blender-addons/render_povray/primitives.py
Maurice Raybaud e44e5845ee fix: Texture slots for world and materials
fix: Orthographic and perspective camera view angle thanks to Iari Marino
add: some numpy functions to export mesh possibly faster in next version
fix: parametric surfaces much accelerated and now actually usable (max gradient defaults were wrong from the time of their implementation in most pov literature. Thanks to William F. Pokorny for finding this out!
add: very basic "blurry reflection" hack for when using plain official POV
add: push of (as of yet badly formatted) feedback to interactive console
add: POV centric workspace, default when addon is left activated from previous session.
add: Sound signal support on finished render (set from addon preferences)
add: support for pov 3.8 and decremented in a few areas, waiting for the release
add: freestyle interface with convoluted workflow currently but preparing for next release.
fix: commented out Charset feature because POV 3.8 auto detects encoding
fix: a few dot notation look ups aliased and removed
fix: restored some more removed properties from 2.79 ( a few remain to do)
fix: texture mapped specular max value increased
fix: faster defaults for radiosity
fix: many default texture influences switched to 1 because boolean enabling is required anyway so 0 was a bad default
fix: some icons were missing since 2.8
fix: some formatting improvement was started
2020-08-02 00:07:39 +02:00

2390 lines
79 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
""" Get POV-Ray specific objects In and Out of Blender """
import bpy
import os.path
from bpy_extras.io_utils import ImportHelper
from bpy_extras import object_utils
from bpy.utils import register_class
from math import atan, pi, degrees, sqrt, cos, sin
from bpy.types import Operator
from bpy.props import (
StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
FloatVectorProperty,
EnumProperty,
PointerProperty,
CollectionProperty,
)
from mathutils import Vector, Matrix
# import collections
def pov_define_mesh(mesh, verts, edges, faces, name, hide_geometry=True):
"""Generate proxy mesh."""
if mesh is None:
mesh = bpy.data.meshes.new(name)
mesh.from_pydata(verts, edges, faces)
mesh.update()
mesh.validate(
verbose=False
) # Set it to True to see debug messages (helps ensure you generate valid geometry).
if hide_geometry:
mesh.vertices.foreach_set("hide", [True] * len(mesh.vertices))
mesh.edges.foreach_set("hide", [True] * len(mesh.edges))
mesh.polygons.foreach_set("hide", [True] * len(mesh.polygons))
return mesh
class POVRAY_OT_lathe_add(Operator):
"""Add the representation of POV lathe using a screw modifier."""
bl_idname = "pov.addlathe"
bl_label = "Lathe"
bl_options = {'REGISTER', 'UNDO'}
bl_description = "adds lathe"
def execute(self, context):
# ayers=[False]*20
# layers[0]=True
bpy.ops.curve.primitive_bezier_curve_add(
location=context.scene.cursor.location,
rotation=(0, 0, 0),
# layers=layers,
)
ob = context.view_layer.objects.active
ob_data = ob.data
ob.name = ob_data.name = "PovLathe"
ob_data.dimensions = '2D'
ob_data.transform(Matrix.Rotation(-pi / 2.0, 4, 'Z'))
ob.pov.object_as = 'LATHE'
self.report({'INFO'}, "This native POV-Ray primitive")
ob.pov.curveshape = "lathe"
bpy.ops.object.modifier_add(type='SCREW')
mod = ob.modifiers[-1]
mod.axis = 'Y'
mod.show_render = False
return {'FINISHED'}
def pov_superellipsoid_define(context, op, ob):
"""Create the proxy mesh of a POV superellipsoid using the pov_superellipsoid_define() function."""
if op:
mesh = None
u = op.se_u
v = op.se_v
n1 = op.se_n1
n2 = op.se_n2
edit = op.se_edit
se_param1 = n2 # op.se_param1
se_param2 = n1 # op.se_param2
else:
assert ob
mesh = ob.data
u = ob.pov.se_u
v = ob.pov.se_v
n1 = ob.pov.se_n1
n2 = ob.pov.se_n2
edit = ob.pov.se_edit
se_param1 = ob.pov.se_param1
se_param2 = ob.pov.se_param2
verts = []
r = 1
stepSegment = 360 / v * pi / 180
stepRing = pi / u
angSegment = 0
angRing = -pi / 2
step = 0
for ring in range(0, u - 1):
angRing += stepRing
for segment in range(0, v):
step += 1
angSegment += stepSegment
x = r * (abs(cos(angRing)) ** n1) * (abs(cos(angSegment)) ** n2)
if (cos(angRing) < 0 and cos(angSegment) > 0) or (
cos(angRing) > 0 and cos(angSegment) < 0
):
x = -x
y = r * (abs(cos(angRing)) ** n1) * (abs(sin(angSegment)) ** n2)
if (cos(angRing) < 0 and sin(angSegment) > 0) or (
cos(angRing) > 0 and sin(angSegment) < 0
):
y = -y
z = r * (abs(sin(angRing)) ** n1)
if sin(angRing) < 0:
z = -z
x = round(x, 4)
y = round(y, 4)
z = round(z, 4)
verts.append((x, y, z))
if edit == 'TRIANGLES':
verts.append((0, 0, 1))
verts.append((0, 0, -1))
faces = []
for i in range(0, u - 2):
m = i * v
for p in range(0, v):
if p < v - 1:
face = (m + p, 1 + m + p, v + 1 + m + p, v + m + p)
if p == v - 1:
face = (m + p, m, v + m, v + m + p)
faces.append(face)
if edit == 'TRIANGLES':
indexUp = len(verts) - 2
indexDown = len(verts) - 1
indexStartDown = len(verts) - 2 - v
for i in range(0, v):
if i < v - 1:
face = (indexDown, i, i + 1)
faces.append(face)
if i == v - 1:
face = (indexDown, i, 0)
faces.append(face)
for i in range(0, v):
if i < v - 1:
face = (indexUp, i + indexStartDown, i + indexStartDown + 1)
faces.append(face)
if i == v - 1:
face = (indexUp, i + indexStartDown, indexStartDown)
faces.append(face)
if edit == 'NGONS':
face = []
for i in range(0, v):
face.append(i)
faces.append(face)
face = []
indexUp = len(verts) - 1
for i in range(0, v):
face.append(indexUp - i)
faces.append(face)
mesh = pov_define_mesh(mesh, verts, [], faces, "SuperEllipsoid")
if not ob:
ob = object_utils.object_data_add(context, mesh, operator=None)
# engine = context.scene.render.engine what for?
ob = context.object
ob.name = ob.data.name = "PovSuperellipsoid"
ob.pov.object_as = 'SUPERELLIPSOID'
ob.pov.se_param1 = n2
ob.pov.se_param2 = n1
ob.pov.se_u = u
ob.pov.se_v = v
ob.pov.se_n1 = n1
ob.pov.se_n2 = n2
ob.pov.se_edit = edit
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
class POVRAY_OT_superellipsoid_add(Operator):
"""Add the representation of POV superellipsoid using the pov_superellipsoid_define() function."""
bl_idname = "pov.addsuperellipsoid"
bl_label = "Add SuperEllipsoid"
bl_description = "Create a SuperEllipsoid"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
# XXX Keep it in sync with __init__'s RenderPovSettingsConePrimitive
# If someone knows how to define operators' props from a func, I'd be delighted to learn it!
se_param1: FloatProperty(
name="Parameter 1", description="", min=0.00, max=10.0, default=0.04
)
se_param2: FloatProperty(
name="Parameter 2", description="", min=0.00, max=10.0, default=0.04
)
se_u: IntProperty(
name="U-segments",
description="radial segmentation",
default=20,
min=4,
max=265,
)
se_v: IntProperty(
name="V-segments",
description="lateral segmentation",
default=20,
min=4,
max=265,
)
se_n1: FloatProperty(
name="Ring manipulator",
description="Manipulates the shape of the Ring",
default=1.0,
min=0.01,
max=100.0,
)
se_n2: FloatProperty(
name="Cross manipulator",
description="Manipulates the shape of the cross-section",
default=1.0,
min=0.01,
max=100.0,
)
se_edit: EnumProperty(
items=[
("NOTHING", "Nothing", ""),
("NGONS", "N-Gons", ""),
("TRIANGLES", "Triangles", ""),
],
name="Fill up and down",
description="",
default='TRIANGLES',
)
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return engine in cls.COMPAT_ENGINES
def execute(self, context):
pov_superellipsoid_define(context, self, None)
self.report(
{'INFO'},
"This native POV-Ray primitive won't have any vertex to show in edit mode",
)
return {'FINISHED'}
class POVRAY_OT_superellipsoid_update(Operator):
"""Update the superellipsoid.
Delete its previous proxy geometry and rerun pov_superellipsoid_define() function
with the new parameters"""
bl_idname = "pov.superellipsoid_update"
bl_label = "Update"
bl_description = "Update Superellipsoid"
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):
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.object.mode_set(mode="OBJECT")
pov_superellipsoid_define(context, None, context.object)
return {'FINISHED'}
def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
faces = []
if not vertIdx1 or not vertIdx2:
return None
if len(vertIdx1) < 2 and len(vertIdx2) < 2:
return None
fan = False
if len(vertIdx1) != len(vertIdx2):
if len(vertIdx1) == 1 and len(vertIdx2) > 1:
fan = True
else:
return None
total = len(vertIdx2)
if closed:
if flipped:
face = [vertIdx1[0], vertIdx2[0], vertIdx2[total - 1]]
if not fan:
face.append(vertIdx1[total - 1])
faces.append(face)
else:
face = [vertIdx2[0], vertIdx1[0]]
if not fan:
face.append(vertIdx1[total - 1])
face.append(vertIdx2[total - 1])
faces.append(face)
for num in range(total - 1):
if flipped:
if fan:
face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
else:
face = [
vertIdx2[num],
vertIdx1[num],
vertIdx1[num + 1],
vertIdx2[num + 1],
]
faces.append(face)
else:
if fan:
face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
else:
face = [
vertIdx1[num],
vertIdx2[num],
vertIdx2[num + 1],
vertIdx1[num + 1],
]
faces.append(face)
return faces
def power(a, b):
if a < 0:
return -((-a) ** b)
return a ** b
def supertoroid(R, r, u, v, n1, n2):
a = 2 * pi / u
b = 2 * pi / v
verts = []
faces = []
for i in range(u):
s = power(sin(i * a), n1)
c = power(cos(i * a), n1)
for j in range(v):
c2 = R + r * power(cos(j * b), n2)
s2 = r * power(sin(j * b), n2)
verts.append(
(c * c2, s * c2, s2)
) # type as a (mathutils.Vector(c*c2,s*c2,s2))?
if i > 0:
f = createFaces(
range((i - 1) * v, i * v),
range(i * v, (i + 1) * v),
closed=True,
)
faces.extend(f)
f = createFaces(range((u - 1) * v, u * v), range(v), closed=True)
faces.extend(f)
return verts, faces
def pov_supertorus_define(context, op, ob):
if op:
mesh = None
st_R = op.st_R
st_r = op.st_r
st_u = op.st_u
st_v = op.st_v
st_n1 = op.st_n1
st_n2 = op.st_n2
st_ie = op.st_ie
st_edit = op.st_edit
else:
assert ob
mesh = ob.data
st_R = ob.pov.st_major_radius
st_r = ob.pov.st_minor_radius
st_u = ob.pov.st_u
st_v = ob.pov.st_v
st_n1 = ob.pov.st_ring
st_n2 = ob.pov.st_cross
st_ie = ob.pov.st_ie
st_edit = ob.pov.st_edit
if st_ie:
rad1 = (st_R + st_r) / 2
rad2 = (st_R - st_r) / 2
if rad2 > rad1:
[rad1, rad2] = [rad2, rad1]
else:
rad1 = st_R
rad2 = st_r
if rad2 > rad1:
rad1 = rad2
verts, faces = supertoroid(rad1, rad2, st_u, st_v, st_n1, st_n2)
mesh = pov_define_mesh(mesh, verts, [], faces, "PovSuperTorus", True)
if not ob:
ob = object_utils.object_data_add(context, mesh, operator=None)
ob.pov.object_as = 'SUPERTORUS'
ob.pov.st_major_radius = st_R
ob.pov.st_minor_radius = st_r
ob.pov.st_u = st_u
ob.pov.st_v = st_v
ob.pov.st_ring = st_n1
ob.pov.st_cross = st_n2
ob.pov.st_ie = st_ie
ob.pov.st_edit = st_edit
class POVRAY_OT_supertorus_add(Operator):
"""Add the representation of POV supertorus using the pov_supertorus_define() function."""
bl_idname = "pov.addsupertorus"
bl_label = "Add Supertorus"
bl_description = "Create a SuperTorus"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
st_R: FloatProperty(
name="big radius",
description="The radius inside the tube",
default=1.0,
min=0.01,
max=100.0,
)
st_r: FloatProperty(
name="small radius",
description="The radius of the tube",
default=0.3,
min=0.01,
max=100.0,
)
st_u: IntProperty(
name="U-segments",
description="radial segmentation",
default=16,
min=3,
max=265,
)
st_v: IntProperty(
name="V-segments",
description="lateral segmentation",
default=8,
min=3,
max=265,
)
st_n1: FloatProperty(
name="Ring manipulator",
description="Manipulates the shape of the Ring",
default=1.0,
min=0.01,
max=100.0,
)
st_n2: FloatProperty(
name="Cross manipulator",
description="Manipulates the shape of the cross-section",
default=1.0,
min=0.01,
max=100.0,
)
st_ie: BoolProperty(
name="Use Int.+Ext. radii",
description="Use internal and external radii",
default=False,
)
st_edit: BoolProperty(
name="", description="", default=False, options={'HIDDEN'}
)
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return engine in cls.COMPAT_ENGINES
def execute(self, context):
pov_supertorus_define(context, self, None)
self.report(
{'INFO'},
"This native POV-Ray primitive won't have any vertex to show in edit mode",
)
return {'FINISHED'}
class POVRAY_OT_supertorus_update(Operator):
"""Update the supertorus.
Delete its previous proxy geometry and rerun pov_supetorus_define() function
with the new parameters"""
bl_idname = "pov.supertorus_update"
bl_label = "Update"
bl_description = "Update SuperTorus"
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):
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.object.mode_set(mode="OBJECT")
pov_supertorus_define(context, None, context.object)
return {'FINISHED'}
#########################################################################################################
class POVRAY_OT_loft_add(Operator):
"""Create the representation of POV loft using Blender curves."""
bl_idname = "pov.addloft"
bl_label = "Add Loft Data"
bl_description = "Create a Curve data for Meshmaker"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
loft_n: IntProperty(
name="Segments",
description="Vertical segments",
default=16,
min=3,
max=720,
)
loft_rings_bottom: IntProperty(
name="Bottom", description="Bottom rings", default=5, min=2, max=100
)
loft_rings_side: IntProperty(
name="Side", description="Side rings", default=10, min=2, max=100
)
loft_thick: FloatProperty(
name="Thickness",
description="Manipulates the shape of the Ring",
default=0.3,
min=0.01,
max=1.0,
)
loft_r: FloatProperty(
name="Radius", description="Radius", default=1, min=0.01, max=10
)
loft_height: FloatProperty(
name="Height",
description="Manipulates the shape of the Ring",
default=2,
min=0.01,
max=10.0,
)
def execute(self, context):
props = self.properties
loftData = bpy.data.curves.new('Loft', type='CURVE')
loftData.dimensions = '3D'
loftData.resolution_u = 2
# loftData.show_normal_face = False # deprecated in 2.8
n = props.loft_n
thick = props.loft_thick
side = props.loft_rings_side
bottom = props.loft_rings_bottom
h = props.loft_height
r = props.loft_r
distB = r / bottom
r0 = 0.00001
z = -h / 2
print("New")
for i in range(bottom + 1):
coords = []
angle = 0
for p in range(n):
x = r0 * cos(angle)
y = r0 * sin(angle)
coords.append((x, y, z))
angle += pi * 2 / n
r0 += distB
nurbs = loftData.splines.new('NURBS')
nurbs.points.add(len(coords) - 1)
for i, coord in enumerate(coords):
x, y, z = coord
nurbs.points[i].co = (x, y, z, 1)
nurbs.use_cyclic_u = True
for i in range(side):
z += h / side
coords = []
angle = 0
for p in range(n):
x = r * cos(angle)
y = r * sin(angle)
coords.append((x, y, z))
angle += pi * 2 / n
nurbs = loftData.splines.new('NURBS')
nurbs.points.add(len(coords) - 1)
for i, coord in enumerate(coords):
x, y, z = coord
nurbs.points[i].co = (x, y, z, 1)
nurbs.use_cyclic_u = True
r -= thick
for i in range(side):
coords = []
angle = 0
for p in range(n):
x = r * cos(angle)
y = r * sin(angle)
coords.append((x, y, z))
angle += pi * 2 / n
nurbs = loftData.splines.new('NURBS')
nurbs.points.add(len(coords) - 1)
for i, coord in enumerate(coords):
x, y, z = coord
nurbs.points[i].co = (x, y, z, 1)
nurbs.use_cyclic_u = True
z -= h / side
z = (-h / 2) + thick
distB = (r - 0.00001) / bottom
for i in range(bottom + 1):
coords = []
angle = 0
for p in range(n):
x = r * cos(angle)
y = r * sin(angle)
coords.append((x, y, z))
angle += pi * 2 / n
r -= distB
nurbs = loftData.splines.new('NURBS')
nurbs.points.add(len(coords) - 1)
for i, coord in enumerate(coords):
x, y, z = coord
nurbs.points[i].co = (x, y, z, 1)
nurbs.use_cyclic_u = True
ob = bpy.data.objects.new('Loft_shape', loftData)
scn = bpy.context.scene
scn.collection.objects.link(ob)
context.view_layer.objects.active = ob
ob.select_set(True)
ob.pov.curveshape = "loft"
return {'FINISHED'}
class POVRAY_OT_plane_add(Operator):
"""Add the representation of POV infinite plane using just a very big Blender Plane.
Flag its primitive type with a specific pov.object_as attribute and lock edit mode
to keep proxy consistency by hiding edit geometry."""
bl_idname = "pov.addplane"
bl_label = "Plane"
bl_description = "Add Plane"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
# layers = 20*[False]
# layers[0] = True
bpy.ops.mesh.primitive_plane_add(size=100000)
ob = context.object
ob.name = ob.data.name = 'PovInfinitePlane'
bpy.ops.object.mode_set(mode="EDIT")
self.report(
{'INFO'},
"This native POV-Ray primitive "
"won't have any vertex to show in edit mode",
)
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.shade_smooth()
ob.pov.object_as = "PLANE"
return {'FINISHED'}
class POVRAY_OT_box_add(Operator):
"""Add the representation of POV box using a simple Blender mesh cube.
Flag its primitive type with a specific pov.object_as attribute and lock edit mode
to keep proxy consistency by hiding edit geometry."""
bl_idname = "pov.addbox"
bl_label = "Box"
bl_description = "Add Box"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
# layers = 20*[False]
# layers[0] = True
bpy.ops.mesh.primitive_cube_add()
ob = context.object
ob.name = ob.data.name = 'PovBox'
bpy.ops.object.mode_set(mode="EDIT")
self.report(
{'INFO'},
"This native POV-Ray primitive "
"won't have any vertex to show in edit mode",
)
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
ob.pov.object_as = "BOX"
return {'FINISHED'}
def pov_cylinder_define(context, op, ob, radius, loc, loc_cap):
if op:
R = op.R
loc = bpy.context.scene.cursor.location
loc_cap[0] = loc[0]
loc_cap[1] = loc[1]
loc_cap[2] = loc[2] + 2
vec = Vector(loc_cap) - Vector(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.
roteuler = rot.to_euler()
if not ob:
bpy.ops.object.add(type='MESH', location=loc)
ob = context.object
ob.name = ob.data.name = "PovCylinder"
ob.pov.cylinder_radius = radius
ob.pov.cylinder_location_cap = vec
ob.pov.object_as = "CYLINDER"
else:
ob.location = loc
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_cylinder_add(
radius=radius,
depth=depth,
location=loc,
rotation=roteuler,
end_fill_type='NGON',
) #'NOTHING'
bpy.ops.transform.translate(value=trans)
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.shade_smooth()
class POVRAY_OT_cylinder_add(Operator):
"""Add the representation of POV cylinder using pov_cylinder_define() function.
Use imported_cyl_loc when this operator is run by POV importer."""
bl_idname = "pov.addcylinder"
bl_label = "Cylinder"
bl_description = "Add Cylinder"
bl_options = {'REGISTER', 'UNDO'}
# XXX Keep it in sync with __init__'s cylinder Primitive
R: FloatProperty(name="Cylinder radius", min=0.00, max=10.0, default=1.0)
imported_cyl_loc: FloatVectorProperty(
name="Imported Pov base location", precision=6, default=(0.0, 0.0, 0.0)
)
imported_cyl_loc_cap: FloatVectorProperty(
name="Imported Pov cap location", precision=6, default=(0.0, 0.0, 2.0)
)
def execute(self, context):
props = self.properties
R = props.R
ob = context.object
# layers = 20*[False]
# layers[0] = True
if ob:
if ob.pov.imported_cyl_loc:
LOC = ob.pov.imported_cyl_loc
if ob.pov.imported_cyl_loc_cap:
LOC_CAP = ob.pov.imported_cyl_loc_cap
else:
if not props.imported_cyl_loc:
LOC_CAP = LOC = bpy.context.scene.cursor.location
LOC_CAP[2] += 2.0
else:
LOC = props.imported_cyl_loc
LOC_CAP = props.imported_cyl_loc_cap
self.report(
{'INFO'},
"This native POV-Ray primitive "
"won't have any vertex to show in edit mode",
)
pov_cylinder_define(context, self, None, self.R, LOC, LOC_CAP)
return {'FINISHED'}
class POVRAY_OT_cylinder_update(Operator):
"""Update the POV cylinder.
Delete its previous proxy geometry and rerun pov_cylinder_define() function
with the new parameters"""
bl_idname = "pov.cylinder_update"
bl_label = "Update"
bl_description = "Update Cylinder"
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 ob.pov.object_as == "CYLINDER"
and engine in cls.COMPAT_ENGINES
)
def execute(self, context):
ob = context.object
radius = ob.pov.cylinder_radius
loc = ob.location
loc_cap = loc + ob.pov.cylinder_location_cap
pov_cylinder_define(context, None, ob, radius, loc, loc_cap)
return {'FINISHED'}
################################SPHERE##########################################
def pov_sphere_define(context, op, ob, loc):
"""create the representation of POV sphere using a Blender icosphere.
Its nice platonic solid curvature better represents pov rendertime
tesselation than a UV sphere"""
if op:
R = op.R
loc = bpy.context.scene.cursor.location
else:
assert ob
R = ob.pov.sphere_radius
# keep object rotation and location for the add object operator
obrot = ob.rotation_euler
# obloc = ob.location
obscale = ob.scale
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_ico_sphere_add(
subdivisions=4,
radius=ob.pov.sphere_radius,
location=loc,
rotation=obrot,
)
# bpy.ops.transform.rotate(axis=obrot,orient_type='GLOBAL')
bpy.ops.transform.resize(value=obscale)
# bpy.ops.transform.rotate(axis=obrot, proportional_size=1)
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.shade_smooth()
# bpy.ops.transform.rotate(axis=obrot,orient_type='GLOBAL')
if not ob:
bpy.ops.mesh.primitive_ico_sphere_add(
subdivisions=4, radius=R, location=loc
)
ob = context.object
ob.name = ob.data.name = "PovSphere"
ob.pov.object_as = "SPHERE"
ob.pov.sphere_radius = R
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
class POVRAY_OT_sphere_add(Operator):
"""Add the representation of POV sphere using pov_sphere_define() function.
Use imported_loc when this operator is run by POV importer."""
bl_idname = "pov.addsphere"
bl_label = "Sphere"
bl_description = "Add Sphere Shape"
bl_options = {'REGISTER', 'UNDO'}
# XXX Keep it in sync with __init__'s torus Primitive
R: FloatProperty(name="Sphere radius", min=0.00, max=10.0, default=0.5)
imported_loc: FloatVectorProperty(
name="Imported Pov location", precision=6, default=(0.0, 0.0, 0.0)
)
def execute(self, context):
props = self.properties
R = props.R
ob = context.object
if ob:
if ob.pov.imported_loc:
LOC = ob.pov.imported_loc
else:
if not props.imported_loc:
LOC = bpy.context.scene.cursor.location
else:
LOC = props.imported_loc
self.report(
{'INFO'},
"This native POV-Ray primitive "
"won't have any vertex to show in edit mode",
)
pov_sphere_define(context, self, None, LOC)
return {'FINISHED'}
# def execute(self,context):
## layers = 20*[False]
## layers[0] = True
# bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=4, radius=ob.pov.sphere_radius)
# ob = context.object
# bpy.ops.object.mode_set(mode="EDIT")
# self.report({'INFO'}, "This native POV-Ray primitive "
# "won't have any vertex to show in edit mode")
# bpy.ops.mesh.hide(unselected=False)
# bpy.ops.object.mode_set(mode="OBJECT")
# bpy.ops.object.shade_smooth()
# ob.pov.object_as = "SPHERE"
# ob.name = ob.data.name = 'PovSphere'
# return {'FINISHED'}
class POVRAY_OT_sphere_update(Operator):
"""Update the POV sphere.
Delete its previous proxy geometry and rerun pov_sphere_define() function
with the new parameters"""
bl_idname = "pov.sphere_update"
bl_label = "Update"
bl_description = "Update Sphere"
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_sphere_define(
context, None, context.object, context.object.location
)
return {'FINISHED'}
####################################CONE#######################################
def pov_cone_define(context, op, ob):
"""Add the representation of POV cone using pov_define_mesh() function.
Blender cone does not offer the same features such as a second radius."""
verts = []
faces = []
if op:
mesh = None
base = op.base
cap = op.cap
seg = op.seg
height = op.height
else:
assert ob
mesh = ob.data
base = ob.pov.cone_base_radius
cap = ob.pov.cone_cap_radius
seg = ob.pov.cone_segments
height = ob.pov.cone_height
zc = height / 2
zb = -zc
angle = 2 * pi / seg
t = 0
for i in range(seg):
xb = base * cos(t)
yb = base * sin(t)
xc = cap * cos(t)
yc = cap * sin(t)
verts.append((xb, yb, zb))
verts.append((xc, yc, zc))
t += angle
for i in range(seg):
f = i * 2
if i == seg - 1:
faces.append([0, 1, f + 1, f])
else:
faces.append([f + 2, f + 3, f + 1, f])
if base != 0:
base_face = []
for i in range(seg - 1, -1, -1):
p = i * 2
base_face.append(p)
faces.append(base_face)
if cap != 0:
cap_face = []
for i in range(seg):
p = i * 2 + 1
cap_face.append(p)
faces.append(cap_face)
mesh = pov_define_mesh(mesh, verts, [], faces, "PovCone", True)
if not ob:
ob = object_utils.object_data_add(context, mesh, operator=None)
ob.pov.object_as = "CONE"
ob.pov.cone_base_radius = base
ob.pov.cone_cap_radius = cap
ob.pov.cone_height = height
ob.pov.cone_base_z = zb
ob.pov.cone_cap_z = zc
class POVRAY_OT_cone_add(Operator):
"""Add the representation of POV cone using pov_cone_define() function."""
bl_idname = "pov.cone_add"
bl_label = "Cone"
bl_description = "Add Cone"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
# XXX Keep it in sync with __init__.py's RenderPovSettingsConePrimitive
# If someone knows how to define operators' props from a func, I'd be delighted to learn it!
base: FloatProperty(
name="Base radius",
description="The first radius of the cone",
default=1.0,
min=0.01,
max=100.0,
)
cap: FloatProperty(
name="Cap radius",
description="The second radius of the cone",
default=0.3,
min=0.0,
max=100.0,
)
seg: IntProperty(
name="Segments",
description="Radial segmentation of the proxy mesh",
default=16,
min=3,
max=265,
)
height: FloatProperty(
name="Height",
description="Height of the cone",
default=2.0,
min=0.01,
max=100.0,
)
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return engine in cls.COMPAT_ENGINES
def execute(self, context):
pov_cone_define(context, self, None)
self.report(
{'INFO'},
"This native POV-Ray primitive won't have any vertex to show in edit mode",
)
return {'FINISHED'}
class POVRAY_OT_cone_update(Operator):
"""Update the POV cone.
Delete its previous proxy geometry and rerun pov_cone_define() function
with the new parameters"""
bl_idname = "pov.cone_update"
bl_label = "Update"
bl_description = "Update Cone"
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):
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.object.mode_set(mode="OBJECT")
pov_cone_define(context, None, context.object)
return {'FINISHED'}
########################################ISOSURFACES##################################
class POVRAY_OT_isosurface_box_add(Operator):
"""Add the representation of POV isosurface box using also just a Blender mesh cube.
Flag its primitive type with a specific pov.object_as attribute and lock edit mode
to keep proxy consistency by hiding edit geometry."""
bl_idname = "pov.addisosurfacebox"
bl_label = "Isosurface Box"
bl_description = "Add Isosurface contained by Box"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
# layers = 20*[False]
# layers[0] = True
bpy.ops.mesh.primitive_cube_add()
ob = context.object
bpy.ops.object.mode_set(mode="EDIT")
self.report(
{'INFO'},
"This native POV-Ray primitive "
"won't have any vertex to show in edit mode",
)
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
ob.pov.object_as = "ISOSURFACE"
ob.pov.contained_by = 'box'
ob.name = 'PovIsosurfaceBox'
return {'FINISHED'}
class POVRAY_OT_isosurface_sphere_add(Operator):
"""Add the representation of POV isosurface sphere by a Blender mesh icosphere.
Flag its primitive type with a specific pov.object_as attribute and lock edit mode
to keep proxy consistency by hiding edit geometry."""
bl_idname = "pov.addisosurfacesphere"
bl_label = "Isosurface Sphere"
bl_description = "Add Isosurface contained by Sphere"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
# layers = 20*[False]
# layers[0] = True
bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=4)
ob = context.object
bpy.ops.object.mode_set(mode="EDIT")
self.report(
{'INFO'},
"This native POV-Ray primitive "
"won't have any vertex to show in edit mode",
)
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.shade_smooth()
ob.pov.object_as = "ISOSURFACE"
ob.pov.contained_by = 'sphere'
ob.name = 'PovIsosurfaceSphere'
return {'FINISHED'}
class POVRAY_OT_sphere_sweep_add(Operator):
"""Add the representation of POV sphere_sweep using a Blender NURBS curve.
Flag its primitive type with a specific ob.pov.curveshape attribute and
leave access to edit mode to keep user editable handles."""
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()
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(Operator):
"""Add the representation of POV blob using a Blender meta ball.
No need to flag its primitive type as meta are exported to blobs
and leave access to edit mode to keep user editable thresholds."""
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')
ob = context.object
ob.name = "PovBlob"
return {'FINISHED'}
class POVRAY_OT_rainbow_add(Operator):
"""Add the representation of POV rainbow using a Blender spot light.
Rainbows indeed propagate along a visibility cone.
Flag its primitive type with a specific ob.pov.object_as attribute
and leave access to edit mode to keep user editable handles.
Add a constraint to orient it towards camera because POV Rainbows
are view dependant and having it always initially visible is less
confusing """
bl_idname = "pov.addrainbow"
bl_label = "Rainbow"
bl_description = "Add Rainbow"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
cam = context.scene.camera
bpy.ops.object.light_add(type='SPOT', radius=1)
ob = context.object
ob.data.show_cone = False
ob.data.spot_blend = 0.5
# ob.data.shadow_buffer_clip_end = 0 # deprecated in 2.8
ob.data.shadow_buffer_clip_start = 4 * cam.location.length
ob.data.distance = cam.location.length
ob.data.energy = 0
ob.name = ob.data.name = "PovRainbow"
ob.pov.object_as = "RAINBOW"
# 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.view_layer.objects.active = ob
ob.select_set(True)
return {'FINISHED'}
class POVRAY_OT_height_field_add(bpy.types.Operator, ImportHelper):
"""Add the representation of POV height_field using a displaced grid.
texture slot fix and displace modifier will be needed because noise
displace operator was deprecated in 2.8"""
bl_idname = "pov.addheightfield"
bl_label = "Height Field"
bl_description = "Add Height Field"
bl_options = {'REGISTER', 'UNDO'}
# XXX Keep it in sync with __init__'s hf Primitive
# filename_ext = ".png"
# 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)
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.pov_texture_slots.add()
hf_slot.texture = hf_tex.name
# 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, size=0.5
)
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) # TODO replace by a displace modifier as noise deprecated in 2.8
bpy.ops.object.mode_set(mode="OBJECT")
# needs a loop to select by index?
# bpy.ops.object.material_slot_remove()
# material just left there for now
mat.pov_texture_slots.clear()
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'}
############################TORUS############################################
def pov_torus_define(context, op, ob):
"""Add the representation of POV torus using just a Blender torus.
But flag its primitive type with a specific pov.object_as attribute and lock edit mode
to keep proxy consistency by hiding edit geometry."""
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
# keep object rotation and location for the add object operator
obrot = ob.rotation_euler
obloc = ob.location
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,
)
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
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")
class POVRAY_OT_torus_add(Operator):
"""Add the representation of POV torus using using pov_torus_define() function."""
bl_idname = "pov.addtorus"
bl_label = "Torus"
bl_description = "Add Torus"
bl_options = {'REGISTER', 'UNDO'}
# 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 "
"won't have any vertex to show in edit mode",
)
return {'FINISHED'}
class POVRAY_OT_torus_update(Operator):
"""Update the POV torus.
Delete its previous proxy geometry and rerun pov_torus_define() function
with the new parameters"""
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)
return {'FINISHED'}
###################################################################################
class POVRAY_OT_prism_add(Operator):
"""Add the representation of POV prism using using an extruded curve."""
bl_idname = "pov.addprism"
bl_label = "Prism"
bl_description = "Create Prism"
bl_options = {'REGISTER', 'UNDO'}
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):
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.collection.objects.link(ob)
context.view_layer.objects.active = ob
ob.select_set(True)
ob.pov.curveshape = "prism"
ob.name = ob.data.name = "Prism"
return {'FINISHED'}
##############################PARAMETRIC######################################
def pov_parametric_define(context, op, ob):
"""Add the representation of POV parametric surfaces by math surface from add mesh extra objects addon."""
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
# 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
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)
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"
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(Operator):
"""Add the representation of POV parametric surfaces using pov_parametric_define() function."""
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)")
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
pov_parametric_define(context, self, None)
self.report(
{'INFO'},
"This native POV-Ray primitive "
"won't have any vertex to show in edit mode",
)
return {'FINISHED'}
class POVRAY_OT_parametric_update(Operator):
"""Update the representation of POV parametric surfaces.
Delete its previous proxy geometry and rerun pov_parametric_define() function
with the new parameters"""
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(Operator):
"""Add the proxy mesh for POV Polygon to circle lofting macro"""
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'}
# 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
)
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,
)
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,
)
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'}
#############################IMPORT
class ImportPOV(bpy.types.Operator, ImportHelper):
"""Load Povray files"""
bl_idname = "import_scene.pov"
bl_label = "POV-Ray files (.pov/.inc)"
bl_options = {'PRESET', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
# -----------
# File props.
files: CollectionProperty(
type=bpy.types.OperatorFileListElement, options={'HIDDEN', 'SKIP_SAVE'}
)
directory: StringProperty(
maxlen=1024, subtype='FILE_PATH', options={'HIDDEN', 'SKIP_SAVE'}
)
filename_ext = {".pov", ".inc"}
filter_glob: StringProperty(default="*.pov;*.inc", options={'HIDDEN'})
import_at_cur: BoolProperty(
name="Import at Cursor Location",
description="Ignore Object Matrix",
default=False,
)
def execute(self, context):
from mathutils import Matrix
verts = []
faces = []
materials = []
blendMats = [] ##############
povMats = [] ##############
colors = []
matNames = []
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
tex_search = False ##################
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
for item, value in enumerate(cache):
if value == 'texture':
pass
if value == 'pigment':
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
else:
pass
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)
else:
for i, value in enumerate(colors):
if color == value:
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)
mat_search(cache)
except (ValueError):
pass
cache = []
cone_search = False
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
mat_search(cache)
except (ValueError):
pass
cache = []
plane_search = False
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
mat_search(cache)
except (ValueError):
pass
cache = []
box_search = False
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])
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.
# 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()
ob.scale = (1, 1, scaleZ)
# 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), orient_type='LOCAL')
# bpy.ops.mesh.hide(unselected=False)
# bpy.ops.object.mode_set(mode='OBJECT')
mat_search(cache)
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] == '}':
x = y = z = r = 0
try:
x = float(cache[2])
y = float(cache[3])
z = float(cache[4])
r = float(cache[5])
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)
cache = []
sphere_search = False
##################End Primitives Import##################
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':
verts_search = True
if verts_search:
cache.append(word)
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]),
)
)
cache = []
# 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) #################
if word == 'face_indices':
tex_search = False ################
faces_search = True
if faces_search:
cache.append(word)
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 = object_utils.object_data_add(context, mesh, operator=None)
me = bpy.data.meshes.new(name) ########
ob = bpy.data.objects.new(name, me) ##########
bpy.context.collection.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
) #################
mat_search(cache)
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 = [] #########################
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]
matrix = global_matrix * ob.matrix_world
ob.matrix_world = matrix
verts = []
faces = []
# 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])
# color = (r,g,b,t)
# 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])
# color = (r,g,b,t)
# 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)
# except (ValueError):
# color = (0.8,0.8,0.8,0)
# pass
# 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:
# for obj in bpy.context.view_layer.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'}
classes = (
POVRAY_OT_lathe_add,
POVRAY_OT_superellipsoid_add,
POVRAY_OT_superellipsoid_update,
POVRAY_OT_supertorus_add,
POVRAY_OT_supertorus_update,
POVRAY_OT_loft_add,
POVRAY_OT_plane_add,
POVRAY_OT_box_add,
POVRAY_OT_cylinder_add,
POVRAY_OT_cylinder_update,
POVRAY_OT_sphere_add,
POVRAY_OT_sphere_update,
POVRAY_OT_cone_add,
POVRAY_OT_cone_update,
POVRAY_OT_isosurface_box_add,
POVRAY_OT_isosurface_sphere_add,
POVRAY_OT_sphere_sweep_add,
POVRAY_OT_blob_add,
POVRAY_OT_rainbow_add,
POVRAY_OT_height_field_add,
POVRAY_OT_torus_add,
POVRAY_OT_torus_update,
POVRAY_OT_prism_add,
POVRAY_OT_parametric_add,
POVRAY_OT_parametric_update,
POVRAY_OT_shape_polygon_to_circle_add,
ImportPOV,
)
def register():
# from bpy.utils import register_class
for cls in classes:
register_class(cls)
def unregister():
from bpy.utils import unregister_class
for cls in classes:
unregister_class(cls)