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# SPDX-License-Identifier: GPL-2.0-or-later
# <pep8 compliant>
"""Translate to POV the control point compounded geometries like polygon
meshes or curve based shapes."""
# --------
# -- Faster mesh export ...one day
# import numpy as np
# --------
import bpy
from . import texturing # for how textures influence shaders
from .scenography import export_smoke
def matrix_as_pov_string(matrix):
"""Translate some transform matrix from Blender UI
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return "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],
)
def write_object_csg_inside_vector(ob, file):
"""Write inside vector for use by pov CSG, only once per object using boolean"""
has_csg_inside_vector = False
for modif in ob.modifiers:
if (
not has_csg_inside_vector
and modif.type == 'BOOLEAN'
and ob.pov.boolean_mod == "POV"
):
file.write(
"\tinside_vector <%.6g, %.6g, %.6g>\n"
% (
ob.pov.inside_vector[0],
ob.pov.inside_vector[1],
ob.pov.inside_vector[2],
)
)
has_csg_inside_vector = True
# objectNames = {}
DEF_OBJ_NAME = "Default"
def export_meshes(
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preview_dir,
file,
scene,
sel,
csg,
string_strip_hyphen,
safety,
write_object_modifiers,
material_names_dictionary,
write_object_material_interior,
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
# # Current 2.93 beta numpy linking has troubles so definitions commented off for now
# # 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):
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# #'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):
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# 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):
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# #'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):
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# 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):
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# 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):
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# 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):
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# #'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):
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# 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):
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# 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 ...
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# if hasattr(obj, 'material_slots'):
# for ms in obj.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
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# def hasObjectMaterial(obj):
# # Grab materials attached to object instances ...
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# if hasattr(obj, 'material_slots'):
# for ms in obj.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 = {}
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def check_object_materials(obj, obj_name, dataname):
"""Compare other objects exported material slots to avoid rewriting duplicates"""
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if hasattr(obj, 'material_slots'):
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for ms in obj.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:
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obmats2data[key] = obj_name
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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
ob_num = 0
depsgraph = bpy.context.evaluated_depsgraph_get()
for ob in sel:
# Using depsgraph
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
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fluid_found = False
for mod in ob.modifiers:
if mod and hasattr(mod, 'fluid_type'):
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fluid_found = 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.
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if not fluid_found:
# No fluid found
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# Importing function Export Hair
# here rather than at the top recommended for addons startup footprint
from .object_particles import export_hair
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for particle_mod in [
m
for m in ob.modifiers
if (m is not None) and (m.type == 'PARTICLE_SYSTEM')
]:
if (
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(p_sys.settings.render_type == 'PATH')
and particle_mod.show_render
and (p_sys.name == particle_mod.particle_system.name)
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export_hair(file, ob, particle_mod, p_sys, global_matrix, write_matrix)
if not ob.show_instancer_for_render:
continue # don't render emitter 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
# EMPTY type objects treated a little further below -- MR
# modified elif to if below as non EMPTY objects can also be instancers
if 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
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
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# obj.dupli_list_clear() #just don't store any reference to instance since 2.8
elif ob.data: # not an EMPTY type object
name_orig = "OB" + ob.name
dataname_orig = "DATA" + ob.data.name
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))
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# for slot in obj.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))
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)
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# ------------ Mesh 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 (
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ob.pov.curveshape in {'lathe', 'sphere_sweep', 'loft'}
):
continue # Don't render proxy mesh, skip to next object
# pov_mat_name = "Default_texture" # Not used...remove?
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# Implicit else-if (as not skipped by previous "continue")
# which itself has no "continue" (to combine custom pov code)?, so Keep this last.
# For originals, but 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 instantiate the same for every
# empty in the final matrix writing, or even no matrix and just a comment
# with empty object transforms ?
tab_write("\n//dummy sphere to represent Empty location\n")
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"#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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continue # Don't render empty object but this is later addition, watch it.
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ob_eval = ob # not sure this is needed in case to_mesh_clear could damage obj ?
try:
me = ob_eval.to_mesh()
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# 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
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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
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# Below 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)
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# 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)
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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
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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
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try:
# vcol_layer = me.vertex_colors.active.data
vcol_layer = me.vertex_colors.active.data
except AttributeError:
vcol_layer = None
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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
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