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                            # 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:
    
                #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
                    smokeFlag=False
                    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
    
                            if ob.show_instancer_for_render:
    
                                renderEmitter = True
    
                            for pSys in ob.particle_systems:
                                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.material_slots[pSys.settings.material - 1].material and 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
    
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                                        #pSys.set_resolution(scene, ob, 'RENDER') # DEPRECATED
    
                                        # When you render, the entire dependency graph will be
    
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                                        # evaluated at render resolution, including the particles.
    
                                        # In the viewport it will be at viewport resolution.
                                        # So there is no need fo render engines to use this function anymore,
    
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                                        # it's automatic now.
    
                                        steps = pSys.settings.display_step
                                        steps = 3 ** steps # or (power of 2 rather than 3) + 1 # Formerly : len(particle.hair_keys)
    
    
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                                        totalNumberOfHairs = ( pSys.settings.count + pSys.settings.rendered_child_count )
    
                                        #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
    
                                                    file.write('linear_spline ')
                                                    file.write('%i,\n' % (steps))
                                                #changing world coordinates to object local coordinates by multiplying with inverted matrix
    
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                                                initCo = ob.matrix_world.inverted() @ (pSys.co_hair(ob, particle_no = pindex, step = 0))
    
                                                if ob.material_slots[pSys.settings.material - 1].material and 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 is not None): # or (th.texture.pov.tex_pattern_type != 'emulator' and th.texture_coords == 'UV' and ob.data.uv_textures is not 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):
    
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                                                    co = ob.matrix_world.inverted() @ (pSys.co_hair(ob, particle_no = pindex, step = 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.display_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 srgbf < %.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')
    
                                        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 {srgbt <%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 {cylindrical\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
    
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                                        # pSys.set_resolution(scene, ob, 'PREVIEW') #DEPRECATED
    
                                        # When you render, the entire dependency graph will be
    
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                                        # evaluated at render resolution, including the particles.
    
                                        # In the viewport it will be at viewport resolution.
                                        # So there is no need fo render engines to use this function anymore,
    
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                                        # it's automatic now.
    
                                        if renderEmitter == False:
                                            continue #don't render mesh, skip to next object.
    
            #############################################
                        # Generating a name for object just like materials to be able to use it
                        # (baking for now or anything else).
                        # XXX I don't understand that if we are here, sel if a non-empty iterable,
                        #     so this condition is always True, IMO -- mont29
                        if ob.data:
    
                            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:
                                    if eachduplicate.is_instance:  # Real dupli instance filtered because original included in list since 2.8
                                        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
    
                            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 exportCurves() function takes care of writing
                        # lathe, sphere_sweep, birail, and loft except with modifiers
                        # converted to mesh
                        if not ob.is_modified(scene, 'RENDER'):
                            if ob.type == 'CURVE' and (ob.pov.curveshape in
                                            {'lathe', 'sphere_sweep', 'loft'}):
                                continue #Don't render proxy mesh, skip to next object
    
                        if ob.pov.object_as == 'ISOSURFACE':
                            tabWrite("#declare %s = isosurface{ \n"% povdataname)
                            tabWrite("function{ \n")
                            textName = ob.pov.iso_function_text
                            if textName:
                                node_tree = bpy.context.scene.node_tree
                                for node in node_tree.nodes:
                                    if node.bl_idname == "IsoPropsNode" and node.label == ob.name:
                                        for inp in node.inputs:
                                            if inp:
                                                tabWrite("#declare %s = %.6g;\n"%(inp.name,inp.default_value))
    
                                text = bpy.data.texts[textName]
                                for line in text.lines:
                                    split = line.body.split()
                                    if split[0] != "#declare":
                                        tabWrite("%s\n"%line.body)
                            else:
                                tabWrite("abs(x) - 2 + y")
                            tabWrite("}\n")
                            tabWrite("threshold %.6g\n"%ob.pov.threshold)
                            tabWrite("max_gradient %.6g\n"%ob.pov.max_gradient)
                            tabWrite("accuracy  %.6g\n"%ob.pov.accuracy)
                            tabWrite("contained_by { ")
                            if ob.pov.contained_by == "sphere":
                                tabWrite("sphere {0,%.6g}}\n"%ob.pov.container_scale)
                            else:
                                tabWrite("box {-%.6g,%.6g}}\n"%(ob.pov.container_scale,ob.pov.container_scale))
                            if ob.pov.all_intersections:
                                tabWrite("all_intersections\n")
                            else:
                                if ob.pov.max_trace > 1:
                                    tabWrite("max_trace %.6g\n"%ob.pov.max_trace)
                            povMatName = "Default_texture"
                            if ob.active_material:
                                #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                                try:
                                    material = ob.active_material
                                    writeObjectMaterial(material, ob)
                                except IndexError:
                                    print(me)
                            #tabWrite("texture {%s}\n"%povMatName)
                            tabWrite("scale %.6g\n"%(1/ob.pov.container_scale))
                            tabWrite("}\n")
                            continue #Don't render proxy mesh, skip to next object
    
                        if ob.pov.object_as == 'SUPERELLIPSOID':
                            tabWrite("#declare %s = superellipsoid{ <%.4f,%.4f>\n"%(povdataname,ob.pov.se_n2,ob.pov.se_n1))
                            povMatName = "Default_texture"
                            if ob.active_material:
                                #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                                try:
                                    material = ob.active_material
                                    writeObjectMaterial(material, ob)
                                except IndexError:
                                    print(me)
                            #tabWrite("texture {%s}\n"%povMatName)
                            write_object_modifiers(scene,ob,file)
                            tabWrite("}\n")
    
                            continue #Don't render proxy mesh, skip to next object
    
                        if ob.pov.object_as == 'SUPERTORUS':
                            rMajor = ob.pov.st_major_radius
                            rMinor = ob.pov.st_minor_radius
                            ring = ob.pov.st_ring
                            cross = ob.pov.st_cross
                            accuracy=ob.pov.st_accuracy
                            gradient=ob.pov.st_max_gradient
                            ############Inline Supertorus macro
                            file.write("#macro Supertorus(RMj, RMn, MajorControl, MinorControl, Accuracy, MaxGradient)\n")
                            file.write("   #local CP = 2/MinorControl;\n")
                            file.write("   #local RP = 2/MajorControl;\n")
                            file.write("   isosurface {\n")
                            file.write("      function { pow( pow(abs(pow(pow(abs(x),RP) + pow(abs(z),RP), 1/RP) - RMj),CP) + pow(abs(y),CP) ,1/CP) - RMn }\n")
                            file.write("      threshold 0\n")
                            file.write("      contained_by {box {<-RMj-RMn,-RMn,-RMj-RMn>, < RMj+RMn, RMn, RMj+RMn>}}\n")
                            file.write("      #if(MaxGradient >= 1)\n")
                            file.write("         max_gradient MaxGradient\n")
                            file.write("      #else\n")
                            file.write("         evaluate 1, 10, 0.1\n")
                            file.write("      #end\n")
                            file.write("      accuracy Accuracy\n")
                            file.write("   }\n")
                            file.write("#end\n")
                            ############
                            tabWrite("#declare %s = object{ Supertorus( %.4g,%.4g,%.4g,%.4g,%.4g,%.4g)\n"%(povdataname,rMajor,rMinor,ring,cross,accuracy,gradient))
                            povMatName = "Default_texture"
                            if ob.active_material:
                                #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                                try:
                                    material = ob.active_material
                                    writeObjectMaterial(material, ob)
                                except IndexError:
                                    print(me)
                            #tabWrite("texture {%s}\n"%povMatName)
                            write_object_modifiers(scene,ob,file)
                            tabWrite("rotate x*90\n")
                            tabWrite("}\n")
                            continue #Don't render proxy mesh, skip to next object
    
                        if ob.pov.object_as == 'PLANE':
                            tabWrite("#declare %s = plane{ <0,0,1>,1\n"%povdataname)
                            povMatName = "Default_texture"
                            if ob.active_material:
                                #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                                try:
                                    material = ob.active_material
                                    writeObjectMaterial(material, ob)
                                except IndexError:
                                    print(me)
                            #tabWrite("texture {%s}\n"%povMatName)
                            write_object_modifiers(scene,ob,file)
                            #tabWrite("rotate x*90\n")
                            tabWrite("}\n")
                            continue #Don't render proxy mesh, skip to next object
    
                        if ob.pov.object_as == 'BOX':
                            tabWrite("#declare %s = box { -1,1\n"%povdataname)
                            povMatName = "Default_texture"
                            if ob.active_material:
                                #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                                try:
                                    material = ob.active_material
                                    writeObjectMaterial(material, ob)
                                except IndexError:
                                    print(me)
                            #tabWrite("texture {%s}\n"%povMatName)
                            write_object_modifiers(scene,ob,file)
                            #tabWrite("rotate x*90\n")
                            tabWrite("}\n")
                            continue #Don't render proxy mesh, skip to next object
    
                        if ob.pov.object_as == 'CONE':
                            br = ob.pov.cone_base_radius
                            cr = ob.pov.cone_cap_radius
                            bz = ob.pov.cone_base_z
                            cz = ob.pov.cone_cap_z
                            tabWrite("#declare %s = cone { <0,0,%.4f>,%.4f,<0,0,%.4f>,%.4f\n"%(povdataname,bz,br,cz,cr))
                            povMatName = "Default_texture"
                            if ob.active_material:
                                #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                                try:
                                    material = ob.active_material
                                    writeObjectMaterial(material, ob)
                                except IndexError:
                                    print(me)
                            #tabWrite("texture {%s}\n"%povMatName)
                            write_object_modifiers(scene,ob,file)
                            #tabWrite("rotate x*90\n")
                            tabWrite("}\n")
                            continue #Don't render proxy mesh, skip to next object
    
                        if ob.pov.object_as == 'CYLINDER':
                            r = ob.pov.cylinder_radius
                            x2 = ob.pov.cylinder_location_cap[0]
                            y2 = ob.pov.cylinder_location_cap[1]
                            z2 = ob.pov.cylinder_location_cap[2]
                            tabWrite("#declare %s = cylinder { <0,0,0>,<%6f,%6f,%6f>,%6f\n"%(
                                    povdataname,
                                    x2,
                                    y2,
                                    z2,
                                    r))
                            povMatName = "Default_texture"
                            if ob.active_material:
                                #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                                try:
                                    material = ob.active_material
                                    writeObjectMaterial(material, ob)
                                except IndexError:
                                    print(me)
                            #tabWrite("texture {%s}\n"%povMatName)
                            #cylinders written at origin, translated below
                            write_object_modifiers(scene,ob,file)
                            #tabWrite("rotate x*90\n")
                            tabWrite("}\n")
                            continue #Don't render proxy mesh, skip to next object
    
                        if ob.pov.object_as == 'HEIGHT_FIELD':
                            data = ""
                            filename = ob.pov.hf_filename
                            data += '"%s"'%filename
                            gamma = ' gamma %.4f'%ob.pov.hf_gamma
                            data += gamma
                            if ob.pov.hf_premultiplied:
                                data += ' premultiplied on'
                            if ob.pov.hf_smooth:
                                data += ' smooth'
                            if ob.pov.hf_water > 0:
                                data += ' water_level %.4f'%ob.pov.hf_water
                            #hierarchy = ob.pov.hf_hierarchy
                            tabWrite('#declare %s = height_field { %s\n'%(povdataname,data))
                            povMatName = "Default_texture"
                            if ob.active_material:
                                #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                                try:
                                    material = ob.active_material
                                    writeObjectMaterial(material, ob)
                                except IndexError:
                                    print(me)
                            #tabWrite("texture {%s}\n"%povMatName)
                            write_object_modifiers(scene,ob,file)
                            tabWrite("rotate x*90\n")
                            tabWrite("translate <-0.5,0.5,0>\n")
                            tabWrite("scale <0,-1,0>\n")
                            tabWrite("}\n")
                            continue #Don't render proxy mesh, skip to next object
    
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                        if ob.pov.object_as == 'SPHERE':
    
                            tabWrite("#declare %s = sphere { 0,%6f\n"%(povdataname,ob.pov.sphere_radius))
                            povMatName = "Default_texture"
                            if ob.active_material:
                                #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                                try:
                                    material = ob.active_material
                                    writeObjectMaterial(material, ob)
                                except IndexError:
                                    print(me)
                            #tabWrite("texture {%s}\n"%povMatName)
                            write_object_modifiers(scene,ob,file)
                            #tabWrite("rotate x*90\n")
                            tabWrite("}\n")
                            continue #Don't render proxy mesh, skip to next object
    
                        if ob.pov.object_as == 'TORUS':
                            tabWrite("#declare %s = torus { %.4f,%.4f\n"%(povdataname,ob.pov.torus_major_radius,ob.pov.torus_minor_radius))
                            povMatName = "Default_texture"
                            if ob.active_material:
                                #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name))
                                try:
                                    material = ob.active_material
                                    writeObjectMaterial(material, ob)
                                except IndexError:
                                    print(me)
                            #tabWrite("texture {%s}\n"%povMatName)
                            write_object_modifiers(scene,ob,file)
                            tabWrite("rotate x*90\n")
                            tabWrite("}\n")
                            continue #Don't render proxy mesh, skip to next object
    
                        if ob.pov.object_as == 'PARAMETRIC':
                            tabWrite("#declare %s = parametric {\n"%povdataname)
                            tabWrite("function { %s }\n"%ob.pov.x_eq)
                            tabWrite("function { %s }\n"%ob.pov.y_eq)
                            tabWrite("function { %s }\n"%ob.pov.z_eq)
                            tabWrite("<%.4f,%.4f>, <%.4f,%.4f>\n"%(ob.pov.u_min,ob.pov.v_min,ob.pov.u_max,ob.pov.v_max))
                            if ob.pov.contained_by == "sphere":
                                tabWrite("contained_by { sphere{0, 2} }\n")
                            else:
                                tabWrite("contained_by { box{-2, 2} }\n")
                            tabWrite("max_gradient %.6f\n"%ob.pov.max_gradient)
                            tabWrite("accuracy %.6f\n"%ob.pov.accuracy)
                            tabWrite("precompute 10 x,y,z\n")
                            tabWrite("}\n")
                            continue #Don't render proxy mesh, skip to next object
    
                        if ob.pov.object_as == 'POLYCIRCLE':
                            #TODO write below macro Once:
                            #if write_polytocircle_macro_once == 0:
                            file.write("/****************************\n")
                            file.write("This macro was written by 'And'.\n")
                            file.write("Link:(http://news.povray.org/povray.binaries.scene-files/)\n")
                            file.write("****************************/\n")
                            file.write("//from math.inc:\n")
                            file.write("#macro VPerp_Adjust(V, Axis)\n")
                            file.write("   vnormalize(vcross(vcross(Axis, V), Axis))\n")
                            file.write("#end\n")
                            file.write("//Then for the actual macro\n")
                            file.write("#macro Shape_Slice_Plane_2P_1V(point1, point2, clip_direct)\n")
                            file.write("#local p1 = point1 + <0,0,0>;\n")
                            file.write("#local p2 = point2 + <0,0,0>;\n")
                            file.write("#local clip_v = vnormalize(clip_direct + <0,0,0>);\n")
                            file.write("#local direct_v1 = vnormalize(p2 - p1);\n")
                            file.write("#if(vdot(direct_v1, clip_v) = 1)\n")
                            file.write('    #error "Shape_Slice_Plane_2P_1V error: Can\'t decide plane"\n')
                            file.write("#end\n\n")
                            file.write("#local norm = -vnormalize(clip_v - direct_v1*vdot(direct_v1,clip_v));\n")
                            file.write("#local d = vdot(norm, p1);\n")
                            file.write("plane{\n")
                            file.write("norm, d\n")
                            file.write("}\n")
                            file.write("#end\n\n")
                            file.write("//polygon to circle\n")
                            file.write("#macro Shape_Polygon_To_Circle_Blending(_polygon_n, _side_face, _polygon_circumscribed_radius, _circle_radius, _height)\n")
                            file.write("#local n = int(_polygon_n);\n")
                            file.write("#if(n < 3)\n")
                            file.write("    #error ""\n")
                            file.write("#end\n\n")
                            file.write("#local front_v = VPerp_Adjust(_side_face, z);\n")
                            file.write("#if(vdot(front_v, x) >= 0)\n")
                            file.write("    #local face_ang = acos(vdot(-y, front_v));\n")
                            file.write("#else\n")
                            file.write("    #local face_ang = -acos(vdot(-y, front_v));\n")
                            file.write("#end\n")
                            file.write("#local polyg_ext_ang = 2*pi/n;\n")
                            file.write("#local polyg_outer_r = _polygon_circumscribed_radius;\n")
                            file.write("#local polyg_inner_r = polyg_outer_r*cos(polyg_ext_ang/2);\n")
                            file.write("#local cycle_r = _circle_radius;\n")
                            file.write("#local h = _height;\n")
                            file.write("#if(polyg_outer_r < 0 | cycle_r < 0 | h <= 0)\n")
                            file.write('    #error "error: each side length must be positive"\n')
                            file.write("#end\n\n")
                            file.write("#local multi = 1000;\n")
                            file.write("#local poly_obj =\n")
                            file.write("polynomial{\n")
                            file.write("4,\n")
                            file.write("xyz(0,2,2): multi*1,\n")
                            file.write("xyz(2,0,1): multi*2*h,\n")
                            file.write("xyz(1,0,2): multi*2*(polyg_inner_r-cycle_r),\n")
                            file.write("xyz(2,0,0): multi*(-h*h),\n")
                            file.write("xyz(0,0,2): multi*(-pow(cycle_r - polyg_inner_r, 2)),\n")
                            file.write("xyz(1,0,1): multi*2*h*(-2*polyg_inner_r + cycle_r),\n")
                            file.write("xyz(1,0,0): multi*2*h*h*polyg_inner_r,\n")
                            file.write("xyz(0,0,1): multi*2*h*polyg_inner_r*(polyg_inner_r - cycle_r),\n")
                            file.write("xyz(0,0,0): multi*(-pow(polyg_inner_r*h, 2))\n")
                            file.write("sturm\n")
                            file.write("}\n\n")
                            file.write("#local mockup1 =\n")
                            file.write("difference{\n")
                            file.write("    cylinder{\n")
                            file.write("    <0,0,0.0>,<0,0,h>, max(polyg_outer_r, cycle_r)\n")
                            file.write("    }\n\n")
                            file.write("    #for(i, 0, n-1)\n")
                            file.write("        object{\n")
                            file.write("        poly_obj\n")
                            file.write("        inverse\n")
                            file.write("        rotate <0, 0, -90 + degrees(polyg_ext_ang*i)>\n")
                            file.write("        }\n")
                            file.write("        object{\n")
                            file.write("        Shape_Slice_Plane_2P_1V(<polyg_inner_r,0,0>,<cycle_r,0,h>,x)\n")
                            file.write("        rotate <0, 0, -90 + degrees(polyg_ext_ang*i)>\n")
                            file.write("        }\n")
                            file.write("    #end\n")
                            file.write("}\n\n")
                            file.write("object{\n")
                            file.write("mockup1\n")
                            file.write("rotate <0, 0, degrees(face_ang)>\n")
                            file.write("}\n")
                            file.write("#end\n")
                            #Use the macro
                            ngon = ob.pov.polytocircle_ngon
                            ngonR = ob.pov.polytocircle_ngonR
                            circleR = ob.pov.polytocircle_circleR
                            tabWrite("#declare %s = object { Shape_Polygon_To_Circle_Blending(%s, z, %.4f, %.4f, 2) rotate x*180 translate z*1\n"%(povdataname,ngon,ngonR,circleR))
                            tabWrite("}\n")
                            continue #Don't render proxy mesh, skip to next object
    
        ############################################else try to export mesh
                        elif ob.is_instancer == False: #except duplis which should be instances groups for now but all duplis later
                            if ob.type == 'EMPTY':
                                tabWrite("\n//dummy sphere to represent Empty location\n")
                                tabWrite("#declare %s =sphere {<0, 0, 0>,0 pigment{rgbt 1} no_image no_reflection no_radiosity photons{pass_through collect off} hollow}\n" % povdataname)
    
                            # TODO(sergey): PovRay is a render engine, so should be using dependency graph
                            # which was given to it via render engine API.
                            depsgraph = bpy.context.evaluated_depsgraph_get()
                            ob_eval = ob.evaluated_get(depsgraph)
                            try:
                                me = ob_eval.to_mesh()
    
                            #XXX Here? identify the specific exception for mesh object with no data
                            #XXX So that we can write something for the dataname !
                            except:
    
                                # 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[:]
                            #if len(me_faces)==0:
                                #tabWrite("\n//dummy sphere to represent empty mesh location\n")
                                #tabWrite("#declare %s =sphere {<0, 0, 0>,0 pigment{rgbt 1} no_image no_reflection no_radiosity photons{pass_through collect off} hollow}\n" % povdataname)
    
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                            if not me or not me_faces:
                                tabWrite("\n//dummy sphere to represent empty mesh location\n")
                                tabWrite("#declare %s =sphere {<0, 0, 0>,0 pigment{rgbt 1} no_image no_reflection no_radiosity photons{pass_through collect off} hollow}\n" % povdataname)
                                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
    
                            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")
                            tabWrite("#declare %s =\n" % povdataname)
                            tabWrite("mesh2 {\n")
                            tabWrite("vertex_vectors {\n")
                            tabWrite("%d" % len(me.vertices))  # vert count
    
                            tabStr = tab * tabLevel
    
                            for v in me.vertices:
    
                                if linebreaksinlists:
                                    file.write(",\n")
    
                                    file.write(tabStr + "<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
    
                                    file.write("<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
                                #tabWrite("<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
    
                            file.write("\n")
                            tabWrite("}\n")
    
                            # Build unique Normal list
                            uniqueNormals = {}
    
                            for fi, f in enumerate(me_faces):
    
                                fv = faces_verts[fi]
                                # [-1] is a dummy index, use a list so we can modify in place
                                if f.use_smooth:  # Use vertex normals
                                    for v in fv:
                                        key = verts_normals[v]
                                        uniqueNormals[key] = [-1]
                                else:  # Use face normal
                                    key = faces_normals[fi]
                                    uniqueNormals[key] = [-1]
    
                            tabWrite("normal_vectors {\n")
                            tabWrite("%d" % len(uniqueNormals))  # vert count
                            idx = 0
                            tabStr = tab * tabLevel
                            for no, index in uniqueNormals.items():
                                if linebreaksinlists:
                                    file.write(",\n")
                                    file.write(tabStr + "<%.6f, %.6f, %.6f>" % no)  # vert count
    
                                    file.write(", ")
                                    file.write("<%.6f, %.6f, %.6f>" % no)  # vert count
                                index[0] = idx
                                idx += 1
                            file.write("\n")
                            tabWrite("}\n")
    
                            # Vertex colors
                            vertCols = {}  # Use for material colors also.
    
                            if uv_layer:
                                # Generate unique UV's
                                uniqueUVs = {}
                                #n = 0
                                for 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]
    
                                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)
    
                                    else:
                                        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) * 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:
                                        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:
                                                tabWrite("texture {pigment{ color srgb <%6f,%6f,%6f> }}\n" % (col[0], col[1], col[2]))
                                            else:
                                                tabWrite("texture {pigment{ color srgb <%6f,%6f,%6f> }}" % (col[0], col[1], col[2]))
                                                tabStr = tab * tabLevel
    
                                        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]
    
                                tabWrite("\n}\n")
                                # Face indices
                                tabWrite("\nface_indices {\n")
                                tabWrite("%d" % (len(me_faces)))  # faces count
                                tabStr = tab * tabLevel
    
                                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(tabStr + "<%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
    
                                        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[:])]
                                            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[0], fv[1], fv[2], ci1-1, ci2-1, ci3-1))  # vert count
                                        else:
                                            file.write(", ")
                                            file.write("<%d,%d,%d>, %d,%d,%d" % \
                                                       (fv[0], fv[1], fv[2], ci1-1, ci2-1, ci3-1))  # vert count
    
                                file.write("\n")
                                tabWrite("}\n")
    
                                # normal_indices indices
                                tabWrite("normal_indices {\n")
    
                                tabWrite("%d" % (len(me_faces)))  # faces count
    
                                tabStr = tab * tabLevel
    
                                for fi, fv in enumerate(faces_verts):
    
                                    if me_faces[fi].use_smooth:
                                        if linebreaksinlists:
                                            file.write(",\n")
                                            file.write(tabStr + "<%d,%d,%d>" %\
                                            (uniqueNormals[verts_normals[fv[0]]][0],\
                                             uniqueNormals[verts_normals[fv[1]]][0],\
                                             uniqueNormals[verts_normals[fv[2]]][0]))  # vert count
                                        else:
                                            file.write(", ")
                                            file.write("<%d,%d,%d>" %\
                                            (uniqueNormals[verts_normals[fv[0]]][0],\
                                             uniqueNormals[verts_normals[fv[1]]][0],\
                                             uniqueNormals[verts_normals[fv[2]]][0]))  # vert count
    
                                        idx = uniqueNormals[faces_normals[fi]][0]
                                        if linebreaksinlists:
                                            file.write(",\n")
                                            file.write(tabStr + "<%d,%d,%d>" % (idx, idx, idx))  # vert count
                                        else:
                                            file.write(", ")
                                            file.write("<%d,%d,%d>" % (idx, idx, idx))  # vert count
    
    
                                file.write("\n")
                                tabWrite("}\n")
    
                                if uv_layer:
                                    tabWrite("uv_indices {\n")
                                    tabWrite("%d" % (len(me_faces)))  # faces count
                                    tabStr = tab * tabLevel
                                    for f in me_faces:
                                        uvs = [uv_layer[l].uv[:] for l in f.loops]
    
                                        if linebreaksinlists:
                                            file.write(",\n")
                                            file.write(tabStr + "<%d,%d,%d>" % (
                                                     uniqueUVs[uvs[0]][0],\
                                                     uniqueUVs[uvs[1]][0],\
                                                     uniqueUVs[uvs[2]][0]))
                                        else: