本文整理汇总了Python中BPyMesh.getMeshFromObject方法的典型用法代码示例。如果您正苦于以下问题:Python BPyMesh.getMeshFromObject方法的具体用法?Python BPyMesh.getMeshFromObject怎么用?Python BPyMesh.getMeshFromObject使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BPyMesh
的用法示例。
在下文中一共展示了BPyMesh.getMeshFromObject方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: write
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def write(filename):
start = Blender.sys.time()
if not filename.lower().endswith('.raw'):
filename += '.raw'
scn= Blender.Scene.GetCurrent()
ob= scn.objects.active
if not ob:
Blender.Draw.PupMenu('Error%t|Select 1 active object')
return
file = open(filename, 'wb')
mesh = BPyMesh.getMeshFromObject(ob, None, True, False, scn)
if not mesh:
Blender.Draw.PupMenu('Error%t|Could not get mesh data from active object')
return
mesh.transform(ob.matrixWorld)
file = open(filename, "wb")
for f in mesh.faces:
for v in f:
file.write('%.6f %.6f %.6f ' % tuple(v.co))
file.write('\n')
file.close()
end = Blender.sys.time()
message = 'Successfully exported "%s" in %.4f seconds' % ( Blender.sys.basename(filename), end-start)
print message
示例2: write
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def write(filename):
Blender.Window.WaitCursor(1)
if not filename.lower().endswith('.begc'):
filename += '.begc'
out = file(filename, "w")
objects = Blender.Object.GetSelected()
num_objects = 0
for object in objects:
if object.type == 'Mesh':
num_objects = num_objects + 1
out.write('%d\n' % num_objects)
node_offset = 0
for object in objects:
if object.type == 'Mesh':
out.write(object.name)
out.write('\n')
for object in objects:
if object.type == 'Mesh':
mesh = BPyMesh.getMeshFromObject(object, None, True, False, bpy.data.scenes.active)
#mesh = object.getData(0,1)
mesh.transform(object.matrixWorld)
faces = mesh.faces
nodes = mesh.verts
out.write('%d' % len(nodes))
out.write(' %d\n' % len(faces))
for n in nodes:
#out.write("%e " % n.co[0])
#out.write("%e " % n.co[1])
#out.write("%e\n" % n.co[2])
out.write("%e " % n.co[0])
out.write("%e " % n.co[1])
out.write("%e\n" % n.co[2])
for f in faces:
N = len(f.verts)
if N < 3 and N > 4:
Blender.Draw.PupMenu('Error%t|Only triangles and quads allowed')
return
out.write("%d" % N)
for v in f.verts:
out.write(' %d' % (v.index + node_offset))
out.write('\n')
node_offset = node_offset + len(nodes)
Blender.Window.WaitCursor(0)
示例3: exportPath
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def exportPath(curve, filename):
print "Exporting curve "+curve.name+" to "+filename
mesh = BPyMesh.getMeshFromObject(curve)
mesh.transform(curve.matrixWorld)
numVertices = len(mesh.verts)
file = open(filename, "w")
for i in range(0, numVertices):
vertex = mesh.verts[i]
file.write("%g %g %g\n" % (vertex.co[0], vertex.co[1], vertex.co[2]))
if curve.data.isCyclic():
vertex = mesh.verts[0]
file.write("%g %g %g\n" % (vertex.co[0], vertex.co[1], vertex.co[2]))
file.close()
示例4: write
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def write(filename):
start = Blender.sys.time()
if not filename.lower().endswith('.ml.txt'):
filename += '.ml.txt'
scn= Blender.Scene.GetCurrent()
ob= scn.objects.active
if not ob:
Blender.Draw.PupMenu('Error%t|Select 1 active object')
return
file = open(filename, 'wb')
mesh = BPyMesh.getMeshFromObject(ob, None, True, False, scn)
if not mesh:
Blender.Draw.PupMenu('Error%t|Could not get mesh data from active object')
return
mesh.transform(ob.matrixWorld)
with open(filename, "w") as ml_file:
ml_file.write('#MiniLight\n')
ml_file.write('%d\n' % DEFAULT_ITERATIONS)
ml_file.write('%d %d\n' % DEFAULT_RESOLUTION)
ml_file.write('(%.2f %.2f %.2f) (%.2f %.2f %.2f) %.2f\n' % DEFAULT_CAMERA)
ml_file.write('(%.2f %.2f %.2f) (%.2f %.2f %.2f)\n' % DEFAULT_SKY_AND_GROUND)
for f in mesh.faces:
if len(f) != 3:
Blender.Draw.PupMenu('Error%t|Non-triangular face found in mesh')
return
for v in f:
ml_file.write('(%.6f %.6f %.6f) ' % tuple(v.co))
ml_file.write('(%.6f %.6f %.6f) ' % DEFAULT_COLOR)
ml_file.write('(%.6f %.6f %.6f)\n' % DEFAULT_REFLECTIVITY)
end = Blender.sys.time()
message = 'Successfully exported "%s" in %.4f seconds' % ( Blender.sys.basename(filename), end-start)
print message
示例5: write
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def write(filename):
start = Blender.sys.time()
file = open(filename, "wb")
scn = Blender.Scene.GetCurrent()
objects = list(scn.objects.context)
if not objects:
Blender.Draw.PupMenu("Error%t|No Objects selected")
return
try:
objects.sort(key=lambda a: a.name)
except:
objects.sort(lambda a, b: cmp(a.name, b.name))
text = generate_text()
desc = generate_desc()
icon = "" # generate_icon()
meshes = []
mesh_object_name_lookup = {} # for name lookups only
for obj in objects:
mesh = BPyMesh.getMeshFromObject(obj, None, True, False, scn)
if mesh:
mesh.transform(obj.matrixWorld)
meshes.append(mesh)
mesh_object_name_lookup[mesh] = obj.name
del obj
material_names = get_used_material_names(meshes)
tags = generate_tags(material_names)
surfs = generate_surfs(material_names)
chunks = [text, desc, icon, tags]
meshdata = cStringIO.StringIO()
layer_index = 0
for mesh in meshes:
layr = generate_layr(mesh_object_name_lookup[mesh], layer_index)
pnts = generate_pnts(mesh)
bbox = generate_bbox(mesh)
pols = generate_pols(mesh)
ptag = generate_ptag(mesh, material_names)
clip = generate_clip(mesh, material_names)
if mesh.faceUV:
vmad_uv = generate_vmad_uv(mesh) # per face
if mesh.vertexColors:
# if meshtools.average_vcols:
# vmap_vc = generate_vmap_vc(mesh) # per vert
# else:
vmad_vc = generate_vmad_vc(mesh) # per face
write_chunk(meshdata, "LAYR", layr)
chunks.append(layr)
write_chunk(meshdata, "PNTS", pnts)
chunks.append(pnts)
write_chunk(meshdata, "BBOX", bbox)
chunks.append(bbox)
write_chunk(meshdata, "POLS", pols)
chunks.append(pols)
write_chunk(meshdata, "PTAG", ptag)
chunks.append(ptag)
if mesh.vertexColors:
# if meshtools.average_vcols:
# write_chunk(meshdata, "VMAP", vmap_vc)
# chunks.append(vmap_vc)
# else:
write_chunk(meshdata, "VMAD", vmad_vc)
chunks.append(vmad_vc)
if mesh.faceUV:
write_chunk(meshdata, "VMAD", vmad_uv)
chunks.append(vmad_uv)
write_chunk(meshdata, "CLIP", clip)
chunks.append(clip)
layer_index += 1
mesh.verts = None # save some ram
del mesh_object_name_lookup
for surf in surfs:
chunks.append(surf)
write_header(file, chunks)
write_chunk(file, "ICON", icon)
write_chunk(file, "TEXT", text)
write_chunk(file, "DESC", desc)
write_chunk(file, "TAGS", tags)
file.write(meshdata.getvalue())
meshdata.close()
for surf in surfs:
write_chunk(file, "SURF", surf)
write_chunk(file, "DATE", "August 19, 2005")
#.........这里部分代码省略.........
示例6: write
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def write(filename):
start = Blender.sys.time()
if not filename.lower().endswith(".tmf"):
filename += ".tmf"
scn = Blender.Scene.GetCurrent()
ob = scn.objects.active
if not ob:
Blender.Draw.PupMenu("Error%t|Select 1 active object")
return
file = open(filename, "wb")
mesh = BPyMesh.getMeshFromObject(ob, None, True, False, scn)
if not mesh:
Blender.Draw.PupMenu("Error%t|Could not get mesh data from active object")
return
mesh.transform(ob.matrixWorld)
file = open(filename, "wb")
# Write vertex coords and normals
file.write("C " + ` len(mesh.verts) ` + "\n")
for v in mesh.verts:
file.write("%.6f %.6f %.6f " % tuple(v.co))
file.write("\n")
file.write("N " + ` len(mesh.verts) ` + "\n")
for v in mesh.verts:
file.write("%.6f %.6f %.6f " % tuple(v.no))
file.write("\n")
# Process faces
faces = len(mesh.faces)
data = ""
uvdata = ""
for face in mesh.faces:
if face.v[2] < 0:
# discard
faces = faces - 1
elif face.v[2] < 0:
# Already a triangle, add it to the data, do not change the count
data = data + ` face.v[0].index ` + " " + ` face.v[1].index ` + " " + ` face.v[2].index ` + "\n"
for v in face.uv:
add_uvdata(uvdata, v)
else:
# this one is a quad
# Break it up into two triangles
# Hence one additional face
faces = faces + 1
data = data + ` face.v[0].index ` + " " + ` face.v[1].index ` + " " + ` face.v[3].index ` + "\n"
data = data + ` face.v[1].index ` + " " + ` face.v[2].index ` + " " + ` face.v[3].index ` + "\n"
uvdata = add_uvdata(uvdata, face.uv[0])
uvdata = add_uvdata(uvdata, face.uv[1])
uvdata = add_uvdata(uvdata, face.uv[3])
uvdata = uvdata + "\n"
uvdata = add_uvdata(uvdata, face.uv[1])
uvdata = add_uvdata(uvdata, face.uv[2])
uvdata = add_uvdata(uvdata, face.uv[3])
uvdata = uvdata + "\n"
# Now I can write the header with the correct face count, and then the data
file.write("F " + ` faces ` + "\n")
file.write(data)
uvs = faces * 3
file.write("T " + ` uvs ` + "\n")
file.write(uvdata)
file.close()
end = Blender.sys.time()
message = 'Successfully exported "%s" in %.4f seconds' % (Blender.sys.basename(filename), end - start)
print message
示例7: file_callback
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def file_callback(filename):
if not filename.lower().endswith(".ctm"):
filename += ".ctm"
# Get object mesh from the selected object
scn = bpy.data.scenes.active
ob = scn.objects.active
if not ob:
Blender.Draw.PupMenu("Error%t|Select 1 active object")
return
mesh = BPyMesh.getMeshFromObject(ob, None, False, False, scn)
if not mesh:
Blender.Draw.PupMenu("Error%t|Could not get mesh data from active object")
return
# Check which mesh properties are present...
hasVertexUV = mesh.vertexUV or mesh.faceUV
hasVertexColors = mesh.vertexColors
# Show a GUI for the export settings
pupBlock = []
EXPORT_APPLY_MODIFIERS = Draw.Create(1)
pupBlock.append(("Apply Modifiers", EXPORT_APPLY_MODIFIERS, "Use transformed mesh data."))
EXPORT_NORMALS = Draw.Create(1)
pupBlock.append(("Normals", EXPORT_NORMALS, "Export vertex normal data."))
if hasVertexUV:
EXPORT_UV = Draw.Create(1)
pupBlock.append(("UVs", EXPORT_UV, "Export texface UV coords."))
if hasVertexColors:
EXPORT_COLORS = Draw.Create(1)
pupBlock.append(("Colors", EXPORT_COLORS, "Export vertex Colors."))
EXPORT_MG2 = Draw.Create(0)
pupBlock.append(("Fixed Point", EXPORT_MG2, "Use limited precision algorithm (MG2 method = better compression)."))
if not Draw.PupBlock("Export...", pupBlock):
return
# Adjust export settings according to GUI selections
EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
EXPORT_NORMALS = EXPORT_NORMALS.val
if hasVertexUV:
EXPORT_UV = EXPORT_UV.val
else:
EXPORT_UV = False
if hasVertexColors:
EXPORT_COLORS = EXPORT_COLORS.val
else:
EXPORT_COLORS = False
EXPORT_MG2 = EXPORT_MG2.val
# If the user wants to export MG2, then show another GUI...
if EXPORT_MG2:
pupBlock = []
EXPORT_VPREC = Draw.Create(0.01)
pupBlock.append(("Vertex", EXPORT_VPREC, 0.0001, 1.0, "Relative vertex precision (fixed point)."))
if EXPORT_NORMALS:
EXPORT_NPREC = Draw.Create(1.0 / 256.0)
pupBlock.append(("Normal", EXPORT_NPREC, 0.0001, 1.0, "Normal precision (fixed point)."))
if EXPORT_UV:
EXPORT_UVPREC = Draw.Create(1.0 / 1024.0)
pupBlock.append(("UV", EXPORT_UVPREC, 0.0001, 1.0, "UV precision (fixed point)."))
if EXPORT_COLORS:
EXPORT_CPREC = Draw.Create(1.0 / 256.0)
pupBlock.append(("Color", EXPORT_CPREC, 0.0001, 1.0, "Color precision (fixed point)."))
if not Draw.PupBlock("Fixed point precision...", pupBlock):
return
# Adjust export settings according to GUI selections
if EXPORT_MG2:
EXPORT_VPREC = EXPORT_VPREC.val
else:
EXPORT_VPREC = 0.1
if EXPORT_MG2 and EXPORT_NORMALS:
EXPORT_NPREC = EXPORT_NPREC.val
else:
EXPORT_NPREC = 0.1
if EXPORT_MG2 and EXPORT_UV:
EXPORT_UVPREC = EXPORT_UVPREC.val
else:
EXPORT_UVPREC = 0.1
if EXPORT_MG2 and EXPORT_COLORS:
EXPORT_CPREC = EXPORT_CPREC.val
else:
EXPORT_CPREC = 0.1
is_editmode = Blender.Window.EditMode()
if is_editmode:
Blender.Window.EditMode(0, "", 0)
Window.WaitCursor(1)
try:
# Get the mesh, again, if we wanted modifiers (from GUI selection)
if EXPORT_APPLY_MODIFIERS:
mesh = BPyMesh.getMeshFromObject(ob, None, EXPORT_APPLY_MODIFIERS, False, scn)
if not mesh:
Blender.Draw.PupMenu("Error%t|Could not get mesh data from active object")
return
mesh.transform(ob.matrixWorld, True)
# Count triangles (quads count as two triangles)
triangleCount = 0
#.........这里部分代码省略.........
示例8: export
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def export(self, scene, world, alltextures,\
EXPORT_APPLY_MODIFIERS = False,\
EXPORT_TRI= False,\
):
print "Info: starting X3D export to " + self.filename + "..."
self.writeHeader()
# self.writeScript()
self.writeNavigationInfo(scene)
self.writeBackground(world, alltextures)
self.writeFog(world)
self.proto = 0
# COPIED FROM OBJ EXPORTER
if EXPORT_APPLY_MODIFIERS:
temp_mesh_name = '~tmp-mesh'
# Get the container mesh. - used for applying modifiers and non mesh objects.
containerMesh = meshName = tempMesh = None
for meshName in Blender.NMesh.GetNames():
if meshName.startswith(temp_mesh_name):
tempMesh = Mesh.Get(meshName)
if not tempMesh.users:
containerMesh = tempMesh
if not containerMesh:
containerMesh = Mesh.New(temp_mesh_name)
# --------------------------
for ob_main in scene.objects.context:
for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
objType=ob.type
objName=ob.name
self.matonly = 0
if objType == "Camera":
self.writeViewpoint(ob, ob_mat, scene)
elif objType in ("Mesh", "Curve", "Surf", "Text") :
if EXPORT_APPLY_MODIFIERS or objType != 'Mesh':
me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scene)
else:
me = ob.getData(mesh=1)
self.writeIndexedFaceSet(ob, me, ob_mat, world, EXPORT_TRI = EXPORT_TRI)
elif objType == "Lamp":
data= ob.data
datatype=data.type
if datatype == Lamp.Types.Lamp:
self.writePointLight(ob, ob_mat, data, world)
elif datatype == Lamp.Types.Spot:
self.writeSpotLight(ob, ob_mat, data, world)
elif datatype == Lamp.Types.Sun:
self.writeDirectionalLight(ob, ob_mat, data, world)
else:
self.writeDirectionalLight(ob, ob_mat, data, world)
# do you think x3d could document what to do with dummy objects?
#elif objType == "Empty" and objName != "Empty":
# self.writeNode(ob, ob_mat)
else:
#print "Info: Ignoring [%s], object type [%s] not handle yet" % (object.name,object.getType)
pass
self.file.write("\n</Scene>\n</X3D>")
if EXPORT_APPLY_MODIFIERS:
if containerMesh:
containerMesh.verts = None
self.cleanup()
示例9: writeMeshData
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def writeMeshData(self, parent, mesh, obj):
aMesh = BPyMesh.getMeshFromObject(obj, self.getContainerMesh(), True, scn=self.scene)
if len(aMesh.faces) == 0:
return
print("Writing mesh %s" % mesh.name)
materials = aMesh.materials
has_quads = False
for f in aMesh.faces:
if len(f) == 4:
has_quads = True
break
if has_quads:
oldmode = Mesh.Mode()
Mesh.Mode(Mesh.SelectModes['FACE'])
aMesh.sel = True
tempob = self.scene.objects.new(aMesh)
aMesh.quadToTriangle(0) # more=0 shortest length
oldmode = Mesh.Mode(oldmode)
self.scene.objects.unlink(tempob)
Mesh.Mode(oldmode)
data = self.doc.createDataElement(mesh.name+"_data", None, None, None, None)
parent.appendChild(data)
# Mesh indices
matCount = len(materials)
if matCount == 0:
matCount = 1
indices = [[] for m in range(matCount)] #@UnusedVariable
vertices = []
vertex_dict = {}
print("Faces: %i" % len(aMesh.faces))
i = 0
for face in aMesh.faces:
mv = None
for i, v in enumerate(face):
if face.smooth:
if aMesh.faceUV:
mv = vertex(v.index, None, face.uv[i])
else:
mv = vertex(v.index, None, None)
else:
if aMesh.faceUV:
mv = vertex(v.index, face.no, face.uv[i])
else:
mv = vertex(v.index, face.no)
index, added = appendUnique(vertex_dict, mv)
indices[face.mat].append(index)
if added:
vertices.append(mv)
# Single or no material: write all in one data block
if not matCount > 1:
valueElement = self.doc.createIntElement(None, "index")
valueElement.setValue(' '.join(map(str, indices[0])))
data.appendChild(valueElement)
print("Vertices: %i" % len(vertex_dict))
# Vertex positions
value_list = []
for v in vertices:
value_list.append("%.6f %.6f %.6f" % tuple(aMesh.verts[v.index].co))
valueElement = self.doc.createFloat3Element(None, "position")
valueElement.setValue(' '.join(value_list))
data.appendChild(valueElement)
# Vertex normals
value_list = []
for v in vertices:
if v.normal == None:
value_list.append("%.6f %.6f %.6f" % tuple(aMesh.verts[v.index].no))
else:
value_list.append("%.6f %.6f %.6f" % tuple(v.normal))
valueElement = self.doc.createFloat3Element(None, "normal")
valueElement.setValue(' '.join(value_list))
data.appendChild(valueElement)
# Vertex texCoord
if aMesh.faceUV:
value_list = []
for v in vertices:
value_list.append("%.6f %.6f" % tuple(v.texcoord))
valueElement =self. doc.createFloat2Element(None, "texcoord")
valueElement.setValue(' '.join(value_list))
data.appendChild(valueElement);
#.........这里部分代码省略.........
示例10: apply_deform
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def apply_deform():
scn= bpy.data.scenes.active
#Blender.Window.EditMode(0)
NAME_LENGTH = 19
SUFFIX = "_def"
SUFFIX_LENGTH = len(SUFFIX)
# Get all object and mesh names
ob_list = list(scn.objects.context)
ob_act = scn.objects.active
# Assume no soft body
has_sb= False
# reverse loop so we can remove objects (metaballs in this case)
for ob_idx in xrange(len(ob_list)-1, -1, -1):
ob= ob_list[ob_idx]
ob.sel = 0 # deselect while where checking the metaballs
# Test for a softbody
if not has_sb and ob.isSB():
has_sb= True
# Remove all numbered metaballs because their disp list is only on the main metaball (un numbered)
if ob.type == 'MBall':
name= ob.name
# is this metaball numbered?
dot_idx= name.rfind('.') + 1
if name[dot_idx:].isdigit():
# Not the motherball, ignore it.
del ob_list[ob_idx]
if not ob_list:
Blender.Draw.PupMenu('No objects selected, nothing to do.')
return
if has_sb:
curframe=Blender.Get('curframe')
for f in xrange(curframe):
Blender.Set('curframe',f+1)
Blender.Window.RedrawAll()
used_names = [ob.name for ob in Blender.Object.Get()]
used_names.extend(Blender.NMesh.GetNames())
deformedList = []
for ob in ob_list:
# Get the mesh data
new_me= BPyMesh.getMeshFromObject(ob, vgroups=False)
if not new_me:
continue # Object has no display list
name = ob.name
new_name = "%s_def" % name[:NAME_LENGTH-SUFFIX_LENGTH]
num = 0
while new_name in used_names:
new_name = "%s_def.%.3i" % (name[:NAME_LENGTH-(SUFFIX_LENGTH+SUFFIX_LENGTH)], num)
num += 1
used_names.append(new_name)
new_me.name= new_name
new_ob= scn.objects.new(new_me)
new_ob.setMatrix(ob.matrixWorld)
# Make the active duplicate also active
if ob == ob_act:
scn.objects.active = new_ob
# Original object was a mesh? see if we can copy any vert groups.
if ob.type =='Mesh':
copy_vgroups(ob, new_ob)
Blender.Window.RedrawAll()
示例11: write
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def write(filename, objects,\
EXPORT_NORMALS_HQ=False,\
EXPORT_MTL=True, EXPORT_COPY_IMAGES=False,\
EXPORT_APPLY_MODIFIERS=True, EXPORT_BLEN_OBS=True,\
EXPORT_GROUP_BY_OB=False):
'''
Basic write function. The context and options must be alredy set
This can be accessed externaly
eg.
write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
'''
def veckey3d(v):
return round(v.x, 6), round(v.y, 6), round(v.z, 6)
def veckey2d(v):
return round(v.x, 6), round(v.y, 6)
print 'WTF Export path: "%s"' % filename
temp_mesh_name = '~tmp-mesh'
time1 = sys.time()
scn = Scene.GetCurrent()
file = open(filename, "w")
file.write('<?xml version="1.0"?>\n')
file.write('<OPEN_TRACK>\n')
# Write Header
# file.write('\n<!--\n'
# + ' Blender3D v%s WTF File: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] )
# + ' www.blender3d.org\n'
# + '-->\n\n')
# Get the container mesh. - used for applying modifiers and non mesh objects.
containerMesh = meshName = tempMesh = None
for meshName in Blender.NMesh.GetNames():
if meshName.startswith(temp_mesh_name):
tempMesh = Mesh.Get(meshName)
if not tempMesh.users:
containerMesh = tempMesh
if not containerMesh:
containerMesh = Mesh.New(temp_mesh_name)
del meshName
del tempMesh
# Initialize totals, these are updated each object
totverts = totuvco = totno = 0
face_vert_index = 0
globalNormals = {}
file.write('\n<library_objects>\n')
# Get all meshs
for ob_main in objects:
obnamestring = fixName(ob_main.name)
file.write('\t<object id="%s">\n' % obnamestring) # Write Object name
for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
# Will work for non meshes now! :)
# getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
me = BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scn)
if not me:
file.write('\t\t<loc>%.6f %.6f %.6f</loc>\n' % tuple(ob_main.loc)) # Write Object name
file.write('\t\t<rot>%.6f %.6f %.6f</rot>\n' % tuple(ob_main.rot)) # Write Object name
continue
faceuv = me.faceUV
# We have a valid mesh
if me.faces:
# Add a dummy object to it.
has_quads = False
for f in me.faces:
if len(f) == 4:
has_quads = True
break
if has_quads:
oldmode = Mesh.Mode()
Mesh.Mode(Mesh.SelectModes['FACE'])
me.sel = True
tempob = scn.objects.new(me)
me.quadToTriangle(0) # more=0 shortest length
oldmode = Mesh.Mode(oldmode)
scn.objects.unlink(tempob)
Mesh.Mode(oldmode)
# Make our own list so it can be sorted to reduce context switching
faces = [ f for f in me.faces ]
edges = me.edges
if not (len(faces)+len(edges)+len(me.verts)): # Make sure there is somthing to write
continue # dont bother with this mesh.
me.transform(ob_mat)
#.........这里部分代码省略.........
示例12: write
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def write(filename):
start = Blender.sys.time()
if not filename.lower().endswith('.js'):
filename += '.js'
scn= Blender.Scene.GetCurrent()
ob= scn.objects.active
if not ob:
Blender.Draw.PupMenu('Error%t|Select 1 active object')
return
file = open(filename, 'wb')
mesh = BPyMesh.getMeshFromObject(ob, None, True, False, scn)
if not mesh:
Blender.Draw.PupMenu('Error%t|Could not get mesh data from active object')
return
mesh.transform(ob.matrixWorld)
#classname = clean(ob.name)
classname = filename.split('/')[-1].replace('.js','')
file = open(filename, "wb")
file.write('var %s = function () {\n\n' % classname)
file.write('\tvar scope = this;\n\n')
file.write('\tTHREE.Geometry.call(this);\n\n')
for v in mesh.verts:
file.write('\tv( %.6f, %.6f, %.6f );\n' % (v.co.x, v.co.z, -v.co.y)) # co
file.write('\n')
for f in mesh.faces:
if len(f.verts) == 3:
file.write('\tf3( %d, %d, %d, %.6f, %.6f, %.6f );\n' % (f.verts[0].index, f.verts[1].index, f.verts[2].index, f.verts[0].no.x, f.verts[0].no.z, -f.verts[0].no.y))
else:
file.write('\tf4( %d, %d, %d, %d, %.6f, %.6f, %.6f );\n' % (f.verts[0].index, f.verts[1].index, f.verts[2].index, f.verts[3].index, f.verts[0].no.x, f.verts[0].no.z, -f.verts[0].no.y))
face_index_pairs = [ (face, index) for index, face in enumerate(mesh.faces)]
file.write('\n')
'''
for f in me.faces:
if me.faceUV:
if len(f.verts) == 3:
file.write('\tuv( %.6f, %.6f, %.6f, %.6f, %.6f, %.6f );\n' % (f.uv[0][0], 1.0-f.uv[0][1], f.uv[1][0], 1.0-f.uv[1][1], f.uv[2][0], 1.0-f.uv[2][1])
'''
for f in mesh.faces:
if mesh.faceUV:
if len(f.verts) == 3:
file.write('\tuv( %.6f, %.6f, %.6f, %.6f, %.6f, %.6f );\n' % (f.uv[0].x, 1.0 - f.uv[0].y, f.uv[1].x, 1.0 - f.uv[1].y, f.uv[2].x, 1.0 - f.uv[2].y))
else:
file.write('\tuv( %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f);\n' % (f.uv[0].x, 1.0 - f.uv[0].y, f.uv[1].x, 1.0 - f.uv[1].y, f.uv[2].x, 1.0 - f.uv[2].y, f.uv[3].x, 1.0 - f.uv[3].y))
file.write('\n')
file.write('\tfunction v( x, y, z ) {\n\n')
file.write('\t\tscope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );\n\n')
file.write('\t}\n\n')
file.write('\tfunction f3( a, b, c, nx, ny, nz ) {\n\n')
file.write('\t\tscope.faces.push( new THREE.Face3( a, b, c, nx && ny && nz ? new THREE.Vector3( nx, ny, nz ) : null ) );\n\n')
file.write('\t}\n\n')
file.write('\tfunction f4( a, b, c, d, nx, ny, nz ) {\n\n')
file.write('\t\tscope.faces.push( new THREE.Face4( a, b, c, d, nx && ny && nz ? new THREE.Vector3( nx, ny, nz ) : null ) );\n\n')
file.write('\t}\n\n')
file.write('\tfunction uv( u1, v1, u2, v2, u3, v3, u4, v4 ) {\n\n')
file.write('\t\tvar uv = [];\n')
file.write('\t\tuv.push( new THREE.UV( u1, v1 ) );\n')
file.write('\t\tuv.push( new THREE.UV( u2, v2 ) );\n')
file.write('\t\tuv.push( new THREE.UV( u3, v3 ) );\n')
file.write('\t\tif ( u4 && v4 ) uv.push( new THREE.UV( u4, v4 ) );\n')
file.write('\t\tscope.uvs.push( uv );\n')
file.write('\t}\n\n')
file.write('}\n\n')
file.write('%s.prototype = new THREE.Geometry();\n' % classname)
file.write('%s.prototype.constructor = %s;' % (classname, classname))
file.close()
示例13: file_callback
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def file_callback(filename):
if not filename.lower().endswith('.submesh'):
filename += '.submesh'
scn= bpy.data.scenes.active
ob= scn.objects.active
if not ob:
Blender.Draw.PupMenu('Error%t|Select 1 active object')
return
file = open(filename, 'wb')
EXPORT_APPLY_MODIFIERS = Draw.Create(1)
EXPORT_NORMALS = Draw.Create(1)
EXPORT_UV = Draw.Create(1)
EXPORT_COLORS = Draw.Create(1)
#EXPORT_EDGES = Draw.Create(0)
pup_block = [\
('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data.'),\
('Normals', EXPORT_NORMALS, 'Export vertex normal data.'),\
('UVs', EXPORT_UV, 'Export texface UV coords.'),\
('Colors', EXPORT_COLORS, 'Export vertex Colors.'),\
#('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
]
if not Draw.PupBlock('Export...', pup_block):
return
is_editmode = Blender.Window.EditMode()
if is_editmode:
Blender.Window.EditMode(0, '', 0)
Window.WaitCursor(1)
EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
EXPORT_NORMALS = EXPORT_NORMALS.val
EXPORT_UV = EXPORT_UV.val
EXPORT_COLORS = EXPORT_COLORS.val
#EXPORT_EDGES = EXPORT_EDGES.val
mesh = BPyMesh.getMeshFromObject(ob, None, EXPORT_APPLY_MODIFIERS, False, scn)
if not mesh:
Blender.Draw.PupMenu('Error%t|Could not get mesh data from active object')
return
mesh.transform(ob.matrixWorld)
faceUV = mesh.faceUV
vertexUV = mesh.vertexUV
vertexColors = mesh.vertexColors
if (not faceUV) and (not vertexUV): EXPORT_UV = False
if not vertexColors: EXPORT_COLORS = False
if not EXPORT_UV: faceUV = vertexUV = False
if not EXPORT_COLORS: vertexColors = False
# incase
color = uvcoord = uvcoord_key = normal = normal_key = None
verts = [] # list of dictionaries
# vdict = {} # (index, normal, uv) -> new index
vdict = [{} for i in xrange(len(mesh.verts))]
vert_count = 0
for i, f in enumerate(mesh.faces):
smooth = f.smooth
if not smooth:
normal = tuple(f.no)
normal_key = rvec3d(normal)
if faceUV: uv = f.uv
if vertexColors: col = f.col
for j, v in enumerate(f):
if smooth:
normal= tuple(v.no)
normal_key = rvec3d(normal)
if faceUV:
uvcoord= uv[j][0], 1.0-uv[j][1]
uvcoord_key = rvec2d(uvcoord)
elif vertexUV:
uvcoord= v.uvco[0], 1.0-v.uvco[1]
uvcoord_key = rvec2d(uvcoord)
if vertexColors: color= col[j].r, col[j].g, col[j].b
key = normal_key, uvcoord_key, color
vdict_local = vdict[v.index]
if (not vdict_local) or (not vdict_local.has_key(key)):
vdict_local[key] = vert_count;
verts.append( (tuple(v.co), normal, uvcoord, color) )
vert_count += 1
#.........这里部分代码省略.........
示例14: file_callback
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def file_callback(filename):
if not filename.lower().endswith('.ply'):
filename += '.ply'
scn= bpy.data.scenes.active
ob= scn.objects.active
if not ob:
Blender.Draw.PupMenu('Error%t|Select 1 active object')
return
file = open(filename, 'wb')
EXPORT_APPLY_MODIFIERS = Draw.Create(1)
EXPORT_NORMALS = Draw.Create(1)
EXPORT_UV = Draw.Create(1)
EXPORT_COLORS = Draw.Create(1)
#EXPORT_EDGES = Draw.Create(0)
pup_block = [\
('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data.'),\
('Normals', EXPORT_NORMALS, 'Export vertex normal data.'),\
('UVs', EXPORT_UV, 'Export texface UV coords.'),\
('Colors', EXPORT_COLORS, 'Export vertex Colors.'),\
#('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
]
if not Draw.PupBlock('Export...', pup_block):
return
is_editmode = Blender.Window.EditMode()
if is_editmode:
Blender.Window.EditMode(0, '', 0)
Window.WaitCursor(1)
EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
EXPORT_NORMALS = EXPORT_NORMALS.val
EXPORT_UV = EXPORT_UV.val
EXPORT_COLORS = EXPORT_COLORS.val
#EXPORT_EDGES = EXPORT_EDGES.val
mesh = BPyMesh.getMeshFromObject(ob, None, EXPORT_APPLY_MODIFIERS, False, scn)
if not mesh:
Blender.Draw.PupMenu('Error%t|Could not get mesh data from active object')
return
mesh.transform(ob.matrixWorld)
faceUV = mesh.faceUV
vertexUV = mesh.vertexUV
vertexColors = mesh.vertexColors
if (not faceUV) and (not vertexUV): EXPORT_UV = False
if not vertexColors: EXPORT_COLORS = False
if not EXPORT_UV: faceUV = vertexUV = False
if not EXPORT_COLORS: vertexColors = False
# incase
color = uvcoord = uvcoord_key = normal = normal_key = None
verts = [] # list of dictionaries
# vdict = {} # (index, normal, uv) -> new index
vdict = [{} for i in xrange(len(mesh.verts))]
vert_count = 0
for i, f in enumerate(mesh.faces):
smooth = f.smooth
if not smooth:
normal = tuple(f.no)
normal_key = rvec3d(normal)
if faceUV: uv = f.uv
if vertexColors: col = f.col
for j, v in enumerate(f):
if smooth:
normal= tuple(v.no)
normal_key = rvec3d(normal)
if faceUV:
uvcoord= uv[j][0], 1.0-uv[j][1]
uvcoord_key = rvec2d(uvcoord)
elif vertexUV:
uvcoord= v.uvco[0], 1.0-v.uvco[1]
uvcoord_key = rvec2d(uvcoord)
if vertexColors: color= col[j].r, col[j].g, col[j].b
key = normal_key, uvcoord_key, color
vdict_local = vdict[v.index]
if (not vdict_local) or (not vdict_local.has_key(key)):
vdict_local[key] = vert_count;
verts.append( (tuple(v.co), normal, uvcoord, color) )
vert_count += 1
#.........这里部分代码省略.........
示例15: main
# 需要导入模块: import BPyMesh [as 别名]
# 或者: from BPyMesh import getMeshFromObject [as 别名]
def main():
PREF_Z_LOC= Blender.Draw.PupMenu('Cut Z Location%t|Original Faces|Cutting Polyline')
if PREF_Z_LOC==-1:
return
PREF_Z_LOC-=1
Blender.Window.WaitCursor(1)
print '\nRunning Cookie Cutter'
time= Blender.sys.time()
scn = Blender.Scene.GetCurrent()
obs= [ob for ob in scn.objects.context if ob.type in ('Mesh', 'Curve')]
MULTIRES_ERROR = False
# Divide into 2 lists- 1 with faces, one with only edges
terrains= [] #[me for me in mes if me.faces]
cutters= [] #[me for me in mes if not me.faces]
terrain_type= auto_class(['mesh', 'bounds', 'face_bounds', 'edge_bounds', 'edge_dict', 'cutters', 'matrix'])
for ob in obs:
if ob.type == 'Mesh':
me= ob.getData(mesh=1)
elif ob.data.flag & 1: # Is the curve 3D? else don't use.
me= BPyMesh.getMeshFromObject(ob) # get the curve
else:
continue
# a new terrain instance
if me.multires:
MULTIRES_ERROR = True
else:
t= terrain_type()
t.matrix= ob.matrixWorld * Blender.Window.GetViewMatrix()
# Transform the object by its matrix
me.transform(t.matrix)
# Set the terrain bounds
t.bounds= bounds_xy(me.verts)
t.edge_bounds= [bounds_xy(ed) for ed in me.edges]
t.mesh= me
if me.faces: # Terrain.
t.edge_dict= mesh_edge_dict(me)
t.face_bounds= [bounds_xy(f) for f in me.faces]
t.cutters= [] # Store cutting objects that cut us here
terrains.append(t)
elif len(me.edges)>2: # Cutter
cutters.append(t)
totcuts= len(terrains)*len(cutters)
if not totcuts:
Blender.Window.WaitCursor(0)
Blender.Draw.PupMenu('ERROR%t|Select at least 1 closed loop mesh (edges only)|as the cutter...|and 1 or more meshes to cut into')
crazy_point= Vector(100000, 100000)
for t in terrains:
for c in cutters:
# Main curring function
terrain_cut_2d(t, c, PREF_Z_LOC)
# Was the terrain touched?
if len(t.face_bounds) != len(t.mesh.faces):
t.edge_dict= mesh_edge_dict(t.mesh)
# remake the bounds
t.edge_bounds= [bounds_xy(ed) for ed in t.mesh.edges]
t.face_bounds= [bounds_xy(f) for f in t.mesh.faces]
t.cutters.append(c)
print '\t%i remaining' % totcuts
totcuts-=1
# SELECT INTERNAL FACES ONCE THIS TERRAIN IS CUT
Blender.Mesh.Mode(Blender.Mesh.SelectModes['FACE'])
t.mesh.sel= 0
for c in t.cutters:
edge_verts_c= [(ed_c.v1.co, ed_c.v2.co) for ed_c in c.mesh.edges]
for f in t.mesh.faces:
# How many edges do we intersect on our way to the faces center
if not f.hide and not f.sel: # Not alredy selected
c= f.cent
if point_in_bounds(c, t.bounds):
isect_count= 0
for edv1, edv2 in edge_verts_c:
isect_count += (LineIntersect2D(c, crazy_point, edv1, edv2) != None)
if isect_count%2:
f.sel= 1
Blender.Mesh.Mode(Blender.Mesh.SelectModes['FACE'])
# Restore the transformation
for data in (terrains, cutters):
for t in data:
if t.mesh.users: # it may have been a temp mesh from a curve.
t.mesh.transform(t.matrix.copy().invert())
#.........这里部分代码省略.........