Beispiel #1
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def wireframe(
        obj: bpy.types.Object,
        evaluated: bool) -> typing.List[typing.Tuple[float, float, float]]:
    '''
    Get coords of verts for edges of an object.

    Args:
        obj: An object that can be converted to mesh.
        evaluated: Whether to apply modifiers.

    Returns:
        points: A list of coordinates.
    '''

    points = []

    if evaluated:
        deps = bpy.context.view_layer.depsgraph
        obj = obj.evaluated_get(deps)

    mesh = obj.to_mesh()
    bm = bmesh.new()

    bm.from_mesh(mesh)
    bm.transform(obj.matrix_world)

    for edge in bm.edges:
        for vert in edge.verts:
            points.append(vert.co.xyz)

    bm.free()
    obj.to_mesh_clear()

    return points
Beispiel #2
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    def generate_evaluated_mesh(self,
                                mesh_object: bpy.types.Object,
                                reference_frame: mathutils.Matrix = None):
        if self.i3d.get_setting('apply_modifiers'):
            self.object = mesh_object.evaluated_get(self.i3d.depsgraph)
            self.logger.debug(f"is exported with modifiers applied")
        else:
            self.object = mesh_object
            self.logger.debug(f"is exported without modifiers applied")

        self.mesh = self.object.to_mesh(preserve_all_data_layers=False,
                                        depsgraph=self.i3d.depsgraph)

        # If a reference is given transform the generated mesh by that frame to place it somewhere else than center of
        # the mesh origo
        if reference_frame is not None:
            self.mesh.transform(
                reference_frame.inverted() @ self.object.matrix_world)

        conversion_matrix = self.i3d.conversion_matrix
        if self.i3d.get_setting('apply_unit_scale'):
            self.logger.debug(f"applying unit scaling")
            conversion_matrix = \
                mathutils.Matrix.Scale(bpy.context.scene.unit_settings.scale_length, 4) @ conversion_matrix

        self.mesh.transform(conversion_matrix)
        if conversion_matrix.is_negative:
            self.mesh.flip_normals()
            self.logger.debug(
                f"conversion matrix is negative, flipping normals")

        # Calculates triangles from mesh polygons
        self.mesh.calc_loop_triangles()
        # Recalculates normals after the scaling has messed with them
        self.mesh.calc_normals_split()
def _get_camera_space_bounding_box(context: bpy.types.Context,
                                   camera_obj: bpy.types.Object,
                                   target_obj: bpy.types.Object) -> Bounds2D:
    # TODO support more than just meshes (esp. metaballs)
    if target_obj.type != 'MESH':
        raise Exception(f"Target object {target_obj} is not a mesh")

    # Get latest version of target object with modifiers such as armature applied
    depsgraph = context.evaluated_depsgraph_get()
    target_obj = target_obj.evaluated_get(depsgraph)

    m_obj_to_world = target_obj.matrix_world
    m_world_to_cam = camera_obj.rotation_euler.to_matrix().inverted()

    obj_verts = target_obj.to_mesh().vertices
    cam_verts = [m_world_to_cam @ (m_obj_to_world @ v.co) for v in obj_verts]

    return Bounds2D.from_points(cam_verts)
Beispiel #4
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def obj2np(obj: bpy.types.Object, dtype: type = np.float32, apply_modifier: bool = False,
           frame: int = bpy.context.scene.frame_current, geo_type: str = "position",
           is_local: bool = False, as_homogeneous: bool = False, mode: str = "dynamic") -> np.ndarray:
    # Input: obj(bpy.types.Object), Output: positions or normals
    bpy.context.scene.frame_set(frame)
    if type(obj.data) == bpy.types.Mesh :
        if apply_modifier:
            depsgraph = bpy.context.evaluated_depsgraph_get()
            obj = obj.evaluated_get(depsgraph)
            mesh = obj.to_mesh()
            return np.array([vec2np(v.co) for v in mesh.vertices], dtype=dtype)
        world_matrix = world_matrix2np(obj, dtype=dtype)  # (4, 4)
        return mesh2np(obj.data, world_matrix=world_matrix, geo_type=geo_type, dtype=dtype,
                       is_local=is_local, frame=frame, as_homogeneous=as_homogeneous)
    elif type(obj.data) == bpy.types.Armature:
        return armature2np(obj.data, dtype=dtype, mode=mode, frame=frame)
    else:
        raise NotImplementedError(
            f"{type(obj.data)} is not supported with obj2np")
Beispiel #5
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    def from_blender(self, lookup: Lookup, armature: bpy.types.Object,
                     object: bpy.types.Object):
        if object.type not in {'MESH', 'CURVE', 'SURFACE', 'FONT'}:
            return

        collection = bpy.data.collections.new('SourceOps')
        bpy.context.scene.collection.children.link(collection)
        object = object.copy()
        collection.objects.link(object)

        mod: bpy.types.TriangulateModifier = object.modifiers.new(
            'Triangulate', 'TRIANGULATE')
        mod.min_vertices = 4
        mod.quad_method = 'FIXED'
        mod.ngon_method = 'CLIP'
        mod.keep_custom_normals = True

        for mod in getattr(object, 'modifiers', []):
            if mod.type == 'ARMATURE':
                mod.show_viewport = False

        bpy.context.view_layer.update()
        depsgraph: bpy.types.Depsgraph = bpy.context.evaluated_depsgraph_get()
        evaluated: bpy.types.Object = object.evaluated_get(depsgraph)
        mesh = bpy.data.meshes.new_from_object(evaluated,
                                               preserve_all_data_layers=True,
                                               depsgraph=depsgraph)

        if not self.settings.ignore_transforms:
            mesh.transform(object.matrix_world)
        mesh.calc_normals_split()

        for poly in mesh.polygons:
            triangle = Triangle(self.settings)
            triangle.from_blender(lookup, armature, object, mesh, poly)
            self.triangles.append(triangle)

        mesh.free_normals_split()
        bpy.data.meshes.remove(mesh)

        bpy.data.objects.remove(object)
        bpy.data.collections.remove(collection)
Beispiel #6
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def prepare_mesh(context: bpy.types.Context, object: bpy.types.Object):
    dg = context.evaluated_depsgraph_get()

    mesh = object.evaluated_get(dg).data

    # TODO: Creating a new mesh just to triangulate sucks for perf I'd expect
    tempmesh = bmesh.new()
    tempmesh.from_mesh(mesh)

    bmesh.ops.triangulate(tempmesh, faces=tempmesh.faces[:], quad_method='BEAUTY', ngon_method='BEAUTY')

    # Finish up, write the bmesh back to the mesh
    tempmesh.to_mesh(mesh)
    tempmesh.free()

    # Now it's triangulated we can calculate tangents (TODO calc_normals_split may not be necessary anymore)
    mesh.calc_normals_split()
    mesh.calc_tangents()
    mesh.calc_loop_triangles()
    mesh.transform(object.matrix_world)

    return mesh
        def build_mesh(obj: bpy.types.Object) -> GlMesh:
            if glsl_draw_obj is None:
                raise Exception("glsl draw obj is None")

            scene_mesh = GlMesh()
            ob_eval = obj.evaluated_get(bpy.context.view_layer.depsgraph)
            tmp_mesh = ob_eval.to_mesh()
            tmp_mesh.calc_tangents()
            tmp_mesh.calc_loop_triangles()
            st = tmp_mesh.uv_layers[0].data

            scene_mesh.mat_list = [
                glsl_draw_obj.materials[ms.material.name] for ms in obj.material_slots
            ]
            count_list = collections.Counter(
                [tri.material_index for tri in tmp_mesh.loop_triangles]
            )
            scene_mesh.index_per_mat = {
                scene_mesh.mat_list[i]: [
                    (n * 3, n * 3 + 1, n * 3 + 2) for n in range(v)
                ]
                for i, v in count_list.items()
            }

            def job_pos() -> Dict[Any, Any]:
                if scene_mesh.index_per_mat is None:
                    raise Exception("scene mesh index per mat is None")
                return {
                    k: [
                        tmp_mesh.vertices[vid].co
                        for tri in tmp_mesh.loop_triangles
                        for vid in tri.vertices
                        if tri.material_index == i
                    ]
                    for i, k in enumerate(scene_mesh.index_per_mat.keys())
                }

            def job_normal() -> Dict[Any, Any]:
                if tmp_mesh.has_custom_normals:
                    return {
                        k: [
                            tri.split_normals[x]
                            for tri in tmp_mesh.loop_triangles
                            if tri.material_index == i
                            for x in range(3)
                        ]
                        for i, k in enumerate(scene_mesh.index_per_mat.keys())
                    }
                return {
                    k: [
                        tmp_mesh.vertices[vid].normal
                        for tri in tmp_mesh.loop_triangles
                        for vid in tri.vertices
                        if tri.material_index == i
                    ]
                    for i, k in enumerate(scene_mesh.index_per_mat.keys())
                }

            def job_uv() -> Dict[Any, Any]:
                return {
                    k: [
                        st[lo].uv
                        for tri in tmp_mesh.loop_triangles
                        for lo in tri.loops
                        if tri.material_index == i
                    ]
                    for i, k in enumerate(scene_mesh.index_per_mat.keys())
                }

            def job_tangent() -> Dict[Any, Any]:
                return {
                    k: [
                        tmp_mesh.loops[lo].tangent
                        for tri in tmp_mesh.loop_triangles
                        for lo in tri.loops
                        if tri.material_index == i
                    ]
                    for i, k in enumerate(scene_mesh.index_per_mat.keys())
                }

            pos_future = glsl_draw_obj.sub_executor.submit(job_pos)
            normals_future = glsl_draw_obj.sub_executor.submit(job_normal)
            uvs_future = glsl_draw_obj.sub_executor.submit(job_uv)
            tangents_future = glsl_draw_obj.sub_executor.submit(job_tangent)

            scene_mesh.pos = pos_future.result()
            scene_mesh.normals = normals_future.result()
            scene_mesh.uvs = uvs_future.result()
            scene_mesh.tangents = tangents_future.result()
            return scene_mesh
def camera_view_bounds_2d(
    scene: bpy.types.Scene, cam_ob: bpy.types.Object, me_ob: bpy.types.Object
) -> Tuple[int, int, int, int]:
    """
    Shamelessly copy pasted from
    https://blender.stackexchange.com/a/158236/105631
    Idk how it works, but it works

    Returns camera space bounding box of mesh object.

    Negative 'z' value means the point is behind the camera.

    Takes shift-x/y, lens angle and sensor size into account
    as well as perspective/ortho projections.

    :arg scene: Scene to use for frame size.
    :type scene: :class:`bpy.types.Scene`
    :arg obj: Camera object.
    :type obj: :class:`bpy.types.Object`
    :arg me: Untransformed Mesh.
    :type me: :class:`bpy.types.Mesh´
    :return: a Box object (call its to_tuple() method to get x, y, width and height)
    :rtype: :class:tuple
    """

    mat = cam_ob.matrix_world.normalized().inverted()
    depsgraph = bpy.context.evaluated_depsgraph_get()
    # me_ob.evaluated_get(depsgraph) crashed on Linux build in Blender 2.83.9, but works in 2.83.13.
    # Solution was to copy me_ob. first. But that resulted in memory leak.
    mesh_eval = me_ob.evaluated_get(depsgraph)
    me = mesh_eval.to_mesh()
    me.transform(me_ob.matrix_world)
    me.transform(mat)

    camera: bpy.types.Camera = cam_ob.data
    frame = [-v for v in camera.view_frame(scene=scene)[:3]]
    camera_persp: bool = camera.type != "ORTHO"  # True of PERSP

    lx = []
    ly = []

    min_x: float
    max_x: float
    min_y: float
    max_y: float

    for v in me.vertices:
        co_local: Sequence[float] = v.co
        z: float = -co_local.z

        if camera_persp:
            if z == 0.0:
                lx.append(0.5)
                ly.append(0.5)
            # Does it make any sense to drop these?
            # if z <= 0.0:
            #    continue
            else:
                frame = [(v / (v.z / z)) for v in frame]

        min_x, max_x = frame[1].x, frame[2].x
        min_y, max_y = frame[0].y, frame[1].y

        x = (co_local.x - min_x) / (max_x - min_x)
        y = (co_local.y - min_y) / (max_y - min_y)

        lx.append(x)
        ly.append(y)

    min_x = np.clip(min(lx), 0.0, 1.0)
    max_x = np.clip(max(lx), 0.0, 1.0)
    min_y = np.clip(min(ly), 0.0, 1.0)
    max_y = np.clip(max(ly), 0.0, 1.0)

    mesh_eval.to_mesh_clear()

    # r: 'bpy.types.RenderSettings' = scene.render
    # fac: float = r.resolution_percentage * 0.01
    # dim_x: float = r.resolution_x * fac
    # dim_y: float = r.resolution_y * fac

    # Sanity check
    # if round((max_x - min_x) * dim_x) == 0 or round((max_y - min_y) * dim_y) == 0:
    #     return (0, 0, 0, 0)

    # Relative values
    return (
        round(min_x, 4),  # X
        round(1 - max_y, 4),  # Y
        round((max_x - min_x), 4),  # Width
        round((max_y - min_y), 4),  # Height
    )

    # Absolute values
    return (
        int(round(min_x * dim_x)),  # X
        int(round(dim_y - max_y * dim_y)),  # Y
        int(round((max_x - min_x) * dim_x)),  # Width
        int(round((max_y - min_y) * dim_y)),  # Height
    )