blender-addons/render_povray/scripting.py
2023-07-05 09:41:03 +02:00

517 lines
24 KiB
Python
Executable File

# SPDX-License-Identifier: GPL-2.0-or-later
"""Support POV Scene Description Language snippets or full includes: import,
load, create or edit"""
import bpy
from bpy.props import StringProperty, BoolProperty, CollectionProperty
from bpy_extras.io_utils import ImportHelper
from bpy.utils import register_class, unregister_class
from mathutils import Vector
from math import pi, sqrt
def export_custom_code(file):
"""write all POV user defined custom code to exported file"""
# Write CurrentAnimation Frame for use in Custom POV Code
file.write("#declare CURFRAMENUM = %d;\n" % bpy.context.scene.frame_current)
# Change path and uncomment to add an animated include file by hand:
file.write('//#include "/home/user/directory/animation_include_file.inc"\n')
for txt in bpy.data.texts:
if txt.pov.custom_code == "both":
# Why are the newlines needed?
file.write("\n")
file.write(txt.as_string())
file.write("\n")
# ----------------------------------- IMPORT
class SCENE_OT_POV_Import(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 = []
blend_mats = [] # XXX
pov_mats = [] # XXX
colors = []
mat_names = []
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 # XXX
cache = []
matrixes = {}
write_matrix = False
index = None
value = None
# file_pov = 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': # add more later
if value == "pigment":
# Todo: create function for all color models.
# instead of current pass statements
# distinguish srgb from rgb into blend option
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 BaseException as e:
print(e.__doc__)
print("An exception occurred: {}".format(e))
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 color not in colors:
colors.append(color)
name = ob.name + "_mat"
mat_names.append(name)
mat = bpy.data.materials.new(name)
mat.diffuse_color = (r, g, b)
mat.pov.alpha = 1 - t
if mat.pov.alpha != 1:
mat.pov.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[mat_names[i]])
for file in self.files:
print("Importing file: " + file.name)
file_pov = self.directory + file.name
# Ignore any non unicode character
with open(file_pov, 'r', encoding='utf-8', errors="ignore") as infile:
for line in infile:
string = line.replace("{", " ")
string = string.replace("}", " ")
string = string.replace("<", " ")
string = string.replace(">", " ")
string = string.replace(",", " ")
lw = string.split()
# lenwords = len(lw) # Not used... why written?
if lw:
if lw[0] == "object":
write_matrix = True
if write_matrix:
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
write_matrix = False
with open(file_pov, 'r', encoding='utf-8', errors="ignore") as infile:
for line in infile:
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) # Not used... why written?
for word in 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.addcone(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( # XXX Not used, why written?
(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)
scale_z = 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)
# todo: test and search where to add the below currently commented
# since Blender defers the evaluation until the results are needed.
# bpy.context.view_layer.update()
# as explained here: https://docs.blender.org/api/current/info_gotcha.html?highlight=gotcha#no-updates-after-setting-values
ob.rotation_euler = rot.to_euler()
ob.scale = (1, 1, scale_z)
# 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,scale_z), 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 BaseException as e:
print(e.__doc__)
print("An exception occurred: {}".format(e))
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 j in range(int(lenverts)):
x = j * 3
y = (j * 3) + 1
z = (j * 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": # XXX
tex_search = True # XXX
if tex_search: # XXX
if (
word not in {"texture_list", "texture", "{", "}", "face_indices"}
and not word.isdigit()
): # XXX
pov_mats.append(word) # XXX
if word == "face_indices":
tex_search = False # XXX
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 k in range(lf):
if var == 3:
v0 = k * 3
v1 = k * 3 + 1
v2 = k * 3 + 2
faces.append((int(cache[v0]), int(cache[v1]), int(cache[v2])))
if var == 4:
v0 = k * 4
v1 = k * 4 + 1
v2 = k * 4 + 2
m = k * 4 + 3
materials.append((int(cache[m])))
faces.append((int(cache[v0]), int(cache[v1]), int(cache[v2])))
if var == 6:
v0 = k * 6
v1 = k * 6 + 1
v2 = k * 6 + 2
m0 = k * 6 + 3
m1 = k * 6 + 4
m2 = k * 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) # XXX
ob = bpy.data.objects.new(name, me) # XXX
bpy.context.collection.objects.link(ob) # XXX
me.from_pydata(verts, [], faces) # XXX
for mat in bpy.data.materials: # XXX
blend_mats.append(mat.name) # XXX
for m_name in pov_mats: # XXX
if m_name not in blend_mats: # XXX
bpy.data.materials.new(m_name) # XXX
mat_search(cache)
ob.data.materials.append(bpy.data.materials[m_name]) # XXX
if materials: # XXX
for idx, val in enumerate(materials): # XXX
try: # XXX
ob.data.polygons[idx].material_index = val # XXX
except TypeError: # XXX
ob.data.polygons[idx].material_index = int(val[0]) # XXX
blend_mats = [] # XXX
pov_mats = [] # XXX
materials = [] # XXX
cache = []
name_search = True
if name in matrixes and not self.import_at_cur:
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"
# mat_names.append(name)
# mat = bpy.data.materials.new(name)
# mat.diffuse_color = (r,g,b)
# mat.pov.alpha = 1-t
# if mat.pov.alpha != 1:
# mat.pov.use_transparency=True
# ob.data.materials.append(mat)
# print (colors)
# else:
# for m in range(len(colors)):
# if color == colors[m]:
# ob.data.materials.append(bpy.data.materials[mat_names[m]])
# 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 = (SCENE_OT_POV_Import,)
def register():
for cls in classes:
register_class(cls)
def unregister():
for cls in reversed(classes):
unregister_class(cls)