/usr/share/blender/scripts/addons/yafaray/io/yaf_object.py is in yafaray-exporter 0.1.2+really0.1.2~beta5-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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#
# 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>
import bpy
import time
import math
import mathutils
import yafrayinterface
def multiplyMatrix4x4Vector4(matrix, vector):
result = mathutils.Vector((0.0, 0.0, 0.0, 0.0))
for i in range(4):
result[i] = vector * matrix[i] # use reverse vector multiply order, API changed with rev. 38674
return result
class yafObject(object):
def __init__(self, yi, mMap):
self.yi = yi
self.materialMap = mMap
def setScene(self, scene):
self.scene = scene
def createCamera(self):
yi = self.yi
yi.printInfo("Exporting Camera")
camera = self.scene.camera
render = self.scene.render
if bpy.types.YAFA_RENDER.useViewToRender and bpy.types.YAFA_RENDER.viewMatrix:
# use the view matrix to calculate the inverted transformed
# points cam pos (0,0,0), front (0,0,1) and up (0,1,0)
# view matrix works like the opengl view part of the
# projection matrix, i.e. transforms everything so camera is
# at 0,0,0 looking towards 0,0,1 (y axis being up)
m = bpy.types.YAFA_RENDER.viewMatrix
# m.transpose() --> not needed anymore: matrix indexing changed with Blender rev.42816
inv = m.inverted()
pos = multiplyMatrix4x4Vector4(inv, mathutils.Vector((0, 0, 0, 1)))
aboveCam = multiplyMatrix4x4Vector4(inv, mathutils.Vector((0, 1, 0, 1)))
frontCam = multiplyMatrix4x4Vector4(inv, mathutils.Vector((0, 0, 1, 1)))
dir = frontCam - pos
up = aboveCam
else:
# get cam worldspace transformation matrix, e.g. if cam is parented matrix_local does not work
matrix = camera.matrix_world.copy()
# matrix indexing (row, colums) changed in Blender rev.42816, for explanation see also:
# http://wiki.blender.org/index.php/User:TrumanBlending/Matrix_Indexing
pos = matrix.col[3]
dir = matrix.col[2]
up = pos + matrix.col[1]
to = pos - dir
x = int(render.resolution_x * render.resolution_percentage * 0.01)
y = int(render.resolution_y * render.resolution_percentage * 0.01)
yi.paramsClearAll()
if bpy.types.YAFA_RENDER.useViewToRender:
yi.paramsSetString("type", "perspective")
yi.paramsSetFloat("focal", 0.7)
bpy.types.YAFA_RENDER.useViewToRender = False
else:
camera = camera.data
camType = camera.camera_type
yi.paramsSetString("type", camType)
if camera.use_clipping:
yi.paramsSetFloat("nearClip", camera.clip_start)
yi.paramsSetFloat("farClip", camera.clip_end)
if camType == "orthographic":
yi.paramsSetFloat("scale", camera.ortho_scale)
elif camType in {"perspective", "architect"}:
# Blenders GSOC 2011 project "tomato branch" merged into trunk.
# Check for sensor settings and use them in yafaray exporter also.
if camera.sensor_fit == 'AUTO':
horizontal_fit = (x > y)
sensor_size = camera.sensor_width
elif camera.sensor_fit == 'HORIZONTAL':
horizontal_fit = True
sensor_size = camera.sensor_width
else:
horizontal_fit = False
sensor_size = camera.sensor_height
if horizontal_fit:
f_aspect = 1.0
else:
f_aspect = x / y
yi.paramsSetFloat("focal", camera.lens / (f_aspect * sensor_size))
# DOF params, only valid for real camera
# use DOF object distance if present or fixed DOF
if camera.dof_object is not None:
# use DOF object distance
dist = (pos.xyz - camera.dof_object.location.xyz).length
dof_distance = dist
else:
# use fixed DOF distance
dof_distance = camera.dof_distance
yi.paramsSetFloat("dof_distance", dof_distance)
yi.paramsSetFloat("aperture", camera.aperture)
# bokeh params
yi.paramsSetString("bokeh_type", camera.bokeh_type)
yi.paramsSetFloat("bokeh_rotation", camera.bokeh_rotation)
elif camType == "angular":
yi.paramsSetBool("circular", camera.circular)
yi.paramsSetBool("mirrored", camera.mirrored)
yi.paramsSetFloat("max_angle", camera.max_angle)
yi.paramsSetFloat("angle", camera.angular_angle)
yi.paramsSetInt("resx", x)
yi.paramsSetInt("resy", y)
yi.paramsSetPoint("from", pos[0], pos[1], pos[2])
yi.paramsSetPoint("up", up[0], up[1], up[2])
yi.paramsSetPoint("to", to[0], to[1], to[2])
yi.createCamera("cam")
def getBBCorners(self, object):
bb = object.bound_box # look bpy.types.Object if there is any problem
min = [1e10, 1e10, 1e10]
max = [-1e10, -1e10, -1e10]
for corner in bb:
for i in range(3):
if corner[i] < min[i]:
min[i] = corner[i]
if corner[i] > max[i]:
max[i] = corner[i]
return min, max
def get4x4Matrix(self, matrix):
ret = yafrayinterface.matrix4x4_t()
for i in range(4):
for j in range(4):
ret.setVal(i, j, matrix[i][j])
return ret
def writeObject(self, obj, matrix=None):
if not matrix:
matrix = obj.matrix_world.copy()
if obj.vol_enable: # Volume region
self.writeVolumeObject(obj, matrix)
elif obj.ml_enable: # Meshlight
self.writeMeshLight(obj, matrix)
elif obj.bgp_enable: # BGPortal Light
self.writeBGPortal(obj, matrix)
elif obj.particle_systems: # Particle Hair system
self.writeParticleStrands(obj, matrix)
else: # The rest of the object types
self.writeMesh(obj, matrix)
def writeInstanceBase(self, obj):
# Generate unique object ID
ID = self.yi.getNextFreeID()
self.yi.printInfo("Exporting Base Mesh: {0} with ID: {1:d}".format(obj.name, ID))
obType = 512 # Create this geometry object as a base object for instances
self.writeGeometry(ID, obj, None, obType) # We want the vertices in object space
return ID
def writeInstance(self, oID, obj2WorldMatrix, name):
self.yi.printInfo("Exporting Instance of {0} [ID = {1:d}]".format(name, oID))
mat4 = obj2WorldMatrix.to_4x4()
# mat4.transpose() --> not needed anymore: matrix indexing changed with Blender rev.42816
o2w = self.get4x4Matrix(mat4)
self.yi.addInstance(oID, o2w)
del mat4
del o2w
def writeMesh(self, obj, matrix):
self.yi.printInfo("Exporting Mesh: {0}".format(obj.name))
# Generate unique object ID
ID = self.yi.getNextFreeID()
self.writeGeometry(ID, obj, matrix) # obType in 0, default, the object is rendered
def writeBGPortal(self, obj, matrix):
self.yi.printInfo("Exporting Background Portal Light: {0}".format(obj.name))
# Generate unique object ID
ID = self.yi.getNextFreeID()
self.yi.paramsClearAll()
self.yi.paramsSetString("type", "bgPortalLight")
self.yi.paramsSetFloat("power", obj.bgp_power)
self.yi.paramsSetInt("samples", obj.bgp_samples)
self.yi.paramsSetInt("object", ID)
self.yi.paramsSetBool("with_caustic", obj.bgp_with_caustic)
self.yi.paramsSetBool("with_diffuse", obj.bgp_with_diffuse)
self.yi.paramsSetBool("photon_only", obj.bgp_photon_only)
self.yi.createLight(obj.name)
obType = 256 # Makes object invisible to the renderer (doesn't enter the kdtree)
self.writeGeometry(ID, obj, matrix, obType)
def writeMeshLight(self, obj, matrix):
self.yi.printInfo("Exporting Meshlight: {0}".format(obj.name))
# Generate unique object ID
ID = self.yi.getNextFreeID()
ml_matname = "ML_"
ml_matname += obj.name + "." + str(obj.__hash__())
self.yi.paramsClearAll()
self.yi.paramsSetString("type", "light_mat")
self.yi.paramsSetBool("double_sided", obj.ml_double_sided)
c = obj.ml_color
self.yi.paramsSetColor("color", c[0], c[1], c[2])
self.yi.paramsSetFloat("power", obj.ml_power)
ml_mat = self.yi.createMaterial(ml_matname)
self.materialMap[ml_matname] = ml_mat
# Export mesh light
self.yi.paramsClearAll()
self.yi.paramsSetString("type", "meshlight")
self.yi.paramsSetBool("double_sided", obj.ml_double_sided)
c = obj.ml_color
self.yi.paramsSetColor("color", c[0], c[1], c[2])
self.yi.paramsSetFloat("power", obj.ml_power)
self.yi.paramsSetInt("samples", obj.ml_samples)
self.yi.paramsSetInt("object", ID)
self.yi.createLight(obj.name)
self.writeGeometry(ID, obj, matrix, 0, ml_mat) # obType in 0, default, the object is rendered
def writeVolumeObject(self, obj, matrix):
self.yi.printInfo("Exporting Volume Region: {0}".format(obj.name))
yi = self.yi
# me = obj.data /* UNUSED */
# me_materials = me.materials /* UNUSED */
yi.paramsClearAll()
if obj.vol_region == 'ExpDensity Volume':
yi.paramsSetString("type", "ExpDensityVolume")
yi.paramsSetFloat("a", obj.vol_height)
yi.paramsSetFloat("b", obj.vol_steepness)
elif obj.vol_region == 'Uniform Volume':
yi.paramsSetString("type", "UniformVolume")
elif obj.vol_region == 'Noise Volume':
if not obj.active_material:
yi.printError("Volume object ({0}) is missing the materials".format(obj.name))
elif not obj.active_material.active_texture:
yi.printError("Volume object's material ({0}) is missing the noise texture".format(obj.name))
else:
texture = obj.active_material.active_texture
yi.paramsSetString("type", "NoiseVolume")
yi.paramsSetFloat("sharpness", obj.vol_sharpness)
yi.paramsSetFloat("cover", obj.vol_cover)
yi.paramsSetFloat("density", obj.vol_density)
yi.paramsSetString("texture", texture.name)
elif obj.vol_region == 'Grid Volume':
yi.paramsSetString("type", "GridVolume")
yi.paramsSetFloat("sigma_a", obj.vol_absorp)
yi.paramsSetFloat("sigma_s", obj.vol_scatter)
yi.paramsSetInt("attgridScale", self.scene.world.v_int_attgridres)
# Calculate BoundingBox: get the low corner (minx, miny, minz)
# and the up corner (maxx, maxy, maxz) then apply object scale,
# also clamp the values to min: -1e10 and max: 1e10
mesh = obj.to_mesh(self.scene, True, 'RENDER')
mesh.transform(matrix)
vec = [j for v in mesh.vertices for j in v.co]
yi.paramsSetFloat("minX", max(min(vec[0::3]), -1e10))
yi.paramsSetFloat("minY", max(min(vec[1::3]), -1e10))
yi.paramsSetFloat("minZ", max(min(vec[2::3]), -1e10))
yi.paramsSetFloat("maxX", min(max(vec[0::3]), 1e10))
yi.paramsSetFloat("maxY", min(max(vec[1::3]), 1e10))
yi.paramsSetFloat("maxZ", min(max(vec[2::3]), 1e10))
yi.createVolumeRegion("VR.{0}-{1}".format(obj.name, str(obj.__hash__())))
bpy.data.meshes.remove(mesh)
def writeGeometry(self, ID, obj, matrix, obType=0, oMat=None):
mesh = obj.to_mesh(self.scene, True, 'RENDER')
isSmooth = False
hasOrco = False
# test for UV Map after BMesh API changes
uv_texture = mesh.tessface_uv_textures if 'tessface_uv_textures' in dir(mesh) else mesh.uv_textures
# test for faces after BMesh API changes
face_attr = 'faces' if 'faces' in dir(mesh) else 'tessfaces'
hasUV = len(uv_texture) > 0 # check for UV's
if face_attr == 'tessfaces':
if not mesh.tessfaces and mesh.polygons:
# BMesh API update, check for tessellated faces, if needed calculate them...
mesh.update(calc_tessface=True)
if not mesh.tessfaces:
# if there are no faces, no need to write geometry, remove mesh data then...
bpy.data.meshes.remove(mesh)
return
else:
if not mesh.faces:
# if there are no faces, no need to write geometry, remove mesh data then...
bpy.data.meshes.remove(mesh)
return
# Check if the object has an orco mapped texture
for mat in [mmat for mmat in mesh.materials if mmat is not None]:
for m in [mtex for mtex in mat.texture_slots if mtex is not None]:
if m.texture_coords == 'ORCO':
hasOrco = True
break
if hasOrco:
break
# normalized vertex positions for orco mapping
ov = []
if hasOrco:
# Keep a copy of the untransformed vertex and bring them
# into a (-1 -1 -1) (1 1 1) bounding box
bbMin, bbMax = self.getBBCorners(obj)
delta = []
for i in range(3):
delta.append(bbMax[i] - bbMin[i])
if delta[i] < 0.0001:
delta[i] = 1
# use untransformed mesh's vertices
for v in mesh.vertices:
normCo = []
for i in range(3):
normCo.append(2 * (v.co[i] - bbMin[i]) / delta[i] - 1)
ov.append([normCo[0], normCo[1], normCo[2]])
# Transform the mesh after orcos have been stored and only if matrix exists
if matrix is not None:
mesh.transform(matrix)
self.yi.paramsClearAll()
self.yi.startGeometry()
self.yi.startTriMesh(ID, len(mesh.vertices), len(getattr(mesh, face_attr)), hasOrco, hasUV, obType)
for ind, v in enumerate(mesh.vertices):
if hasOrco:
self.yi.addVertex(v.co[0], v.co[1], v.co[2], ov[ind][0], ov[ind][1], ov[ind][2])
else:
self.yi.addVertex(v.co[0], v.co[1], v.co[2])
for index, f in enumerate(getattr(mesh, face_attr)):
if f.use_smooth:
isSmooth = True
if oMat:
ymaterial = oMat
else:
ymaterial = self.getFaceMaterial(mesh.materials, f.material_index, obj.material_slots)
co = None
if hasUV:
co = uv_texture.active.data[index]
uv0 = self.yi.addUV(co.uv1[0], co.uv1[1])
uv1 = self.yi.addUV(co.uv2[0], co.uv2[1])
uv2 = self.yi.addUV(co.uv3[0], co.uv3[1])
self.yi.addTriangle(f.vertices[0], f.vertices[1], f.vertices[2], uv0, uv1, uv2, ymaterial)
else:
self.yi.addTriangle(f.vertices[0], f.vertices[1], f.vertices[2], ymaterial)
if len(f.vertices) == 4:
if hasUV:
uv3 = self.yi.addUV(co.uv4[0], co.uv4[1])
self.yi.addTriangle(f.vertices[0], f.vertices[2], f.vertices[3], uv0, uv2, uv3, ymaterial)
else:
self.yi.addTriangle(f.vertices[0], f.vertices[2], f.vertices[3], ymaterial)
self.yi.endTriMesh()
if isSmooth and mesh.use_auto_smooth:
self.yi.smoothMesh(0, math.degrees(mesh.auto_smooth_angle))
elif isSmooth and obj.type == 'FONT': # getting nicer result with smooth angle 60 degr. for text objects
self.yi.smoothMesh(0, 60)
elif isSmooth:
self.yi.smoothMesh(0, 181)
self.yi.endGeometry()
bpy.data.meshes.remove(mesh)
def getFaceMaterial(self, meshMats, matIndex, matSlots):
ymaterial = self.materialMap["default"]
if self.scene.gs_clay_render:
ymaterial = self.materialMap["clay"]
elif len(meshMats) and meshMats[matIndex]:
mat = meshMats[matIndex]
if mat in self.materialMap:
ymaterial = self.materialMap[mat]
else:
for mat_slots in [ms for ms in matSlots if ms.material in self.materialMap]:
ymaterial = self.materialMap[mat_slots.material]
return ymaterial
def writeParticleStrands(self, object, matrix):
yi = self.yi
renderEmitter = False
if hasattr(object, 'particle_systems') == False:
return
# Check for hair particles:
for pSys in object.particle_systems:
for mod in [m for m in object.modifiers if (m is not None) and (m.type == 'PARTICLE_SYSTEM')]:
if (pSys.settings.render_type == 'PATH') and mod.show_render and (pSys.name == mod.particle_system.name):
yi.printInfo("Exporter: Creating Hair Particle System {!r}".format(pSys.name))
tstart = time.time()
# TODO: clay particles uses at least materials thikness?
if object.active_material is not None:
pmaterial = object.active_material
if pmaterial.strand.use_blender_units:
strandStart = pmaterial.strand.root_size
strandEnd = pmaterial.strand.tip_size
strandShape = pmaterial.strand.shape
else: # Blender unit conversion
strandStart = pmaterial.strand.root_size / 100
strandEnd = pmaterial.strand.tip_size / 100
strandShape = pmaterial.strand.shape
else:
pmaterial = "default" # No material assigned in blender, use default one
strandStart = 0.01
strandEnd = 0.01
strandShape = 0.0
for particle in pSys.particles:
if particle.is_exist and particle.is_visible:
p = True
else:
p = False
CID = yi.getNextFreeID()
yi.paramsClearAll()
yi.startGeometry()
yi.startCurveMesh(CID, p)
for location in particle.hair_keys:
vertex = matrix * location.co # use reverse vector multiply order, API changed with rev. 38674
yi.addVertex(vertex[0], vertex[1], vertex[2])
#this section will be changed after the material settings been exported
if self.materialMap[pmaterial]:
yi.endCurveMesh(self.materialMap[pmaterial], strandStart, strandEnd, strandShape)
else:
yi.endCurveMesh(self.materialMap["default"], strandStart, strandEnd, strandShape)
# TODO: keep object smooth
#yi.smoothMesh(0, 60.0)
yi.endGeometry()
yi.printInfo("Exporter: Particle creation time: {0:.3f}".format(time.time() - tstart))
if pSys.settings.use_render_emitter:
renderEmitter = True
else:
self.writeMesh(object, matrix)
# We only need to render emitter object once
if renderEmitter:
# ymat = self.materialMap["default"] /* UNUSED */
self.writeMesh(object, matrix)
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