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Delete OBJECT_RENDER_WIRE.PY

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-# ***** BEGIN GPL LICENSE BLOCK *****
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-#
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-# This program is free software; you can redistribute it and/or
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-# modify it under the terms of the GNU General Public License
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-# as published by the Free Software Foundation; either version 2
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-# of the License, or (at your option) any later version.
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-#
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-# This program is distributed in the hope that it will be useful,
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-# but WITHOUT ANY WARRANTY; without even the implied warranty of
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-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See th
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-# GNU General Public License for more details.
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-#
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-# You should have received a copy of the GNU General Public License
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-# along with this program; if not, write to the Free Software Foundation,
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-# Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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-#
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-# object_render_wire.py liero, meta-androcto,
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-# Yorik van Havre, Alejandro Sierra, Howard Trickey
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-# ***** END GPL LICENCE BLOCK *****
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-
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-bl_info = {
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-    "name": "Render Wireframe",
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-    "author": "Community",
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-    "description": " WireRender & WireSoild modes",
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-    "version": (2, 3),
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-    "blender": (2, 63, 0),
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-    "location": "Object > Render Wireframe",
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-    "warning": '',
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-    'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts',
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-    'tracker_url': 'https://projects.blender.org/tracker/index.php?'\
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-                   'func=detail&aid=26997',
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-    'category': 'Object'}
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-
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-import bpy, mathutils
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-
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-cube_faces = [ [0,3,2,1], [5,6,7,4], [0,1,5,4],
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-               [7,6,2,3], [2,6,5,1], [0,4,7,3] ]
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-cube_normals = [ mathutils.Vector((0,0,-1)),
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-                 mathutils.Vector((0,0,1)),
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-                 mathutils.Vector((0,-1,0)),
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-                 mathutils.Vector((0,1,0)),
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-                 mathutils.Vector((1,0,0)),
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-                 mathutils.Vector((-1,0,0)) ]
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-
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-def create_cube(me, v, d):
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-    x = v.co.x
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-    y = v.co.y
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-    z = v.co.z
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-    coords=[ [x-d,y-d,z-d], [x+d,y-d,z-d], [x+d,y+d,z-d], [x-d,y+d,z-d],
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-         [x-d,y-d,z+d], [x+d,y-d,z+d], [x+d,y+d,z+d], [x-d,y+d,z+d] ]
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-    for coord in coords:
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-        me.vertices.add(1)
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-        me.vertices[-1].co = mathutils.Vector(coord)
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-
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-def norm_dot(e, k, fnorm, me):
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-    v = me.vertices[e[1]].co - me.vertices[e[0]].co
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-    if k == 1:
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-        v = -v
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-    v.normalize()
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-    return v * fnorm
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-
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-def fill_cube_face(me, index, f):
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-    return [index + cube_faces[f][i] for i in range(4)]
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-
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-# Coords of jth point of face f in cube instance i
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-def cube_face_v(me, f, i, j):
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-    return me.vertices[i + cube_faces[f][j]].co
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-
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-def cube_face_center(me, f, i):
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-    return 0.5 * (cube_face_v(me, f, i, 0) + \
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-                  cube_face_v(me, f, i, 2))
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-
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-# Return distance between points on two faces when
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-# each point is projected onto the plane that goes through
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-# the face center and is perpendicular to the line
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-# through the face centers.
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-def projected_dist(me, i1, i2, f1, f2, j1, j2):
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-    f1center = cube_face_center(me, f1, i1)
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-    f2center = cube_face_center(me, f2, i2)
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-    axis_norm = (f2center - f1center).normalized()
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-    v1 = cube_face_v(me, f1, i1, j1)
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-    v2 = cube_face_v(me, f2, i2, j2)
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-    v1proj = v1 - (axis_norm * (v1 - f1center)) * axis_norm
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-    v2proj = v2 - (axis_norm * (v2 - f2center)) * axis_norm
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-    return (v2proj - v1proj).length
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-
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-def skin_edges(me, i1, i2, f1, f2):
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-    # Connect verts starting at i1 forming cube face f1
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-    # to those starting at i2 forming cube face f2.
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-    # Need to find best alignment to avoid a twist.
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-    shortest_length = 1e6
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-    f2_start_index = 0
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-    for i in range(4):
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-        x = projected_dist(me, i1, i2, f1, f2, 0, i)
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-        if x < shortest_length:
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-            shortest_length = x
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-            f2_start_index = i
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-    ans = []
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-    j = f2_start_index
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-    for i in range(4):
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-        fdata = [i1 + cube_faces[f1][i],
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-                 i2 + cube_faces[f2][j],
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-                 i2 + cube_faces[f2][(j + 1) % 4],
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-                 i1 + cube_faces[f1][(i - 1) % 4]]
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-        if fdata[3] == 0:
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-            fdata = [fdata[3]] + fdata[0:3]
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-        ans.extend(fdata)
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-        j = (j - 1) % 4
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-    return ans
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-            
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-
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-# Return map: v -> list of length len(node_normals) where
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-# each element of the list is either None (no assignment)
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-# or ((v0, v1), 0 or 1) giving an edge and direction that face is assigned to.
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-def find_assignment(me, edges, vert_edges, node_normals):
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-    nf = len(node_normals)
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-    feasible = {}
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-    for e in edges:
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-        for k in (0, 1):
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-            fds = [(f, norm_dot(e, k, node_normals[f], me)) for f in range(nf)]
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-            feasible[(e, k)] = [fd for fd in fds if fd[1] > 0.01]
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-    assignment = {}
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-    for v, ves in vert_edges.items():
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-        assignment[v] = best_assignment(ves, feasible, nf)
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-    return assignment
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-
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-def best_assignment(ves, feasible, nf):
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-    apartial = [ None ] * nf
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-    return best_assign_help(ves, feasible, apartial, 0.0)[0]
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-
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-def best_assign_help(ves, feasible, apartial, sumpartial):
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-    if len(ves) == 0:
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-        return (apartial, sumpartial)
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-    else:
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-        ek0 = ves[0]
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-        vesrest = ves[1:]
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-        feas = feasible[ek0]
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-        bestsum = 0
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-        besta = None
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-        for (f, d) in feas:
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-            if apartial[f] is None:
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-                ap = apartial[:]
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-                ap[f] = ek0
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-                # sum up d**2 to penalize smaller d's more
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-                sp = sumpartial + d*d
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-                (a, s) = best_assign_help(vesrest, feasible, ap, sp)
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-                if s > bestsum:
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-                    bestsum = s
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-                    besta = a
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-        if besta:
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-            return (besta, bestsum)
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-        else:
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-            # not feasible to assign e0, k0; try to assign rest
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-            return best_assign_help(vesrest, feasible, apartial, sumpartial)
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-
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-def assigned_face(e, assignment):
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-    (v0, v1), dir = e
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-    a = assignment[v1]
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-    for j, ee in enumerate(a):
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-        if e == ee:
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-            return j
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-    return -1
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-
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-def create_wired_mesh(me2, me, thick):
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-    edges = []
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-    vert_edges = {}
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-    for be in me.edges:
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-        if be.select and not be.hide:
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-            e = (be.key[0], be.key[1])
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-            edges.append(e)
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-            for k in (0, 1):
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-                if e[k] not in vert_edges:
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-                    vert_edges[e[k]] = []
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-                vert_edges[e[k]].append((e, k))
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-
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-    assignment = find_assignment(me, edges, vert_edges, cube_normals)
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-
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-    # Create the geometry
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-    n_idx = {}   
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-    for v in assignment:
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-        vpos = me.vertices[v]
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-        index = len(me2.vertices)
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-        # We need to associate each node with the new geometry
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-        n_idx[v] = index   
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-        # Geometry for the nodes, each one a cube
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-        create_cube(me2, vpos, thick)
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-
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-    # Skin using the new geometry 
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-    cfaces = []  
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-    for k, f in assignment.items():
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-        # Skin the nodes
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-        for i in range(len(cube_faces)):
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-            if f[i] is None:
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-                cfaces.extend(fill_cube_face(me2, n_idx[k], i))
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-            else:
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-                (v0, v1), dir = f[i]
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-                # only skin between edges in forward direction
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-                # to avoid making doubles
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-                if dir == 1:
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-                    # but first make sure other end actually assigned
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-                    i2 = assigned_face(((v0, v1), 0), assignment)
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-                    if i2 == -1:
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-                        cfaces.extend(fill_cube_face(me2, n_idx[k], i))
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-                    continue
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-                i2 = assigned_face(((v0, v1), 1), assignment)
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-                if i2 != -1:
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-                    cfaces.extend(skin_edges(me2, n_idx[v0], n_idx[v1], i, i2))
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-                else:
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-                    # assignment failed for this edge
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-                    cfaces.extend(fill_cube_face(me2, n_idx[k], i))
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-
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-    # adding faces to the mesh
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-    me2.tessfaces.add(len(cfaces) // 4)
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-    me2.tessfaces.foreach_set("vertices_raw", cfaces)
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-    me2.update(calc_edges=True)
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-
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-# Add built in wireframe
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-def wire_add(mallas):
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-    if mallas:
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-        bpy.ops.object.select_all(action='DESELECT')
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-        bpy.context.scene.objects.active = mallas[0]
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-        for o in mallas: o.select = True
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-        bpy.ops.object.duplicate()
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-        obj, sce = bpy.context.object, bpy.context.scene
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-        for mod in obj.modifiers: obj.modifiers.remove(mod)
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-        bpy.ops.object.join()
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-        bpy.ops.object.mode_set(mode='EDIT')
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-        bpy.ops.mesh.wireframe(thickness=0.005)
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-        bpy.ops.object.mode_set()
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-        for mat in obj.material_slots: bpy.ops.object.material_slot_remove()
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-        if 'wire_object' in sce.objects.keys():
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-            sce.objects.get('wire_object').data = obj.data
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-            sce.objects.get('wire_object').matrix_world = mallas[0].matrix_world
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-            sce.objects.unlink(obj)
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-        else:
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-            obj.name = 'wire_object'
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-        obj.data.materials.append(bpy.data.materials.get('mat_wireobj'))
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-
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-    return{'FINISHED'}
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-'''
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-class VIEW3D_PT_tools_SolidifyWireframe(bpy.types.Panel):
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-    bl_space_type = 'VIEW_3D'
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-    bl_region_type = 'TOOLS'
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-    bl_context = "mesh_edit"
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-    bl_label = "Solidify Wireframe"
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-
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-    def draw(self, context):
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-        active_obj = context.active_object
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-        layout = self.layout
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-        col = layout.column(align=True)
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-        col.operator("mesh.solidify_wireframe", text="Solidify")
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-        col.prop(context.scene, "swThickness")
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-        col.prop(context.scene, "swSelectNew")
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-'''
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-# a class for your operator
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-class SolidifyWireframe(bpy.types.Operator):
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-    """Turns the selected edges of a mesh into solid objects"""
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-    bl_idname = "mesh.solidify_wireframe"
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-    bl_label = "Solidify Wireframe"
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-    bl_options = {'REGISTER', 'UNDO'}
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-    
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-    def invoke(self, context, event):
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-        return self.execute(context)
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-
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-    @classmethod
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-    def poll(cls, context):
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-        ob = context.active_object
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-        return ob and ob.type == 'MESH'
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-
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-    def execute(self, context):
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-        # Get the active object
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-        ob_act = context.active_object
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-        # getting current edit mode
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-        currMode = ob_act.mode
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-        # switching to object mode
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-        bpy.ops.object.mode_set(mode='OBJECT')
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-        bpy.ops.object.select_all(action='DESELECT')
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-        # getting mesh data
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-        mymesh = ob_act.data
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-        #getting new mesh
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-        newmesh = bpy.data.meshes.new(mymesh.name + " wire")
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-        obj = bpy.data.objects.new(newmesh.name,newmesh)
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-        obj.location = ob_act.location
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-        obj.rotation_euler = ob_act.rotation_euler
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-        obj.scale = ob_act.scale
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-        context.scene.objects.link(obj)
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-        create_wired_mesh(newmesh, mymesh, context.scene.swThickness)
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-
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-        # restoring original editmode if needed
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-        if context.scene.swSelectNew:
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-            obj.select = True
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-            context.scene.objects.active = obj
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-        else:
294
-            bpy.ops.object.mode_set(mode=currMode)
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-
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-        # returning after everything is done
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-        return {'FINISHED'}
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-		
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-class WireMaterials(bpy.types.Operator):
300
-    bl_idname = 'scene.wire_render'
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-    bl_label = 'Apply Materials'
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-    bl_description = 'Set Up Materials for a Wire Render'
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-    bl_options = {'REGISTER', 'UNDO'}
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-
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-    def execute(self, context):
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-        wm = bpy.context.window_manager
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-        sce = bpy.context.scene
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-
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-        if 'mat_clay' not in bpy.data.materials:
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-            mat = bpy.data.materials.new('mat_clay')
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-            mat.specular_intensity = 0
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-        else: mat = bpy.data.materials.get('mat_clay')
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-        mat.diffuse_color = wm.col_clay
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-        mat.use_shadeless = wm.shadeless_mat
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-
316
-        if 'mat_wire' not in bpy.data.materials:
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-            mat = bpy.data.materials.new('mat_wire')
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-            mat.specular_intensity = 0
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-            mat.use_transparency = True
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-            mat.type = 'WIRE'
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-            mat.offset_z = 0.05
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-        else: mat = bpy.data.materials.get('mat_wire')
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-        mat.diffuse_color = wm.col_wire
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-        mat.use_shadeless = wm.shadeless_mat
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-
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-        try: bpy.ops.object.mode_set()
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-        except: pass
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-
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-        if wm.selected_meshes: objetos = bpy.context.selected_objects
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-        else: objetos = sce.objects
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-
332
-        mallas = [o for o in objetos if o.type == 'MESH' and o.is_visible(sce) and o.name != 'wire_object']
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-
334
-        for obj in mallas:
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-            sce.objects.active = obj
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-            print ('procesando >', obj.name)
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-            obj.show_wire = wm.wire_view
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-            for mat in obj.material_slots:
339
-                bpy.ops.object.material_slot_remove()
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-            obj.data.materials.append(bpy.data.materials.get('mat_wire'))
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-            obj.data.materials.append(bpy.data.materials.get('mat_clay'))
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-            obj.material_slots.data.active_material_index = 1
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-            bpy.ops.object.editmode_toggle()
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-            bpy.ops.mesh.select_all(action='SELECT')
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-            bpy.ops.object.material_slot_assign()
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-            bpy.ops.object.mode_set()
347
-
348
-        if wm.wire_object:
349
-            if 'mat_wireobj' not in bpy.data.materials:
350
-                mat = bpy.data.materials.new('mat_wireobj')
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-                mat.specular_intensity = 0
352
-            else: mat = bpy.data.materials.get('mat_wireobj')
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-            mat.diffuse_color = wm.col_wire
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-            mat.use_shadeless = wm.shadeless_mat
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-            wire_add(mallas)
356
-
357
-        return{'FINISHED'}
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-
359
-class PanelWMat(bpy.types.Panel):
360
-    bl_label = 'Setup Wire Render'
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-    bl_space_type = 'VIEW_3D'
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-    bl_region_type = 'TOOLS'
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-    bl_options = {'DEFAULT_CLOSED'}
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-
365
-    def draw(self, context):
366
-        wm = bpy.context.window_manager
367
-        active_obj = context.active_object
368
-        layout = self.layout
369
-
370
-        column = layout.column(align=True)
371
-        column.prop(wm, 'col_clay')
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-        column.prop(wm, 'col_wire')
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-        column = layout.column(align=True)
374
-        column.prop(wm, 'selected_meshes')
375
-        column.prop(wm, 'shadeless_mat')
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-        column.prop(wm, 'wire_view')
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-        column.prop(wm, 'wire_object')
378
-        column.separator()
379
-        column.operator('scene.wire_render')
380
-        column.label(text='- - - - - - - - - - - - - - - - - - - - - -')
381
-        col = layout.column(align=True)
382
-        column.label(text='Solid WireFrame')
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-        layout.operator("mesh.solidify_wireframe", text="Create Mesh Object")
384
-        col.prop(context.scene, "swThickness")
385
-        col.prop(context.scene, "swSelectNew")
386
-bpy.types.WindowManager.selected_meshes = bpy.props.BoolProperty(name='Selected Meshes', default=False, description='Apply materials to Selected Meshes / All Visible Meshes')
387
-bpy.types.WindowManager.shadeless_mat = bpy.props.BoolProperty(name='Shadeless', default=False, description='Generate Shadeless Materials')
388
-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)
389
-bpy.types.WindowManager.col_wire = bpy.props.FloatVectorProperty(name='', description='Wire Color', default=(0.1 ,0.0 ,0.0), min=0, max=1, step=1, precision=3, subtype='COLOR_GAMMA', size=3)
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-bpy.types.WindowManager.wire_view = bpy.props.BoolProperty(name='Viewport Wires', default=False, description='Overlay wires display over solid in Viewports')
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-bpy.types.WindowManager.wire_object = bpy.props.BoolProperty(name='Create Mesh Object', default=False, description='Add a Wire Object to scene to be able to render wires in Cycles')
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-bpy.types.Scene.swThickness = bpy.props.FloatProperty(name="Thickness", description="Thickness of the skinned edges", default=0.01)
393
-bpy.types.Scene.swSelectNew = bpy.props.BoolProperty(name="Select wire", description="If checked, the wire object will be selected after creation", default=True)
394
-
395
-# Register the operator
396
-def solidifyWireframe_menu_func(self, context):
397
-        self.layout.operator(SolidifyWireframe.bl_idname, text="Solidify Wireframe", icon='PLUGIN')
398
-
399
-# Add "Solidify Wireframe" menu to the "Mesh" menu.
400
-def register():
401
-        bpy.utils.register_class(WireMaterials)
402
-        bpy.utils.register_class(PanelWMat)
403
-        bpy.utils.register_module(__name__)
404
-        bpy.types.Scene.swThickness = bpy.props.FloatProperty(name="Thickness",
405
-                                                              description="Thickness of the skinned edges",
406
-                                                              default=0.01)
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-        bpy.types.Scene.swSelectNew = bpy.props.BoolProperty(name="Select wire",
408
-                                                             description="If checked, the wire object will be selected after creation",
409
-                                                             default=True)
410
-        bpy.types.VIEW3D_MT_edit_mesh_edges.append(solidifyWireframe_menu_func)
411
-
412
-# Remove "Solidify Wireframe" menu entry from the "Mesh" menu.
413
-def unregister():
414
-        bpy.utils.unregister_class(WireMaterials)
415
-        bpy.utils.unregister_class(PanelWMat)
416
-        bpy.utils.unregister_module(__name__)
417
-        del bpy.types.Scene.swThickness
418
-        bpy.types.VIEW3D_MT_edit_mesh_edges.remove(solidifyWireframe_menu_func)
419
-
420
-if __name__ == "__main__":
421
-        register()