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422 lines
16 KiB
Python
422 lines
16 KiB
Python
# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See th
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# object_render_wire.py liero, meta-androcto,
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# Yorik van Havre, Alejandro Sierra, Howard Trickey
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# ***** END GPL LICENCE BLOCK *****
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bl_info = {
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"name": "Render Wireframe",
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"author": "Community",
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"description": " WireRender & WireSoild modes",
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"version": (2, 3),
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"blender": (2, 63, 0),
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"location": "Object > Render Wireframe",
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"warning": '',
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'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts',
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'tracker_url': 'https://projects.blender.org/tracker/index.php?'\
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'func=detail&aid=26997',
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'category': 'Object'}
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import bpy, mathutils
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cube_faces = [ [0,3,2,1], [5,6,7,4], [0,1,5,4],
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[7,6,2,3], [2,6,5,1], [0,4,7,3] ]
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cube_normals = [ mathutils.Vector((0,0,-1)),
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mathutils.Vector((0,0,1)),
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mathutils.Vector((0,-1,0)),
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mathutils.Vector((0,1,0)),
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mathutils.Vector((1,0,0)),
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mathutils.Vector((-1,0,0)) ]
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def create_cube(me, v, d):
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x = v.co.x
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y = v.co.y
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z = v.co.z
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coords=[ [x-d,y-d,z-d], [x+d,y-d,z-d], [x+d,y+d,z-d], [x-d,y+d,z-d],
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[x-d,y-d,z+d], [x+d,y-d,z+d], [x+d,y+d,z+d], [x-d,y+d,z+d] ]
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for coord in coords:
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me.vertices.add(1)
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me.vertices[-1].co = mathutils.Vector(coord)
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def norm_dot(e, k, fnorm, me):
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v = me.vertices[e[1]].co - me.vertices[e[0]].co
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if k == 1:
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v = -v
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v.normalize()
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return v * fnorm
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def fill_cube_face(me, index, f):
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return [index + cube_faces[f][i] for i in range(4)]
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# Coords of jth point of face f in cube instance i
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def cube_face_v(me, f, i, j):
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return me.vertices[i + cube_faces[f][j]].co
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def cube_face_center(me, f, i):
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return 0.5 * (cube_face_v(me, f, i, 0) + \
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cube_face_v(me, f, i, 2))
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# Return distance between points on two faces when
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# each point is projected onto the plane that goes through
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# the face center and is perpendicular to the line
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# through the face centers.
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def projected_dist(me, i1, i2, f1, f2, j1, j2):
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f1center = cube_face_center(me, f1, i1)
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f2center = cube_face_center(me, f2, i2)
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axis_norm = (f2center - f1center).normalized()
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v1 = cube_face_v(me, f1, i1, j1)
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v2 = cube_face_v(me, f2, i2, j2)
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v1proj = v1 - (axis_norm * (v1 - f1center)) * axis_norm
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v2proj = v2 - (axis_norm * (v2 - f2center)) * axis_norm
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return (v2proj - v1proj).length
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def skin_edges(me, i1, i2, f1, f2):
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# Connect verts starting at i1 forming cube face f1
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# to those starting at i2 forming cube face f2.
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# Need to find best alignment to avoid a twist.
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shortest_length = 1e6
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f2_start_index = 0
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for i in range(4):
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x = projected_dist(me, i1, i2, f1, f2, 0, i)
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if x < shortest_length:
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shortest_length = x
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f2_start_index = i
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ans = []
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j = f2_start_index
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for i in range(4):
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fdata = [i1 + cube_faces[f1][i],
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i2 + cube_faces[f2][j],
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i2 + cube_faces[f2][(j + 1) % 4],
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i1 + cube_faces[f1][(i - 1) % 4]]
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if fdata[3] == 0:
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fdata = [fdata[3]] + fdata[0:3]
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ans.extend(fdata)
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j = (j - 1) % 4
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return ans
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# Return map: v -> list of length len(node_normals) where
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# each element of the list is either None (no assignment)
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# or ((v0, v1), 0 or 1) giving an edge and direction that face is assigned to.
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def find_assignment(me, edges, vert_edges, node_normals):
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nf = len(node_normals)
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feasible = {}
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for e in edges:
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for k in (0, 1):
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fds = [(f, norm_dot(e, k, node_normals[f], me)) for f in range(nf)]
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feasible[(e, k)] = [fd for fd in fds if fd[1] > 0.01]
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assignment = {}
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for v, ves in vert_edges.items():
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assignment[v] = best_assignment(ves, feasible, nf)
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return assignment
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def best_assignment(ves, feasible, nf):
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apartial = [ None ] * nf
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return best_assign_help(ves, feasible, apartial, 0.0)[0]
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def best_assign_help(ves, feasible, apartial, sumpartial):
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if len(ves) == 0:
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return (apartial, sumpartial)
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else:
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ek0 = ves[0]
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vesrest = ves[1:]
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feas = feasible[ek0]
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bestsum = 0
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besta = None
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for (f, d) in feas:
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if apartial[f] is None:
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ap = apartial[:]
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ap[f] = ek0
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# sum up d**2 to penalize smaller d's more
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sp = sumpartial + d*d
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(a, s) = best_assign_help(vesrest, feasible, ap, sp)
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if s > bestsum:
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bestsum = s
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besta = a
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if besta:
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return (besta, bestsum)
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else:
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# not feasible to assign e0, k0; try to assign rest
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return best_assign_help(vesrest, feasible, apartial, sumpartial)
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def assigned_face(e, assignment):
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(v0, v1), dir = e
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a = assignment[v1]
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for j, ee in enumerate(a):
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if e == ee:
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return j
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return -1
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def create_wired_mesh(me2, me, thick):
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edges = []
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vert_edges = {}
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for be in me.edges:
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if be.select and not be.hide:
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e = (be.key[0], be.key[1])
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edges.append(e)
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for k in (0, 1):
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if e[k] not in vert_edges:
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vert_edges[e[k]] = []
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vert_edges[e[k]].append((e, k))
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assignment = find_assignment(me, edges, vert_edges, cube_normals)
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# Create the geometry
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n_idx = {}
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for v in assignment:
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vpos = me.vertices[v]
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index = len(me2.vertices)
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# We need to associate each node with the new geometry
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n_idx[v] = index
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# Geometry for the nodes, each one a cube
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create_cube(me2, vpos, thick)
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# Skin using the new geometry
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cfaces = []
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for k, f in assignment.items():
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# Skin the nodes
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for i in range(len(cube_faces)):
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if f[i] is None:
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cfaces.extend(fill_cube_face(me2, n_idx[k], i))
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else:
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(v0, v1), dir = f[i]
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# only skin between edges in forward direction
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# to avoid making doubles
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if dir == 1:
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# but first make sure other end actually assigned
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i2 = assigned_face(((v0, v1), 0), assignment)
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if i2 == -1:
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cfaces.extend(fill_cube_face(me2, n_idx[k], i))
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continue
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i2 = assigned_face(((v0, v1), 1), assignment)
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if i2 != -1:
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cfaces.extend(skin_edges(me2, n_idx[v0], n_idx[v1], i, i2))
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else:
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# assignment failed for this edge
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cfaces.extend(fill_cube_face(me2, n_idx[k], i))
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# adding faces to the mesh
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me2.tessfaces.add(len(cfaces) // 4)
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me2.tessfaces.foreach_set("vertices_raw", cfaces)
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me2.update(calc_edges=True)
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# Add built in wireframe
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def wire_add(mallas):
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if mallas:
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.scene.objects.active = mallas[0]
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for o in mallas: o.select = True
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bpy.ops.object.duplicate()
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obj, sce = bpy.context.object, bpy.context.scene
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for mod in obj.modifiers: obj.modifiers.remove(mod)
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bpy.ops.object.join()
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.wireframe(thickness=0.005)
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bpy.ops.object.mode_set()
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for mat in obj.material_slots: bpy.ops.object.material_slot_remove()
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if 'wire_object' in sce.objects.keys():
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sce.objects.get('wire_object').data = obj.data
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sce.objects.get('wire_object').matrix_world = mallas[0].matrix_world
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sce.objects.unlink(obj)
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else:
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obj.name = 'wire_object'
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obj.data.materials.append(bpy.data.materials.get('mat_wireobj'))
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return{'FINISHED'}
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'''
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class VIEW3D_PT_tools_SolidifyWireframe(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'TOOLS'
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bl_context = "mesh_edit"
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bl_label = "Solidify Wireframe"
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def draw(self, context):
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active_obj = context.active_object
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layout = self.layout
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col = layout.column(align=True)
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col.operator("mesh.solidify_wireframe", text="Solidify")
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col.prop(context.scene, "swThickness")
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col.prop(context.scene, "swSelectNew")
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'''
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# a class for your operator
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class SolidifyWireframe(bpy.types.Operator):
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"""Turns the selected edges of a mesh into solid objects"""
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bl_idname = "mesh.solidify_wireframe"
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bl_label = "Solidify Wireframe"
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bl_options = {'REGISTER', 'UNDO'}
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def invoke(self, context, event):
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return self.execute(context)
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@classmethod
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def poll(cls, context):
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ob = context.active_object
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return ob and ob.type == 'MESH'
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def execute(self, context):
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# Get the active object
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ob_act = context.active_object
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# getting current edit mode
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currMode = ob_act.mode
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# switching to object mode
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.select_all(action='DESELECT')
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# getting mesh data
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mymesh = ob_act.data
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#getting new mesh
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newmesh = bpy.data.meshes.new(mymesh.name + " wire")
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obj = bpy.data.objects.new(newmesh.name,newmesh)
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obj.location = ob_act.location
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obj.rotation_euler = ob_act.rotation_euler
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obj.scale = ob_act.scale
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context.scene.objects.link(obj)
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create_wired_mesh(newmesh, mymesh, context.scene.swThickness)
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# restoring original editmode if needed
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if context.scene.swSelectNew:
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obj.select = True
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context.scene.objects.active = obj
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else:
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bpy.ops.object.mode_set(mode=currMode)
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# returning after everything is done
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return {'FINISHED'}
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class WireMaterials(bpy.types.Operator):
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bl_idname = 'scene.wire_render'
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bl_label = 'Apply Materials'
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bl_description = 'Set Up Materials for a Wire Render'
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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wm = bpy.context.window_manager
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sce = bpy.context.scene
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if 'mat_clay' not in bpy.data.materials:
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mat = bpy.data.materials.new('mat_clay')
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mat.specular_intensity = 0
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else: mat = bpy.data.materials.get('mat_clay')
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mat.diffuse_color = wm.col_clay
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mat.use_shadeless = wm.shadeless_mat
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if 'mat_wire' not in bpy.data.materials:
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mat = bpy.data.materials.new('mat_wire')
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mat.specular_intensity = 0
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mat.use_transparency = True
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mat.type = 'WIRE'
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mat.offset_z = 0.05
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else: mat = bpy.data.materials.get('mat_wire')
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mat.diffuse_color = wm.col_wire
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mat.use_shadeless = wm.shadeless_mat
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try: bpy.ops.object.mode_set()
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except: pass
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if wm.selected_meshes: objetos = bpy.context.selected_objects
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else: objetos = sce.objects
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mallas = [o for o in objetos if o.type == 'MESH' and o.is_visible(sce) and o.name != 'wire_object']
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for obj in mallas:
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sce.objects.active = obj
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print ('procesando >', obj.name)
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obj.show_wire = wm.wire_view
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for mat in obj.material_slots:
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bpy.ops.object.material_slot_remove()
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obj.data.materials.append(bpy.data.materials.get('mat_wire'))
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obj.data.materials.append(bpy.data.materials.get('mat_clay'))
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obj.material_slots.data.active_material_index = 1
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bpy.ops.object.editmode_toggle()
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.object.material_slot_assign()
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bpy.ops.object.mode_set()
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if wm.wire_object:
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if 'mat_wireobj' not in bpy.data.materials:
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mat = bpy.data.materials.new('mat_wireobj')
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mat.specular_intensity = 0
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else: mat = bpy.data.materials.get('mat_wireobj')
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mat.diffuse_color = wm.col_wire
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mat.use_shadeless = wm.shadeless_mat
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wire_add(mallas)
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return{'FINISHED'}
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class PanelWMat(bpy.types.Panel):
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bl_label = 'Setup Wire Render'
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'TOOLS'
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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wm = bpy.context.window_manager
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active_obj = context.active_object
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layout = self.layout
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column = layout.column(align=True)
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column.prop(wm, 'col_clay')
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column.prop(wm, 'col_wire')
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column = layout.column(align=True)
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column.prop(wm, 'selected_meshes')
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column.prop(wm, 'shadeless_mat')
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column.prop(wm, 'wire_view')
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column.prop(wm, 'wire_object')
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column.separator()
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column.operator('scene.wire_render')
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column.label(text='- - - - - - - - - - - - - - - - - - - - - -')
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col = layout.column(align=True)
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column.label(text='Solid WireFrame')
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layout.operator("mesh.solidify_wireframe", text="Create Mesh Object")
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col.prop(context.scene, "swThickness")
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col.prop(context.scene, "swSelectNew")
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bpy.types.WindowManager.selected_meshes = bpy.props.BoolProperty(name='Selected Meshes', default=False, description='Apply materials to Selected Meshes / All Visible Meshes')
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bpy.types.WindowManager.shadeless_mat = bpy.props.BoolProperty(name='Shadeless', default=False, description='Generate Shadeless Materials')
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bpy.types.WindowManager.col_clay = bpy.props.FloatVectorProperty(name='', description='Clay Color', default=(1.0, 0.9, 0.8), min=0, max=1, step=1, precision=3, subtype='COLOR_GAMMA', size=3)
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bpy.types.WindowManager.col_wire = bpy.props.FloatVectorProperty(name='', description='Wire Color', default=(0.1 ,0.0 ,0.0), min=0, max=1, step=1, precision=3, subtype='COLOR_GAMMA', size=3)
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bpy.types.WindowManager.wire_view = bpy.props.BoolProperty(name='Viewport Wires', default=False, description='Overlay wires display over solid in Viewports')
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bpy.types.WindowManager.wire_object = bpy.props.BoolProperty(name='Create Mesh Object', default=False, description='Add a Wire Object to scene to be able to render wires in Cycles')
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bpy.types.Scene.swThickness = bpy.props.FloatProperty(name="Thickness", description="Thickness of the skinned edges", default=0.01)
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bpy.types.Scene.swSelectNew = bpy.props.BoolProperty(name="Select wire", description="If checked, the wire object will be selected after creation", default=True)
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# Register the operator
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def solidifyWireframe_menu_func(self, context):
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self.layout.operator(SolidifyWireframe.bl_idname, text="Solidify Wireframe", icon='PLUGIN')
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# Add "Solidify Wireframe" menu to the "Mesh" menu.
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def register():
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bpy.utils.register_class(WireMaterials)
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bpy.utils.register_class(PanelWMat)
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bpy.utils.register_module(__name__)
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bpy.types.Scene.swThickness = bpy.props.FloatProperty(name="Thickness",
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description="Thickness of the skinned edges",
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default=0.01)
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bpy.types.Scene.swSelectNew = bpy.props.BoolProperty(name="Select wire",
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description="If checked, the wire object will be selected after creation",
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default=True)
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bpy.types.VIEW3D_MT_edit_mesh_edges.append(solidifyWireframe_menu_func)
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# Remove "Solidify Wireframe" menu entry from the "Mesh" menu.
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def unregister():
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bpy.utils.unregister_class(WireMaterials)
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bpy.utils.unregister_class(PanelWMat)
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bpy.utils.unregister_module(__name__)
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del bpy.types.Scene.swThickness
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bpy.types.VIEW3D_MT_edit_mesh_edges.remove(solidifyWireframe_menu_func)
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if __name__ == "__main__":
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register()
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