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bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.shade_smooth()
ob.pov.object_as = "ISOSURFACE"
ob.pov.contained_by = 'sphere'
ob.name = 'Isosurface'
return {'FINISHED'}
class POVRAY_OT_sphere_sweep_add(bpy.types.Operator):
bl_idname = "pov.addspheresweep"
bl_label = "Sphere Sweep"
bl_description = "Create Sphere Sweep along curve"
bl_options = {'REGISTER', 'UNDO'}
def execute(self,context):
layers = 20*[False]
layers[0] = True
bpy.ops.curve.primitive_nurbs_curve_add(layers = layers)
ob = context.object
ob.name = ob.data.name = "PovSphereSweep"
ob.pov.curveshape = "sphere_sweep"
ob.data.bevel_depth = 0.02
ob.data.bevel_resolution = 4
ob.data.fill_mode = 'FULL'
#ob.data.splines[0].order_u = 4
return {'FINISHED'}
class POVRAY_OT_blob_add(bpy.types.Operator):
bl_idname = "pov.addblobsphere"
bl_label = "Blob Sphere"
bl_description = "Add Blob Sphere"
bl_options = {'REGISTER', 'UNDO'}
def execute(self,context):
layers = 20*[False]
layers[0] = True
bpy.ops.object.metaball_add(type = 'BALL',layers = layers)
ob = context.object
ob.name = "Blob"
return {'FINISHED'}
class POVRAY_OT_rainbow_add(bpy.types.Operator):
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bl_idname = "pov.addrainbow"
bl_label = "Rainbow"
bl_description = "Add Rainbow"
bl_options = {'REGISTER', 'UNDO'}
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def execute(self,context):
cam = context.scene.camera
bpy.ops.object.lamp_add(type='SPOT', radius=1)
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ob = context.object
ob.data.show_cone = False
ob.data.spot_blend = 0.5
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ob.data.shadow_buffer_clip_start = 4*cam.location.length
ob.data.distance = cam.location.length
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ob.name = ob.data.name = "PovRainbow"
ob.pov.object_as = "RAINBOW"
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#obj = context.object
bpy.ops.object.constraint_add(type='DAMPED_TRACK')
ob.constraints["Damped Track"].target = cam
ob.constraints["Damped Track"].track_axis = 'TRACK_NEGATIVE_Z'
ob.location = -cam.location
#refocus on the actual rainbow
bpy.context.scene.objects.active = ob
ob.select=True
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return {'FINISHED'}
class POVRAY_OT_height_field_add(bpy.types.Operator, ImportHelper):
bl_idname = "pov.addheightfield"
bl_label = "Height Field"
bl_description = "Add Height Field "
bl_options = {'REGISTER', 'UNDO'}
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# XXX Keep it in sync with __init__'s hf Primitive
# filename_ext = ".png"
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# filter_glob = StringProperty(
# default="*.exr;*.gif;*.hdr;*.iff;*.jpeg;*.jpg;*.pgm;*.png;*.pot;*.ppm;*.sys;*.tga;*.tiff;*.EXR;*.GIF;*.HDR;*.IFF;*.JPEG;*.JPG;*.PGM;*.PNG;*.POT;*.PPM;*.SYS;*.TGA;*.TIFF",
# options={'HIDDEN'},
# )
quality = IntProperty(name = "Quality",
description = "",
default = 100, min = 1, max = 100)
hf_filename = StringProperty(maxlen = 1024)
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hf_gamma = FloatProperty(
name="Gamma",
description="Gamma",
min=0.0001, max=20.0, default=1.0)
hf_premultiplied = BoolProperty(
name="Premultiplied",
description="Premultiplied",
default=True)
hf_smooth = BoolProperty(
name="Smooth",
description="Smooth",
default=False)
hf_water = FloatProperty(
name="Water Level",
description="Wather Level",
min=0.00, max=1.00, default=0.0)
hf_hierarchy = BoolProperty(
name="Hierarchy",
description="Height field hierarchy",
default=True)
def execute(self,context):
props = self.properties
impath = bpy.path.abspath(self.filepath)
img = bpy.data.images.load(impath)
im_name = img.name
im_name, file_extension = os.path.splitext(im_name)
hf_tex = bpy.data.textures.new('%s_hf_image'%im_name, type = 'IMAGE')
hf_tex.image = img
mat = bpy.data.materials.new('Tex_%s_hf'%im_name)
hf_slot = mat.texture_slots.create(-1)
hf_slot.texture = hf_tex
layers = 20*[False]
layers[0] = True
quality = props.quality
res = 100/quality
w,h = hf_tex.image.size[:]
w = int(w/res)
h = int(h/res)
bpy.ops.mesh.primitive_grid_add(x_subdivisions=w, y_subdivisions=h,radius = 0.5,layers=layers)
ob = context.object
ob.name = ob.data.name = '%s'%im_name
ob.data.materials.append(mat)
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.noise(factor=1)
bpy.ops.object.mode_set(mode="OBJECT")
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#bpy.ops.object.material_slot_remove()
#material just left there for now
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mat.texture_slots.clear(-1)
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
ob.pov.object_as = 'HEIGHT_FIELD'
ob.pov.hf_filename = impath
return {'FINISHED'}
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############################TORUS############################################
def pov_torus_define(context, op, ob):
if op:
mas = op.mas
mis = op.mis
mar = op.mar
mir = op.mir
else:
assert(ob)
mas = ob.pov.torus_major_segments
mis = ob.pov.torus_minor_segments
mar = ob.pov.torus_major_radius
mir = ob.pov.torus_minor_radius
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#keep object rotation and location for the add object operator
obrot = ob.rotation_euler
obloc = ob.location
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bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.reveal()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete(type='VERT')
bpy.ops.mesh.primitive_torus_add(rotation = obrot, location = obloc, major_segments=mas, minor_segments=mis,major_radius=mar, minor_radius=mir)
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bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
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if not ob:
bpy.ops.mesh.primitive_torus_add(major_segments=mas, minor_segments=mis,major_radius=mar, minor_radius=mir)
ob = context.object
ob.name = ob.data.name = "PovTorus"
ob.pov.object_as = "TORUS"
ob.pov.torus_major_segments = mas
ob.pov.torus_minor_segments = mis
ob.pov.torus_major_radius = mar
ob.pov.torus_minor_radius = mir
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
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class POVRAY_OT_torus_add(bpy.types.Operator):
bl_idname = "pov.addtorus"
bl_label = "Torus"
bl_description = "Add Torus"
bl_options = {'REGISTER', 'UNDO'}
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# XXX Keep it in sync with __init__'s torus Primitive
mas = IntProperty(name = "Major Segments",
description = "",
default = 48, min = 3, max = 720)
mis = IntProperty(name = "Minor Segments",
description = "",
default = 12, min = 3, max = 720)
mar = FloatProperty(name = "Major Radius",
description = "",
default = 1.0)
mir = FloatProperty(name = "Minor Radius",
description = "",
default = 0.25)
def execute(self,context):
props = self.properties
mar = props.mar
mir = props.mir
mas = props.mas
mis = props.mis
pov_torus_define(context, self, None)
self.report({'INFO'}, "This native POV-Ray primitive "
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"won't have any vertex to show in edit mode")
return {'FINISHED'}
class POVRAY_OT_torus_update(bpy.types.Operator):
bl_idname = "pov.torus_update"
bl_label = "Update"
bl_description = "Update Torus"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
ob = context.object
return (ob and ob.data and ob.type == 'MESH' and engine in cls.COMPAT_ENGINES)
def execute(self, context):
pov_torus_define(context, None, context.object)
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###################################################################################
class POVRAY_OT_prism_add(bpy.types.Operator):
bl_idname = "pov.addprism"
bl_label = "Prism"
bl_description = "Create Prism"
bl_options = {'REGISTER', 'UNDO'}
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prism_n = IntProperty(name = "Sides",
description = "Number of sides",
default = 5, min = 3, max = 720)
prism_r = FloatProperty(name = "Radius",
description = "Radius",
default = 1.0)
def execute(self,context):
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props = self.properties
loftData = bpy.data.curves.new('Prism', type='CURVE')
loftData.dimensions = '2D'
loftData.resolution_u = 2
loftData.show_normal_face = False
loftData.extrude = 2
n=props.prism_n
r=props.prism_r
coords = []
z = 0
angle = 0
for p in range(n):
x = r*cos(angle)
y = r*sin(angle)
coords.append((x,y,z))
angle+=pi*2/n
poly = loftData.splines.new('POLY')
poly.points.add(len(coords)-1)
for i, coord in enumerate(coords):
x,y,z = coord
poly.points[i].co = (x, y, z, 1)
poly.use_cyclic_u = True
ob = bpy.data.objects.new('Prism_shape', loftData)
scn = bpy.context.scene
scn.objects.link(ob)
scn.objects.active = ob
ob.select = True
ob.pov.curveshape = "prism"
ob.name = ob.data.name = "Prism"
return {'FINISHED'}
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##############################PARAMETRIC######################################
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if op:
u_min = op.u_min
u_max = op.u_max
v_min = op.v_min
v_max = op.v_max
x_eq = op.x_eq
y_eq = op.y_eq
z_eq = op.z_eq
else:
assert(ob)
u_min = ob.pov.u_min
u_max = ob.pov.u_max
v_min = ob.pov.v_min
v_max = ob.pov.v_max
x_eq = ob.pov.x_eq
y_eq = ob.pov.y_eq
z_eq = ob.pov.z_eq
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#keep object rotation and location for the updated object
obloc = ob.location
obrot = ob.rotation_euler # In radians
#Parametric addon has no loc rot, some extra work is needed
#in case cursor has moved
curloc = bpy.context.scene.cursor_location
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bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.reveal()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete(type='VERT')
bpy.ops.mesh.primitive_xyz_function_surface(x_eq=x_eq, y_eq=y_eq, z_eq=z_eq, range_u_min=u_min, range_u_max=u_max, range_v_min=v_min, range_v_max=v_max)
bpy.ops.mesh.select_all(action='SELECT')
#extra work:
bpy.ops.transform.translate(value=(obloc-curloc), proportional_size=1)
bpy.ops.transform.rotate(axis=obrot, proportional_size=1)
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bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
if not ob:
bpy.ops.mesh.primitive_xyz_function_surface(x_eq=x_eq, y_eq=y_eq, z_eq=z_eq, range_u_min=u_min, range_u_max=u_max, range_v_min=v_min, range_v_max=v_max)
ob = context.object
ob.name = ob.data.name = "PovParametric"
ob.pov.object_as = "PARAMETRIC"
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ob.pov.u_min = u_min
ob.pov.u_max = u_max
ob.pov.v_min = v_min
ob.pov.v_max = v_max
ob.pov.x_eq = x_eq
ob.pov.y_eq = y_eq
ob.pov.z_eq = z_eq
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
class POVRAY_OT_parametric_add(bpy.types.Operator):
bl_idname = "pov.addparametric"
bl_label = "Parametric"
bl_description = "Add Paramertic"
bl_options = {'REGISTER', 'UNDO'}
# XXX Keep it in sync with __init__'s Parametric primitive
u_min = FloatProperty(name = "U Min",
description = "",
default = 0.0)
v_min = FloatProperty(name = "V Min",
description = "",
default = 0.0)
u_max = FloatProperty(name = "U Max",
description = "",
default = 6.28)
v_max = FloatProperty(name = "V Max",
description = "",
default = 12.57)
x_eq = StringProperty(
maxlen=1024, default = "cos(v)*(1+cos(u))*sin(v/8)")
y_eq = StringProperty(
maxlen=1024, default = "sin(u)*sin(v/8)+cos(v/8)*1.5")
z_eq = StringProperty(
maxlen=1024, default = "sin(v)*(1+cos(u))*sin(v/8)")
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def execute(self,context):
props = self.properties
u_min = props.u_min
v_min = props.v_min
u_max = props.u_max
v_max = props.v_max
x_eq = props.x_eq
y_eq = props.y_eq
z_eq = props.z_eq
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pov_parametric_define(context, self, None)
self.report({'INFO'}, "This native POV-Ray primitive "
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return {'FINISHED'}
class POVRAY_OT_parametric_update(bpy.types.Operator):
bl_idname = "pov.parametric_update"
bl_label = "Update"
bl_description = "Update parametric object"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
ob = context.object
return (ob and ob.data and ob.type == 'MESH' and engine in cls.COMPAT_ENGINES)
def execute(self, context):
pov_parametric_define(context, None, context.object)
return {'FINISHED'}
#######################################################################
class POVRAY_OT_shape_polygon_to_circle_add(bpy.types.Operator):
bl_idname = "pov.addpolygontocircle"
bl_label = "Polygon To Circle Blending"
bl_description = "Add Polygon To Circle Blending Surface"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
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# XXX Keep it in sync with __init__'s polytocircle properties
polytocircle_resolution = IntProperty(name = "Resolution",
description = "",
default = 3, min = 0, max = 256)
polytocircle_ngon = IntProperty(name = "NGon",
description = "",
min = 3, max = 64,default = 5)
polytocircle_ngonR = FloatProperty(name = "NGon Radius",
description = "",
default = 0.3)
polytocircle_circleR = FloatProperty(name = "Circle Radius",
description = "",
default = 1.0)
def execute(self,context):
props = self.properties
ngon = props.polytocircle_ngon
ngonR = props.polytocircle_ngonR
circleR = props.polytocircle_circleR
resolution = props.polytocircle_resolution
layers = 20*[False]
layers[0] = True
bpy.ops.mesh.primitive_circle_add(vertices=ngon, radius=ngonR, fill_type='NGON',enter_editmode=True, layers=layers)
bpy.ops.transform.translate(value=(0, 0, 1))
bpy.ops.mesh.subdivide(number_cuts=resolution)
numCircleVerts = ngon + (ngon*resolution)
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.mesh.primitive_circle_add(vertices=numCircleVerts, radius=circleR, fill_type='NGON',enter_editmode=True, layers=layers)
bpy.ops.transform.translate(value=(0, 0, -1))
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.bridge_edge_loops()
if ngon < 5:
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.mesh.primitive_circle_add(vertices=ngon, radius=ngonR, fill_type='TRIFAN',enter_editmode=True, layers=layers)
bpy.ops.transform.translate(value=(0, 0, 1))
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.remove_doubles()
bpy.ops.object.mode_set(mode='OBJECT')
ob = context.object
ob.name = "Polygon_To_Circle"
ob.pov.object_as = 'POLYCIRCLE'
ob.pov.ngon = ngon
ob.pov.ngonR = ngonR
ob.pov.circleR = circleR
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
return {'FINISHED'}
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#############################IMPORT
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class ImportPOV(bpy.types.Operator, ImportHelper):
"""Load Povray files"""
bl_idname = "import_scene.pov"
bl_label = "POV-Ray files (.pov/.inc)"
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bl_options = {'PRESET', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
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# -----------
# File props.
files = CollectionProperty(type=bpy.types.OperatorFileListElement, options={'HIDDEN', 'SKIP_SAVE'})
directory = StringProperty(maxlen=1024, subtype='FILE_PATH', options={'HIDDEN', 'SKIP_SAVE'})
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filename_ext = {".pov",".inc"}
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filter_glob = StringProperty(
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default="*.pov;*.inc",
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options={'HIDDEN'},
)
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import_at_cur = BoolProperty(name="Import at Cursor Location",
description = "Ignore Object Matrix",
default=False)
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def execute(self, context):
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from mathutils import Matrix
verts = []
faces = []
materials = []
blendMats = [] ##############
povMats = [] ##############
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colors = []
matNames = []
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lenverts = None
lenfaces = None
suffix = -1
name = 'Mesh2_%s'%suffix
name_search = False
verts_search = False
faces_search = False
plane_search = False
box_search = False
cylinder_search = False
sphere_search = False
cone_search = False
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cache = []
matrixes = {}
writematrix = False
index = None
value = None
#filepov = bpy.path.abspath(self.filepath) #was used for single files
def mat_search(cache):
r = g = b = 0.5
f = t = 0
color = None
if cache[item+2] in {'rgb','srgb'}:
pass
elif cache[item+2] in {'rgbf','srgbf'}:
pass
elif cache[item+2] in {'rgbt','srgbt'}:
try:
r,g,b,t = float(cache[item+3]),float(cache[item+4]),float(cache[item+5]),float(cache[item+6])
except:
r = g = b = t = float(cache[item+2])
color = (r,g,b,t)
elif cache[item+2] in {'rgbft','srgbft'}:
pass
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if colors == [] or (colors != [] and color not in colors):
colors.append(color)
name = ob.name+"_mat"
matNames.append(name)
mat = bpy.data.materials.new(name)
mat.diffuse_color = (r,g,b)
mat.alpha = 1-t
if mat.alpha != 1:
mat.use_transparency=True
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ob.data.materials.append(mat)
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else:
for i, value in enumerate(colors):
if color == value:
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ob.data.materials.append(bpy.data.materials[matNames[i]])
for file in self.files:
print ("Importing file: "+ file.name)
filepov = self.directory + file.name
for line in open(filepov):
string = line.replace("{"," ")
string = string.replace("}"," ")
string = string.replace("<"," ")
string = string.replace(">"," ")
string = string.replace(","," ")
lw = string.split()
lenwords = len(lw)
if lw:
if lw[0] == "object":
writematrix = True
if writematrix:
if lw[0] not in {"object","matrix"}:
index = lw[0]
if lw[0] in {"matrix"}:
value = [float(lw[1]),float(lw[2]),float(lw[3]),\
float(lw[4]),float(lw[5]),float(lw[6]),\
float(lw[7]),float(lw[8]),float(lw[9]),\
float(lw[10]),float(lw[11]),float(lw[12])]
matrixes[index]=value
writematrix = False
for line in open(filepov):
S = line.replace("{"," { ")
S = S.replace("}"," } ")
S = S.replace(","," ")
S = S.replace("<","")
S = S.replace(">"," ")
S = S.replace("="," = ")
S = S.replace(";"," ; ")
S = S.split()
lenS= len(S)
for i,word in enumerate(S):
##################Primitives Import##################
if word == 'cone':
cone_search = True
name_search = False
if cone_search:
cache.append(word)
if cache[-1] == '}':
try:
x0 = float(cache[2])
y0 = float(cache[3])
z0 = float(cache[4])
r0 = float(cache[5])
x1 = float(cache[6])
y1 = float(cache[7])
z1 = float(cache[8])
r1 = float(cache[9])
# Y is height in most pov files, not z
bpy.ops.pov.cone_add(base=r0, cap=r1, height=(y1-y0))
ob = context.object
ob.location = (x0,y0,z0)
#ob.scale = (r,r,r)
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except (ValueError):
pass
cache = []
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if word == 'plane':
plane_search = True
name_search = False
if plane_search:
cache.append(word)
if cache[-1] == '}':
try:
bpy.ops.pov.addplane()
ob = context.object
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except (ValueError):
pass
cache = []
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if word == 'box':
box_search = True
name_search = False
if box_search:
cache.append(word)
if cache[-1] == '}':
try:
x0 = float(cache[2])
y0 = float(cache[3])
z0 = float(cache[4])
x1 = float(cache[5])
y1 = float(cache[6])
z1 = float(cache[7])
#imported_corner_1=(x0, y0, z0)
#imported_corner_2 =(x1, y1, z1)
center = ((x0 + x1)/2,(y0 + y1)/2,(z0 + z1)/2)
bpy.ops.pov.addbox()
ob = context.object
ob.location = center
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except (ValueError):
pass
cache = []
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if word == 'cylinder':
cylinder_search = True
name_search = False
if cylinder_search:
cache.append(word)
if cache[-1] == '}':
try:
x0 = float(cache[2])
y0 = float(cache[3])
z0 = float(cache[4])
x1 = float(cache[5])
y1 = float(cache[6])
z1 = float(cache[7])
imported_cyl_loc=(x0, y0, z0)
imported_cyl_loc_cap =(x1, y1, z1)
r = float(cache[8])
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vec = Vector(imported_cyl_loc_cap ) - Vector(imported_cyl_loc)
depth = vec.length
rot = Vector((0, 0, 1)).rotation_difference(vec) # Rotation from Z axis.
trans = rot * Vector((0, 0, depth / 2)) # Such that origin is at center of the base of the cylinder.
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#center = ((x0 + x1)/2,(y0 + y1)/2,(z0 + z1)/2)
scaleZ = sqrt((x1-x0)**2+(y1-y0)**2+(z1-z0)**2)/2
bpy.ops.pov.addcylinder(R=r, imported_cyl_loc=imported_cyl_loc, imported_cyl_loc_cap=imported_cyl_loc_cap)
ob = context.object
ob.location = (x0, y0, z0)
ob.rotation_euler = rot.to_euler()
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#scale data rather than obj?
# bpy.ops.object.mode_set(mode='EDIT')
# bpy.ops.mesh.reveal()
# bpy.ops.mesh.select_all(action='SELECT')
# bpy.ops.transform.resize(value=(1,1,scaleZ), constraint_orientation='LOCAL')
# bpy.ops.mesh.hide(unselected=False)
# bpy.ops.object.mode_set(mode='OBJECT')
mat_search(cache)
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except (ValueError):
pass
cache = []
cylinder_search = False
if word == 'sphere':
sphere_search = True
name_search = False
if sphere_search:
cache.append(word)
if cache[-1] == '}':
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try:
x = float(cache[2])
y = float(cache[3])
z = float(cache[4])
r = float(cache[5])
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except (ValueError):
pass
except:
x = y = z = float(cache[2])
r = float(cache[3])
bpy.ops.pov.addsphere(R=r, imported_loc=(x, y, z))
ob = context.object
ob.location = (x,y,z)
ob.scale = (r,r,r)
mat_search(cache)
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cache = []
##################End Primitives Import##################
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if word == '#declare':
name_search = True
if name_search:
cache.append(word)
if word == 'mesh2':
name_search = False
if cache[-2] == '=':
name = cache[-3]
else:
suffix+=1
cache = []
if word in {'texture',';'}:
name_search = False
cache = []
if word == 'vertex_vectors':
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if verts_search:
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if word == '}':
verts_search = False
lenverts=cache[2]
cache.pop()
cache.pop(0)
cache.pop(0)
cache.pop(0)
for i in range(int(lenverts)):
x=i*3
y=(i*3)+1
z=(i*3)+2
verts.append((float(cache[x]),float(cache[y]),float(cache[z])))
#if word == 'face_indices':
#faces_search = True
if word == 'texture_list': ########
tex_search = True #######
if tex_search: #########
if word not in {'texture_list','texture','{','}','face_indices'} and word.isdigit() == False: ##############
povMats.append(word) #################
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if word == 'face_indices':
tex_search = False ################
faces_search = True
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if faces_search:
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if word == '}':
faces_search = False
lenfaces = cache[2]
cache.pop()
cache.pop(0)
cache.pop(0)
cache.pop(0)
lf = int(lenfaces)
var=int(len(cache)/lf)
for i in range(lf):
if var == 3:
v0=i*3
v1=i*3+1
v2=i*3+2
faces.append((int(cache[v0]),int(cache[v1]),int(cache[v2])))
if var == 4:
v0=i*4
v1=i*4+1
v2=i*4+2
m=i*4+3
materials.append((int(cache[m])))
faces.append((int(cache[v0]),int(cache[v1]),int(cache[v2])))
if var == 6:
v0=i*6
v1=i*6+1
v2=i*6+2
m0=i*6+3
m1=i*6+4
m2=i*6+5
materials.append((int(cache[m0]),int(cache[m1]),int(cache[m2])))
faces.append((int(cache[v0]),int(cache[v1]),int(cache[v2])))
#mesh = pov_define_mesh(None, verts, [], faces, name, hide_geometry=False)
#ob_base = object_utils.object_data_add(context, mesh, operator=None)
#ob = ob_base.object
me = bpy.data.meshes.new(name) ########
ob = bpy.data.objects.new(name, me) ##########
bpy.context.scene.objects.link(ob) #########
me.from_pydata(verts, [], faces) ############
for mat in bpy.data.materials: ##############
blendMats.append(mat.name) #############
for mName in povMats: #####################
if mName not in blendMats: ###########
povMat = bpy.data.materials.new(mName) #################
ob.data.materials.append(bpy.data.materials[mName]) ###################
if materials: ##################
for i,val in enumerate(materials): ####################
try: ###################
ob.data.polygons[i].material_index = val ####################
except TypeError: ###################
ob.data.polygons[i].material_index = int(val[0]) ##################
blendMats = [] #########################
povMats = [] #########################
materials = [] #########################
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cache = []
name_search = True
if name in matrixes and self.import_at_cur==False:
global_matrix = Matrix.Rotation(pi / 2.0, 4, 'X')
ob = bpy.context.object
matrix=ob.matrix_world
v=matrixes[name]
matrix[0][0] = v[0]
matrix[1][0] = v[1]
matrix[2][0] = v[2]
matrix[0][1] = v[3]
matrix[1][1] = v[4]
matrix[2][1] = v[5]
matrix[0][2] = v[6]
matrix[1][2] = v[7]
matrix[2][2] = v[8]
matrix[0][3] = v[9]
matrix[1][3] = v[10]
matrix[2][3] = v[11]
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matrix = global_matrix*ob.matrix_world
ob.matrix_world = matrix
verts = []
faces = []
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# if word == 'pigment':
# try:
# #all indices have been incremented once to fit a bad test file
# r,g,b,t = float(S[2]),float(S[3]),float(S[4]),float(S[5])
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# except (IndexError):
# #all indices have been incremented once to fit alternate test file
# r,g,b,t = float(S[3]),float(S[4]),float(S[5]),float(S[6])
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# except UnboundLocalError:
# # In case no transmit is specified ? put it to 0
# r,g,b,t = float(S[2]),float(S[3]),float(S[4],0)
# color = (r,g,b,t)
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# except (ValueError):
# color = (0.8,0.8,0.8,0)
# pass
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# if colors == [] or (colors != [] and color not in colors):
# colors.append(color)
# name = ob.name+"_mat"
# matNames.append(name)
# mat = bpy.data.materials.new(name)
# mat.diffuse_color = (r,g,b)
# mat.alpha = 1-t
# if mat.alpha != 1:
# mat.use_transparency=True
# ob.data.materials.append(mat)
# print (colors)
# else:
# for i in range(len(colors)):
# if color == colors[i]:
# ob.data.materials.append(bpy.data.materials[matNames[i]])
##To keep Avogadro Camera angle:
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# for obj in bpy.context.scene.objects:
# if obj.type == "CAMERA":
# track = obj.constraints.new(type = "TRACK_TO")
# track.target = ob
# track.track_axis ="TRACK_NEGATIVE_Z"
# track.up_axis = "UP_Y"
# obj.location = (0,0,0)
return {'FINISHED'}