mirror of http://CODE.RHODECODE.COM/u/O/O/O
0000OOOO0000
4 years ago
committed by
GitHub
1 changed files with 0 additions and 421 deletions
@ -1,421 +0,0 @@
|
||||
# ***** 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 th |
||||
# 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. |
||||
# |
||||
# object_render_wire.py liero, meta-androcto, |
||||
# Yorik van Havre, Alejandro Sierra, Howard Trickey |
||||
# ***** END GPL LICENCE BLOCK ***** |
||||
|
||||
bl_info = { |
||||
"name": "Render Wireframe", |
||||
"author": "Community", |
||||
"description": " WireRender & WireSoild modes", |
||||
"version": (2, 3), |
||||
"blender": (2, 63, 0), |
||||
"location": "Object > Render Wireframe", |
||||
"warning": '', |
||||
'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts', |
||||
'tracker_url': 'https://projects.blender.org/tracker/index.php?'\ |
||||
'func=detail&aid=26997', |
||||
'category': 'Object'} |
||||
|
||||
import bpy, mathutils |
||||
|
||||
cube_faces = [ [0,3,2,1], [5,6,7,4], [0,1,5,4], |
||||
[7,6,2,3], [2,6,5,1], [0,4,7,3] ] |
||||
cube_normals = [ mathutils.Vector((0,0,-1)), |
||||
mathutils.Vector((0,0,1)), |
||||
mathutils.Vector((0,-1,0)), |
||||
mathutils.Vector((0,1,0)), |
||||
mathutils.Vector((1,0,0)), |
||||
mathutils.Vector((-1,0,0)) ] |
||||
|
||||
def create_cube(me, v, d): |
||||
x = v.co.x |
||||
y = v.co.y |
||||
z = v.co.z |
||||
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], |
||||
[x-d,y-d,z+d], [x+d,y-d,z+d], [x+d,y+d,z+d], [x-d,y+d,z+d] ] |
||||
for coord in coords: |
||||
me.vertices.add(1) |
||||
me.vertices[-1].co = mathutils.Vector(coord) |
||||
|
||||
def norm_dot(e, k, fnorm, me): |
||||
v = me.vertices[e[1]].co - me.vertices[e[0]].co |
||||
if k == 1: |
||||
v = -v |
||||
v.normalize() |
||||
return v * fnorm |
||||
|
||||
def fill_cube_face(me, index, f): |
||||
return [index + cube_faces[f][i] for i in range(4)] |
||||
|
||||
# Coords of jth point of face f in cube instance i |
||||
def cube_face_v(me, f, i, j): |
||||
return me.vertices[i + cube_faces[f][j]].co |
||||
|
||||
def cube_face_center(me, f, i): |
||||
return 0.5 * (cube_face_v(me, f, i, 0) + \ |
||||
cube_face_v(me, f, i, 2)) |
||||
|
||||
# Return distance between points on two faces when |
||||
# each point is projected onto the plane that goes through |
||||
# the face center and is perpendicular to the line |
||||
# through the face centers. |
||||
def projected_dist(me, i1, i2, f1, f2, j1, j2): |
||||
f1center = cube_face_center(me, f1, i1) |
||||
f2center = cube_face_center(me, f2, i2) |
||||
axis_norm = (f2center - f1center).normalized() |
||||
v1 = cube_face_v(me, f1, i1, j1) |
||||
v2 = cube_face_v(me, f2, i2, j2) |
||||
v1proj = v1 - (axis_norm * (v1 - f1center)) * axis_norm |
||||
v2proj = v2 - (axis_norm * (v2 - f2center)) * axis_norm |
||||
return (v2proj - v1proj).length |
||||
|
||||
def skin_edges(me, i1, i2, f1, f2): |
||||
# Connect verts starting at i1 forming cube face f1 |
||||
# to those starting at i2 forming cube face f2. |
||||
# Need to find best alignment to avoid a twist. |
||||
shortest_length = 1e6 |
||||
f2_start_index = 0 |
||||
for i in range(4): |
||||
x = projected_dist(me, i1, i2, f1, f2, 0, i) |
||||
if x < shortest_length: |
||||
shortest_length = x |
||||
f2_start_index = i |
||||
ans = [] |
||||
j = f2_start_index |
||||
for i in range(4): |
||||
fdata = [i1 + cube_faces[f1][i], |
||||
i2 + cube_faces[f2][j], |
||||
i2 + cube_faces[f2][(j + 1) % 4], |
||||
i1 + cube_faces[f1][(i - 1) % 4]] |
||||
if fdata[3] == 0: |
||||
fdata = [fdata[3]] + fdata[0:3] |
||||
ans.extend(fdata) |
||||
j = (j - 1) % 4 |
||||
return ans |
||||
|
||||
|
||||
# Return map: v -> list of length len(node_normals) where |
||||
# each element of the list is either None (no assignment) |
||||
# or ((v0, v1), 0 or 1) giving an edge and direction that face is assigned to. |
||||
def find_assignment(me, edges, vert_edges, node_normals): |
||||
nf = len(node_normals) |
||||
feasible = {} |
||||
for e in edges: |
||||
for k in (0, 1): |
||||
fds = [(f, norm_dot(e, k, node_normals[f], me)) for f in range(nf)] |
||||
feasible[(e, k)] = [fd for fd in fds if fd[1] > 0.01] |
||||
assignment = {} |
||||
for v, ves in vert_edges.items(): |
||||
assignment[v] = best_assignment(ves, feasible, nf) |
||||
return assignment |
||||
|
||||
def best_assignment(ves, feasible, nf): |
||||
apartial = [ None ] * nf |
||||
return best_assign_help(ves, feasible, apartial, 0.0)[0] |
||||
|
||||
def best_assign_help(ves, feasible, apartial, sumpartial): |
||||
if len(ves) == 0: |
||||
return (apartial, sumpartial) |
||||
else: |
||||
ek0 = ves[0] |
||||
vesrest = ves[1:] |
||||
feas = feasible[ek0] |
||||
bestsum = 0 |
||||
besta = None |
||||
for (f, d) in feas: |
||||
if apartial[f] is None: |
||||
ap = apartial[:] |
||||
ap[f] = ek0 |
||||
# sum up d**2 to penalize smaller d's more |
||||
sp = sumpartial + d*d |
||||
(a, s) = best_assign_help(vesrest, feasible, ap, sp) |
||||
if s > bestsum: |
||||
bestsum = s |
||||
besta = a |
||||
if besta: |
||||
return (besta, bestsum) |
||||
else: |
||||
# not feasible to assign e0, k0; try to assign rest |
||||
return best_assign_help(vesrest, feasible, apartial, sumpartial) |
||||
|
||||
def assigned_face(e, assignment): |
||||
(v0, v1), dir = e |
||||
a = assignment[v1] |
||||
for j, ee in enumerate(a): |
||||
if e == ee: |
||||
return j |
||||
return -1 |
||||
|
||||
def create_wired_mesh(me2, me, thick): |
||||
edges = [] |
||||
vert_edges = {} |
||||
for be in me.edges: |
||||
if be.select and not be.hide: |
||||
e = (be.key[0], be.key[1]) |
||||
edges.append(e) |
||||
for k in (0, 1): |
||||
if e[k] not in vert_edges: |
||||
vert_edges[e[k]] = [] |
||||
vert_edges[e[k]].append((e, k)) |
||||
|
||||
assignment = find_assignment(me, edges, vert_edges, cube_normals) |
||||
|
||||
# Create the geometry |
||||
n_idx = {} |
||||
for v in assignment: |
||||
vpos = me.vertices[v] |
||||
index = len(me2.vertices) |
||||
# We need to associate each node with the new geometry |
||||
n_idx[v] = index |
||||
# Geometry for the nodes, each one a cube |
||||
create_cube(me2, vpos, thick) |
||||
|
||||
# Skin using the new geometry |
||||
cfaces = [] |
||||
for k, f in assignment.items(): |
||||
# Skin the nodes |
||||
for i in range(len(cube_faces)): |
||||
if f[i] is None: |
||||
cfaces.extend(fill_cube_face(me2, n_idx[k], i)) |
||||
else: |
||||
(v0, v1), dir = f[i] |
||||
# only skin between edges in forward direction |
||||
# to avoid making doubles |
||||
if dir == 1: |
||||
# but first make sure other end actually assigned |
||||
i2 = assigned_face(((v0, v1), 0), assignment) |
||||
if i2 == -1: |
||||
cfaces.extend(fill_cube_face(me2, n_idx[k], i)) |
||||
continue |
||||
i2 = assigned_face(((v0, v1), 1), assignment) |
||||
if i2 != -1: |
||||
cfaces.extend(skin_edges(me2, n_idx[v0], n_idx[v1], i, i2)) |
||||
else: |
||||
# assignment failed for this edge |
||||
cfaces.extend(fill_cube_face(me2, n_idx[k], i)) |
||||
|
||||
# adding faces to the mesh |
||||
me2.tessfaces.add(len(cfaces) // 4) |
||||
me2.tessfaces.foreach_set("vertices_raw", cfaces) |
||||
me2.update(calc_edges=True) |
||||
|
||||
# Add built in wireframe |
||||
def wire_add(mallas): |
||||
if mallas: |
||||
bpy.ops.object.select_all(action='DESELECT') |
||||
bpy.context.scene.objects.active = mallas[0] |
||||
for o in mallas: o.select = True |
||||
bpy.ops.object.duplicate() |
||||
obj, sce = bpy.context.object, bpy.context.scene |
||||
for mod in obj.modifiers: obj.modifiers.remove(mod) |
||||
bpy.ops.object.join() |
||||
bpy.ops.object.mode_set(mode='EDIT') |
||||
bpy.ops.mesh.wireframe(thickness=0.005) |
||||
bpy.ops.object.mode_set() |
||||
for mat in obj.material_slots: bpy.ops.object.material_slot_remove() |
||||
if 'wire_object' in sce.objects.keys(): |
||||
sce.objects.get('wire_object').data = obj.data |
||||
sce.objects.get('wire_object').matrix_world = mallas[0].matrix_world |
||||
sce.objects.unlink(obj) |
||||
else: |
||||
obj.name = 'wire_object' |
||||
obj.data.materials.append(bpy.data.materials.get('mat_wireobj')) |
||||
|
||||
return{'FINISHED'} |
||||
''' |
||||
class VIEW3D_PT_tools_SolidifyWireframe(bpy.types.Panel): |
||||
bl_space_type = 'VIEW_3D' |
||||
bl_region_type = 'TOOLS' |
||||
bl_context = "mesh_edit" |
||||
bl_label = "Solidify Wireframe" |
||||
|
||||
def draw(self, context): |
||||
active_obj = context.active_object |
||||
layout = self.layout |
||||
col = layout.column(align=True) |
||||
col.operator("mesh.solidify_wireframe", text="Solidify") |
||||
col.prop(context.scene, "swThickness") |
||||
col.prop(context.scene, "swSelectNew") |
||||
''' |
||||
# a class for your operator |
||||
class SolidifyWireframe(bpy.types.Operator): |
||||
"""Turns the selected edges of a mesh into solid objects""" |
||||
bl_idname = "mesh.solidify_wireframe" |
||||
bl_label = "Solidify Wireframe" |
||||
bl_options = {'REGISTER', 'UNDO'} |
||||
|
||||
def invoke(self, context, event): |
||||
return self.execute(context) |
||||
|
||||
@classmethod |
||||
def poll(cls, context): |
||||
ob = context.active_object |
||||
return ob and ob.type == 'MESH' |
||||
|
||||
def execute(self, context): |
||||
# Get the active object |
||||
ob_act = context.active_object |
||||
# getting current edit mode |
||||
currMode = ob_act.mode |
||||
# switching to object mode |
||||
bpy.ops.object.mode_set(mode='OBJECT') |
||||
bpy.ops.object.select_all(action='DESELECT') |
||||
# getting mesh data |
||||
mymesh = ob_act.data |
||||
#getting new mesh |
||||
newmesh = bpy.data.meshes.new(mymesh.name + " wire") |
||||
obj = bpy.data.objects.new(newmesh.name,newmesh) |
||||
obj.location = ob_act.location |
||||
obj.rotation_euler = ob_act.rotation_euler |
||||
obj.scale = ob_act.scale |
||||
context.scene.objects.link(obj) |
||||
create_wired_mesh(newmesh, mymesh, context.scene.swThickness) |
||||
|
||||
# restoring original editmode if needed |
||||
if context.scene.swSelectNew: |
||||
obj.select = True |
||||
context.scene.objects.active = obj |
||||
else: |
||||
bpy.ops.object.mode_set(mode=currMode) |
||||
|
||||
# returning after everything is done |
||||
return {'FINISHED'} |
||||
|
||||
class WireMaterials(bpy.types.Operator): |
||||
bl_idname = 'scene.wire_render' |
||||
bl_label = 'Apply Materials' |
||||
bl_description = 'Set Up Materials for a Wire Render' |
||||
bl_options = {'REGISTER', 'UNDO'} |
||||
|
||||
def execute(self, context): |
||||
wm = bpy.context.window_manager |
||||
sce = bpy.context.scene |
||||
|
||||
if 'mat_clay' not in bpy.data.materials: |
||||
mat = bpy.data.materials.new('mat_clay') |
||||
mat.specular_intensity = 0 |
||||
else: mat = bpy.data.materials.get('mat_clay') |
||||
mat.diffuse_color = wm.col_clay |
||||
mat.use_shadeless = wm.shadeless_mat |
||||
|
||||
if 'mat_wire' not in bpy.data.materials: |
||||
mat = bpy.data.materials.new('mat_wire') |
||||
mat.specular_intensity = 0 |
||||
mat.use_transparency = True |
||||
mat.type = 'WIRE' |
||||
mat.offset_z = 0.05 |
||||
else: mat = bpy.data.materials.get('mat_wire') |
||||
mat.diffuse_color = wm.col_wire |
||||
mat.use_shadeless = wm.shadeless_mat |
||||
|
||||
try: bpy.ops.object.mode_set() |
||||
except: pass |
||||
|
||||
if wm.selected_meshes: objetos = bpy.context.selected_objects |
||||
else: objetos = sce.objects |
||||
|
||||
mallas = [o for o in objetos if o.type == 'MESH' and o.is_visible(sce) and o.name != 'wire_object'] |
||||
|
||||
for obj in mallas: |
||||
sce.objects.active = obj |
||||
print ('procesando >', obj.name) |
||||
obj.show_wire = wm.wire_view |
||||
for mat in obj.material_slots: |
||||
bpy.ops.object.material_slot_remove() |
||||
obj.data.materials.append(bpy.data.materials.get('mat_wire')) |
||||
obj.data.materials.append(bpy.data.materials.get('mat_clay')) |
||||
obj.material_slots.data.active_material_index = 1 |
||||
bpy.ops.object.editmode_toggle() |
||||
bpy.ops.mesh.select_all(action='SELECT') |
||||
bpy.ops.object.material_slot_assign() |
||||
bpy.ops.object.mode_set() |
||||
|
||||
if wm.wire_object: |
||||
if 'mat_wireobj' not in bpy.data.materials: |
||||
mat = bpy.data.materials.new('mat_wireobj') |
||||
mat.specular_intensity = 0 |
||||
else: mat = bpy.data.materials.get('mat_wireobj') |
||||
mat.diffuse_color = wm.col_wire |
||||
mat.use_shadeless = wm.shadeless_mat |
||||
wire_add(mallas) |
||||
|
||||
return{'FINISHED'} |
||||
|
||||
class PanelWMat(bpy.types.Panel): |
||||
bl_label = 'Setup Wire Render' |
||||
bl_space_type = 'VIEW_3D' |
||||
bl_region_type = 'TOOLS' |
||||
bl_options = {'DEFAULT_CLOSED'} |
||||
|
||||
def draw(self, context): |
||||
wm = bpy.context.window_manager |
||||
active_obj = context.active_object |
||||
layout = self.layout |
||||
|
||||
column = layout.column(align=True) |
||||
column.prop(wm, 'col_clay') |
||||
column.prop(wm, 'col_wire') |
||||
column = layout.column(align=True) |
||||
column.prop(wm, 'selected_meshes') |
||||
column.prop(wm, 'shadeless_mat') |
||||
column.prop(wm, 'wire_view') |
||||
column.prop(wm, 'wire_object') |
||||
column.separator() |
||||
column.operator('scene.wire_render') |
||||
column.label(text='- - - - - - - - - - - - - - - - - - - - - -') |
||||
col = layout.column(align=True) |
||||
column.label(text='Solid WireFrame') |
||||
layout.operator("mesh.solidify_wireframe", text="Create Mesh Object") |
||||
col.prop(context.scene, "swThickness") |
||||
col.prop(context.scene, "swSelectNew") |
||||
bpy.types.WindowManager.selected_meshes = bpy.props.BoolProperty(name='Selected Meshes', default=False, description='Apply materials to Selected Meshes / All Visible Meshes') |
||||
bpy.types.WindowManager.shadeless_mat = bpy.props.BoolProperty(name='Shadeless', default=False, description='Generate Shadeless Materials') |
||||
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) |
||||
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) |
||||
bpy.types.WindowManager.wire_view = bpy.props.BoolProperty(name='Viewport Wires', default=False, description='Overlay wires display over solid in Viewports') |
||||
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') |
||||
bpy.types.Scene.swThickness = bpy.props.FloatProperty(name="Thickness", description="Thickness of the skinned edges", default=0.01) |
||||
bpy.types.Scene.swSelectNew = bpy.props.BoolProperty(name="Select wire", description="If checked, the wire object will be selected after creation", default=True) |
||||
|
||||
# Register the operator |
||||
def solidifyWireframe_menu_func(self, context): |
||||
self.layout.operator(SolidifyWireframe.bl_idname, text="Solidify Wireframe", icon='PLUGIN') |
||||
|
||||
# Add "Solidify Wireframe" menu to the "Mesh" menu. |
||||
def register(): |
||||
bpy.utils.register_class(WireMaterials) |
||||
bpy.utils.register_class(PanelWMat) |
||||
bpy.utils.register_module(__name__) |
||||
bpy.types.Scene.swThickness = bpy.props.FloatProperty(name="Thickness", |
||||
description="Thickness of the skinned edges", |
||||
default=0.01) |
||||
bpy.types.Scene.swSelectNew = bpy.props.BoolProperty(name="Select wire", |
||||
description="If checked, the wire object will be selected after creation", |
||||
default=True) |
||||
bpy.types.VIEW3D_MT_edit_mesh_edges.append(solidifyWireframe_menu_func) |
||||
|
||||
# Remove "Solidify Wireframe" menu entry from the "Mesh" menu. |
||||
def unregister(): |
||||
bpy.utils.unregister_class(WireMaterials) |
||||
bpy.utils.unregister_class(PanelWMat) |
||||
bpy.utils.unregister_module(__name__) |
||||
del bpy.types.Scene.swThickness |
||||
bpy.types.VIEW3D_MT_edit_mesh_edges.remove(solidifyWireframe_menu_func) |
||||
|
||||
if __name__ == "__main__": |
||||
register() |
Loading…
Reference in new issue