def getVectorsFromCanvas(): e1 = (1,0,0); e2 = (0,1,0) node = Internal.getNodeFromName(CTK.t, 'CANVAS') if node is None: return e1,e2 zones = Internal.getNodesFromType(node, 'Zone_t') if zones == []: return e1,e2 zone = zones[0] if (Internal.getZoneType(zone) != 1): return e1,e2 [x1,y1,z1] = C.getValue(zone, Internal.__GridCoordinates__, (1,1,1)) [x2,y2,z2] = C.getValue(zone, Internal.__GridCoordinates__, (2,1,1)) [x3,y3,z3] = C.getValue(zone, Internal.__GridCoordinates__, (1,2,1)) e1 = (x2-x1, y2-y1, z2-z1) e2 = (x3-x1, y3-y1, z3-z1) e1 = Vector.normalize(e1) e2 = Vector.normalize(e2) return e1,e2
def translate(): if CTK.t == []: return if CTK.__MAINTREE__ <= 0: CTK.TXT.insert('START', 'Fail on a temporary tree.\n') CTK.TXT.insert('START', 'Error: ', 'Error') return v = CTK.varsFromWidget(VARS[0].get(), type=1) if len(v) != 3: CTK.TXT.insert('START', 'Translation vector is incorrect.\n') CTK.TXT.insert('START', 'Error: ', 'Error') return nzs = CPlot.getSelectedZones() if nzs == []: CTK.TXT.insert('START', 'Selection is empty.\n') CTK.TXT.insert('START', 'Error: ', 'Error') return CTK.saveTree() axis = VARS[6].get() if axis == 'along view': posCam = CPlot.getState('posCam') posEye = CPlot.getState('posEye') dirCam = CPlot.getState('dirCam') axe1 = (posEye[0] - posCam[0], posEye[1] - posCam[1], posEye[2] - posCam[2]) axe2 = dirCam axe3 = (axe1[1] * axe2[2] - axe1[2] * axe2[1], axe1[2] * axe2[0] - axe1[0] * axe2[2], axe1[0] * axe2[1] - axe1[1] * axe2[0]) axe1 = Vector.normalize(axe1) axe2 = Vector.normalize(axe2) axe3 = Vector.normalize(axe3) ax = v[0] * axe1[0] + v[1] * axe2[0] + v[2] * axe3[0] ay = v[0] * axe1[1] + v[1] * axe2[1] + v[2] * axe3[1] az = v[0] * axe1[2] + v[1] * axe2[2] + v[2] * axe3[2] v[0] = ax v[1] = ay v[2] = az for nz in nzs: nob = CTK.Nb[nz] + 1 noz = CTK.Nz[nz] a = T.translate(CTK.t[2][nob][2][noz], (v[0], v[1], v[2])) CTK.replace(CTK.t, nob, noz, a) CTK.TXT.insert('START', 'Zones have been translated.\n') CTK.TKTREE.updateApp() CPlot.render()
def writeCassiopeeLamps(file): type = VARS[2].get() eye = CPlot.getState('posEye') cam = CPlot.getState('posCam') dir = CPlot.getState('dirCam') d = Vector.sub(eye, cam) n = Vector.cross(d, dir) dir = Vector.normalize(dir) n = Vector.normalize(n) norm = Vector.norm(d) d = Vector.normalize(d) n = Vector.sub(n, dir) n = Vector.add(n, d) n = Vector.mul(0.4 * norm, n) pos = Vector.sub(eye, n) if type == 'Interior': pass ## # distant light ## file.write('AttributeBegin\n') ## file.write('LightGroup "default"\n') ## file.write('Exterior "world"\n') ## file.write('LightSource "distant"\n') ## file.write(' "point from" ['+ ## str(pos[0])+' '+str(pos[1])+' '+str(pos[2])+ ## '] "point to" ['+ ## str(eye[0])+' '+str(eye[1])+' '+str(eye[2])+']\n') ## file.write(' "color L" [5 5 5]\n') ## file.write('AttributeEnd\n') else: # Exterior # sun/sky sundir = Vector.sub(pos, eye) sundir = Vector.normalize(sundir) file.write('AttributeBegin\n') file.write('LightGroup "default"\n') file.write('Exterior "world"\n') file.write('LightSource "sunsky"\n') file.write(' "vector sundir" [' + str(sundir[0]) + ' ' + str(sundir[1]) + ' ' + str(sundir[2]) + ']\n') file.write(' "float turbidity" [2.0]\n') file.write(' "float gain" [0.005]\n') file.write('AttributeEnd\n')
def travelRight(xr=0.1, N=100): import KCore.Vector as Vector posCam = getState('posCam') posEye = getState('posEye') dirCam = getState('dirCam') d1 = Vector.sub(posEye, posCam) R = Vector.norm(d1) L = 2. * 3.14 * R * xr * 0.5 d2 = Vector.cross(d1, dirCam) d2 = Vector.normalize(d2) d2 = Vector.mul(L, d2) P2 = Vector.sub(posCam, d2) d3 = Vector.sub(posEye, P2) d4 = Vector.cross(d3, dirCam) d4 = Vector.normalize(d4) d4 = Vector.mul(L, d4) P3 = Vector.sub(P2, d4) checkPoints = [posCam, tuple(P2), tuple(P3)] moveCamera(checkPoints, N=N)
def travelDown(xr=0.1, N=100): import KCore.Vector as Vector posCam = getState('posCam') posEye = getState('posEye') dirCam = getState('dirCam') d1 = Vector.sub(posEye, posCam) R = Vector.norm(d1) L = 2 * 3.14 * R * xr * 1. d2 = Vector.normalize(dirCam) d2 = Vector.mul(L, d2) P2 = Vector.sub(posCam, d2) checkPoints = [posCam, tuple(P2)] moveCamera(checkPoints, N=N)
def savePovFile(): if CTK.t == []: return # Sauvegarde toutes les zones au format pov rep = VARS[2].get() dir = os.path.dirname(CTK.FILE) rep = os.path.join(dir, rep) os.chdir(rep) zones = Internal.getZones(CTK.t) c = 0; files = [] colors = []; materials = []; blendings = []; shader1s = [] scales = []; centers = [] for z in zones: z = C.convertArray2Tetra(z) # Scale (utlise pour scaler les textures) bb = G.bbox(z) rx = bb[3]-bb[0]; ry = bb[4]-bb[1]; rz = bb[5]-bb[2] scale = min(rx, ry, rz) scales.append(scale) centers.append([bb[0]+0.5*rx, bb[1]+0.5*ry, bb[2]+0.5*rz]) # Material/Color/Blending material = 'Solid'; color = 'White'; mode = 0; blending = 1; shader1 = 1. ri = Internal.getNodesFromName1(z, '.RenderInfo') if (ri != []): # Material mt = Internal.getNodesFromName1(ri[0], 'Material') if (mt != []): material = Internal.getValue(mt[0]) # Color co = Internal.getNodesFromName1(ri[0], 'Color') if (co != []): color = Internal.getValue(co[0]) # Blending co = Internal.getNodesFromName1(ri[0], 'Blending') if (co != []): blending = Internal.getValue(co[0]) # Shader parameter 1 co = Internal.getNodesFromName1(ri[0], 'ShaderParameters') if (co != []): shader1 = co[0][1][0] else: shader1 = 1. s = color.split(':') if (len(s) == 2 and s[0] == 'Iso'): # couleur = iso field vref = C.getVarNames(z)[0] for pos in xrange(len(vref)): if (vref[pos] == s[1]): break if (pos == len(vref)): color = 'White'; mode = 0 else: color = 'Iso'; mode = pos+1 # traduction color si #FFFFFF if (color[0] == '#'): colorR = color[1:3]; colorG = color[3:5]; colorB = color[5:] colorR = int(colorR, 16); colorR = colorR / 255. colorG = int(colorG, 16); colorG = colorG / 255. colorB = int(colorB, 16); colorB = colorB / 255. color = 'rgbf<'+str(colorR)+','+str(colorG)+','+str(colorB)+'>' colors.append(color); materials.append(material) blendings.append(blending); shader1s.append(shader1) nt = C.newPyTree(['Base']) nt[2][1][2].append(z) try: if (mode == 0): C.convertPyTree2File(nt, 'mesh_'+str(c)+'.pov') else: C.convertPyTree2File(nt, 'mesh_'+str(c)+'.pov', colormap=mode) # avec iso files.append('mesh_'+str(c)+'.pov') c += 1 except: pass # Cam position eye = CPlot.getState('posEye') cam = CPlot.getState('posCam') dir = CPlot.getState('dirCam') # Ecriture du fichier PovRay file = open('scene.pov', 'w') file.write('// POV-Ray version 3.6 scenery file written by *Cassiopee*\n') file.write('// Please render this file with :\n') file.write('// povray -W800 -H600 +a0.3 +SP16 scene.pov +P\n') file.write('#version 3.6;\n') file.write('#include "colors.inc"\n') file.write('#include "textures.inc"\n') file.write('#include "woods.inc"\n') file.write('#include "stones.inc"\n') # Brushed metal texture file.write('#declare Brushed_Depth = 10; // Bump size\n') file.write('#declare Brushed_Pigment = pigment {colour rgb 0.73} \n') file.write('#declare Brushed_Finish = finish {ambient 0 diffuse 0.95 specular 0.96 roughness 0.0005 phong 0.43 phong_size 25 brilliance 3.15 reflection 0.33 metallic metallic on }\n') file.write('// The brushed metal texture.\n') file.write('#declare Brushed_Texture = texture { average texture_map { [ pigment {Brushed_Pigment} normal {wood +Brushed_Depth ramp_wave rotate 90*x scale 50} finish {Brushed_Finish} ] [pigment {Brushed_Pigment} normal {wood -Brushed_Depth ramp_wave rotate 90*x scale 50} finish {Brushed_Finish} ] } }\n') # XRay texture file.write('#declare XRayTexture2 = texture { pigment { slope{'+'<' +str(cam[0])+' , '+str(cam[1])+' , '+str(cam[2])+'> - <' +str(eye[0])+' , '+str(eye[1])+' , '+str(eye[2])+'>}\n') file.write('pigment_map {[0 color rgbt 2*<1,1,1,0.1>] [0.75 color rgbt <0.1,0.6,2,1>*1] [1 color rgbt <1,1,1,1>] } } finish {ambient 3} }\n') # - Radiosity - #file.write('global_settings { assumed_gamma 1 radiosity { \n') #file.write('pretrace_start 0.08 \n') #file.write('pretrace_end 0.02 \n') #file.write('count 50 \n') #file.write('error_bound 0.5 \n') #file.write('recursion_limit 1 } } \n') # - Camera - file.write('#declare Cam0 = camera {angle 50 \n') file.write('#location <'+str(cam[0])+' , '+str(cam[1])+' , '+ str(cam[2])+'> \n') file.write('#look_at <'+str(eye[0])+' , '+str(eye[1])+' , '+ str(eye[2])+'>\n') file.write('#direction <-1,0,0>\n') file.write('#sky <'+str(dir[0])+','+str(dir[1])+','+str(dir[2])+'> }\n') # focal blur (experimental) #file.write('#focal_point <'+str(eye[0])+' , '+str(eye[1])+' , '+ # str(eye[2])+'>\n') #file.write('#aperture 0.4\n') #file.write('#blur_samples 20 }\n') file.write('camera{Cam0}\n') # - Lumieres: point - #d = Vector.sub(eye, cam) #n = Vector.cross(d, dir) dir = Vector.normalize(dir) #n = Vector.normalize(n) #norm = Vector.norm(d) #d = Vector.normalize(d) #n = Vector.sub(n, dir) #n = Vector.add(n, d) #n = Vector.mul(0.4*norm, n) #pos = Vector.sub(eye, n) dir = Vector.mul(0.1, dir) pos = Vector.add(cam, dir) c = 0; light = 0 for f in files: material = materials[c] if (material == 'Light'): xc = centers[c]; color = colors[c] light = 1 intensity = shader1s[c]*5. file.write('light_source{<'+str(xc[0])+' , '+str(xc[1])+' , '+ str(xc[2])+'> color '+color+'*'+str(intensity)+'}\n') c += 1 if (light == 0): # pas de lumiere dans l'arbre, on met celle par defaut file.write('light_source{<'+str(pos[0])+' , '+str(pos[1])+' , '+ str(pos[2])+'> color White*4}\n') # - Background - bckgrd = VARS[0].get() if (bckgrd == 'Blue sky'): # Ciel bleu file.write('sky_sphere { pigment { gradient <0,0,1> turbulence 0\n') file.write(' color_map { [0.00 rgb <0.6,0.7,1.0>]\n') file.write(' [0.35 rgb <0.1,0.2,0.8>]\n') file.write(' [0.65 rgb <0.1,0.2,0.8>]\n') file.write(' [1.00 rgb <0.6,0.7,1.0>]\n') file.write(' }\n') file.write(' scale 2\n') file.write(' } // end of pigment\n') file.write(' } //end of skysphere\n') elif (bckgrd == 'Cloudy sky'): # on pourrait faire beaucoup mieux file.write('sky_sphere { \n') file.write('pigment{ bozo turbulence 0.76\n') file.write(' color_map { [0.5 rgb <0.20, 0.20, 1.0>]\n') file.write(' [0.6 rgb <1,1,1>]\n') file.write(' [1.0 rgb <0.5,0.5,0.5>]\n') file.write(' }\n') file.write(' } // end of pigment\n') file.write(' } //end of skysphere\n') # Avec les macros de pov, pas satisfaisant #file.write('#include "skies.inc" \n') #file.write("object{ O_Cloud1 rotate 90*x}\n") #file.write("sphere { <0,0,0>, 100 \n") #file.write("texture {T_Cloud3} scale 100 }\n") elif (bckgrd == 'Starfield'): file.write('#include "stars.inc"\n') file.write('sphere { <0,0,0>, 1\n') file.write('texture { Starfield1 }\n') file.write('scale 10000\n') file.write(' } //end of sphere\n') elif (bckgrd == 'White'): file.write('sky_sphere { pigment { White } }\n') # Objets c = 0 for f in files: color = colors[c]; material = materials[c] blend = str(1.-blendings[c]) if (material == 'Solid' or material == 'None'): # OK file.write('#include "'+f+'"\n') file.write('object {mesh_'+str(c)+'\n') if (color != 'Iso'): file.write('texture{pigment{color '+color+' filter '+ blend+'}\n') else: file.write('texture{pigment{filter '+ blend+'}\n') file.write('finish {ambient 0.1 diffuse 0.1 reflection 0.05 phong 0.5 }}\n') file.write('}\n') elif (material == 'Flat'): file.write('#include "'+f+'"\n') file.write('object {mesh_'+str(c)+'\n') if (color != 'Iso'): file.write('texture{pigment{color '+color+' filter '+ blend+'}\n') else: file.write('texture{pigment{filter '+ blend+'}\n') file.write('finish {ambient 0.1 diffuse 0.1 reflection 0.0 phong 0.0 }}\n') file.write('}\n') elif (material == 'Glass'): # OK file.write('#include "'+f+'"\n') file.write('object {mesh_'+str(c)+'\n') if (color != 'Iso'): file.write('texture{pigment{color '+color+' filter '+ str(-0.1*blendings[c] +1.)+' }\n') else: file.write('texture{pigment{filter '+ str(-0.1*blendings[c] +1.)+' }\n') file.write('finish {reflection 0.2 phong 0.7 }}\n') file.write('interior { ior 1.3 }\n') file.write('}\n') elif (material == 'Chrome'): # OK file.write('#include "'+f+'"\n') file.write('object {mesh_'+str(c)+'\n') if (color != 'Iso'): file.write('texture{pigment{color '+color+' filter '+ blend+'}\n') else: file.write('texture{pigment{filter '+ blend+'}\n') file.write('finish {ambient 0.25 brilliance 4 diffuse 0.5 reflection 0.4 specular 0.2 metallic roughness 1/80 }}\n') file.write('}\n') elif (material == 'Metal'): file.write('#include "'+f+'"\n') file.write('object {mesh_'+str(c)+'\n') if (color == 'White'): file.write('texture {pigment{color rgb 0.73}\n') elif (color != 'Iso'): file.write('texture {pigment{color '+color+' filter '+ blend+'}\n') else: file.write('texture {pigment{filter '+ blend+'}\n') file.write('finish {ambient 0 diffuse 0.95 specular 0.26 roughness 0.0005 phong 0.33 phong_size 2 brilliance 3.15 reflection 0.33 metallic metallic on } }\n') file.write('}\n') elif (material == 'XRay'): file.write('#include "'+f+'"\n') file.write('object {mesh_'+str(c)+'\n') file.write('texture { XRayTexture2 } }\n') elif (material == 'Wood'): # OK file.write('#include "'+f+'"\n') file.write('object {mesh_'+str(c)+'\n') if (color == 'White'): file.write('texture{T_Wood3 \n') elif (color == 'Black'): file.write('texture{T_Wood2 \n') elif (color == 'Blue'): file.write('texture{T_Wood31 \n') elif (color == 'Red'): file.write('texture{T_Wood6 \n') elif (color == 'Green'): file.write('texture{T_Wood32 \n') elif (color == 'Yellow'): file.write('texture{T_Wood35 \n') elif (color == 'Orange'): file.write('texture{T_Wood7 \n') elif (color == 'Magenta'): file.write('texture{T_Wood4 \n') else: file.write('texture{T_Wood32 \n') file.write("scale "+str(scales[c])+"\n"); file.write('finish {ambient 0.7 brilliance 0.2 diffuse 0.1 reflection 0.01 specular 0.1 roughness 1/20 }}\n') file.write('}\n') elif (material == 'Marble' or material == 'Granite'): file.write('#include "'+f+'"\n') file.write('object {mesh_'+str(c)+'\n') if (color == 'White'): #file.write('texture{T_Grnt20 \n') file.write('texture{White_Marble \n') elif (color == 'Black'): file.write('texture{T_Grnt15 \n') elif (color == 'Blue'): file.write('texture{T_Wood6 \n') elif (color == 'Red'): file.write('texture{T_Wood28 \n') elif (color == 'Green'): file.write('texture{T_Grnt21 \n') elif (color == 'Yellow'): file.write('texture{T_Wood1 \n') elif (color == 'Orange'): file.write('texture{T_Wood13 \n') elif (color == 'Magenta'): file.write('texture{T_Grnt14 \n') else: file.write('texture{T_Grnt20 \n') file.write('scale '+str(scales[c])+'\n'); file.write('finish {ambient 0.3 brilliance 0.3 diffuse 0.1 reflection 0.1 specular 0.1 }}\n') file.write('}\n') elif (material == 'Smoke'): file.write('#include "'+f+'"\n') file.write('object {mesh_'+str(c)+'\n') file.write('texture{pigment{color '+color+' filter 1.}\n') #file.write('texture{pigment { rgbt 1 }\n') file.write('finish {ambient 0.1 diffuse 0.1 }}\n') file.write('hollow\n') file.write('interior{ //---------------------\n') file.write('media{ method 2 \n') file.write('emission 0. \n') file.write('scattering{ 1, // Type \n') file.write('<1,1,1>*0.2 // color of scattering haze \n') file.write('extinction 1. \n') file.write('// how fast the scattering media absorbs light \n') file.write('// useful if the media absorbs too much light \n') file.write('} // end scattering \n') file.write('density{ bozo \n') file.write('turbulence 8.0 \n') file.write(' color_map { \n') file.write(' [0.00 rgb 0] \n') file.write(' [0.05 rgb 0] \n') file.write(' [0.20 rgb 0.2] \n') file.write(' [0.30 rgb 0.6] \n') file.write(' [0.40 rgb 1] \n') file.write(' [1.00 rgb 1] \n') file.write(' } // end color_map \n') file.write('scale '+str(scales[c])+'\n'); file.write('} // end of density \n') file.write('samples 1,1 // 3,3 for adaptive sampling \n') file.write('intervals 10 // increase up to 15 \n') file.write('} // end of media --------------------------- \n') file.write('} // end of interior \n') file.write('}\n') c += 1 file.close() os.chdir('..')