Beispiel #1
0
        uv = curves[int(ih / 2)].uv[:, 0:2]
    else:
        uv = curves[int((ih - 1) / 2)].uv[::-1, 2:4]
    #
    Vuv.append(uv[0])
    #
    ih = halfedges[ih].prev
    ih = halfedges[ih].twin
    if ih == 2 * V.edge[0] + V.edge[1]: break
################################################################

################################################################
# LOAD FACES
color_face = numpy.loadtxt(
    '/d/bandrieu/GitHub/These/memoire/figures/data/BRep/face_color.dat')
color_face = lco.cc_hsv(color_face, fs=1.2, fv=1.0)

bpy.ops.import_scene.obj(filepath=pthin + 'mesh/mesh.obj',
                         axis_forward='Y',
                         axis_up='Z')
obj = bpy.data.objects['mesh']
lbe.set_smooth(obj)
bpy.ops.object.select_all(action='DESELECT')
obj.select = True
bpy.ops.view3d.camera_to_view_selected()
cam.data.angle += numpy.radians(1.)

for mat in obj.data.materials:
    mat.diffuse_color = color_face[int(mat.name[3:]) - 1]
    mat.diffuse_intensity = 1
    mat.specular_intensity = 0
#################################################

#################################################
bpy.ops.import_scene.obj(filepath=pthin + 'mesh/mesh.obj',
                         axis_forward='Y',
                         axis_up='Z')
obj = bpy.data.objects['mesh']
bpy.ops.object.select_all(action='DESELECT')
obj.select = True
bpy.ops.view3d.camera_to_view_selected()  # set camera to fit surf in screen
cam.data.angle += numpy.pi / 180.0  # increase FOV angle by 1 degree
bpy.ops.object.delete()
#################################################

clf = numpy.loadtxt(pthout + 'face_color.dat')
clf = lco.cc_hsv(clf, fs=1.2, fv=1.0)

tri = numpy.loadtxt(pthin + 'brepmesh/tri_' + strf + '.dat', dtype=int) - 1
xyz = numpy.loadtxt(pthin + 'brepmesh/xyz_' + strf + '.dat', dtype=float)

verts = [[x for x in p] for p in xyz]
faces = [[int(v) for v in t] for t in tri]

obj = lbu.pydata_to_mesh(verts, faces, name='face')

lbe.set_smooth(obj)

# material
mat = bpy.data.materials.new('mat_face')
mat.diffuse_color = clf[iface]
mat.diffuse_intensity = 1
cam.data.angle = numpy.radians(37.72)
################################################################

################################################################
# COLOR PALETTE
"""
color_faces = numpy.loadtxt('/d/bandrieu/GitHub/These/memoire/figures/data/BRep/face_color.dat')
color_faces = lco.cc_hsv(color_faces, fs=1.2, fv=1.0)
ncolors = len(color_faces)
"""

colorR = numpy.array([250, 117, 102]) / 255.  #color_faces[ifaceRL[1]-1]
colorL = numpy.array([152, 212, 91]) / 255.  #color_faces[ifaceRL[0]-1]

colors = numpy.vstack([colorR, colorL])
cc_colors = lco.cc_hsv(colors, fs=0.9, fv=1.1)
colorR = cc_colors[0]
colorL = cc_colors[1]
################################################################

################################################################
# LOAD CURRENT INTERFACE'S MESH
bpy.ops.import_scene.obj(filepath=pthin + 'mesh/mesh.obj',
                         axis_forward='Y',
                         axis_up='Z')
surf = bpy.data.objects['mesh']
surf.name = 'surface'
# set smooth shading
lbe.set_smooth(surf)

# set materials