tab_write(
                                "box {-%.6g,%.6g}}\n" % (ob.pov.container_scale, ob.pov.container_scale)
                            )
                        if ob.pov.all_intersections:
                            tab_write("all_intersections\n")
                        else:
                            if ob.pov.max_trace > 1:
                                tab_write("max_trace %.6g\n" % ob.pov.max_trace)
                        pov_mat_name = "Default_texture"
                        if ob.active_material:
                            # pov_mat_name = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                            try:
                                material = ob.active_material
                                write_object_material(material, ob, tab_write)
                            except IndexError:
                                print(me)
                        # tab_write("texture {%s}\n"%pov_mat_name)
                        tab_write("scale %.6g\n" % (1 / ob.pov.container_scale))
                        tab_write("}\n")
                        continue  # Don't render proxy mesh, skip to next object
    
                    if ob.pov.object_as == 'SUPERELLIPSOID':
                        tab_write(
                            "#declare %s = superellipsoid{ <%.4f,%.4f>\n"
                            % (povdataname, ob.pov.se_n2, ob.pov.se_n1)
                        )
                        pov_mat_name = "Default_texture"
                        if ob.active_material:
                            # pov_mat_name = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                            try:
                                material = ob.active_material
                                write_object_material(material, ob, tab_write)
                            except IndexError:
                                print(me)
                        # tab_write("texture {%s}\n"%pov_mat_name)
                        write_object_modifiers(scene, ob, file)
                        tab_write("}\n")
                        continue  # Don't render proxy mesh, skip to next object
    
                    if ob.pov.object_as == 'SUPERTORUS':
                        rad_maj = ob.pov.st_major_radius
                        rad_min = 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")
                        ############
                        tab_write(
                            "#declare %s = object{ Supertorus( %.4g,%.4g,%.4g,%.4g,%.4g,%.4g)\n"
                            % (povdataname, rad_maj, rad_min, ring, cross, accuracy, gradient)
                        )
                        pov_mat_name = "Default_texture"
                        if ob.active_material:
                            # pov_mat_name = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                            try:
                                material = ob.active_material
                                write_object_material(material, ob, tab_write)
                            except IndexError:
                                print(me)
                        # tab_write("texture {%s}\n"%pov_mat_name)
                        write_object_modifiers(scene, ob, file)
                        tab_write("rotate x*90\n")
                        tab_write("}\n")
                        continue  # Don't render proxy mesh, skip to next object
    
                    if ob.pov.object_as == 'PLANE':
                        tab_write("#declare %s = plane{ <0,0,1>,1\n" % povdataname)
                        pov_mat_name = "Default_texture"
                        if ob.active_material:
                            # pov_mat_name = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                            try:
                                material = ob.active_material
                                write_object_material(material, ob, tab_write)
                            except IndexError:
                                print(me)
                        # tab_write("texture {%s}\n"%pov_mat_name)
                        write_object_modifiers(scene, ob, file)
                        # tab_write("rotate x*90\n")
                        tab_write("}\n")
                        continue  # Don't render proxy mesh, skip to next object
    
                    if ob.pov.object_as == 'BOX':
                        tab_write("#declare %s = box { -1,1\n" % povdataname)
                        pov_mat_name = "Default_texture"
                        if ob.active_material:
                            # pov_mat_name = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                            try:
                                material = ob.active_material
                                write_object_material(material, ob, tab_write)
                            except IndexError:
                                print(me)
                        # tab_write("texture {%s}\n"%pov_mat_name)
                        write_object_modifiers(scene, ob, file)
                        # tab_write("rotate x*90\n")
                        tab_write("}\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
                        tab_write(
                            "#declare %s = cone { <0,0,%.4f>,%.4f,<0,0,%.4f>,%.4f\n"
                            % (povdataname, bz, br, cz, cr)
                        )
                        pov_mat_name = "Default_texture"
                        if ob.active_material:
                            # pov_mat_name = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                            try:
                                material = ob.active_material
                                write_object_material(material, ob, tab_write)
                            except IndexError:
                                print(me)
                        # tab_write("texture {%s}\n"%pov_mat_name)
                        write_object_modifiers(scene, ob, file)
                        # tab_write("rotate x*90\n")
                        tab_write("}\n")
                        continue  # Don't render proxy mesh, skip to next object
    
                    if ob.pov.object_as == 'CYLINDER':
                        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]
                        tab_write(
                            "#declare %s = cylinder { <0,0,0>,<%6f,%6f,%6f>,%6f\n"
                            % (povdataname, x2, y2, z2, r)
                        )
                        pov_mat_name = "Default_texture"
                        if ob.active_material:
                            # pov_mat_name = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                            try:
                                material = ob.active_material
                                write_object_material(material, ob, tab_write)
                            except IndexError:
                                print(me)
                        # tab_write("texture {%s}\n"%pov_mat_name)
                        # cylinders written at origin, translated below
                        write_object_modifiers(scene, ob, file)
                        # tab_write("rotate x*90\n")
                        tab_write("}\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
                        tab_write('#declare %s = height_field { %s\n' % (povdataname, data))
                        pov_mat_name = "Default_texture"
                        if ob.active_material:
                            # pov_mat_name = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                            try:
                                material = ob.active_material
                                write_object_material(material, ob, tab_write)
                            except IndexError:
                                print(me)
                        # tab_write("texture {%s}\n"%pov_mat_name)
                        write_object_modifiers(scene, ob, file)
                        tab_write("rotate x*90\n")
                        tab_write("translate <-0.5,0.5,0>\n")
                        tab_write("scale <0,-1,0>\n")
                        tab_write("}\n")
                        continue  # Don't render proxy mesh, skip to next object
    
                    if ob.pov.object_as == 'SPHERE':
    
                        tab_write(
                            "#declare %s = sphere { 0,%6f\n" % (povdataname, ob.pov.sphere_radius)
                        )
                        pov_mat_name = "Default_texture"
                        if ob.active_material:
                            # pov_mat_name = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                            try:
                                material = ob.active_material
                                write_object_material(material, ob, tab_write)
                            except IndexError:
                                print(me)
                        # tab_write("texture {%s}\n"%pov_mat_name)
                        write_object_modifiers(scene, ob, file)
                        # tab_write("rotate x*90\n")
                        tab_write("}\n")
                        continue  # Don't render proxy mesh, skip to next object
    
                    if ob.pov.object_as == 'TORUS':
                        tab_write(
                            "#declare %s = torus { %.4f,%.4f\n"
                            % (povdataname, ob.pov.torus_major_radius, ob.pov.torus_minor_radius)
                        )
                        pov_mat_name = "Default_texture"
                        if ob.active_material:
                            # pov_mat_name = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                            try:
                                material = ob.active_material
                                write_object_material(material, ob, tab_write)
                            except IndexError:
                                print(me)
                        # tab_write("texture {%s}\n"%pov_mat_name)
                        write_object_modifiers(scene, ob, file)
                        tab_write("rotate x*90\n")
                        tab_write("}\n")
                        continue  # Don't render proxy mesh, skip to next object
    
                    if ob.pov.object_as == 'PARAMETRIC':
                        tab_write("#declare %s = parametric {\n" % povdataname)
                        tab_write("function { %s }\n" % ob.pov.x_eq)
                        tab_write("function { %s }\n" % ob.pov.y_eq)
                        tab_write("function { %s }\n" % ob.pov.z_eq)
                        tab_write(
                            "<%.4f,%.4f>, <%.4f,%.4f>\n"
                            % (ob.pov.u_min, ob.pov.v_min, ob.pov.u_max, ob.pov.v_max)
                        )
                        # Previous to 3.8 default max_gradient 1.0 was too slow
                        tab_write("max_gradient 0.001\n")
                        if ob.pov.contained_by == "sphere":
                            tab_write("contained_by { sphere{0, 2} }\n")
                        else:
                            tab_write("contained_by { box{-2, 2} }\n")
                        tab_write("max_gradient %.6f\n" % ob.pov.max_gradient)
                        tab_write("accuracy %.6f\n" % ob.pov.accuracy)
                        tab_write("precompute 10 x,y,z\n")
                        tab_write("}\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
                        tab_write(
                            "#declare %s = object { Shape_Polygon_To_Circle_Blending(%s, z, %.4f, %.4f, 2) rotate x*180 translate z*1\n"
                            % (povdataname, ngon, ngonR, circleR)
                        )
                        tab_write("}\n")
                        continue  # Don't render proxy mesh, skip to next object
    
                    ## In remaining cases; keep at end so no "elif" is needed,
                    #       (as not skipped by any previous "continue")
                    #           and for originals not their instances,
                    #               attempt to export mesh:
                    if not ob.is_instancer:
                        # except duplis which should be instances groups for now but all duplis later
                        if ob.type == 'EMPTY':
                            # XXX Should we only write this once and instanciate the same for every
                            # empty in the final matrix writing, or even no marix and just a comment
                            # with empty object transforms ?
                            tab_write("\n//dummy sphere to represent Empty location\n")
                            tab_write(
                                "#declare %s =sphere {<0, 0, 0>,0 pigment{rgbt 1} no_image no_reflection no_radiosity photons{pass_through collect off} hollow}\n"
                                % povdataname
                            )
                            continue  # Don't render empty object but this is later addition, watch it.
    
                        depsgraph = bpy.context.evaluated_depsgraph_get()
                        ob_eval = ob.evaluated_get(depsgraph)
                        try:
                            me = ob_eval.to_mesh()
    
                        # Here identify the exception for mesh object with no data: Runtime-Error ?
                        # So we can write something for the dataname or maybe treated "if not me" below
                        except BaseException as e:
                            print(e.__doc__)
                            print('An exception occurred: {}'.format(e))
                            # also happens when curves cant be made into meshes because of no-data
                            continue
    
                        importance = ob.pov.importance_value
                        if me:
                            me.calc_loop_triangles()
                            me_materials = me.materials
                            me_faces = me.loop_triangles[:]
                            ## numpytest
                            # me_looptris = me.loops
    
                            ## otypes = ['int32'] is a 32-bit signed integer number numpy datatype
                            # get_v_index = np.vectorize(lambda l: l.vertex_index, otypes = ['int32'], cache = True)
                            # faces_verts_idx = get_v_index(me_looptris)
    
                        # if len(me_faces)==0:
                        # tab_write("\n//dummy sphere to represent empty mesh location\n")
                        # tab_write("#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:
                            tab_write("\n//dummy sphere to represent empty mesh location\n")
                            tab_write(
                                "#declare %s =sphere {<0, 0, 0>,0 pigment{rgbt 1} no_image no_reflection no_radiosity photons{pass_through collect off} hollow}\n"
                                % povdataname
                            )
                            continue
    
                        uv_layers = me.uv_layers
                        if len(uv_layers) > 0:
                            if me.uv_layers.active and uv_layers.active.data:
                                uv_layer = uv_layers.active.data
                        else:
                            uv_layer = None
    
                        try:
                            # vcol_layer = me.vertex_colors.active.data
                            vcol_layer = me.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]
    
                        # Use named declaration to allow reference e.g. for baking. MR
                        file.write("\n")
                        tab_write("#declare %s =\n" % povdataname)
                        tab_write("mesh2 {\n")
                        tab_write("vertex_vectors {\n")
                        tab_write("%d" % len(me.vertices))  # vert count
    
                        tab_str = tab * tab_level
                        for v in me.vertices:
                            if linebreaksinlists:
                                file.write(",\n")
                                file.write(tab_str + "<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
                            else:
                                file.write(", ")
                                file.write("<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
                            # tab_write("<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
                        file.write("\n")
                        tab_write("}\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]
    
                        tab_write("normal_vectors {\n")
                        tab_write("%d" % len(uniqueNormals))  # vert count
                        idx = 0
                        tab_str = tab * tab_level
                        for no, index in uniqueNormals.items():
                            if linebreaksinlists:
                                file.write(",\n")
                                file.write(tab_str + "<%.6f, %.6f, %.6f>" % no)  # vert count
                            else:
                                file.write(", ")
                                file.write("<%.6f, %.6f, %.6f>" % no)  # vert count
                            index[0] = idx
                            idx += 1
                        file.write("\n")
                        tab_write("}\n")
    
                        # Vertex colors
                        vertCols = {}  # Use for material colors also.
    
                        if uv_layer:
                            # Generate unique UV's
                            uniqueUVs = {}
                            # n = 0
                            for f in me_faces:  # me.faces in 2.7
                                uvs = [uv_layer[l].uv[:] for l in f.loops]
    
                                for uv in uvs:
                                    uniqueUVs[uv[:]] = [-1]
    
                            tab_write("uv_vectors {\n")
                            # print unique_uvs
                            tab_write("%d" % len(uniqueUVs))  # vert count
                            idx = 0
                            tab_str = tab * tab_level
                            for uv, index in uniqueUVs.items():
                                if linebreaksinlists:
                                    file.write(",\n")
                                    file.write(tab_str + "<%.6f, %.6f>" % uv)
                                else:
                                    file.write(", ")
                                    file.write("<%.6f, %.6f>" % uv)
                                index[0] = idx
                                idx += 1
                            '''
                            else:
                                # Just add 1 dummy vector, no real UV's
                                tab_write('1') # vert count
                                file.write(',\n\t\t<0.0, 0.0>')
                            '''
                            file.write("\n")
                            tab_write("}\n")
    
                        if me.vertex_colors:
                            # Write down vertex colors as a texture for each vertex
                            tab_write("texture_list {\n")
                            tab_write("%d\n" % (len(me_faces) * 3))  # assumes we have only triangles
                            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 BaseException as e:
                                    print(e.__doc__)
                                    print('An exception occurred: {}'.format(e))
                                    material = None
                                if (
                                    material
                                ):  # and material.use_vertex_color_paint: #Always use vertex color when there is some for now
    
                                    cols = [vcol_layer[l].color[:] for l in f.loops]
    
                                    for col in cols:
                                        key = (
                                            col[0],
                                            col[1],
                                            col[2],
                                            material_index,
                                        )  # Material index!
                                        VcolIdx += 1
                                        vertCols[key] = [VcolIdx]
                                        if linebreaksinlists:
                                            tab_write(
                                                "texture {pigment{ color srgb <%6f,%6f,%6f> }}\n"
                                                % (col[0], col[1], col[2])
                                            )
                                        else:
                                            tab_write(
                                                "texture {pigment{ color srgb <%6f,%6f,%6f> }}"
                                                % (col[0], col[1], col[2])
                                            )
                                            tab_str = tab * tab_level
                                else:
                                    if material:
                                        # Multiply diffuse with SSS Color
                                        if material.pov_subsurface_scattering.use:
                                            diffuse_color = [
                                                i * j
                                                for i, j in zip(
                                                    material.pov_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]
    
                            tab_write("\n}\n")
                            # Face indices
                            tab_write("\nface_indices {\n")
                            tab_write("%d" % (len(me_faces)))  # faces count
                            tab_str = tab * tab_level
    
                            for fi, f in enumerate(me_faces):
                                fv = faces_verts[fi]
                                material_index = f.material_index
    
                                if vcol_layer:
                                    cols = [vcol_layer[l].color[:] for l in f.loops]
    
                                if (
                                    not me_materials or me_materials[material_index] is None
                                ):  # No materials
                                    if linebreaksinlists:
                                        file.write(",\n")
                                        # vert count
                                        file.write(tab_str + "<%d,%d,%d>" % (fv[0], fv[1], fv[2]))
                                    else:
                                        file.write(", ")
                                        file.write("<%d,%d,%d>" % (fv[0], fv[1], fv[2]))  # vert count
                                else:
                                    material = me_materials[material_index]
                                    if me.vertex_colors:  # and material.use_vertex_color_paint:
                                        # Color per vertex - vertex color
    
                                        col1 = cols[0]
                                        col2 = cols[1]
                                        col3 = cols[2]
    
                                        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.pov_subsurface_scattering.use:
                                            diffuse_color = [
                                                i * j
                                                for i, j in zip(
                                                    material.pov_subsurface_scattering.color[:],
                                                    material.diffuse_color[:],
                                                )
                                            ]